Crit kills

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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achillies
Posts: 80
Joined: Sat Sep 24, 2016 8:22 pm

Re: Crit kills

Post by achillies » Mon Nov 04, 2019 5:55 am

removed and put in nasty november

arjuna
Posts: 8
Joined: Thu Oct 17, 2019 12:04 pm

Re: Crit kills

Post by arjuna » Tue Nov 19, 2019 2:17 am

* S HP:Critical MV:Tiring > sc
You have 15(389) hit and 110(151) movement points.

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

* S HP:Critical MV:Tiring > [scan ]
A gull is here flying around.
A simple man blends into the crowd of the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Hand of the Light watches for Darkfriends.
The Tear town crier stands here, spreading the news.
An Illuminator's assistant stands here carrying some colored tubes.

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

* S HP:Critical MV:Tiring > [scan ]
A gull is here flying around.
A simple man blends into the crowd of the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Hand of the Light watches for Darkfriends.
The Tear town crier stands here, spreading the news.
An Illuminator's assistant stands here carrying some colored tubes.

* S HP:Critical MV:Tiring >
z w
Melat narrates 'ds in tear'
[diag h.dark]
No-one by that name here.

* S HP:Critical MV:Tiring > [scan ]
A gull is here flying around.
A simple man blends into the crowd of the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Hand of the Light watches for Darkfriends.
The Tear town crier stands here, spreading the news.
An Illuminator's assistant stands here carrying some colored tubes.

* S HP:Critical MV:Tiring > nar Yeah both crit
You narrate 'Yeah both crit'

look
Preparing to find this room on the map.
* S HP:Critical MV:Tiring > 0
Tear Banking Services
The marble ceiling, walls, roof and pillars all provide a grand background
to the bank of Tear, possibly the richest in the world. A vault can be seen
at the end of the room, guarded by iron bars holding the door in place. A
private booth, curtained for privacy, provides the place for financial
transactions. Tear is back out the doorway, beyond the westward square. A
small sign lies behind a teller's booth.
[ obvious exits: W ]

Matching room found! Correcting map position.

West: A gull is here flying around.
A well-dressed noble of Tear ambles casually in no hurry.
A banker counts several coins in a purse.

* S HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Melat - A Wide Paved Street
Arjuna - Tear Banking Services

* S HP:Critical MV:Tiring > nar Halcyon and Byrg
not
You narrate 'Halcyon and Byrg'

* S HP:Critical MV:Tiring > st
You stop paying increased attention to your surroundings.

* S HP:Critical MV:Tiring > You stop resting, and stand up.

* S HP:Critical MV:Tiring >
Melat narrates 'nod'

* S HP:Critical MV:Tiring > nar west side
You narrate 'west side'

* S HP:Critical MV:Tiring > st
You are already standing.

sc
* S HP:Critical MV:Tiring > stat
You have 29(389) hit and 110(151) movement points.

* S HP:Critical MV:Tiring > You sit down and rest your tired bones.
You sheath a pair of moonstone hilted dirks into a camouflaged hood.

not
* S HP:Critical MV:Tiring > dd
You start paying increased attention to your surroundings.

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

* S HP:Critical MV:Tiring > not
st
You stop paying increased attention to your surroundings.

* S HP:Critical MV:Tiring > You stop resting, and stand up.

* S HP:Critical MV:Tiring > draw dirk
You try to quietly draw a pair of moonstone hilted dirks from a camouflaged hood.
You wield a pair of moonstone hilted dirks with both hands.

st
* S HP:Critical MV:Tiring > w
You are already standing.

n
* S HP:Critical MV:Tiring > Tear Central Square
Directly facing the Stone, drooping and elegant rows of laurel trees at the
edges mark the boundary of this square, which has wide redbrick paths
leading to a permanently-flowing fountain in the center. A white marble
building to the east has its door open, with a sign engraved above the
door. To the north and west, passers-by wander by the square. A large
banner hung at the edge of the square depicts a map of the city.
[ obvious exits: N E W ]
East: A well-dressed noble of Tear ambles casually in no hurry.
West: A Defender of the Stone serves his superiors here.
The waters of a blue-veined marble fountain pour forth here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A stout wooden barrel stands nearby.
A gull is here flying around.
A simple man blends into the crowd of the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Hand of the Light watches for Darkfriends.
The Tear town crier stands here, spreading the news.
An Illuminator's assistant stands here carrying some colored tubes.

n
* S HP:Critical MV:Tiring > A Wide Paved Street
Paved streets, characteristic of the inner city, go off in all directions here
except to the south, where there is a small, elegant square, surrounded by
trees and with a fountain at its center. Rows and rows of houses can be seen
far to the west, and at the end of the street to the east is a massive hall
with marble pillars. The Maule, Tear's outer city, can be reached by going
north, under an archway in the inner wall. Massive and steadfast, the Stone
looms over the entire inner city to the south.
[ obvious exits: N E S W ]
North: A sailor is here.
East: An old woman stands here mixing a pouch of herbs.
South: A gull is here flying around.
West: A wild stallion bucks madly.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Critical MV:Tiring > A Wide Paved Street
The well-worn paving stones of this inner city street are very, and
uncharacteristically, defiled. The long trails of brown mud increase
further north, where the street goes under a gateway towards the Maule, the
outer city. The inner city is further south, beyond the White Crescent to
the west. Some marks have been carved onto the side of the pole.
[ obvious exits: N S ]
North: A Tairen commoner rushes by in a hurry, trampling you underfoot.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A sailor is here.
A Defender of the Stone maintains peace in the city.

* S HP:Critical MV:Tiring > s
w
A Wide Paved Street
Paved streets, characteristic of the inner city, go off in all directions here
except to the south, where there is a small, elegant square, surrounded by
trees and with a fountain at its center. Rows and rows of houses can be seen
far to the west, and at the end of the street to the east is a massive hall
with marble pillars. The Maule, Tear's outer city, can be reached by going
north, under an archway in the inner wall. Massive and steadfast, the Stone
looms over the entire inner city to the south.
[ obvious exits: N E S W ]
North: A sailor is here.
East: An old woman stands here mixing a pouch of herbs.
South: A gull is here flying around.
West: A wild stallion bucks madly.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Defender of the Stone maintains peace in the city.

* S HP:Critical MV:Tiring > n
A Wide Paved Street
Only one open doorway can be entered amidst this curving row of houses, the
White Crescent Inn to the north. The houses follow the shape of Tear's inner
city, and the silhouette of the grey-stoned inner wall, twenty spans high, can
be seen beyond the roofs. This row of houses continues further to the south,
where the wall round the inner city meets the Stone of Tear.
[ obvious exits: N E S ]
North: A Defender of the Stone maintains peace in the city.
East: A Defender of the Stone maintains peace in the city.
South: A Defender of the Stone serves his superiors here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A wild stallion bucks madly.
A well-dressed noble of Tear ambles casually in no hurry.

* S HP:Critical MV:Tiring > n
The White Crescent
Two wall-sized stone fireplaces with brick surrounds and beamed shelves
face each another here in the main room of the White Crescent Inn. The
tables in the corners have low-backed chairs at them, and the bar on the
far wall looks well-used and loved. A carved oak stairway leads up to the
bedrooms, which are on a long corridor facing over the street to the south.
A doorway to the west leads to the Beer Hall, a somewhat disreputable place.
[ obvious exits: S W U ]
South: A wild stallion bucks madly.
West: An old woman weaves a pattern on her loom.
Up: Cavan Lopar stands here, ready to sell lodgings.
A long wooden table offers room for patrons.
A Defender of the Stone maintains peace in the city.
An ink-smudged gleeman writes in his book.
A robust gleeman with a large white moustache stands here telling a tale.

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

* S HP:Critical MV:Tiring > w
w
Reception of the White Crescent
Here upstairs, a corridor leads to the bedrooms, which people rent for the
night. The back and side of the inn are set directly into the inner wall,
and sometimes the footsteps of defenders can be heard during a quiet
moment. There is a window on the side wall that watches over the vast
Haddon Mirk towards the north. The inn's main room is downstairs,
from which the sounds of music floats up the stairs most evenings.

A ledger lies on a small stand.
[ obvious exits: W D ]
Down: A Defender of the Stone maintains peace in the city.
Cavan Lopar stands here, ready to sell lodgings.

* S HP:Critical MV:Tiring > A Brothel
Up the stairs, red lampshades sit behind the candles to give a hot, sensual
glow to the room. The gaudy, bawdy furniture, replete with goose-down
pillows and cupboards full of revealing silk dresses leave little to the
imagination, and the succession of sailors that go in and out this bedroom,
slightly poorer after the experience, though slightly happier, confirm this
place as the premier whorehouse in the city. A window overlooks the Stone's
docks, reached by leaving the inn downstairs.
[ obvious exits: E D ]
East: Cavan Lopar stands here, ready to sell lodgings.
Down: A guard warily scans those who pass through the Palisade Gate.

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

* S HP:Critical MV:Tiring > w
The Anchor Inn
One of many scruffy inns in the city, the Anchor has an unrivalled
reputation with the sailors, most of which leave both poorer and happier
than when they came in. The typical taproom scene includes drunken, raucous
sailors, singing drinking songs and gambling hard. The stairway leads to a
small room upstairs, and there is a door leading west to the Chalm.
[ obvious exits: W U ]
West: A donkey wearing a patchwork blanket stands here.
A guard warily scans those who pass through the Palisade Gate.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A man gambles away his purse.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A bartender serves customers with a greedy smile.

* S HP:Critical MV:Tiring > A Muddy Dirt Street
The deep layer of mud on the streets surprises most visitors, and the local
inhabitants appear to have dealt with this by wearing small wooden
platforms on their shoes. Many sailors forego this footwear, shunning such
fripperies in favor of bare feet. They mostly come out of the shipyard to
the south, procuring supplies in the shop to the east then heading west for
their ships. The Chalm, Tear's warehouse area, continues to the north,
where the street takes an eastward turn towards the town center.
[ obvious exits: N E S W ]
North: A Defender of the Stone maintains peace in the city.
East: A guard warily scans those who pass through the Palisade Gate.
South: A Defender of the Stone maintains peace in the city.
West: *Halcyon* is standing here.
A donkey wearing a patchwork blanket stands here.
A donkey wearing a patchwork blanket stands here.

* S HP:Critical MV:Tiring > z w
[scan ]
*Halcyon* is standing here.
*Byrg* is standing here.

* S HP:Critical MV:Tiring > e
The Anchor Inn
One of many scruffy inns in the city, the Anchor has an unrivalled
reputation with the sailors, most of which leave both poorer and happier
than when they came in. The typical taproom scene includes drunken, raucous
sailors, singing drinking songs and gambling hard. The stairway leads to a
small room upstairs, and there is a door leading west to the Chalm.
[ obvious exits: W U ]
West: A donkey wearing a patchwork blanket stands here.
A guard warily scans those who pass through the Palisade Gate.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A Defender of the Stone maintains peace in the city.
A man gambles away his purse.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A bartender serves customers with a greedy smile.

* S HP:Critical MV:Tiring > t melat 2w anchor inn
You tell Melat '2w anchor inn'

z w
* S HP:Critical MV:Tiring > not
[scan ]
A donkey wearing a patchwork blanket stands here.
A donkey wearing a patchwork blanket stands here.

* S HP:Critical MV:Tiring > You start paying increased attention to your surroundings.

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

* S HP:Critical MV:Tiring > [scan ]
A donkey wearing a patchwork blanket stands here.
A donkey wearing a patchwork blanket stands here.

* S HP:Critical MV:Tiring >
Melat narrates 'on'

* S HP:Critical MV:Tiring > t melat I too crit to hit
Melat narrates 'dock'
You tell Melat 'I too crit to hit'

* S HP:Critical MV:Tiring > w
A Muddy Dirt Street
The deep layer of mud on the streets surprises most visitors, and the local
inhabitants appear to have dealt with this by wearing small wooden
platforms on their shoes. Many sailors forego this footwear, shunning such
fripperies in favor of bare feet. They mostly come out of the shipyard to
the south, procuring supplies in the shop to the east then heading west for
their ships. The Chalm, Tear's warehouse area, continues to the north,
where the street takes an eastward turn towards the town center.
[ obvious exits: N E S W ]
North: A Defender of the Stone maintains peace in the city.
East: A guard warily scans those who pass through the Palisade Gate.
South: A Defender of the Stone maintains peace in the city.
West: A Defender of the Stone serves his superiors here.
A donkey wearing a patchwork blanket stands here.
A donkey wearing a patchwork blanket stands here.

* S HP:Critical MV:Tiring > z w
kill dark
kill dark
[scan ]
A Defender of the Stone serves his superiors here.
Lord Melat Lansin al'Farath {D} is here, fighting Byrg, riding a Tairen destrier.
*Halcyon* is standing here.
*Byrg* is here, fighting Melat.

