l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf (AFK) is standing here. A friendly little pony is here, looking well-groomed and happy. >ne last Message 10 : Sun Feb 18 (Errent) :: Mistie Mountains The Mistie Mountains have realized that they were, in fact, very lost. After spending the past couple of days in the desert wastelands south east of Mirkwood forest, they returned to their rightful place west of the plains of the Anduin. The desert wastelands have expressed regret at losing the mountain range, but have also stated that the smaller region that they now represent will continue to support local life. The competition world has now been made smaller by 3 zones. If you find yourself in the Mistie Mountains, consider yourself "out of bounds" and contact an Immortal ASAP. Good Luck, Errent Wolfe, Architect of Arda >m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | X | | + | | * | | H | +--------------------------------------------------+ >l Ainaran Ainaran the Wood Elf A tall, fair elf stands here, his dark eyes piercing through the light. His hair is dark, the same shade as his eyes. His skin is fair, and his teeth are clean. A mystical aura seems to eminate from the inside of his body, and shines all about him. Ainaran looks healthy. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey >i You are carrying: a large sack a large sack a backpack a sapphire ring..It glows blue! a leg of lamb a stone ring..It glows blue! a golden visor..It glows blue! a torch a water skin > Cogadh says 'ouchie' >nod You nod solemnly. >shrug You shrug. > Cogadh says 'your will is 19?' >'oh well You say 'oh well' 'no, spirit >You say 'no, spirit' >stat Your fatigue is 0; Your willpower is 34; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. >sc You have 126/126 hit, 56/56 stamina, 144/144 moves, 19 spirit. OB: 67, DB: 19, PB: 66, Speed: 21, Gold: 7, XP Needed: 34K. > Cogadh says 'your will is 19?' > Cogadh looks at you. >'My will stat is 19 You say 'My will stat is 19' > Cogadh nods solemnly. > Cogadh says 'thats why' > Cogadh gets a ruby necklace from a backpack. > Cogadh gives you a ruby necklace. >smile You smile happily. >wear ruby You wear a ruby necklace around your neck. >shrug You shrug. >'I can make up for it You say 'I can make up for it' >'Now, how about let's go get a circlet. :-) You say 'Now, how about let's go get a circlet. :-)' >l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >fol cogadh You now follow Cogadh. > Cogadh says 'sec, I'm still afkish' > Cogadh's torch flickers weakly. >'you lead the way, as soon as you're finished being afkish, and I'll go grab my coffee. You say 'you lead the way, as soon as you're finished being afkish, and I'll go grab my coffee.' >chuckle You chuckle politely. >afk You go away from keyboard. > Cogadh's torch flickers weakly. Saving Ainaran. >'Okay, I'm back. You return to your keyboard. You say 'Okay, I'm back.' who >Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril [--- Dwf] Cogadh the Dwarf 3 characters displayed. > Cogadh's torch went out. > Cogadh says 'heh, I'm not' >'blah... gotta grab headphones Cogadh sits down and rests. smile >You say 'blah... gotta grab headphones' Cogadh goes away from keyboard. >You smile happily. afk >You go away from keyboard. >st l You return to your keyboard. You are already standing. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf (AFK) is resting here. A friendly little pony is here, looking well-groomed and happy. >st sc You are already standing. >You have 126/126 hit, 56/56 stamina, 144/144 moves, 19 spirit. OB: 67, DB: 19, PB: 66, Speed: 21, Gold: 7, XP Needed: 34K. You are getting thirsty. >set tac def You are now employing defensive tactics. drink water >drink water drink water You drink the water. You don't feel thirsty any more. eq >Your stomach can't contain anymore! >Your stomach can't contain anymore! >You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey >set men on l AutoMental mode is now on. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf (AFK) is resting here. A friendly little pony is here, looking well-groomed and happy. >read next No such message. >who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril [--- Dwf] Cogadh the Dwarf (AFK) 3 characters displayed. >whois rusikas Rusikas is a level 17 Dwarf. >s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A horse is here, gazing at you. > Clouds cover the sky read next >You do not see that here. >prac Hello, Ainaran! I can teach you these skills: You have 0 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 0% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) >n Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf (AFK) is resting here. A friendly little pony is here, looking well-groomed and happy. >aff You are not affected by anything. >inf You are Ainaran the Wood Elf, a good (126) male Wood Elf. You have reached level 13. You are level 6 Warrior, 3 Ranger, 14 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 0 days and 20 hours. You are 5'10" high, weight 108.0lb and carrying 73.3lb. You have 126/126 hit points, 56/56 stamina, 144/144 moves and 19 spirit. You have 7 gold, 8 silver and 36 copper coins. Your OB is 39, dodge is 25, parry 84, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 78%, willpower: 35, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 259589 exp, and need 34411 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. You are not affected by anything. >l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf (AFK) is resting here. A friendly little pony is here, looking well-groomed and happy. >read next No such message. >read last Message 8 : Sun Feb 18 (Cogadh) :: RE:News 8/9 Right, cos there completely unrelated events. And "MUCHO" fair. RIGHT >ne 8 Message 8 : Sat Feb 17 (Errent) :: Uruk Hovel The uruks have toughened their defenses against raids. You have been warned >ne 9 Message 9 : Sat Feb 17 (Errent) :: The Race War As some of you may have noticed, their is a distinct lack of a race war being waged, mostly due to a lack of Uruks. To counter this, the Administrators are now entering the contest - with some restrictions. We'll be playing uruks, and we'll be actively hunting whities. We will not take part in the artifact hunt (since we know where they are anyway). Also, our levels will not be counted in the final tally. This brings us to the subject of The Changes to Confuse and Flash. Confuse will now have much less impact on your ranger abilities. Flash will now have increased results if your opponent is a member of the evil races. These changes need to be fully tested and explored, so please use flash and confuse as much as possible in pk situations. Good Luck, Errent Wolfe, Architect of Arda > Cogadh stops resting, and clambers on his feet. >st smile You are already standing. >You smile happily. >eq You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey >de Sorry, but you can't do that here! >set tac def You are now employing defensive tactics. >set men off AutoMental mode is now off. >'ready? You