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

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

* S HP:Critical MV:Tiring > w
kill dark
kill dark
The City Docks
Wet and dark, the large flat stones of Tear's docks nevertheless provide a
firm footing for the dockmen to toss ropes to the sailors on the vessels
trying to dock. Dozens of small fishing vessels sway to the river's tides
just to the north, and to the east the tops of towers can be seen beyond
the wall of dark gray stone. The Chalm, the rough and muddy warehouse
district of Tear, nestles up to the wall in the foreground. Most dominant
of all is the Stone of Tear, banner flying in the wind. A faded sign stands
at an angle.
[ obvious exits: N E S ]
North: A large, silvery fish is gliding through the water.
East: A donkey wearing a patchwork blanket stands here.
South: Just below the surface of the water you see a cloud of finger sized fish.
A well balanced throwing spike is here, plume attached.
A length of thick rope is looped into a coil.
A Defender of the Stone serves his superiors here.
Lord Melat Lansin al'Farath {D} is sitting here, riding a Tairen destrier.
*Halcyon* is standing here.
*Byrg* is here, fighting Melat.

* S HP:Critical MV:Tiring > not
You try to stab *Halcyon*, but he deflects the blow.

kill dark
* S HP:Critical MV:Tiring - Halcyon: Critical > kill dark
You do the best you can!

* S HP:Critical MV:Tiring - Halcyon: Critical > You stop paying increased attention to your surroundings.

* S HP:Critical MV:Tiring - Halcyon: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Halcyon: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Halcyon: Critical > rem dirk
draw spike
throw
sheath
wi dirk

*Halcyon* tries to stab you, but you parry successfully.
You try to stab *Halcyon*, but he parries successfully.
*Byrg* blasts Melat's right leg very hard.

* S HP:Critical MV:Tiring - Halcyon: Critical > You stop using a pair of moonstone hilted dirks.

* S HP:Critical MV:Tiring - Halcyon: Critical > You try to quietly draw a throwing spike from a surcoat with exquisite embroidery.

You throw a throwing spike at *Halcyon*.tical >

* S HP:Critical MV:Tiring - Halcyon: Critical >
*Halcyon* tries to stab you, but you parry successfully.
*Byrg* blasts Melat's left arm very hard.

* S HP:Critical MV:Tiring - Halcyon: Critical >
*Halcyon* panics, and attempts to flee!

* S HP:Critical MV:Tiring - Halcyon: Critical > rem dirk
draw spike
throw
sheath
wi dirk

A throwing spike arcs through the air.

* S HP:Critical MV:Tiring - Halcyon: Critical > You are not wielding a weapon.

* S HP:Critical MV:Tiring - Halcyon: Critical > *Halcyon* deflects a throwing spike that was thrown at him.
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Critical MV:Tiring - Halcyon: Critical > You stop using a pair of moonstone hilted dirks.

* S HP:Critical MV:Tiring - Halcyon: Critical > *Halcyon* leaves east.
You try to quietly draw a throwing spike from a set of cloth sleeves.

* S HP:Critical MV:Tiring > *Byrg* blasts Melat's left arm into bloody fragments!
Your heartbeat calms down more as you feel less panicked.
Throw at who?

* S HP:Critical MV:Tiring > You sheath a throwing spike into a camouflaged hood.

* S HP:Critical MV:Tiring > kill dark
You wield a pair of moonstone hilted dirks with both hands.

* S HP:Critical MV:Tiring > kill dark
You barely stab *Byrg*'s right leg.

kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You do the best you can!

rem dirk
draw spike
throw
sheath
wi dirk
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You stab *Byrg*'s right leg.
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You stop using a pair of moonstone hilted dirks.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You try to quietly draw a throwing spike from a camouflaged hood.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > The fighting is too thick for you to be able to aim properly!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You sheath a throwing spike into a camouflaged hood.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > You wield a pair of moonstone hilted dirks with both hands.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten >
You barely stab *Byrg*'s right leg.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > i
You are carrying:
Nothing.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > kill dark
kill dark
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Beaten > l
You stab *Byrg*'s right arm.
Melat pounds *Byrg*'s body hard.
*Byrg* blasts Melat's head hard.
*Halcyon* tries to stab you, but you deflect the blow.
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > The City Docks
Wet and dark, the large flat stones of Tear's docks nevertheless provide a
firm footing for the dockmen to toss ropes to the sailors on the vessels
trying to dock. Dozens of small fishing vessels sway to the river's tides
just to the north, and to the east the tops of towers can be seen beyond
the wall of dark gray stone. The Chalm, the rough and muddy warehouse
district of Tear, nestles up to the wall in the foreground. Most dominant
of all is the Stone of Tear, banner flying in the wind. A faded sign stands
at an angle.
[ obvious exits: N E S ]
North: A large, silvery fish is gliding through the water.
East: A donkey wearing a patchwork blanket stands here.
South: Just below the surface of the water you see a cloud of finger sized fish.
A well balanced throwing spike is here, plume attached. [2]
A length of thick rope is looped into a coil.
*Halcyon* is here, fighting YOU!
A Defender of the Stone serves his superiors here.
Lord Melat Lansin al'Farath {D} is here, fighting Byrg, riding a Tairen destrier.
*Byrg* is here, fighting Melat.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
kill dark
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You stab *Byrg*'s left foot.
Melat pounds *Byrg*'s left leg hard.
*Byrg* blasts Melat's right leg.
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
kill dark
You do the best you can!

kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
kill dark
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
Melat gives a Defender of the Stone an order.
A Defender of the Stone joins Melat's fight!
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark

You barely stab *Byrg*'s body.
Melat pounds *Byrg*'s body.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
A Defender of the Stone tries to hit Halcyon, but he deflects the blow.
*Halcyon* tries to stab you, but you parry successfully.
You tickle *Byrg*'s body with your stab.
Melat pounds *Byrg*'s right leg.
You do the best you can!

kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical >
Halcyon assumes an offensive striking posture.

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
Melat gives a Defender of the Stone an order.
You do the best you can!

kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!
*Byrg* sends Melat sprawling with a powerful bash!

kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!

kill dark
* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark
You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > You do the best you can!

* S HP:Critical MV:Tiring - Melat: Hurt - Byrg: Critical > kill dark

A Defender of the Stone tries to hit Halcyon, but he dodges the attack.
*Halcyon* tries to stab you, but you deflect the blow.
You tickle *Byrg*'s body with your stab.
*Byrg* is incapacitated and will slowly die, if not aided.
*Halcyon* tries to stab you, but you deflect the blow.
You stab *Byrg*'s right leg hard.
*Byrg* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
You gain a level!
Your blood freezes as you hear *Byrg*'s death cry.

* S HP:Critical MV:Tiring > kill dark
You try to stab *Halcyon*, but he parries successfully.

* S HP:Critical MV:Tiring - Halcyon: Critical > rem dirk
draw spike
throw
sheath
wi dirk
You do the best you can!

* S HP:Critical MV:Tiring - Halcyon: Critical > You stop using a pair of moonstone hilted dirks.

* S HP:Critical MV:Tiring - Halcyon: Critical > You try to quietly draw a throwing spike from a camouflaged hood.

You throw a throwing spike at *Halcyon*.tical >

* S HP:Critical MV:Tiring - Halcyon: Critical > rem dirk
draw spike
throw
sheath
wi dirk

A throwing spike arcs through the air.

* S HP:Critical MV:Tiring - Halcyon: Critical > You are not wielding a weapon.

* S HP:Critical MV:Tiring - Halcyon: Critical > You wield a pair of moonstone hilted dirks with both hands.

* S HP:Critical MV:Tiring - Halcyon: Critical > *Halcyon* deflects a throwing spike that was thrown at him.
A Defender of the Stone tries to hit Halcyon, but he dodges the attack.
*Halcyon* tries to stab you, but you parry successfully.
You stop using a pair of moonstone hilted dirks.

* S HP:Critical MV:Tiring - Halcyon: Critical > Halcyon assumes a defensive striking posture.
You try to quietly draw a throwing spike from a jeweled wristcuff.

*Halcyon* stabs your head into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!
You throw a throwing spike at *Halcyon*.

* S HP:Critical MV:Tiring - Halcyon: Critical >
A throwing spike arcs through the air.

* S HP:Critical MV:Tiring - Halcyon: Critical >
Melat gives a Defender of the Stone an order.

* S HP:Critical MV:Tiring - Halcyon: Critical >
Melat gives a Defender of the Stone an order.

* S HP:Critical MV:Tiring - Halcyon: Critical >
A throwing spike rips through *Halcyon*'s guts as he collapses to the ground.
*Halcyon* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Halcyon*'s death cry.

Turg
Posts: 101
Joined: Sun May 17, 2015 7:14 am

Re: Crit kills

Post by Turg » Fri Nov 22, 2019 7:19 am

Even after this I feel bash should be more constant
I cheated tho, I had just drank tea
I think my bash landing was like 1/30

S HP:Battered MV:Tiring - Badd: Battered > [k human]
You do the best you can!

* S HP:Battered MV:Tiring - Badd: Battered >

[bash ]


-
*Badd* pierces your body.
=
+
*
*Badd* barely pierces your left foot.
An Ahf'frait trolloc joins your fight!
*
+
=
-

-
=

As *Badd* avoids your bash, you topple over and fall to the ground!

* S HP:Battered MV:Tiring - Badd: Battered >
*Badd* barely pierces your head.

howl
b
* S HP:Beaten MV:Tiring - Badd: Battered >
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
An Ahf'frait trolloc tries to cleave Badd, but he deflects the blow.
*Badd* barely pierces your body.

* S HP:Battered MV:Strong - Badd: Battered > You howl triumphantly.

* S HP:Battered MV:Strong - Badd: Battered >

[bash ]

-
=
+
Badd swiftly dodges an Ahf'frait trolloc's attempt to cleave him.
*Badd* pierces your left arm.
*Badd* pierces your head.
*

*
+
=
-
*Badd* snickers softly.

-
=

As *Badd* avoids your bash, you topple over and fall to the ground!

* S HP:Beaten MV:Strong - Badd: Battered >
An Ahf'frait trolloc tries to cleave Badd, but he dodges the attack.
*Badd* barely pierces your head.

cw
* S HP:Beaten MV:Strong - Badd: Battered > f

*Badd* barely pierces your left foot.

* S HP:Beaten MV:Strong - Badd: Battered > cb
[change mood wimpy]
Mood changed to: Wimpy

* S HP:Beaten MV:Strong - Badd: Battered >

You panic and attempt to flee!

You flee head over heels.
The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with 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 huge darkhound is here, drooling and snarling.
[change mood brave]
Mood changed to: Brave

* S HP:Beaten MV:Strong > w
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
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 ]

9
* S HP:Beaten MV:Strong > [k human]
They aren't here.

n
* S HP:Beaten MV:Strong > e
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 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.
A rat scurries around trying to get out of sight.

* S HP:Beaten MV:Strong > 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 ]

* S HP:Beaten MV:Strong > w
9
9
0
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 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.
A rat scurries around trying to get out of sight.

9
* S HP:Beaten MV:Strong > [k human]
They aren't here.

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

* S HP:Beaten MV:Strong > 0
[where ]
Players in your Zone
--------------------
Turg - The Blight

* S HP:Beaten MV:Strong > 9
9
[k human]
They aren't here.

* S HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Turg - The Blight

* S HP:Beaten MV:Strong > 9
[k human]
They aren't here.

* S HP:Beaten MV:Strong > 9
9
[k human]
They aren't here.

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

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

* S HP:Beaten MV:Strong > z
0
[k human]
They aren't here.

9
* S HP:Beaten MV:Strong > [diag h.human]
No-one by that name here.

* S HP:Beaten MV:Strong > [where ]
Players in your Zone
--------------------
Turg - The Blight

* S HP:Beaten MV:Strong > 9
[k human]
They aren't here.

9
* S HP:Beaten MV:Strong > [k human]
They aren't here.

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

* S HP:Beaten MV:Strong > 9
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 ]
You sense a hidden life form in the area...

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

* S HP:Beaten MV:Strong > [bash ]
Bash who?

* S HP:Beaten MV:Strong > a
b
[k h.human]
You try to pound *Badd*, but he deflects the blow.

* S HP:Beaten MV:Strong - Badd: Battered >

[bash ]

-
=
+
*
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.*
+
=
*Badd* tickles your head with his pierce.
-

-
=

As *Badd* avoids your bash, you topple over and fall to the ground!

* S HP:Beaten MV:Strong - Badd: Battered > b

*Badd* barely pierces your body.
*Badd* pierces your head.

* S HP:Beaten MV:Strong - Badd: Battered >

[bash ]


-
=
+
*

*
+
*Badd* tickles your right foot with his pierce.
=
-
*Badd* tickles your head with his pierce.

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

* S HP:Beaten MV:Strong - Badd: Battered > cp
9
[change mood berserk]
Mood changed to: Berserk


* S HP:Beaten MV:Strong - Badd: Battered > b
A shrill piercing scream reverberates through the area.
You pound *Badd*'s right hand into bloody fragments!
[k human]
You do the best you can!

* S HP:Beaten MV:Strong - Badd: Battered > [bash ]
They already seem to be stunned.

* S HP:Beaten MV:Strong - Badd: Battered >
You pound *Badd*'s body into bloody fragments!

* S HP:Beaten MV:Strong - Badd: Beaten > b
[bash ]
They already seem to be stunned.

* S HP:Beaten MV:Strong - Badd: Beaten > b
[bash ]
They already seem to be stunned.

* S HP:Beaten MV:Strong - Badd: Beaten > b

You pound *Badd*'s left leg into bloody fragments!
*Badd* panics, and attempts to flee!

* S HP:Beaten MV:Strong - Badd: Beaten >
*Badd* leaves east.

* S HP:Beaten MV:Strong > [bash ]
Bash who?

* S HP:Beaten MV:Strong > e
9
b
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 ]
*Badd* is standing here.
A huge darkhound is here, drooling and snarling.

* S HP:Beaten MV:Strong > [k human]
You try to pound *Badd*, but he deflects the blow.

* S HP:Beaten MV:Strong - Badd: Beaten >

[bash ]

ab
-
Cancelled.
[k h.human]
You do the best you can!

* S HP:Beaten MV:Strong - Badd: Beaten >
*Badd* barely pierces your body.
A huge darkhound joins your fight!

* S HP:Beaten MV:Strong - Badd: Beaten >

[bash ]

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

*
*Badd* leaves south.
+
=s-1
-
Cancelled.
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 ]
A huge trolloc marked with a whirlwind snorts here.

* S HP:Beaten MV:Strong > [bash human]
Bash who?

* S HP:Beaten MV:Strong >
A shrill piercing scream reverberates through the area.

* S HP:Beaten MV:Strong > cb
cb
cb
[change mood brave]
You try to calm down, but can't.

* S HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 120 hit points.

* S HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 120 hit points.

* S HP:Beaten MV:Strong > 4
s
[change wimpy 0]
You won't flee from any fight now.

9
* S HP:Beaten MV:Strong >
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 ]

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

* S HP:Beaten MV:Strong > * S HP:Beaten MV:Strong > w
0
9
The Blight
The Blight here is a twisted sprawl of foul plants and shrubs. You appear to
be on some sort of hill, which slopes steeply to the south. From this vantage
point you can see the Mountains of Dhoom far to the north, and a tinge of
verdant green to the south.
[ obvious exits: E S ]
A warhorse is here, stamping his feet impatiently.

o S HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Turg - The Blight

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

o S HP:Beaten MV:Tiring > a
[k h.human]
They aren't here.

o S HP:Beaten MV:Tiring > a
z
[k h.human]
They aren't here.

0
o S HP:Beaten MV:Tiring > 9
9
[diag h.human]
No-one by that name here.

o S HP:Beaten MV:Tiring > 9
9
[where ]
Players in your Zone
--------------------
Turg - The Blight

o S HP:Beaten MV:Tiring > 9
[k human]
They aren't here.

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

o S HP:Beaten MV:Tiring > 9
[k human]
They aren't here.

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

o S HP:Beaten MV:Tiring > 9
9
[k human]
They aren't here.

9
o S HP:Beaten MV:Tiring > z
[k human]
They aren't here.

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

o S HP:Beaten MV:Tiring > 0
9
[k human]
They aren't here.

o S HP:Beaten MV:Tiring > A shrill piercing scream reverberates through the area.
[k human]
They aren't here.

9
o S HP:Beaten MV:Tiring > 9
9
[diag h.human]
No-one by that name here.

o S HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Turg - The Blight

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

o S HP:Beaten MV:Tiring > th
[k human]
They aren't here.

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

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

o S HP:Beaten MV:Tiring >

[track human]

-
=
+
*

*
+
=
-

Some clear fresh tracks of a Human leaving east.

o S HP:Beaten MV:Tiring > 0
[where ]
Players in your Zone
--------------------
Turg - The Blight

9
o S HP:Beaten MV:Tiring > 9
9
[k human]
They aren't here.

0
9
o S HP:Beaten MV:Tiring > [k human]
They aren't here.

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

o S HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Turg - The Blight

o S HP:Beaten MV:Tiring > s
[k human]
They aren't here.

o S HP:Beaten MV:Tiring > w
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 ]
*Badd* is standing here.
A rat scurries around trying to get out of sight.

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

* S HP:Beaten MV:Tiring > 9
9
[k human]
You try to pound *Badd*, but he parries successfully.

* S HP:Beaten MV:Tiring - Badd: Beaten > [k human]
You do the best you can!

* S HP:Beaten MV:Tiring - Badd: Beaten >
*Badd* barely pierces your body.
You try to pound *Badd*, but he deflects the blow.

* S HP:Beaten MV:Strong - Badd: Beaten > cp
b
[change mood berserk]
Mood changed to: Berserk

* S HP:Beaten MV:Strong - Badd: Beaten >

[bash ]

-
=
+
*Badd* pierces your right arm.

*
*Badd* pierces your left leg.
You wish that your wounds would stop BLEEDING so much!

*
+
=
-

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

* S HP:Beaten MV:Strong - Badd: Beaten > 9

You pound *Badd*'s head into bloody fragments!
*Badd* panics, and attempts to flee!
You pound *Badd*'s left foot into bloody fragments!

* S HP:Beaten MV:Strong - Badd: Critical >
*Badd* leaves south.

* S HP:Beaten MV:Strong > 9
[k human]
They aren't here.

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

a
* S HP:Beaten MV:Strong > 9
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 ]
*Badd* is standing here.
A trolloc is here commanding a fist of troops.
A young trolloc is here, growling with a deep bloodlust.
A trolloc is here ruling a group of trollocs.

s
* S HP:Beaten MV:Strong > 9
[k h.human]
You try to pound *Badd*, but he parries successfully.

* S HP:Beaten MV:Strong - Badd: Critical > [k human]
You do the best you can!

* S HP:Beaten MV:Strong - Badd: Critical > 9
No way! You're fighting for your life!

* S HP:Beaten MV:Strong - Badd: Critical > 9
[k human]
You do the best you can!

* S HP:Beaten MV:Strong - Badd: Critical > *Badd* barely pierces your left leg.
You wish that your wounds would stop BLEEDING so much!

A Dha'vol trolloc joins your fight!
A Ghar'ghael trolloc joins your fight!
A Dhai'mon trolloc joins a Dha'vol trolloc's fight!
You try to pound *Badd*, but he parries successfully.
[k human]
You do the best you can!

* S HP:Beaten MV:Strong - Badd: Critical > [k human]
You do the best you can!

* S HP:Beaten MV:Strong - Badd: Critical > b

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


* S HP:Beaten MV:Strong - Badd: Critical >

[bash ]
*Badd* quaffs a thin vial of yellow fluid.
*Badd* looks more invigorated and ready to go.


*Badd* panics, and attempts to flee!
-
=
+
*Badd* leaves north.
A rat has arrived from the north.
*
A rat leaves south.*s+s
s=1Cancelled.
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 ]
A trolloc is here ruling a group of trollocs.
A trolloc is here commanding a fist of troops.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* S HP:Beaten MV:Strong > 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.

* S HP:Beaten MV:Strong > 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 ]
A huge darkhound is here, drooling and snarling.

* S HP:Beaten MV:Strong > [bash human]
Bash who?

* S HP:Beaten MV:Strong > s
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 ]
The corpse of the blighted tree is lying here.
A black tree with bloated leaves sprouts from the ground, branches quivering.

cbh
* S HP:Beaten MV:Strong > Arglebargle, glop-glyf!?!

* S HP:Beaten MV:Strong > cb
cb
cb
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 120 hit points.

4
* S HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 120 hit points.

* S HP:Beaten MV:Strong > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 120 hit points.

* S HP:Beaten MV:Strong > th
[change wimpy 0]
You won't flee from any fight now.

* S HP:Beaten MV:Strong >

[track human]


-
=
+
*

*
+
=
-

Some obvious fresh bloody traces of a Human leaving south.

* S HP:Beaten MV:Strong >
A shrill piercing scream reverberates through the area.

* S HP:Beaten MV:Strong > s
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 lantern has been left 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.

* S HP:Beaten MV:Strong > w
w
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 ]
A large slab of meat has been placed here.
A sickly, skinny deer stands here in a daze.

s
w
* S HP:Beaten MV:Strong > 9
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]

* S HP:Beaten MV:Strong > Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
Several blackberries grow on a nearby vine. [3]
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

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

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

* S HP:Beaten MV:Strong > s
w
w
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A snake is crawling through the water here.
A sickly, skinny deer stands here in a daze.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

9
* S HP:Beaten MV:Tiring > Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.

* S HP:Beaten MV:Tiring > Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
A sickly, skinny deer stands here in a daze.
A brazen young hare thumps his powerful hind legs nearby.
A sickly, skinny deer stands here in a daze.
A snake is crawling through the water here.

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

* S HP:Beaten MV:Tiring > n
q
b
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.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

* S HP:Beaten MV:Tiring > [bash ]
Bash who?

* S HP:Beaten MV:Tiring > n

A rat has arrived from the north.
A rat has arrived from the north.
A rat has arrived from the north.
A rat has arrived from the north.
A rat has arrived from the north.
A rat has arrived from the north.
A rat has arrived from the north.
A rat has arrived from the north.
A rat has arrived from the north.

* S HP:Beaten MV:Tiring > 0
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
A baby lizard scampers about.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* S HP:Beaten MV:Tiring > [where ]
Players in your Zone
--------------------
Turg - A Pile of Lumber

* S HP:Beaten MV:Tiring > s
a
b
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.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
*Badd* is standing here.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Beaten MV:Tiring > [k h.human]
You try to pound *Badd*, but he parries successfully.

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

[bash ]

-
=
+
*
A blighted deer has arrived from the south.
The ancient tree hits your left leg.
You wish that your wounds would stop BLEEDING so much!

The ancient tree joins the ancient tree's fight!
A blighted deer has arrived from the south.
The ancient tree tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!

The ancient tree barely tickles your body with its hit.
You wish that your wounds would stop BLEEDING so much!

*Badd* pierces your left foot.
You wish that your wounds would stop BLEEDING so much!

*
*Badd* pierces your head.
You wish that your wounds would stop BLEEDING so much!

+
=
-

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

* S HP:Critical MV:Tiring - Badd: Critical > giggle
You giggle.

cp
* S HP:Critical MV:Tiring - Badd: Critical > s

The ancient tree barely tickles your right foot with its hit.
You wish that your wounds would stop BLEEDING so much!

The ancient tree barely tickles your left leg with its hit.
You wish that your wounds would stop BLEEDING so much!

You pound *Badd*'s left arm into bloody fragments!
*Badd* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Badd*'s death cry.

s
* S HP:Critical MV:Tiring > s
[change mood berserk]
Mood changed to: Berserk

Ominas
Posts: 64
Joined: Thu Jun 18, 2015 4:07 am

Re: Crit kills

Post by Ominas » Fri Nov 22, 2019 2:45 pm

Nice man. Poor Badd. Good to see you around.

corath
Posts: 269
Joined: Wed Feb 18, 2015 8:21 pm

Re: Crit kills

Post by corath » Tue Dec 03, 2019 2:08 pm

started out 4n elbow, venum beat me up and i retreated to sted, using mobs then to orch where this log starts off.


* R HP:Beaten MV:Tiring > sBy 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 ]
There are some tracks of a ridden mount leaving north.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving south.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
A snake is crawling through the water here.
A spotted horse wanders skittishly around here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

sc
* R HP:Beaten MV:Tiring > v
You have 98(394) hit and 99(160) movement points.
You have scored 83885471 experience points and 4518 quest points.
You need 4614529 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Beaten MV:Tiring > j
Mood changed to: Brave

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

* R HP:Beaten MV:Tiring >
*Venum* has arrived from the north.

* R HP:Beaten MV:Tiring > j
*Venum* leaves south.

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

* R HP:Beaten MV:Tiring > [bash ]
Bash who?

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

* R HP:Beaten MV:Tiring > j[bash ]
Bash who?

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

* R HP:Beaten MV:Tiring > j
[bash ]
Bash who?

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

j
* R HP:Beaten MV:Tiring > [bash ]
Bash who?

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

* R HP:Beaten MV:Tiring > j[bash ]
Bash who?

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

j* R HP:Beaten MV:Tiring >
[bash ]
Bash who?

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

* R HP:Beaten MV:Tiring > [bash ]
Bash who?

* R HP:Beaten MV:Tiring > n
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving east.
The corpse of the blighted tree is lying here.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Beaten MV:Tiring > w
A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
There are some tracks of a trolloc leaving east.
A chestnut stallion trots about, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.

* R HP:Beaten MV:Tiring > e
s
j
aA Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ 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 trolloc leaving south.
There are some tracks of an animal leaving east.
The corpse of the blighted tree is lying here.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.

a
* R HP:Beaten MV:Tiring > 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 ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving south.
There are some tracks of an animal leaving north.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.
A snake is crawling through the water here.
A spotted horse wanders skittishly around here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Beaten MV:Tiring > [k dark]
You slash *Venum*'s body.

* R HP:Beaten MV:Tiring - Venum: Wounded > [bash ]

- = + * *
*Venum* hacks your body.
The ancient tree barely tickles Venum's body with its hit.
The ancient tree joins the ancient tree's fight!

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

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

* R HP:Beaten MV:Tiring - Venum: Wounded >
*Venum* leaves north.

* R HP:Beaten MV:Tiring > s
w

*Venum* has arrived from the north.

* R HP:Beaten MV:Tiring >
*Venum* barely hacks your body.

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

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

* R HP:Beaten MV:Tiring - Venum: Wounded >
A spotted horse panics, and attempts to flee!
A spotted horse leaves north.
The ancient tree tickles Venum's left arm with its hit.
The ancient tree joins the ancient tree's fight!

* R HP:Beaten MV:Tiring - Venum: Wounded > y
f
The ancient tree tickles Venum's body
with its hit.
The ancient tree barely tickles Venum's body with its hit.
You slash *Venum*'s body.
Mood changed to: Wimpy

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


You flee head over heels.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving south.
There are some tracks of a trolloc leaving south.
The corpse of the blighted tree is lying here.
A chestnut stallion trots about, being ridden by you.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Beaten MV:Tiring > s
j
a
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 ]
There are some tracks of a horse leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
*Venum* is here, fighting the ancient tree.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
The ancient tree is here, fighting Venum.
The ancient tree is here, fighting Venum.

* R HP:Beaten MV:Winded > [k dark]
You slash *Venum*'s left hand.

* R HP:Beaten MV:Winded - the ancient tree: Scratched - Venum: Battered > *Venum* panics, and attempts to flee!
[bash ]

-
The ancient tree barely tickles Venum's right leg with its hit.
The ancient tree barely tickles Venum's body with its hit.

= + *
*Venum* leaves south.

* + = - - =
They're not here anymore!

* R HP:Beaten MV:Winded > n
w
*Venum* has arrived from the south.
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving west.
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 trolloc leaving south.
The corpse of the blighted tree is lying here.
A chestnut stallion trots about, being ridden by you.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Beaten MV:Winded > A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving east.
A chestnut stallion trots about, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.

* R HP:Beaten MV:Winded > e
s
j
aA Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving west.
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 west.
The corpse of the blighted tree is lying here.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.

a
* R HP:Beaten MV:Winded > 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 ]
There are some tracks of a horse leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

* R HP:Beaten MV:Winded > s

A spotted horse has arrived from the north.
Your heartbeat calms down more as you feel less panicked.

[bash ]
Bash who?

* R HP:Beaten MV:Tiring > e
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a ridden mount leaving west.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A sickly, skinny deer stands here in a daze.

* R HP:Beaten MV:Tiring > Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: 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 west.
There are some tracks of a horse leaving west.
A chestnut stallion trots about, being ridden by you.

w* R HP:Beaten MV:Tiring >
n
jPath to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A sickly, skinny deer stands here in a daze.

j
a* R HP:Beaten MV:Tiring >
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 ]
There are some tracks of a horse leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.
A spotted horse wanders skittishly around here.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Beaten MV:Tiring > *Venum* leaves south.
[k dark]
They aren't here.

* R HP:Beaten MV:Tiring > [bash ]
Bash who?

* R HP:Beaten MV:Tiring > s
j
*Venum* has arrived from the south.
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A sickly, skinny deer stands here in a daze.

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

* R HP:Beaten MV:Tiring > n
[bash ]
Bash who?

* R HP:Beaten MV:Tiring > j
a
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 ]
There are some tracks of a horse leaving north.
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 north.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.
A spotted horse wanders skittishly around here.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Beaten MV:Tiring > *Venum* hacks your body.
[k dark]
You do the best you can!

* R HP:Beaten MV:Tiring - Venum: Battered > [bash ]

- = + * *
*Venum* barely hacks your right foot.
The ancient tree barely tickles Venum's head with its hit.
The ancient tree joins the ancient tree's fight!

+ = - - =
Your bash at *Venum* sends him sprawling!

* R HP:Beaten MV:Tiring - Venum: Battered > sta
The ancient tree tickles Venum's body with its hit.
The ancient tree tickles Venum's right leg with its hit.
You slash *Venum*'s body.

stat
* R HP:Beaten MV:Tiring - Venum: Battered > v
You are a 569 year old male human
hunter.
Your height is 6 feet, 1 inches, and you weigh 190.0 lbs.
You are carrying 0.1 lbs and wearing 75.9 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:11 Dex:18 Con:19.
Offensive bonus: 167, Dodging bonus: 3, Parrying bonus: 16
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Shadow
Your armor absorbs about 79% on average.

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

* R HP:Beaten MV:Tiring - Venum: Battered > Mood changed to: Brave

* R HP:Beaten MV:Tiring - Venum: Battered >
A blighted deer has arrived from the north.

* R HP:Beaten MV:Tiring - Venum: Battered > l
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 ]
There are some tracks of a horse leaving north.
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 north.
A large stone well is here.
A sickly, skinny deer stands here in a daze.
A chestnut stallion trots about, being ridden by you.
*Venum* is sitting here
A spotted horse wanders skittishly around here.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
The ancient tree is here, fighting Venum.
The ancient tree is here, fighting Venum.

* R HP:Beaten MV:Tiring - Venum: Battered >
The ancient tree barely tickles Venum's body with its hit.
The ancient tree barely hits Venum's body.
You slash *Venum*'s body.

* R HP:Beaten MV:Tiring - Venum: Battered >
*Venum* panics, and attempts to flee!

* R HP:Beaten MV:Tiring - Venum: Battered >
The ancient tree tickles Venum's left leg with its hit.
The ancient tree barely tickles Venum's body with its hit.
You slash *Venum*'s body.
*Venum* barely hacks your head.
You wish that your wounds would stop BLEEDING so much!

*Venum* leaves south.

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

n* R HP:Beaten MV:Tiring >
w
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some tracks of a horse leaving south.
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 west.
A chestnut stallion trots about, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Beaten MV:Winded > A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving east.
A chestnut stallion trots about, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.

* R HP:Beaten MV:Winded > sc
You have 75(394) hit and 78(160) movement points.
You have scored 83888315 experience points and 4518 quest points.
You need 4611685 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Beaten MV:Winded > w
j
The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving west.
A chestnut stallion trots about, being ridden by you.

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

* R HP:Beaten MV:Winded > s
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some tracks of a ridden mount leaving south.
A chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.
A sickly, skinny deer stands here in a daze.

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

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

* R HP:Beaten MV:Winded > stat
You are a 569 year old male human hunter.
Your height is 6 feet, 1 inches, and you weigh 190.0 lbs.
You are carrying 0.1 lbs and wearing 75.9 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:11 Dex:18 Con:19.
Offensive bonus: 190, Dodging bonus: 3, Parrying bonus: 13
Your mood is: Brave. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Shadow
Your armor absorbs about 79% on average.

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

* R HP:Beaten MV:Winded > s
e
The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ 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 west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
A large wooden catapult has been erected here.
A chestnut stallion trots about, being ridden by you.
A young and strong buck is here, munching some grass.
A strong trolloc stands here, snout sniffing the wind.

* R HP:Beaten MV:Winded > Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: 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 west.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten MV:Winded > e
j
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.
There are some tracks of a trolloc leaving north.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A sickly, skinny deer stands here in a daze.

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

* R HP:Beaten MV:Winded > n[bash ]
Bash who?

n
* R HP:Beaten MV:Winded > j
a
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 ]
There are some tracks of a horse leaving north.
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 north.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A spotted horse wanders skittishly around here.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Beaten MV:Winded > *Venum* has arrived from the north.
[k dark]
You barely slash *Venum*'s head.

* R HP:Beaten MV:Winded - Venum: Battered > [bash ]

- = + * * + = - - =
Your bash at *Venum* sends him sprawling!

* R HP:Beaten MV:Winded - Venum: Battered >
The ancient tree barely hits Venum's body.
The ancient tree joins the ancient tree's fight!
The ancient tree barely tickles Venum's left leg with its hit.
A blighted deer leaves north.
A spotted horse panics, and attempts to flee!
A spotted horse leaves south.
The ancient tree barely hits Venum's right leg.
You slash *Venum*'s body hard.

* R HP:Beaten MV:Winded - Venum: Beaten > v
Mood changed to: Brave

* R HP:Beaten MV:Winded - Venum: Beaten >
The ancient tree tickles Venum's body with its hit.
The ancient tree tickles Venum's body with its hit.
You slash *Venum*'s left leg hard.

* R HP:Beaten MV:Winded - Venum: Beaten >
The ancient tree barely tickles Venum's body with its hit.
The ancient tree barely tickles Venum's body with its hit.
*Venum* tickles your body with his hack.
You slash *Venum*'s body.
*Venum* panics, and attempts to flee!

* R HP:Beaten MV:Winded - Venum: Beaten > j
*Venum* leaves north.
[k dark]
They aren't here.

* R HP:Beaten MV:Winded > sc
s
You have 84(394) hit and 70(160) movement points.
You have scored 83890739 experience points and 4518 quest points.
You need 4609261 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

e
* R HP:Beaten MV:Winded > ePath to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a trolloc leaving north.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A spotted horse wanders skittishly around here.
A rat scurries around trying to get out of sight.
A sickly, skinny deer stands here in a daze.

e
* R HP:Beaten MV:Winded > n
n
A rat starts following you.
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E 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.
There are some tracks of a ridden mount leaving west.
A chestnut stallion trots about, being ridden by you.
A rat has arrived from the west.

j
* R HP:Beaten MV:Winded > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
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 horse leaving west.
There are some tracks of an animal leaving east.
A slip of paper has been carelessly dropped upon the ground.
A chestnut stallion trots about, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A rat has arrived from the west.

* R HP:Beaten MV:Winded > Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
There are some tracks of a ridden mount leaving south.
There are some tracks of a horse leaving south.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving south.
Several blackberries grow on a nearby vine. [3]
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

* R HP:Beaten MV:Winded > 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 ]
There are some tracks of a ridden mount leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
A juicy looking apple has fallen to the ground. [5]
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A huge misshapen bear with large tusks, howls hungrily.
A rat has arrived from the south.

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

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

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

* R HP:Beaten MV:Winded > 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 ]
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 horse leaving south.
There are some tracks of an animal leaving west.
A chestnut stallion trots about, being ridden by you.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
A rat has arrived from the west.

* R HP:Beaten MV:Winded > w
kr atBy 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 ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving east.
A juicy looking apple has fallen to the ground. [5]
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A huge misshapen bear with large tusks, howls hungrily.

kr at
* R HP:Beaten MV:Winded > Arglebargle, glop-glyf!?!

* R HP:Beaten MV:Winded > w
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of an animal leaving east.
There are some tracks of an animal leaving west.
A chestnut stallion trots about, being ridden by you.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
A rat has arrived from the east.

* R HP:Beaten MV:Winded > e
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 ]
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.
There are some tracks of an animal leaving west.
A juicy looking apple has fallen to the ground. [5]
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A huge misshapen bear with large tusks, howls hungrily.
A rat has arrived from the west.

s* R HP:Beaten MV:Winded >
Walking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a horse leaving south.
There are some tracks of an animal leaving north.
Several blackberries grow on a nearby vine. [3]
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A rat has arrived from the north.

s
* R HP:Beaten MV:Winded > The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
There are some tracks of a ridden mount leaving north.
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 horse leaving west.
A slip of paper has been carelessly dropped upon the ground.
A chestnut stallion trots about, being ridden by you.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A rat has arrived from the north.

* R HP:Beaten MV:Winded > k rat
wA rat stops following you.
You slash a rat's right foreleg into bloody fragments!
A rat is dead! R.I.P.
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.

w
* R HP:Beaten MV:Winded > scPath Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E 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 east.
There are some tracks of a ridden mount leaving west.
A chestnut stallion trots about, being ridden by you.

sc
* R HP:Beaten MV:Winded > You have 84(394) hit and 58(160) movement points.
You have scored 83890815 experience points and 4518 quest points.
You need 4609185 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Beaten MV:Winded > w
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.

* R HP:Beaten MV:Winded > n
j
aBy 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 ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a horse leaving south.
There are some tracks of a horse leaving north.
There are some tracks of a ridden mount leaving south.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

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

* R HP:Beaten MV:Winded > [bash ]
Bash who?

n
* R HP:Beaten MV:Winded > j
a
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a horse leaving south.
There are some tracks of a ridden mount leaving west.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.

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

* R HP:Beaten MV:Winded > [bash ]
Bash who?

* R HP:Beaten MV:Winded > w
j
A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
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 east.
A chestnut stallion trots about, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.

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

* R HP:Beaten MV:Winded > w
jThe Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
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 trolloc leaving east.
A chestnut stallion trots about, being ridden by you.

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

* R HP:Beaten MV:Winded > sc
You have 84(394) hit and 49(160) movement points.
You have scored 83890815 experience points and 4518 quest points.
You need 4609185 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Beaten MV:Winded > s
j
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
A chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.
A sickly, skinny deer stands here in a daze.

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

* R HP:Beaten MV:Winded > s
e
The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ 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 east.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving east.
A large wooden catapult has been erected here.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.
A young and strong buck is here, munching some grass.
A strong trolloc stands here, snout sniffing the wind.

* R HP:Beaten MV:Weary > *Venum* hacks your right hand.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

* R HP:Beaten MV:Weary - Venum: Beaten > f
A strong trolloc tickles your body with his pound.
You wish that your wounds would stop BLEEDING so much!

A blighted deer has arrived from the north.
A strong trolloc tickles your left foot with his pound.
You wish that your wounds would stop BLEEDING so much!

You slash *Venum*'s body.
*Venum* hacks your body.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!


You flee head over heels.
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
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 chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.

* R HP:Beaten MV:Winded > w
The Blighted Forest
The sick trees of the blighted forest can be seen from here. The leaves are
completely yellow with small black spots in them. The evergreen trees'
needles are turning brown and starting to fade. The trees are not dried out
like in the rest of the blighted forest but heavily water-damaged. To the
north is the slope of a hill, to the south the ground is covered with
water, to the west is the blighted forest and east a small trail forms.
[ obvious exits: E S W ]
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten MV:Winded > sc
You have 71(394) hit and 61(160) movement points.
You have scored 83891289 experience points and 4518 quest points.
You need 4608711 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Beaten MV:Winded > e
j
aA Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
A chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.

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

* R HP:Beaten MV:Winded > [bash ]
Bash who?

n
* R HP:Beaten MV:Winded > The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
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 chestnut stallion trots about, being ridden by you.

* R HP:Beaten MV:Winded > e
e
sA Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
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 chestnut stallion trots about, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.

s
* R HP:Beaten MV:Winded > A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a horse leaving south.
There are some tracks of a ridden mount leaving west.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* R HP:Beaten MV:Winded > 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 ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a horse leaving south.
There are some tracks of a horse leaving north.
There are some tracks of a ridden mount leaving south.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* R HP:Beaten MV:Winded > stat
sYou are a 569 year old male human hunter.
Your height is 6 feet, 1 inches, and you weigh 190.0 lbs.
You are carrying 0.1 lbs and wearing 75.9 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:11 Dex:18 Con:19.
Offensive bonus: 190, Dodging bonus: 3, Parrying bonus: 13
Your mood is: Brave. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Shadow
Your armor absorbs about 79% on average.

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

sc* R HP:Beaten MV:Winded >
wher
You have 71(394) hit and 54(160) movement points.
You have scored 83891289 experience points and 4518 quest points.
You need 4608711 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Beaten MV:Winded > j
Players in your Zone
--------------------
Corath - By the Deserted Well
You see signs of shadowspawn nearby.

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

v
* R HP:Beaten MV:Winded > Mood changed to: Brave

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

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

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

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

* R HP:Beaten MV:Winded > s
j
a
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.

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

* R HP:Beaten MV:Winded > w[bash ]
Bash who?

w
* R HP:Beaten MV:Winded > j
Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
There are some tracks of a ridden mount leaving east.
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 west.
A chestnut stallion trots about, being ridden by you.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

* R HP:Beaten MV:Winded > j
Mood changed to: Brave

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

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

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

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

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

* R HP:Beaten MV:Winded > sc
j
You have 71(394) hit and 50(160) movement points.
You have scored 83891289 experience points and 4518 quest points.
You need 4608711 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

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

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

* R HP:Beaten MV:Winded > j
*Venum* has arrived from the west.
[k dark]
You slash *Venum*'s body.

* R HP:Beaten MV:Winded - Venum: Beaten > j
[k dark]
You do the best you can!

* R HP:Beaten MV:Winded - Venum: Beaten > [k dark]
You do the best you can!

* R HP:Beaten MV:Winded - Venum: Beaten > y;
*Venum* barely hacks your body.
You wish that your wounds would stop BLEEDING so much!

You slash *Venum*'s body.

y;f* R HP:Beaten MV:Winded - Venum: Beaten >
Mood changed to: Wimpy

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


*Venum* panics, and attempts to flee!

n

You flee head over heels.
The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving east.
A large wooden catapult has been erected here.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A young and strong buck is here, munching some grass.
A strong trolloc stands here, snout sniffing the wind.

* R HP:Beaten MV:Winded > A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving west.
A chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.

* R HP:Beaten MV:Winded >
A raven starts following you.

* R HP:Beaten MV:Winded > n
e
The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
A chestnut stallion trots about, being ridden by you.
A raven has arrived from the south.

* R HP:Beaten MV:Weary > e
A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
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 west.
A chestnut stallion trots about, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.
A raven has arrived from the west.

s
* R HP:Beaten MV:Weary > jA Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving south.
There are some tracks of a horse leaving south.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A raven has arrived from the west.

* R HP:Beaten MV:Weary > j
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 ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a horse leaving south.
There are some tracks of a ridden mount leaving south.
There are some tracks of a horse leaving north.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A raven has arrived from the north.

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

* R HP:Beaten MV:Weary > stat
v
You are a 569 year old male human hunter.
Your height is 6 feet, 1 inches, and you weigh 190.0 lbs.
You are carrying 0.1 lbs and wearing 75.9 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:11 Dex:18 Con:19.
Offensive bonus: 167, Dodging bonus: 3, Parrying bonus: 16
Your mood is: Wimpy. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Shadow
Your armor absorbs about 79% on average.

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

* R HP:Beaten MV:Weary > sMood changed to: Brave

* R HP:Beaten MV:Weary > sc
You have 79(394) hit and 44(160) movement points.
You have scored 83892131 experience points and 4518 quest points.
You need 4607869 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Beaten MV:Weary > v
Mood changed to: Brave

* R HP:Beaten MV:Weary > j
[k dark]
They aren't here.

* R HP:Beaten MV:Weary > gap
2
You get a large number of gold crowns from a backpack.
You get a bubbling draught from a backpack.
You get a lantern from a backpack.
You get a thin vial of yellow fluid from a backpack.
You get a thin vial of yellow fluid from a backpack.
You get a thin vial of yellow fluid from a backpack.
You get a stable ticket from a backpack.
You get a stable ticket from a backpack.
You get a mirrored lantern from a backpack.
You get a mirrored lantern from a backpack.
You get a mirrored lantern from a backpack.
You get a mirrored lantern from a backpack.

p* R HP:Beaten MV:Weary > ap[quaf yellow]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* R HP:Beaten MV:Winded > pap
sYou put a mirrored lantern in a backpack.
You put a mirrored lantern in a backpack.
You put a mirrored lantern in a backpack.
You put a mirrored lantern in a backpack.
You put a stable ticket in a backpack.
You put a stable ticket in a backpack.
You put a thin vial of yellow fluid in a backpack.
You put a thin vial of yellow fluid in a backpack.
You put a lantern in a backpack.
You put a bubbling draught in a backpack.
You put 40 crowns in a backpack.
You put sixteen coppers in a backpack.

s
* R HP:Beaten MV:Winded > j
a
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E 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 north.
There are some tracks of a ridden mount leaving north.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.
A raven has arrived from the north.

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

* R HP:Beaten MV:Winded > w
[bash ]
Bash who?

* R HP:Beaten MV:Winded > j
a
Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
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 east.
A chestnut stallion trots about, being ridden by you.
A raven has arrived from the east.

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

* R HP:Beaten MV:Winded > [bash ]
Bash who?

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

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

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

w
* R HP:Beaten MV:Winded > j
The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving north.
A large wooden catapult has been erected here.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A young and strong buck is here, munching some grass.
A strong trolloc stands here, snout sniffing the wind.
A raven has arrived from the east.

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

* R HP:Beaten MV:Winded > n
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.
A raven has arrived from the south.

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

* R HP:Beaten MV:Winded > n
j
The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.
A raven has arrived from the south.

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

* R HP:Beaten MV:Winded > s
w
j
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.
A raven has arrived from the north.

a* R HP:Beaten MV:Winded >
The Blighted Forest
The sick trees of the blighted forest can be seen from here. The leaves are
completely yellow with small black spots in them. The evergreen trees'
needles are turning brown and starting to fade. The trees are not dried out
like in the rest of the blighted forest but heavily water-damaged. To the
north is the slope of a hill, to the south the ground is covered with
water, to the west is the blighted forest and east a small trail forms.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.

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

* R HP:Beaten MV:Winded > [bash ]
Bash who?

* R HP:Beaten MV:Winded > s
j
A Stand of Trees
The trees hang with their branches as if they wanted to just fall over and
go to sleep. The ground is full of small pools of water, and moss grows
over most of the area. The water-damaged soil doesn't seem to give much
nourishment to the trees, which are on their way to die. The soggy ground
stretches further to the north and a trail leads east.
[ obvious exits: N E ]
A chestnut stallion trots about, being ridden by you.
A chestnut stallion trots about.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.

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

* R HP:Beaten MV:Winded > n
The Blighted Forest
The sick trees of the blighted forest can be seen from here. The leaves are
completely yellow with small black spots in them. The evergreen trees'
needles are turning brown and starting to fade. The trees are not dried out
like in the rest of the blighted forest but heavily water-damaged. To the
north is the slope of a hill, to the south the ground is covered with
water, to the west is the blighted forest and east a small trail forms.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving south.
A chestnut stallion trots about, being ridden by you.

* R HP:Beaten MV:Winded > e
j
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.

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

* R HP:Beaten MV:Winded > n
The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.
A raven has arrived from the south.

* R HP:Beaten MV:Winded > e
j
A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.
A raven has arrived from the west.

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

* R HP:Beaten MV:Winded > e
j
A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving south.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A raven has arrived from the west.

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

* R HP:Beaten MV:Winded > s
j
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 ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving north.
There are some tracks of a horse leaving south.
There are some tracks of a ridden mount leaving south.
A large stone well is here.
A chestnut stallion trots about, being ridden by you.
A snake is crawling through the water here.
A gray palfrey prances skittishly nearby.
A black stallion prances about.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.
A raven has arrived from the north.

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

* R HP:Beaten MV:Winded > stat
dh
You are a 569 year old male human hunter.
Your height is 6 feet, 1 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 76.0 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:11 Dex:18 Con:19.
Offensive bonus: 190, Dodging bonus: 3, Parrying bonus: 13
Your mood is: Brave. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Shadow
Your armor absorbs about 79% on average.

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

* R HP:Beaten MV:Winded > A chestnut stallion is in excellent condition.
A chestnut stallion is weary.

* R HP:Beaten MV:Winded > v
Mood changed to: Brave

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

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

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

* R HP:Beaten MV:Winded > j
Your heartbeat calms down more as you feel less
panicked.
[k dark]
They aren't here.

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

stat* R HP:Beaten MV:Tiring >
j
You are a 569 year old male human hunter.
Your height is 6 feet, 1 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 76.0 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:11 Dex:18 Con:19.
Offensive bonus: 190, Dodging bonus: 3, Parrying bonus: 13
Your mood is: Brave. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Shadow
Your armor absorbs about 79% on average.

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

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

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

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

sc
* R HP:Beaten MV:Tiring > wherYou have 93(394) hit and 97(160) movement points.
You have scored 83892131 experience points and 4518 quest points.
You need 4607869 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

wher
* R HP:Beaten MV:Tiring > Players in your Zone
--------------------
Corath - By the Deserted Well
You see signs of shadowspawn nearby.

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

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

* R HP:Beaten MV:Tiring > v
Mood changed to: Brave

* R HP:Beaten MV:Tiring > s
j
a
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.
A raven has arrived from the north.

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

* R HP:Beaten MV:Tiring > w
[bash ]
Bash who?

j* R HP:Beaten MV:Tiring >
a
Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
A chestnut stallion trots about, being ridden by you.
A raven has arrived from the east.

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

* R HP:Beaten MV:Tiring > j[bash ]
Bash who?

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

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

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

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

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

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

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

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

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

* R HP:Beaten MV:Tiring > e
j
Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.
A raven has arrived from the west.

n* R HP:Beaten MV:Tiring >
[k dark]
You barely slash *Venum*'s right hand.

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

* R HP:Beaten MV:Tiring - Venum: Beaten > [k dark]
You do the best you can!

* R HP:Beaten MV:Tiring - Venum: Beaten > a
[bash ]


*Venum* hacks your body hard.

- =
*Venum* panics, and attempts to flee!

+ *
*Venum* leaves west.

* +w
j j
a=
Cancelled.
Path to the Old Monastery
This path looks very old and is well hidden from the world by the forest.
The big holes in the road indicate that it hasn't been used for a long
time. Grass and even young trees have begun to grow on it. Here and there
some scattered stones tell a story about a paved road, now long forgotten
by the outside world. The path continue to the east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.
A raven has arrived from the east.

* R HP:Beaten MV:Tiring > *Venum* hacks your right hand.
You wish that your wounds would stop BLEEDING so much!

[k dark]
You do the best you can!

* R HP:Beaten MV:Tiring - Venum: Beaten > [bash ]


*Venum* hacks your body.
You wish that your wounds would stop BLEEDING so much!


- = + * * + = - - =
You slash *Venum*'s right leg hard.
Your bash at *Venum* sends him sprawling!

* R HP:Beaten MV:Tiring - Venum: Beaten > a

You slash *Venum*'s right arm very hard.

* R HP:Beaten MV:Tiring - Venum: Critical > [bash ]
They already seem to be stunned.

* R HP:Beaten MV:Tiring - Venum: Critical > a
[bash ]
They already seem to be stunned.

* R HP:Beaten MV:Tiring - Venum: Critical > a
[bash ]
They already seem to be stunned.

* R HP:Beaten MV:Tiring - Venum: Critical >
You slash *Venum*'s body.

* R HP:Beaten MV:Tiring - Venum: Critical > j

*Venum* panics, and attempts to flee!

* R HP:Beaten MV:Tiring - Venum: Critical > [k dark]
You do the best you can!

* R HP:Beaten MV:Tiring - Venum: Critical > j
j
*Venum* leaves east.
[k dark]
They aren't here.

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

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

e
* R HP:Beaten MV:Tiring > Path to the Old Monastery
This part of the path is in even worse condition than the road continuing
to the east and west. A small stream crossing the path cuts it in two. The
faint animal tracks in the soft soil suggests that this could be a popular
place to drink for forest animals. To the north is an old well.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a spotted horse is lying here.
A chestnut stallion trots about, being ridden by you.
A spotted horse wanders skittishly around here.
A sickly, skinny deer stands here in a daze.
A raven has arrived from the west.

* R HP:Beaten MV:Tiring >
e
Path Before the Gate
The path ends here, in front of a ten-foot-high gate. The wood in the gate
looks really old and worn and it is placed in a stone archway. There is
something written on the archway but the weathered letters prove hard to
make out. The path leads of to the west and the gate is to the east.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving east.
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 chestnut stallion trots about, being ridden by you.
A raven has arrived from the west.

* R HP:Beaten MV:Tiring > j
The Yard Before the Monastery
Inside the gate there is a small yard where the ground is paved with big,
flat stones. To the east a monastery is situated. Although it has been
deserted for many years, the monastery spreads the feeling of not being
alone here. To the north there are some remains of the the monks' orchard,
to the south there looks to be some sort of burial site and there is a gate
to the west.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
The corpse of a rat is lying here.
A slip of paper has been carelessly dropped upon the ground.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A raven has arrived from the west.

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

* R HP:Beaten MV:Tiring > eWalking Through the Orchard
Berries of all sorts are planted in long rows here. By most of the rows a
small sign is standing. Some of them have fallen and a few are missing but
the main part is still here. A lot of weeds have spread all over the
orchard. The green continues to the north and east. To the south you see a
yard of some sort.
[ obvious exits: N E S ]
There are some bloody traces of a trolloc leaving north.
There are some tracks of a ridden mount leaving north.
There are some tracks of a ridden mount leaving south.
There are some tracks of a ridden mount leaving south.
Several blackberries grow on a nearby vine. [3]
A chestnut stallion trots about, being ridden by you.
A huge misshapen bear with large tusks, howls hungrily.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A young leatherleaf begins to thicken with age.
A raven has arrived from the south.

* R HP:Beaten MV:Tiring > e
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 ]
There are some bloody traces of a trolloc leaving west.
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 south.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A raven has arrived from the south.

j
* R HP:Beaten MV:Tiring > 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 ]
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 south.
There are some tracks of a horse leaving south.
A chestnut stallion trots about, being ridden by you.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
A raven has arrived from the west.

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

* R HP:Beaten MV:Tiring > w
j
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 ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving west.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A raven has arrived from the east.

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

* R HP:Beaten MV:Tiring > w
w
A Small Path
Behind some lumber there appears to be an old path. To the east is a small
stone wall. It has almost completely fallen apart, making it possible to
pass. The trees grow a respectful distance from the wall as if they were
afraid of something on the other side. To the west stands a large pile of
lumber almost hiding an exit, and to the east the broken stone wall opens a
way.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of an animal leaving east.
A chestnut stallion trots about, being ridden by you.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
A raven has arrived from the east.

j
* R HP:Beaten MV:Tiring > A Pile of Lumber
Among the dead trees a pile of lumber stands. Although the wood in the
lumber pile is quite dead, it looks more alive than the trees, in a way.
The trees seem a bit undead, which is further from life than death is. The
brown lumber looks dry and has probably been piled here for quite some
time. The forest continues west, a withered path is east, and to the south
an old well stands.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving south.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A raven has arrived from the east.

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

* R HP:Beaten MV:Tiring > w
A Field of Stumps
A large field stretches out before one's eyes. All the trees have been cut
down and in their place stumps are standing. There are no signs of the
trees, so the lumber must have been taken away by someone, probebly the
same someone that cut them down. Long, dragging marks in the soil go on far
away to the east. Trees grow east and west.
[ obvious exits: E W ]
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.
A falcon with long, brown feathers circles in a slow hunting pattern.
A raven has arrived from the east.

* R HP:Beaten MV:Tiring > w
The Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.
A raven has arrived from the east.

* R HP:Beaten MV:Tiring > s
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.
A raven has arrived from the north.

s
* R HP:Beaten MV:Tiring > j
The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving north.
A large wooden catapult has been erected here.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.
A sickly, skinny deer stands here in a daze.
A strong trolloc stands here, snout sniffing the wind.

* R HP:Beaten MV:Tiring > *Venum* hacks your right leg hard.
You wish that your wounds would stop BLEEDING so much!

[k dark]
You do the best you can!

* R HP:Beaten MV:Tiring - Venum: Critical > y;f
You slash *Venum*'s left leg.
A strong trolloc pounds your right leg.
You wish that your wounds would stop BLEEDING so much!

*Venum* hacks your right leg.
You wish that your wounds would stop BLEEDING so much!


y;f* R HP:Critical MV:Tiring - Venum: Critical >
Mood changed to: Wimpy

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


You flee head over heels.
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.

* R HP:Critical MV:Tiring > j
[k dark]
They aren't here.

j
* R HP:Critical MV:Tiring > w
[k dark]
They aren't here.

* R HP:Critical MV:Tiring > sThe Blighted Forest
The sick trees of the blighted forest can be seen from here. The leaves are
completely yellow with small black spots in them. The evergreen trees'
needles are turning brown and starting to fade. The trees are not dried out
like in the rest of the blighted forest but heavily water-damaged. To the
north is the slope of a hill, to the south the ground is covered with
water, to the west is the blighted forest and east a small trail forms.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
A chestnut stallion trots about, being ridden by you.

* R HP:Critical MV:Tiring > sc
vYou have 50(394) hit and 114(160) movement points.
You have scored 83895349 experience points and 4518 quest points.
You need 4604651 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

v
* R HP:Critical MV:Tiring > e
Mood changed to: Brave

j* R HP:Critical MV:Tiring >
a
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.

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

* R HP:Critical MV:Tiring > j[bash ]
Bash who?

j
* R HP:Critical MV:Tiring > j[k dark]
They aren't here.

j
* R HP:Critical MV:Tiring > j
[k dark]
They aren't here.

* R HP:Critical MV:Tiring > w[k dark]
They aren't here.

w
* R HP:Critical MV:Tiring > iThe Blighted Forest
The sick trees of the blighted forest can be seen from here. The leaves are
completely yellow with small black spots in them. The evergreen trees'
needles are turning brown and starting to fade. The trees are not dried out
like in the rest of the blighted forest but heavily water-damaged. To the
north is the slope of a hill, to the south the ground is covered with
water, to the west is the blighted forest and east a small trail forms.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.

i
* R HP:Critical MV:Tiring > You are carrying:
Nothing.

* R HP:Critical MV:Tiring > stat
v
You are a 569 year old male human hunter.
Your height is 6 feet, 1 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 76.0 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:11 Dex:18 Con:19.
Offensive bonus: 190, Dodging bonus: 3, Parrying bonus: 13
Your mood is: Brave. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Shadow
Your armor absorbs about 79% on average.

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

* R HP:Critical MV:Tiring > Mood changed to: Brave

* R HP:Critical MV:Tiring > j
j[k dark]
They aren't here.

j
* R HP:Critical MV:Tiring > [k dark]
They aren't here.

* R HP:Critical MV:Tiring > e
j
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.

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

* R HP:Critical MV:Tiring > j
j
[k dark]
They aren't here.

s* R HP:Critical MV:Strong > [k dark]
They aren't here.

* R HP:Critical MV:Strong > sc
You have 50(394) hit and 125(160) movement points.
You have scored 83895349 experience points and 4518 quest points.
You need 4604651 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Critical MV:Strong > s
j
The Crossroads
The animal path splits in four ways here, north, east, west and south. To
the north the deep forest continues as far as the eye can reach. To the
east another path, slightly wider than this one, stretches a long way,
ending by a large building of some sort. South the forest breaks up into a
light forest and to the west the ground gets a little sunken.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving west.
There are some tracks of a ridden mount leaving north.
A large wooden catapult has been erected here.
A chestnut stallion trots about, being ridden by you.
A raven is visible flying high in the sky.
*Venum* is standing here.
A sickly, skinny deer stands here in a daze.
A strong trolloc stands here, snout sniffing the wind.

* R HP:Critical MV:Strong > *Venum* hacks your left leg hard.
You wish that your wounds would stop BLEEDING so much!

[k dark]
You do the best you can!

* R HP:Critical MV:Strong - Venum: Critical > y;f

You barely slash *Venum*'s right foot.
A blighted deer leaves east.
A strong trolloc barely pounds your left arm.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Strong - Venum: Critical > Mood changed to: Wimpy

* R HP:Critical MV:Strong - Venum: Critical > You panic and attempt to flee!


You flee head over heels.
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.

* R HP:Critical MV:Strong > w
The Blighted Forest
The sick trees of the blighted forest can be seen from here. The leaves are
completely yellow with small black spots in them. The evergreen trees'
needles are turning brown and starting to fade. The trees are not dried out
like in the rest of the blighted forest but heavily water-damaged. To the
north is the slope of a hill, to the south the ground is covered with
water, to the west is the blighted forest and east a small trail forms.
[ obvious exits: E S W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a ridden mount leaving east.
There are some tracks of a ridden mount leaving east.
A chestnut stallion trots about, being ridden by you.

* R HP:Critical MV:Strong > sc
v
Your extra burst of stamina fades.
Your heartbeat calms down more as you feel less panicked.
You have 47(394) hit and 146(160) movement points.
You have scored 83895613 experience points and 4518 quest points.
You need 4604387 exp to level and 5482 qp to rank.
You have amassed 56 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

* R HP:Critical MV:Full > Mood changed to: Brave

* R HP:Critical MV:Full > e
j
A Small Trail
The main part of the trail is covered with dead leaves, making it hard to
see in some places. It leads off to the south where it meets up with other
trails in some sort of crossroads. To the west one can see an area of dead
forest where the ground looks soggy, with small gatherings of water here
and there. To the north the blighted forest takes over.
[ obvious exits: N S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving west.
There are some bloody traces of a trolloc leaving north.
There are some bloody traces of a trolloc leaving south.
A chestnut stallion trots about, being ridden by you.

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

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

* R HP:Critical MV:Full > sThe Blighted Forest
The smell of rotting meat and decaying leaves isn't as strong in these
parts of the forest as in others. The trees stand tall but still don't seem
that old. The slightly younger trees must have withstood the evil sliding
in over the area from the north better than other vegetation. West, north
and south the forest stretches out, but east one can see an open field.
[ obvious exits: N E S W ]
There are some bloody traces of a trolloc leaving south.
There are some bloody traces of a trolloc leaving east.
There are some bloody traces of a trolloc leaving south.
There are some tracks of a ridden mount leaving south.
A chestnut stallion trots about, being ridden by you.
A rat scurries around trying to get out of sight.

st* R HP:Critical MV:Full > at
v
You are a 569 year old male human hunter.
Your height is 6 feet, 1 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 76.0 lbs, light.
Your base abilities are: Str:19 Int:14 Wil:11 Dex:18 Con:19.
Offensive bonus: 190, Dodging bonus: 3, Parrying bonus: 13
Your mood is: Brave. You will flee below: 0 Hit Points
Your posture is: Offensive.
You are wanted by: Shadow
Your armor absorbs about 79% on average.

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

* R HP:Critical MV:Full > kMood changed to: Brave

* R HP:Critical MV:Full > k rat
*Venum* has arrived from the south.
You slash a rat's body into bloody fragments!
A rat is dead! R.I.P.
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear a rat's death cry.

* R HP:Critical MV:Full >
*Venum* hacks your right leg hard.
You wish that your wounds would stop BLEEDING so much!


* R HP:Critical MV:Full - Venum: Critical > a
[bash ]

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


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

* R HP:Critical MV:Full - Venum: Critical >
You slash *Venum*'s body very hard.

* R HP:Critical MV:Full - Venum: Critical > v
Mood changed to: Brave

* R HP:Critical MV:Full - Venum: Critical > m
m
[k venum]
You do the best you can!

* R HP:Critical MV:Full - Venum: Critical > j[k venum]
You do the best you can!

j
* R HP:Critical MV:Full - Venum: Critical >
You slash *Venum*'s body.
*Venum* hacks your body.
You wish that your wounds would stop BLEEDING so much!

*Venum* panics, and attempts to flee!

j
* R HP:Critical MV:Full - Venum: Critical > [k dark]
You do the best you can!

* R HP:Critical MV:Full - Venum: Critical > j
[k dark]
You do the best you can!

* R HP:Critical MV:Full - Venum: Critical > j
[k dark]
You do the best you can!

* R HP:Critical MV:Full - Venum: Critical > j
[k dark]
You do the best you can!

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

* R HP:Critical MV:Full - Venum: Critical > j
[k dark]
You do the best you can!

* R HP:Critical MV:Full - Venum: Critical > j

*Venum* leaves west.

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

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

* R HP:Critical MV:Full > w
j
s
jOn the Hillside
This side of the hill sticks out from the other sides in one important way.
Here, in the soil of the slope, grows some blue flowers! Everything in the
area around the hill looks quite dead with this brilliant exception. The
strong flowers struggle to survive the evil of the blighted forest. To the
west is the top of the hill, east one can see some dead trees, and south is
the forest.
[ obvious exits: N E W ]
There are some bloody traces of a trolloc leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving north.
There are some tracks of an animal leaving north.
A chestnut stallion trots about, being ridden by you.
*Venum* is standing here.

j
* R HP:Critical MV:Strong > *Venum* hacks your body hard.
You wish that your wounds would stop BLEEDING so much!

[k dark]
You do the best you can!

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

* R HP:Critical MV:Strong - Venum: Critical > [k dark]
You do the best you can!

* R HP:Critical MV:Strong - Venum: Critical >
*Venum* panics, and attempts to flee!

* R HP:Critical MV:Strong - Venum: Critical >
You slash *Venum*'s left arm.

* R HP:Critical MV:Strong - Venum: Critical > j
j
*Venum* leaves west.
[k dark]
They aren't here.

j* R HP:Critical MV:Strong >
[k dark]
They aren't here.

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

w
* R HP:Critical MV:Strong > j
jOn Top of a Hill
There are no trees on the very top of the hill. The tree line is about
fifteen feet from here. Since the hill isn't that high, one can't see very
far from here. The only thing visible, except for the dead trees of the
blighted forest, is a mountain to the west. To the north is a steep
drop-off making that way too dangerous to go. West one can see a wide field
at the foot of the hill, south the forest spreads out, and east is a slope
down the hill.
[ obvious exits: E S W ]
There are some tracks of a ridden mount leaving east.
There are some tracks of a trolloc leaving east.
There are some tracks of an animal leaving west.
There are some tracks of an animal leaving west.
A chestnut stallion trots about, being ridden by you.
A sickly, skinny deer stands here in a daze.
*Venum* is standing here.

j
* R HP:Critical MV:Strong > [k dark]
You slash *Venum*'s left leg hard.

* R HP:Critical MV:Strong - Venum: Critical > [k dark]
You do the best you can!

* R HP:Critical MV:Strong - Venum: Critical >
*Venum* hacks your body.
You wish that your wounds would stop BLEEDING so much!

You slash *Venum*'s body hard.
*Venum* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Blood never gets boring, does it?
Your blood freezes as you hear *Venum*'s death cry.

* R HP:Critical MV:Strong > sp
You stop using a colossal sword with an iron pommel.

* R HP:Critical MV:Strong > You try to quietly draw a dagger from a sungwood
bracelet.

* R HP:Critical MV:Strong > You lean over and sever the bloody head from the
corpse of Venum.

s* R HP:Critical MV:Strong > cYou sheath a dagger into a dark blue riders cape
bearing three silver fish.

sc
* R HP:Critical MV:Strong > You wield a colossal sword with an iron pommel with
both hands.

* R HP:Critical MV:Strong > You have 2(394) hit and 142(160) movement points.
You have scored 83898981 experience points and 4518 quest points.
You need 4601019 exp to level and 5482 qp to rank.
You have amassed 90 Turn points to date.
You have played 403 days and 6 hours (real time).
This ranks you as Corath the Baron [Saldaean Cavalry 8] (Level 46).
You are standing.

Venum
Posts: 98
Joined: Mon Mar 07, 2016 2:49 pm

Re: Crit kills

Post by Venum » Wed Dec 04, 2019 7:47 pm

Wow didn’t realize you were that low! Came down to who got the first hit in. Nice one

arjuna
Posts: 8
Joined: Thu Oct 17, 2019 12:04 pm

Re: Crit kills

Post by arjuna » Mon Dec 09, 2019 5:31 pm

You have 16(389) hit and 6(151) movement points.
You have scored 108500001 experience points and 29 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 751 Turn points to date, ranking you Ta'veren Fifth.
You have played 8 days and 9 hours (real time).
This ranks you as Arjuna al'Cor'vron (Level 51).
You are standing.

* S HP:Critical MV:Haggard > kr
kr
[kill rat]
They aren't here.

* S HP:Critical MV:Haggard > [kill rat]
They aren't here.

* S HP:Critical MV:Haggard > *Angri* has arrived from the north.
[kill rat]
They aren't here.

2
* S HP:Critical MV:Haggard >
*Angri* leaves south.

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

* S HP:Critical MV:Haggard > 2
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

* S HP:Critical MV:Haggard > 2
[hide ]
You look around for somewhere to conceal yourself, but to no avail.
Ominas narrates 'stomper beat'

* S HP:Critical MV:Haggard > 2
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Haggard >
*Angri* has arrived from the south.

* S HP:Critical MV:Haggard >
*Angri* leaves north.

* S HP:Critical MV:Haggard >
*Angri* has arrived from the north.

* S HP:Critical MV:Haggard > backstab h.dark
*Angri* tries to slash you, but you dodge the attack.
No way! You're fighting for your life!

* S HP:Critical MV:Haggard - Angri: Wounded >
You try to pierce *Angri*, but he deflects the blow.

* S HP:Critical MV:Haggard - Angri: Wounded > flee

*Angri* swirls about with a gleaming blacksword, slicing across your body!

You panic and attempt to flee!ngri: Wounded >

not
n
n

*Angri* tries to slash you, but you deflect the blow.

a
nar need help
You flee head over heels.
The Blight
The Blight stretches all around you. There are still some trees here, but they
Correcting map position after fleeing.
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 ]
North: *Angri* is standing here.
South: A young trolloc is here, growling with a deep bloodlust.
A fade emerges from the shadows as you pass by.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
You start paying increased attention to your surroundings.

* S HP:Critical MV:Haggard > 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 ]
North: A hideous trolloc is here, in a world of hurt.
South: A fade emerges from the shadows as you pass by.
*Angri* is standing here.
A rat scurries around trying to get out of sight.

* S HP:Critical MV:Haggard > 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 ]
South: *Angri* is standing here.
A fine-grained oilstone lies upon the ground. [2]
A water skin made from dried human flesh lies here.
A dark cloak with a hood has been left here.
You notice a shining steel breastplate is hidden here.
You notice a dark, barbed flail is hidden here.
A hideous trolloc is here, in a world of hurt.
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 hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A trolloc is here, exhorting a group of trolloc raiders.
A rat has arrived from the south.

* S HP:Critical MV:Haggard > [quaff fluid]
You quaff a thin vial of yellow fluid which dissolves.
It tastes strange, but seems to do nothing.

* S HP:Critical MV:Haggard > *Razhak* has arrived from the east, riding a shadow stallion.
You narrate 'need help'

* S HP:Critical MV:Haggard > n
You are too exhausted.

* S HP:Critical MV:Haggard > e

*Razhak* tries to scythe you, but you dodge the attack.

* S HP:Critical MV:Haggard - Razhak: Battered > You pierce *Razhak*'s body.
*Angri* has arrived from the south.
No way! You're fighting for your life!

* S HP:Critical MV:Haggard - Razhak: Beaten >
*Angri* tries to slash you, but you parry successfully.

* S HP:Critical MV:Haggard - Razhak: Beaten >
You swiftly dodge *Angri*'s attempt to slash you.
You barely pierce *Razhak*'s left leg.
*Razhak* tries to scythe you, but you dodge the attack.

* S HP:Critical MV:Haggard - Razhak: Beaten > f
You are too exhausted.

* S HP:Critical MV:Haggard - Razhak: Beaten >
Razhak assumes an offensive striking posture.

* S HP:Critical MV:Haggard - Razhak: Beaten >
Ominas narrates 'where?'

* S HP:Critical MV:Haggard - Razhak: Beaten > f
*Angri* tries to slash you, but you parry successfully.
You pierce *Razhak*'s body.
You are too exhausted.
Maokai narrates 'hwere arjuna'

* S HP:Critical MV:Haggard - Razhak: Beaten > nar 3n elb
You narrate '3n elb'

* S HP:Critical MV:Haggard - Razhak: Beaten > nar now
You narrate 'now'

ggard - Razhak: Beaten >
You dodge a bash from *Razhak* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!


*Angri* tries to slash you, but you parry successfully.

2

Fermin tries to stab *Angri*, but he deflects the blow.


Fermin tries to stab *Angri*, but he deflects the blow.
A hideous trolloc tries to cleave Fermin, but he deflects the blow.
The blighted tree tries to hit Fermin, but he dodges the attack.
The blighted tree joins the blighted tree's fight!
A hideous trolloc joins a hideous trolloc's fight!
A ramshorned trolloc says 'Irh AZDQHKtmL EKl T\Ce aTp p`QrG\ UUW_ EDZ`Al '
Fermin swiftly dodges a ramshorned trolloc's attempt to slash him.
A ramshorned trolloc joins a ramshorned trolloc's fight!
A Ko'bal trolloc joins a hideous trolloc's fight!
*Angri* tries to slash you, but you parry successfully.
*Razhak* tries to scythe you, but you parry successfully.


Fermin tries to stab *Angri*, but he parries successfully.

You flee head over heels.
The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
Correcting map position after fleeing.
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 ]
South: Fermin from Two Rivers is here, fighting Angri.
[hide ]
You attempt to hide yourself.

* S HP:Critical MV:Haggard >

*Razhak* tries to scythe you, but you deflect the blow.

* S HP:Critical MV:Haggard - Razhak: Beate

* S HP:Critical MV:Haggard - Razhak: Beaten >
You barely pierce *Razhak*'s body.
*Razhak* tries to scythe you, but you deflect the blow.

not
* S HP:Critical MV:Haggard - Razhak: Beaten > Fermin has arrived from the south.
You stop paying increased attention to your surroundings.

* S HP:Critical MV:Haggard - Razhak: Beaten > rem sai
draw spike
throw
sheath
wi sai

Fermin stabs *Razhak*'s left foot.

* S HP:Critical MV:Haggard - Razhak: Beaten > Fermin stabs *Razhak*'s body.
You tickle *Razhak*'s body with your pierce.
You stop using a silver sai.

* S HP:Critical MV:Haggard - Razhak: Beaten > You try to quietly draw a throwing spike from a shoufa with a black veil.
Asandra narrates 'can't reach'

You throw a throwing spike at *Razhak*.aten >

* S HP:Critical MV:Haggard - Razhak: Beaten >
A throwing spike arcs through the air.

* S HP:Critical MV:Haggard - Razhak: Beaten > You are not wielding a weapon.
Asandra narrates 'too many'

* S HP:Critical MV:Haggard - Razhak: Beaten > You wield a silver sai.

* S HP:Critical MV:Haggard - Razhak: Beaten >
*Razhak* grunts in pain as he is struck by a throwing spike.
You pierce *Razhak*'s right leg.
*Razhak* tries to scythe you, but you deflect the blow.
Fermin sheathes a pair of moonstone hilted dirks into a shoufa with a black veil.

* S HP:Critical MV:Haggard - Razhak: Beaten > rem sai
draw spike
throw
sheath
wi sai

*Angri* has arrived from the south.

* S HP:Critical MV:Haggard - Razhak: Beaten > *Angri* tries to pierce Fermin, but he parries successfully.
You stop using a silver sai.

* S HP:Critical MV:Haggard - Razhak: Beaten > *Angri* tries to pierce Fermin, but he deflects the blow.
Fermin barely hits *Razhak*'s head.
*Razhak* tries to scythe you, but you deflect the blow.
You try to quietly draw a throwing spike from a surcoat with exquisite embroidery.

Fermin sheathes a throwing spike into a surcoat with exquisite embroidery.
You throw a throwing spike at *Razhak*.

* S HP:Critical MV:Haggard - Razhak: Beaten >
Fermin wields a pair of moonstone hilted dirks in a two-handed grip.

* S HP:Critical MV:Haggard - Razhak: Beaten >
A throwing spike arcs through the air.

* S HP:Critical MV:Haggard - Razhak: Beaten > You are not wielding a weapon.

* S HP:Critical MV:Haggard - Razhak: Beaten > *Razhak* spasms in excruciating pain as he is struck by a throwing spike.
You wield a silver sai.

* S HP:Critical MV:Haggard - Razhak: Critical > rem sai
draw spike
throw
sheath
wi sai
*Angri* tries to pierce Fermin, but he deflects the blow.
You stop using a silver sai.

* S HP:Critical MV:Haggard - Razhak: Critical > You try to quietly draw a throwing spike from a set of cloth sleeves.

*Angri* tries to pierce Fermin, but he parries successfully.
Fermin stabs *Razhak*'s body.
*Razhak* tries to scythe you, but you deflect the blow.
You throw a throwing spike at *Razhak*.

* S HP:Critical MV:Haggard - Razhak: Critical >
A throwing spike arcs through the air.

* S HP:Critical MV:Haggard - Razhak: Critical >
*Razhak* grunts in pain as he is struck by a throwing spike.

* S HP:Critical MV:Haggard - Razhak: Critical > You are not wielding a weapon.

* S HP:Critical MV:Haggard - Razhak: Critical > You wield a silver sai.

* S HP:Critical MV:Haggard - Razhak: Critical >
*Angri* tries to pierce Fermin, but he parries successfully.
Fermin stabs *Razhak*'s body.
*Angri* tries to pierce Fermin, but he parries successfully.

* S HP:Critical MV:Haggard - Razhak: Critical > rem sai
draw spike
throw
sheath
wi sai

Maokai has arrived from the south, riding a warhorse.

* S HP:Critical MV:Haggard - Razhak: Critical > You stop using a silver sai.

* S HP:Critical MV:Haggard - Razhak: Critical > You try to quietly draw a throwing spike from a jeweled wristcuff.

You throw a throwing spike at *Razhak*.itical >

* S HP:Critical MV:Haggard - Razhak: Critical >
A throwing spike arcs through the air.

* S HP:Critical MV:Haggard - Razhak: Critical >
Maokai tries to pound *Angri*, but he deflects the blow.
Asandra has arrived from the south, riding a bloodstock stallion.

* S HP:Critical MV:Haggard - Razhak: Critical > You are not wielding a weapon.

* S HP:Critical MV:Haggard - Razhak: Critical > *Razhak* spasms in excruciating pain as he is struck by a throwing spike.
You wield a silver sai.

* S HP:Critical MV:Haggard - Razhak: Critical >
Asandra tries to strike *Angri*, but he deflects the blow.

* S HP:Critical MV:Haggard - Razhak: Critical >
Asandra strikes *Angri*'s body hard.
Maokai tries to pound *Angri*, but he deflects the blow.
*Angri* tries to pierce Fermin, but he deflects the blow.
Fermin stabs *Razhak*'s body.
*Razhak* tries to scythe you, but you parry successfully.

* S HP:Critical MV:Haggard - Razhak: Critical >
*Angri* tries to pierce Fermin, but he dodges the attack.
Fermin barely stabs *Razhak*'s body.
*Razhak* tries to scythe you, but you parry successfully.

rem sai
draw spike
throw
sheath
wi sai
* S HP:Critical MV:Haggard - Razhak: Critical >
*Cruoris* stabs Maokai's right arm.

* S HP:Critical MV:Haggard - Razhak: Critical > You stop using a silver sai.

* S HP:Critical MV:Haggard - Razhak: Critical > You try to quietly draw a throwing spike from a jeweled wristcuff.

*Fiddler* tries to slash Asandra, but she deflects the blow.
You throw a throwing spike at *Razhak*.

* S HP:Critical MV:Haggard - Razhak: Critical >
A throwing spike arcs through the air.

* S HP:Critical MV:Haggard - Razhak: Critical >
*Asylum* has arrived from the south.

* S HP:Critical MV:Haggard - Razhak: Critical > A throwing spike rips through *Razhak*'s guts as he collapses to the ground.
*Razhak* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Razhak*'s death cry.
*Cruoris* stabs Maokai's left leg.
Asandra tries to strike *Angri*, but he deflects the blow.
*Angri* tries to pierce Fermin, but he deflects the blow.
You are not wielding a weapon.
*Asylum* leaves north.

* S HP:Critical MV:Haggard > You wield a silver sai.

* S HP:Critical MV:Haggard > kill dark
Fermin tries to stab *Angri*, but he deflects the blow.
*Angri* tries to pierce Fermin, but he deflects the blow.
You try to pierce *Fiddler*, but he parries successfully.

* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded >
Maokai sends *Angri* sprawling with a powerful bash!

* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded >
*Jakd* pierces Maokai's body.

* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded > l

*Fiddler* gets a throwing spike from the corpse of Razhak.
*Fiddler* gets a throwing spike from the corpse of Razhak.
*Fiddler* gets a throwing spike from the corpse of Razhak.
*Fiddler* gets a throwing spike from the corpse of Razhak.
*Fiddler* gets a throwing spike from the corpse of Razhak.
*Fiddler* gets a pair of thick metal boots from the corpse of Razhak.
*Fiddler* gets a pair of ebony-steel plate greaves from the corpse of Razhak.
*Fiddler* gets a wickedly scythed longsword from the corpse of Razhak.
*Fiddler* gets a pair of heavy metal gauntlets from the corpse of Razhak.
*Fiddler* gets a pair of ebony-steel plate vambraces from the corpse of Razhak.
*Fiddler* gets a backpack from the corpse of Razhak.
*Fiddler* gets a cloak black as darkness from the corpse of Razhak.
*Fiddler* gets a polished, slitted great helm from the corpse of Razhak.

* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded > 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 ]
South: A Ghar'ghael trolloc towers over all here.
The corpse of Razhak is lying here.
*Jakd* is here, fighting Maokai.
*Fiddler* is here, fighting Asandra, riding a shadow stallion.
*Cruoris* is here, fighting Maokai.
Asandra the Tower Accepted is here, fighting Angri, riding a bloodstock stallion.
Maokai al'Treant, Apprentice to Draconus Gaidin is here, fighting Angri, riding a warhorse.
*Angri* is sitting here.
Fermin from Two Rivers is here, fighting Angri.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded >
*Cruoris* panics, and attempts to flee!

* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded >
You hear a blood-curdling howl in the distance.
*Jakd* pierces Maokai's head hard.
You try to pierce *Fiddler*, but he deflects the blow.
Fermin stabs *Angri*'s head into bloody fragments!
*Fiddler* tries to slash Asandra, but she parries successfully.
*Cruoris* stabs Maokai's right leg hard.
Asandra strikes *Angri*'s body very hard.
Maokai pounds *Angri*'s head very hard.
*Angri* panics, and attempts to flee!

* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded >
*Angri* leaves south.
Fermin stabs *Jakd*'s head.

nar am crit hagg psned
* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded >
Maokai gets a shining steel breastplate from the corpse of Razhak.

l
* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded > *Fiddler* panics, and attempts to flee!
You narrate 'am crit hagg psned'

* S HP:Critical MV:Haggard - Asandra: Wounded - Fiddler: Wounded > kill dark
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 ]
North: South: *Angri* is standing here.
The corpse of Razhak is lying here.
*Jakd* is here, fighting Maokai.
*Cruoris* is here, fighting Maokai.
Asandra the Tower Accepted is standing here, riding a bloodstock stallion.
Maokai al'Treant, Apprentice to Draconus Gaidin is here, fighting Jakd, riding a warhorse.
Fermin from Two Rivers is here, fighting Jakd.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

kill dark
* S HP:Critical MV:Haggard > Fermin tries to stab *Jakd*, but he parries successfully.
*Jakd* pierces Maokai's body.
*Cruoris* stabs Maokai's right leg hard.
You pierce *Jakd*'s body.

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten > You do the best you can!

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten >
Maokai narrates 'raz dead'

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten >
*Cruoris* panics, and attempts to flee!

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten > exa corpse
It is the corpse of Razhak.
When you look inside, you see:
corpse (here) :
Nothing.
*Cruoris* leaves south.

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten > kill dark

You try to pierce *Jakd*, but he deflects the blow.
Fermin stabs *Jakd*'s body.
*Jakd* barely pierces Maokai's head.

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten >
*Jakd* panics, and attempts to flee!

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten > rem sai
draw spike
throw
sheath
wi sai
You do the best you can!

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten > You stop using a silver sai.

* S HP:Critical MV:Haggard - Maokai: Wounded - Jakd: Beaten > *Jakd* leaves north.
You try to quietly draw a throwing spike from a belt with a buckle of cuendillar.

* S HP:Critical MV:Haggard > Throw at who?

* S HP:Critical MV:Haggard > You sheath a throwing spike into a shoufa with a black veil.

kill dark
* S HP:Critical MV:Haggard > You wield a silver sai.

* S HP:Critical MV:Haggard > kill dark
They aren't here.

* S HP:Critical MV:Haggard > kill dark
They aren't here.

kill dark
* S HP:Critical MV:Haggard > kill dark
They aren't here.

* S HP:Critical MV:Haggard > They aren't here.

* S HP:Critical MV:Haggard > not
They aren't here.

* S HP:Critical MV:Haggard > You start paying increased attention to your surroundings.

dd
* S HP:Critical MV:Haggard > [diag h.dark]
No-one by that name here.

* S HP:Critical MV:Haggard > get spike
get spike
You don't see a spike here.

l
* S HP:Critical MV:Haggard > You don't see a spike here.

* S HP:Critical MV:Haggard > 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 ]
North: *Jakd* is standing here.
South: *Cruoris* is standing here.
The corpse of Razhak is lying here.
Asandra the Tower Accepted is standing here, riding a bloodstock stallion.
Maokai al'Treant, Apprentice to Draconus Gaidin is standing here, riding a warhorse.
Fermin from Two Rivers is standing here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* S HP:Critical MV:Haggard > dd
x
i
[diag h.dark]
No-one by that name here.
Ominas narrates 'where now Arj?'

* S HP:Critical MV:Haggard > A hideous trolloc has arrived from the south.
A hideous trolloc tries to cleave Asandra, but she deflects the blow.
Asandra tries to strike a hideous trolloc, but it deflects the blow.
A hideous trolloc tries to cleave Asandra, but she parries successfully.
You cough and shiver.
[diag horse]
A bloodstock stallion is in excellent condition.

* S HP:Critical MV:Haggard > You are carrying:
[3] a thin vial of yellow fluid

* S HP:Critical MV:Haggard > z n
not
[scan ]
*Fiddler* is standing here, riding a shadow stallion.

kill dark
* S HP:Critical MV:Haggard > kill dark
You stop paying increased attention to your surroundings.

* S HP:Critical MV:Haggard > They aren't here.
Asandra says 'foll'

a
* S HP:Critical MV:Haggard > They aren't here.

* S HP:Critical MV:Haggard > Fermin stabs *Fiddler*'s body.
[quaff fluid]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* S HP:Critical MV:Weary > put fluid purse

*Fiddler* tries to slash Fermin, but he parries successfully.
Fermin tries to stab *Fiddler*, but he deflects the blow.
Asandra tries to strike a hideous trolloc, but it deflects the blow.
A hideous trolloc tries to cleave Asandra, but she deflects the blow.
*Fiddler* panics, and attempts to flee!

put fluid purse
* S HP:Critical MV:Weary >
Maokai stops using a silver-banded war mallet.

* S HP:Critical MV:Weary > You put a thin vial of yellow fluid in a small purse.
Maokai draws a dagger from an earthen brown mantle with a flash of steel.

* S HP:Critical MV:Weary > kill dark
kill dark
You put a thin vial of yellow fluid in a small purse.
Maokai leans over and severs the head from the corpse of Razhak.

kill dark
* S HP:Critical MV:Weary > They aren't here.
Maokai sheathes a dagger into an earthen brown mantle.

* S HP:Critical MV:Weary > They aren't here.
Maokai wields a silver-banded war mallet in a two-handed grip.

* S HP:Critical MV:Weary > They aren't here.

* S HP:Critical MV:Weary > fol asandra
Asandra strikes a hideous trolloc's left arm extremely hard.
A hideous trolloc tries to cleave Asandra, but she deflects the blow.
You are already following her.

'am
* S HP:Critical MV:Weary > sc
You say 'am'

stat
* S HP:Critical MV:Weary > You have 18(389) hit and 44(151) movement points.
You have scored 108500001 experience points and 29 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 767 Turn points to date, ranking you Ta'veren Fifth.
You have played 8 days and 9 hours (real time).
This ranks you as Arjuna al'Cor'vron (Level 51).
You are standing.

Monsoon
Posts: 59
Joined: Wed Apr 19, 2017 7:56 pm

Re: Crit kills

Post by Monsoon » Mon Dec 09, 2019 7:52 pm

So much luck. First raz misses a bash. And then he gets parried multiple times while you were wielding the spike.

Cruoris
Posts: 132
Joined: Thu Nov 23, 2017 8:18 am

Re: Crit kills

Post by Cruoris » Tue Dec 10, 2019 12:57 am

Dodging wsl bash isn't a big deal when you have a full set.
Arjuna had 1h dagger and a shield, so no big parry loss with spike.
The biggest luck is the timing. Fermin came in and tanked all mobs, otherwise it would have different outcome.

Davor
Posts: 265
Joined: Wed Mar 18, 2015 9:38 pm

Re: Crit kills

Post by Davor » Tue Dec 10, 2019 7:06 am

I thought wounded fiddler fleeing from crit Arjuna in a 4v4 was the highlight. Maybe I missed something.

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