say 'ready?' l >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >l cogadh Cogadh the Dwarf You see nothing special about him. Cogadh looks healthy. Cogadh is using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! an indigo cotton shirt an indigo cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a green pair of cotton sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a torch A severed head of a white rabbit >alias ac assist cogadh You added the alias 'ac'. >eq You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey > Saving Ainaran. >**Almost the same eq, freaky eh? We're about to go back to where I found the golden visor... and get a Silver Circlet!!! Unrecognized command. >who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril [--- Dwf] Cogadh the Dwarf 3 characters displayed. >l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >whois zedar No such player. >cough Yuck, try to cover your mouth next time! > The Innkeeper sinks deeply into thought, but seems to be a little lost. Cogadh says 'sorry' > Cogadh nods solemnly. >smile Cogadh drinks water from a water skin. > Cogadh drinks water from a water skin. >You smile happily. > Cogadh gets a soldier ration from a backpack. > Cogadh gets a soldier ration from a backpack. >fol cogadh Cogadh eats a soldier ration. > Cogadh eats a soldier ration. >You are already following him. > Cogadh looks at you. >'group me You say 'group me' > The Innkeeper stares at the sky. > Cogadh stops using a golden bear fur. > You join the group of Cogadh. >eyepoke innkeeper You poke the Innkeeper in the eye.. > Cogadh nods solemnly. > Cogadh says 'you following?' >nod You nod solemnly. > Cogadh leaves south. You follow Cogadh. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A horse is here, gazing at you. Cogadh the Dwarf is standing here. > Cogadh leaves south. You follow Cogadh. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh the Dwarf is standing here. >ride What do you want to ride? >'bleh, mounts The full moon shows in the sky. You say 'bleh, mounts' > Cogadh snaps his fingers. > Cogadh leaves north. You follow Cogadh. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A horse is here, gazing at you. Cogadh the Dwarf is standing here. > Cogadh leaves north. You follow Cogadh. Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. > Cogadh leaves south. You follow Cogadh. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. lead horse A horse is here, gazing at you. Cogadh the Dwarf is standing here. >You grab a horse and start leading him. A horse starts following you. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. prac > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. >Hello, Ainaran! I can teach you these skills: You have 0 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 0% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. >'I'm loving this contest. You say 'I'm loving this contest.' > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > Cogadh nods solemnly. > Cogadh grins evilly. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > Cogadh says 'you got curse?' > A juggler teaches Cogadh for a while. >'well, now, our good exp is gone.. i'm gonna miss the misties. shake You say 'well, now, our good exp is gone.. i'm gonna miss the misties.' >You shake your head. > Cogadh nods solemnly. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. >'I've been too busy getting warrior and ranger skills, because I've been buffing a lot You say 'I've been too busy getting warrior and ranger skills, because I've been buffing a lot' > A juggler teaches Cogadh for a while. >sigh A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. >You sigh. A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > Clouds cover the sky You are hungry. >sc Cogadh nods solemnly. >You have 126/126 hit, 56/56 stamina, 144/144 moves, 19 spirit. OB: 39, DB: 25, PB: 84, Speed: 21, Gold: 7, XP Needed: 34K. You are hungry. > Cogadh says 'reprac' > Cogadh shrugs. >get rat pack get rat pack get rat pack get rat pack get rat pack You get a soldier ration from a backpack. >You get a soldier ration from a backpack. >You get a soldier ration from a backpack. >You get a soldier ration from a backpack. >You get a soldier ration from a backpack. >er er er You eat a soldier ration. >You eat a soldier ration. You are full. >You are too full to eat more. > Cogadh says 'every skill is here' >put all.rat pack You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. > Cogadh points at a juggler. Rude isn't he? > Cogadh grins evilly. >nod You nod solemnly. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > Cogadh says 'get pick too' >'I have it You say 'I have it' > Cogadh says 'if you reprac' > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. >'not going to reprac smile You say 'not going to reprac' >You smile happily. Cogadh nods solemnly. > A juggler teaches Cogadh for a while. >'I got 8 pracs one time Cogadh nods solemnly. >You say 'I got 8 pracs one time' >lick You lick your mouth and smile. > Cogadh says 'nice' >'and 7 every other time You say 'and 7 every other time' >stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. >'16 learning You say '16 learning' >hop Are you a little bunny? >eq You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey > Cogadh says 'nice' > Cogadh sinks deeply into his own thoughts. > Clouds cover the sky Saving Ainaran. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. >sc You have 126/126 hit, 56/56 stamina, 136/144 moves, 19 spirit. OB: 39, DB: 25, PB: 84, Speed: 21, Gold: 7, XP Needed: 34K. >pour water skin You pour some water into the skin. >drink water drink water You drink the water. You don't feel thirsty any more. You are full. pour water skin >Your stomach can't contain anymore! >There is no room for more. >i You are carrying: a water skin a large sack a large sack a backpack a sapphire ring..It glows blue! a leg of lamb a stone ring..It glows blue! a golden visor..It glows blue! a torch >exam pack When you look inside, you see: backpack (carried) : a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a large slice of beef a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch > Cogadh sinks deeply into his own thoughts. >eq You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey >l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. >inf You are Ainaran the Wood Elf, a good (126) male Wood Elf. You have reached level 13. You are level 6 Warrior, 3 Ranger, 14 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 0 days and 20 hours. You are 5'10" high, weight 108.0lb and carrying 70.5lb. You have 126/126 hit points, 56/56 stamina, 144/144 moves and 19 spirit. You have 7 gold, 8 silver and 36 copper coins. Your OB is 39, dodge is 25, parry 84, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 78%, willpower: 35, Your skill encumbrance is 9, and your movement is encumbered by 6. You have no problems moving. You have scored 259589 exp, and need 34411 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. The moon lights your surroundings. You are not affected by anything. > A juggler teaches Cogadh for a while. > A juggler teaches Cogadh for a while. > Clouds cover the sky >'one more mystic level, and I can get regen You say 'one more mystic level, and I can get regen' >grin You grin evilly. > Cogadh says 'nice' > Cogadh says '1 more mystic I get vit' > Cogadh blushes. >smile You smile happily. > Cogadh says 'you 33/36?' >man power vit VITALITY [Syntax ] cast 'vitality' [Group ] Mystic [Level ] 11 [Minimum Cost] 5 [Offensive ] No [Description ] ---Casting "Vitality" will significantly increase the specified target's movement point regeneration. >'32 You say '32' > Cogadh leaves south. You follow Cogadh. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh the Dwarf is standing here. > Cogadh leaves south. You follow Cogadh. Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Cogadh the Dwarf is standing here. > Cogadh leaves north. You follow Cogadh. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh the Dwarf is standing here. > Cogadh leaves west. You follow Cogadh. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Cogadh the Dwarf is standing here. > Cogadh nods solemnly. > Cogadh leaves west. You follow Cogadh. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Cogadh the Dwarf is standing here. > Cogadh leaves west. You follow Cogadh. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Cogadh the Dwarf is standing here. > Cogadh cringes in terror! ride >A horse stops following you. You mount a horse and start riding him. A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Cogadh is riding on a nice pony. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Cogadh is riding on a nice pony. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Cogadh is riding on a nice pony. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. Cogadh is riding on a nice pony. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Cogadh is riding on a nice pony. set tac def R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. Cogadh is riding on a nice pony. R>You are now employing defensive tactics. R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril [--- Dwf] Cogadh the Dwarf 3 characters displayed. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. Cogadh is riding on a nice pony. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. Cogadh is riding on a nice pony. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. A massive Mirkwolf stares at you through blood red eyes. Cogadh is riding on a nice pony. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Cogadh is riding on a nice pony. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Cogadh is riding on a nice pony. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Grassy Forest Exits are: N E Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. Cogadh is riding on a nice pony. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Cogadh is riding on a nice pony. 'Errent logged off.. R>You say 'Errent logged off..' R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Cogadh is riding on a nice pony. R> Cogadh grins evilly. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Cogadh is riding on a nice pony. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Cogadh is riding on a nice pony. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing 'he's probably going to hunt us. towards you. A flickering ball of pale flame dances through the air. (shadow) Cogadh is riding on a nice pony. R>You say 'he's probably going to hunt us.' grin R> A large leech attacks Cogadh! Cogadh deflects a large leech's attack. R>You grin evilly. R> Cogadh slashes a large leech. set men off R>Cogadh deflects a large leech's attack. AutoMental mode is now off. R>ac set tac ag You join the fight! You attack a large leech! You slash a large leech. R HP:Healthy, Cogadh:Healthy, a large leech:Bloodied>You are now employing aggressive tactics. Cogadh stops using a wooden tower shield. R HP:Healthy, Cogadh:Healthy, a large leech:Bloodied> Cogadh slashes a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. R> The sky is hidden by clouds making this area damp and chill. R> Cogadh attacks a large leech! R> Cogadh deflects a large leech's attack. R> Cogadh slashes a large leech. R>ac A ball of pale flame tries its Will against your mind, but loses control! Your attack passes clean through a ball of pale flame. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy>You're already fighting! How can you assist someone else? R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> Cogadh deflects a large leech's attack. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> Cogadh slashes a large leech. A large leech is stunned, but will probably regain consciousness again. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> Your attack passes clean through a ball of pale flame. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>'blahh Your attack passes clean through a ball of pale flame. A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>You say 'blahh' R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>spit flame You spit on it. set tac def R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>Your attack passes clean through a ball of pale flame. You are now employing defensive tactics. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> Cogadh slashes a large leech extremely hard. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> a ball of pale flame forces its Will against your will! R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> Your attack passes clean through a ball of pale flame. R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded>cast insight ainaran You start to concentrate. /set men on - a ball of pale flame forces its Will against your concentration! You could not concentrate anymore! R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> Cogadh attacks a large leech! Cogadh slashes a large leech. R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> Cogadh deflects a large leech's attack. R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded>Your attack passes clean through a ball of pale flame. AutoMental mode is now on. R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly retarded> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:slightly retarded> Cogadh slashes a large leech. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:slightly retarded> A large leech barely hits Cogadh's right leg. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving east, riding on a nice pony. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's strength! aff R HP:Healthy Mind:somewhat sickly, a ball of pale flame:somewhat weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:somewhat weakened> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:somewhat weakened>The moon lights your surroundings. You are affected by: anger (short) R HP:Healthy Mind:somewhat sickly, a ball of pale flame:somewhat weakened> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> You couldn't reach its mind. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly>cast insight ainaran You couldn't reach its mind. You start to concentrate. /- a ball of pale flame forces its Will against your intelligence! You could not concentrate anymore! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly>cast insight ainaran Cogadh is entering from the east, riding on a nice pony. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly>You start to concentrate. / A large leech attacks YOU! You dodge a large leech's attack. A large leech attacks YOU! You deflect a large leech's attack. -\|/- a ball of pale flame forces its Will against your will! You could not concentrate anymore! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> You force your Will against a ball of pale flame's concentration! Cogadh attacks a large leech! Cogadh slashes a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. Saving Ainaran. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> You force your Will against a ball of pale flame's concentration! stare R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly>You deflect a large leech's attack. You stare at the sky. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:quite sickly> A ball of pale flame tries its Will against your mind, but loses control! Cogadh attacks a large leech! Cogadh slashes a large leech. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> You dodge a large leech's attack. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> You couldn't reach its mind. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly>ci ainaran Cogadh slashes a large leech. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> a ball of pale flame forces its Will against your intelligence! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly>You start to concentrate. /-\|/- You dodge a large leech's attack. A ball of pale flame tries its Will against your mind, but loses control! \ Ok. The world seems to gain a few edges for you. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> Cogadh slashes a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but loses control! hop R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly>Are you a little bunny? Cogadh begins quietly muttering some strange, powerful words. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly>l A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly>You force your Will against a ball of pale flame's intelligence! Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A ball of pale flame (shadow) is here, fighting YOU! You are here, fighting a ball of pale flame, riding on a horse. Cogadh is (busy) riding on a nice pony. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> Cogadh utters a strange command, 'insight' R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> Cogadh straps a wooden tower shield around his arm as a shield. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> a ball of pale flame forces its Will against your learning! Cogadh looks at a ball of pale flame. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> Cogadh looks at a ball of pale flame. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> Cogadh attacks a ball of pale flame! Cogadh's attack passes clean through a ball of pale flame. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> a ball of pale flame forces its Will against your learning! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> Cogadh forces his Will against a ball of pale flame's will! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly duped> The sky is hidden by clouds making this area damp and chill. R HP:Scratched S:Surging Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's concentration! R HP:Scratched S:Surging Mind:somewhat sickly, a ball of pale flame:seriously duped>set tac def a ball of pale flame forces its Will against your dexterity! You are now employing defensive tactics. R HP:Scratched S:Surging Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's intelligence! R HP:Scratched S:Surging Mind:somewhat sickly, a ball of pale flame:strongly duped> Cogadh forces his Will against a ball of pale flame's will! l R HP:Scratched Mind:somewhat sickly, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:somewhat sickly, a ball of pale flame:strongly duped>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A ball of pale flame (shadow) is here, fighting YOU! You are here, fighting a ball of pale flame, riding on a horse. Cogadh is here, fighting a ball of pale flame, riding on a nice pony. R HP:Scratched Mind:somewhat sickly, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:somewhat sickly, a ball of pale flame:strongly duped> Cogadh forces his Will against a ball of pale flame's concentration! R HP:Scratched Mind:somewhat sickly, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:somewhat sickly, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's intelligence! Your spirit increases by 4. You receive your share of experience -- 486 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R HP:Scratched> Cogadh gets a ruby necklace. R HP:Scratched>cr You start to concentrate. Cogadh grins evilly. /-\|/smile -\ Ok. You try to revive Ainaran. R HP:Scratched>You smile happily. R HP:Scratched>stat Your fatigue is 0; Your willpower is 34; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 8/11, Lea: 15/16. R HP:Scratched> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh is riding on a nice pony. R HP:Scratched> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh is riding on a nice pony. R HP:Scratched>cr You start to concentrate. /-\exa d |/ Cogadh opens the muckyhole. -\Ok. You try to revive Ainaran. To the down you see: It is pitch black... The muckyhole is open. R>cr You start to concentrate. Cogadh stops riding a nice pony. A nice pony now follows Cogadh. /-\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. R>'sec smile stat You say 'sec' R>You smile happily. R>Your fatigue is 0; Your willpower is 34; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 15/16. R>cr You start to concentrate. / Cogadh leaves down. A nice pony leaves down. You are busy with something else. -\ Cogadh enters from below. |/-\ Ok. You try to revive Ainaran. R>dismount You stop riding a horse. A horse starts following you. > Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh opens the runedslab. > Cogadh leaves up. You follow Cogadh. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >open runedwall Nothing here by that name. >d w It is pitch black... >It is pitch black... > A grey spirit tries its Will against your mind, but you resist! A tunnel ghost tries its Will against your mind, but loses control! You force your Will against a grey spirit's strength! HP:Healthy Mind:barely sickly, a grey spirit:slightly weakened> A tunnel ghost tries its Will against your mind, but loses control! a grey spirit forces its Will against your strength! op runedwall HP:Scratched S:Surging Mind:barely sickly, a grey spirit:slightly weakened> You force your Will against a grey spirit's intelligence! HP:Scratched S:Surging Mind:barely sickly, a grey spirit:slightly duped>Saving Ainaran. Nothing here by that name. e HP:Scratched Mind:in top shape, a grey spirit:barely duped>No way! You're fighting for your life! HP:Scratched Mind:in top shape, a grey spirit:barely duped> a tunnel ghost forces its Will against your intelligence! a grey spirit forces its Will against your dexterity! HP:Scratched Mind:slightly duped, a grey spirit:barely duped>f You force your Will against a grey spirit's strength! HP:Scratched Mind:slightly duped, a grey spirit:somewhat weakened>PANIC! You couldn't escape! HP:Scratched Mind:slightly duped, a grey spirit:somewhat weakened>f A tunnel ghost tries its Will against your mind, but you resist! A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:somewhat weakened> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:slightly duped, a grey spirit:somewhat duped>a grey spirit forces its Will against your strength! You flee head over heels. It is pitch black... HP:Scratched>u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Scratched>get tor pack You get a torch from a backpack. HP:Scratched>hol tor l You light a torch and hold it. HP:Scratched>stat Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Scratched>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 15/16, Int: 6/ 7, Wil: 19/19, Dex: 17/18, Con: 11/11, Lea: 16/16. HP:Scratched>'runedwall? You say 'runedwall?' HP:Scratched> Cogadh says 'runedslab' HP:Scratched> Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Scratched>nod Cogadh leaves west. A nice pony leaves west. You follow Cogadh. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Scratched>You nod solemnly. HP:Scratched>ac Cogadh forces his Will against a grey spirit's constitution! HP:Scratched> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Scratched>You join the fight! You force your Will against a grey spirit's concentration! HP:Scratched Mind:slightly duped, Cogadh:in top shape, a grey spirit:slightly sickly> You force your Will against a grey spirit's constitution! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> a grey spirit forces its Will against your strength! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> Cogadh forces his Will against a grey spirit's dexterity! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> a grey spirit forces its Will against your constitution! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly>set tac def You are now employing defensive tactics. HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> You force your Will against a grey spirit's strength! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> a grey spirit forces its Will against your concentration! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> Cogadh looks at a tunnel ghost. HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> Cogadh forces his Will against a grey spirit's dexterity! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> You force your Will against a grey spirit's strength! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> Cogadh forces his Will against a grey spirit's intelligence! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> Cogadh points at a tunnel ghost. Rude isn't he? HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy>l ghost Cogadh forces his Will against a grey spirit's learning! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> The tunnel ghost is clearly a former attendant of the royalty that once ordered these tunnels to be expanded, as a burial chamber, to some long forgotten king of a long forgotten empire. The ghost still ferociously guards its masters afterlife, as it attended its masters' life. A tunnel ghost looks healthy. a tunnel ghost is using: a silver circlet..It glows blue! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> You force your Will against a grey spirit's will! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy>nod grin Cogadh forces his Will against a grey spirit's will! HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy>You nod solemnly. HP:Scratched Mind:slightly duped, a grey spirit:quite clumsy> a grey spirit forces its Will against your strength! HP:Scratched Mind:slightly weakened, a grey spirit:quite clumsy> You force your Will against a grey spirit's concentration! HP:Scratched Mind:slightly weakened, a grey spirit:quite clumsy>You grin evilly. HP:Scratched Mind:slightly weakened, a grey spirit:quite clumsy> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:slightly weakened, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly weakened, a grey spirit:seriously clumsy>'sweet You say 'sweet' HP:Healthy Mind:slightly weakened, a grey spirit:seriously clumsy> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:slightly weakened, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly weakened, a grey spirit:seriously clumsy> Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:slightly weakened, a grey spirit:seriously clumsy> You force your Will against a grey spirit's constitution! HP:Healthy Mind:slightly weakened, a grey spirit:seriously sickly> a grey spirit forces its Will against your learning! HP:Healthy Mind:slightly weakened, a grey spirit:seriously sickly> Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:slightly weakened, Cogadh:in top shape, a grey spirit:strongly sickly> You force your Will against a grey spirit's constitution! Your spirit increases by 6. You receive your share of experience -- 1059 points. A grey spirit vanishes into thin air. >ac Cogadh grins evilly. >A grey spirit tries its Will against your mind, but you resist! A tunnel ghost forces its Will against Cogadh's learning! Cogadh tries his Will against a tunnel ghost's mind, but it resists! You're already fighting! How can you assist someone else? HP:Healthy Mind:slightly weakened, a grey spirit:somewhat duped> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:slightly weakened, a grey spirit:somewhat duped> A tunnel ghost forces its Will against Cogadh's intelligence! a grey spirit forces its Will against your will! HP:Healthy Mind:slightly weakened, a grey spirit:somewhat duped> You force your Will against a grey spirit's constitution! HP:Healthy Mind:slightly weakened, a grey spirit:somewhat duped> a grey spirit forces its Will against your learning! conc HP:Healthy Mind:slightly retarded, a grey spirit:somewhat duped> Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:slightly retarded, a grey spirit:somewhat duped>You force your Will against a grey spirit's concentration! Your mind is not ready yet. HP:Healthy Mind:slightly retarded, a grey spirit:somewhat duped> A tunnel ghost forces its Will against Cogadh's intelligence! HP:Healthy Mind:slightly retarded, a grey spirit:somewhat duped> Cogadh forces his Will against a tunnel ghost's constitution! HP:Healthy Mind:slightly retarded, a grey spirit:somewhat duped> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly retarded, a grey spirit:somewhat duped>conc You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly retarded, a grey spirit:somewhat duped>You start focusing your mind. Cogadh says 'flee' Cogadh forces his Will against a tunnel ghost's dexterity! a grey spirit forces its Will against your intelligence! Cogadh forces his Will against a tunnel ghost's intelligence! a grey spirit forces its Will against your constitution! You attack with extra will power! (2) Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves east. A nice pony leaves east. HP:Healthy Mind:somewhat duped, a grey spirit:somewhat duped> You force your Will against a grey spirit's will! HP:Healthy Mind:somewhat duped, a grey spirit:somewhat duped>f A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:somewhat duped>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >drink water drink water drink water You drink the water. You don't feel thirsty any more. >Your stomach can't contain anymore! >Your stomach can't contain anymore! > Cogadh enters from below. >stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 14/16, Int: 5/ 7, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 14/16. > Cogadh nods solemnly. >cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Cogadh says 'very laggy' >comf cogadh You comfort him. cr >You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. >, knocks on wood. Ainaran knocks on wood. > Cogadh grins evilly. sc >stat You have 121/121 hit, 54/54 stamina, 139/143 moves, 21 spirit. OB: 37, DB: 24, PB: 83, Speed: 20, Gold: 7, XP Needed: 32K. >Your fatigue is 0; Your willpower is 35; Your statistics are Str: 14/16, Int: 6/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. >cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. >'I'm ready stat Cogadh cringes in terror! >You say 'I'm ready' >Your fatigue is 1; Your willpower is 35; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. >sc You have 121/121 hit, 54/54 stamina, 143/143 moves, 17 spirit. OB: 39, DB: 25, PB: 84, Speed: 20, Gold: 7, XP Needed: 32K. > Cogadh says 'nearly' > Cogadh says 'we target other grey' > Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's constitution! Cogadh leaves west. A nice pony leaves west. HP:Healthy Mind:barely weakened, a hazy wraith:slightly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely weakened, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:barely weakened, a hazy wraith:slightly sickly>f You flee head over heels. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is here, fighting a grey spirit. A friendly little pony is here, looking well-groomed and happy. S:Surging> Cogadh tries his Will against a grey spirit's mind, but loses control! ac S:Surging>You join the fight! You force your Will against a grey spirit's strength! HP:Healthy S:Surging Mind:barely weakened, a grey spirit:somewhat weakened> A grey spirit tries its Will against your mind, but you resist! Cogadh forces his Will against a grey spirit's learning! HP:Healthy S:Surging Mind:barely weakened, a grey spirit:somewhat weakened> You force your Will against a grey spirit's learning! HP:Healthy S:Surging Mind:barely weakened, a grey spirit:quite retarded>'damn hazys a grey spirit forces its Will against your intelligence! Cogadh tries his Will against a grey spirit's mind, but it resists! HP:Healthy S:Surging Mind:slightly duped, a grey spirit:quite retarded>You force your Will against a grey spirit's constitution! You say 'damn hazys' HP:Healthy S:Surging Mind:in top shape, a grey spirit:somewhat retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy S:Surging Mind:in top shape, a grey spirit:somewhat retarded> You force your Will against a grey spirit's will! HP:Healthy S:Surging Mind:in top shape, a grey spirit:somewhat retarded> a grey spirit forces its Will against your concentration! Cogadh forces his Will against a grey spirit's strength! Cogadh nods solemnly. HP:Healthy Mind:in top shape, a grey spirit:quite weakened> You force your Will against a grey spirit's learning! 'extremely aggy HP:Healthy Mind:in top shape, a grey spirit:quite retarded>You say 'extremely aggy' set tac def HP:Healthy Mind:in top shape, a grey spirit:quite retarded> a grey spirit forces its Will against your intelligence! Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:slightly duped, a grey spirit:quite retarded>You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a grey spirit:quite retarded> You force your Will against a grey spirit's strength! HP:Healthy Mind:slightly duped, a grey spirit:quite weakened> A grey spirit tries its Will against your mind, but you resist! Cogadh forces his Will against a grey spirit's dexterity! HP:Healthy Mind:slightly duped, a grey spirit:quite weakened> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly duped, a grey spirit:quite weakened> Cogadh forces his Will against a grey spirit's will! HP:Healthy Mind:slightly duped, a grey spirit:quite weakened> a grey spirit forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a grey spirit:quite weakened> You try your Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat duped, a grey spirit:quite weakened>set tac def A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:quite weakened>You force your Will against a grey spirit's will! You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, a grey spirit:quite weakened> Cogadh forces his Will against a grey spirit's strength! HP:Healthy Mind:somewhat duped, a grey spirit:seriously weakened> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:seriously weakened> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat duped, a grey spirit:seriously weakened> Cogadh forces his Will against a grey spirit's will! HP:Healthy Mind:somewhat duped, a grey spirit:seriously weakened>ci A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:seriously weakened>You force your Will against a grey spirit's strength! You start to concentrate. /-\| Cogadh forces his Will against a grey spirit's intelligence! /-\ Ok. HP:Healthy Mind:somewhat duped, Cogadh:barely dispirited, a grey spirit:strongly weakened> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat duped, Cogadh:barely dispirited, a grey spirit:strongly weakened> Cogadh forces his Will against a grey spirit's learning! HP:Healthy Mind:somewhat duped, Cogadh:barely dispirited, a grey spirit:strongly weakened> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat duped, Cogadh:barely dispirited, a grey spirit:strongly weakened> You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat duped, a grey spirit:strongly weakened>smile Cogadh forces his Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat duped, a grey spirit:strongly weakened>You smile happily. HP:Healthy Mind:somewhat duped, a grey spirit:strongly weakened> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly weakened> You force your Will against a grey spirit's strength! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> You force your Will against a grey spirit's learning! a grey spirit forces its Will against your constitution! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> Cogadh tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> You force your Will against a grey spirit's learning! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> Cogadh looks at a tunnel ghost. HP:Healthy Mind:somewhat duped, a grey spirit:horribly weakened> Cogadh forces his Will against a grey spirit's learning! Your spirit increases by 6. You receive your share of experience -- 1019 points. A grey spirit vanishes into thin air. >hop sc stat Are you a little bunny? > Cogadh nods solemnly. >You have 121/121 hit, 54/54 stamina, 129/143 moves, 23 spirit. OB: 39, DB: 25, PB: 84, Speed: 21, Gold: 7, XP Needed: 31K. >Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 5/ 7, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 16/16. >cr You start to concentrate. /-\|/- A tunnel ghost tries its Will against Cogadh's mind, but he resists! \ Cogadh forces his Will against a tunnel ghost's constitution! Ok. You try to revive Ainaran. > Cogadh says 'righto, tunnel time to die' >'ghost Cogadh licks his mouth and smiles. >A tunnel ghost forces its Will against Cogadh's strength! You say 'ghost' >ac You join the fight! Your mind is not ready yet. > Cogadh tries his Will against a tunnel ghost's mind, but it resists! >ac Cogadh forces his Will against a tunnel ghost's strength! A tunnel ghost forces its Will against Cogadh's dexterity! >You join the fight! You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:barely sickly, Cogadh:barely clumsy, a tunnel ghost:slightly clumsy> You try your Will against a tunnel ghost's mind, but it resists! A tunnel ghost forces its Will against Cogadh's dexterity! conc HP:Healthy Mind:barely sickly, Cogadh:somewhat clumsy, a tunnel ghost:slightly clumsy>You start focusing your mind. Cogadh forces his Will against a tunnel ghost's constitution! A tunnel ghost forces its Will against Cogadh's intelligence! Cogadh says 'eep' A tunnel ghost forces its Will against Cogadh's constitution! Cogadh says 'laggy' Cogadh sniffs sadly. You attack with extra will power! (4) HP:Healthy Mind:barely sickly, Cogadh:somewhat clumsy, a tunnel ghost:slightly sickly> You force your Will against a tunnel ghost's will! Cogadh forces his Will against a tunnel ghost's intelligence! HP:Healthy Mind:barely sickly, Cogadh:somewhat clumsy, a tunnel ghost:slightly sickly>comf cogadh You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:barely sickly, Cogadh:somewhat clumsy, a tunnel ghost:slightly sickly>Cogadh forces his Will against a tunnel ghost's dexterity! A tunnel ghost forces its Will against Cogadh's will! You comfort him. HP:Healthy Mind:barely sickly, Cogadh:somewhat clumsy, a tunnel ghost:somewhat clumsy> You try your Will against a tunnel ghost's mind, but lose control! HP:Healthy S:Surging Mind:somewhat sickly, Cogadh:somewhat clumsy, a tunnel ghost:somewhat clumsy> Cogadh forces his Will against a tunnel ghost's concentration! HP:Healthy S:Surging Mind:somewhat sickly, Cogadh:somewhat clumsy, a tunnel ghost:somewhat clumsy>conc You start focusing your mind. Cogadh forces his Will against a tunnel ghost's intelligence! A tunnel ghost forces its Will against Cogadh's learning! Cogadh tries his Will against a tunnel ghost's mind, but loses control! A tunnel ghost forces its Will against Cogadh's dexterity! Cogadh forces his Will against a tunnel ghost's concentration! A tunnel ghost forces its Will against Cogadh's intelligence! Cogadh starts concentrating. A tunnel ghost forces its Will against Cogadh's will! You attack with extra will power! (5) HP:Scratched Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's strength! HP:Scratched Mind:slightly sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> Cogadh lashes out his power! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy>set tac def a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy>You are now employing defensive tactics. HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> Cogadh tries his Will against a tunnel ghost's mind, but loses control! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> Cogadh forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> Cogadh group-says 'out?' HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your will! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly clumsy> Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves east. A nice pony leaves east. HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly clumsy>f You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly clumsy>PANIC! You couldn't escape! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly clumsy>f You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly clumsy>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >stat Your fatigue is 0; Your willpower is 34; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 18/19, Dex: 18/18, Con: 4/11, Lea: 15/16. >cr You start to concentrate. mutter /-\|/-'hit my con \Ok. You try to revive Ainaran. You mutter under you breath. >You say 'hit my con' > Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. >stat Your fatigue is 0; Your willpower is 34; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 18/19, Dex: 18/18, Con: 4/11, Lea: 16/16. > Cogadh says 'ouchie' >cr You start to concentrate. /-\|/-'4/11 con \ Ok. You try to revive Ainaran. Your spell does no good to him. >You say '4/11 con' >cr You start to concentrate. / Cogadh shivers uncomfortably. -\ *an Uruk* is entering from the west, riding on a black warg. |/-\ Ok. You try to revive Ainaran. > *an Uruk* is leaving west, riding on a black warg. > Cogadh says '4/10 dex' >con uruk spit Consider killing who? >You spit over your left shoulder. >stat Your fatigue is 0; Your willpower is 34; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 4/11, Lea: 16/16. cr > Cogadh peers around himself, uncertain of the things around him. > *an Uruk* is entering from the west, riding on a black warg. >You start to concentrate. /-\ Above the fields, not a cloud can be seen in the sky. Saving Ainaran. |/-\ Ok. You try to revive Ainaran. HP:Scratched> *an Uruk* is leaving west, riding on a black warg. HP:Scratched> *an Uruk* is entering from the west, riding on a black warg. HP:Scratched>con uruk *an Uruk* is leaving west, riding on a black warg. HP:Scratched>Consider killing who? Cogadh begins quietly muttering some strange, powerful words. HP:Scratched>con uruk Consider killing who? con uruk HP:Scratched>Consider killing who? HP:Scratched> *an Uruk* is entering from the west, riding on a black warg. HP:Scratched>con uruk *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. HP:Scratched, *an Uruk*:in top shape>You couldn't reach his mind. Easy. HP:Scratched, *an Uruk*:in top shape> Cogadh closes the muckyhole. HP:Scratched, *an Uruk*:in top shape> You couldn't reach his mind. HP:Scratched, *an Uruk*:in top shape> Cogadh forces his Will against *an Uruk*'s strength! HP:Scratched, *an Uruk*:barely weakened> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched, *an Uruk*:barely weakened> You couldn't reach his mind. You avoid a bash from *an Uruk*, who loses his balance and falls! ci HP:Scratched, *an Uruk*:barely weakened>cc You start to concentrate. /-\ Cogadh utters a strange command, 'insight' Cogadh begins quietly muttering some strange, powerful words. |/-set tac def \Ok. He has insight already. You start to concentrate. |/- You deflect *an Uruk*'s attack. \| Cogadh utters a strange command, 'confuse' /-\Ok. You are now employing defensive tactics. HP:Scratched, *an Uruk*:barely weakened> You force your Will against *an Uruk*'s dexterity! HP:Scratched, *an Uruk*:barely clumsy>cc Cogadh forces his Will against *an Uruk*'s intelligence! HP:Scratched, *an Uruk*:somewhat duped> *an Uruk* opens the muckyhole. HP:Scratched, *an Uruk*:somewhat duped> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Scratched, *an Uruk*:somewhat duped> You force your Will against *an Uruk*'s concentration! HP:Scratched, *an Uruk*:somewhat duped>You deflect *an Uruk*'s attack. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. Your victim is not here! HP:Scratched> Cogadh chats, 'got ins' HP:Scratched> *an Uruk* is entering from the west, riding on a black warg. HP:Scratched> *an Uruk* is leaving west, riding on a black warg. cc HP:Scratched>Your victim is not here! chat nod >You chat, 'nod' > Cogadh chats, 'he's somewhat' > Cogadh leaves west. A nice pony leaves west. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >set tac def Cogadh leaves north. A nice pony leaves north. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh leaves west. A nice pony leaves west. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >You are now employing defensive tactics. > Cogadh leaves south. A nice pony leaves south. You follow Cogadh. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >chat damn him You chat, 'damn him' > Cogadh chats, 'still cant confuse :(' > A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. > Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. Cogadh is riding on a nice pony. > Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Cogadh is riding on a nice pony. > Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Cogadh is riding on a nice pony. chat i tried > Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. Cogadh is riding on a nice pony. >You chat, 'i tried' > Cogadh is leaving south, riding on a nice pony. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh is riding on a nice pony. ride > Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh is riding on a nice pony. >A horse stops following you. You mount a horse and start riding him. R> Cogadh stops riding a nice pony. A nice pony now follows Cogadh. R> Cogadh shrugs. R>dismount You stop riding a horse. A horse starts following you. >'let's finish it off You say 'let's finish it off' > Above the fields, not a cloud can be seen in the sky. HP:Scratched> Cogadh nods solemnly. HP:Scratched> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched>'close the door Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. HP:Scratched>You say 'close the door' HP:Scratched>stat cr Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 7/11, Lea: 16/16. HP:Scratched>You start to concentrate. /-\|/-\ Cogadh nods solemnly. Ok. You try to revive Ainaran. HP:Scratched>'go smile You say 'go' aff HP:Scratched>You smile happily. HP:Scratched>The moon lights your surroundings. You are affected by: insight (long) anger (medium) HP:Scratched> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched> *an Uruk* is entering from the west, riding on a black warg. HP:Scratched> *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. HP:Scratched, *an Uruk*:slightly duped> You force your Will against *an Uruk*'s concentration! HP:Scratched, *an Uruk*:slightly duped> Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. HP:Scratched, *an Uruk*:slightly duped> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Scratched, *an Uruk*:slightly duped>stare *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Scratched>You stare at the sky. HP:Scratched> Cogadh looks at you. HP:Scratched>set tac def You are now employing defensive tactics. HP:Scratched>cast curing *an Uruk* is entering from the west, riding on a black warg. HP:Scratched> *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. HP:Scratched, *an Uruk*:slightly duped>You force your Will against *an Uruk*'s concentration! You can't concentrate enough. HP:Scratched, *an Uruk*:slightly duped> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Scratched>cast curing You start to concentrate. /-\|/- *an Uruk* is entering from the west, riding on a black warg. \ Cogadh stops using a wooden tower shield. Ok. You feel yourself becoming healthier. *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. HP:Bruised, *an Uruk*:slightly duped> You force your Will against *an Uruk*'s intelligence! HP:Bruised, *an Uruk*:somewhat duped> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Scratched, *an Uruk*:somewhat duped> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Scratched, *an Uruk*:somewhat duped> You force your Will against *an Uruk*'s will! HP:Scratched, *an Uruk*:somewhat duped> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. cc HP:Scratched>Your victim is not here! HP:Scratched> *an Uruk* is entering from the west, riding on a black warg. HP:Scratched> *an Uruk* attacks YOU! *an Uruk* slashes your head hard. HP:Bruised, *an Uruk*:somewhat duped>cc You couldn't reach his mind. HP:Bruised, *an Uruk*:somewhat duped>You start to concentrate. | *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! /-\ *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! |/ *an Uruk* panics, and attempts to flee! -\ *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! Ok. *an Uruk* appears to be confused! HP:Bruised, *an Uruk*:somewhat duped> You force your Will against *an Uruk*'s dexterity! HP:Bruised, *an Uruk*:somewhat duped> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Bruised, *an Uruk*:somewhat duped> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Bruised, *an Uruk*:somewhat duped> You deflect *an Uruk*'s attack. HP:Bruised, *an Uruk*:somewhat duped> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Bruised> *an Uruk* is entering from the west, riding on a black warg. HP:Bruised> Cogadh attacks *an Uruk*! Cogadh slashes *an Uruk*'s body hard. HP:Bruised>set tac ag You are now employing aggressive tactics. HP:Bruised>set tac def *an Uruk* panics, and attempts to flee! HP:Bruised> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Bruised>You are now employing defensive tactics. HP:Bruised> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Bruised>l Cogadh straps a wooden tower shield around his arm as a shield. HP:Bruised>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Bruised>stare You stare at the sky. HP:Bruised> Cogadh groans loudly. kill uruk HP:Bruised>Your victim disappeared! HP:Bruised>aff The moon lights your surroundings. You are affected by: curing saturation (fast-acting) insight (long) anger (medium) HP:Scratched> The full moon goes off the sky. Clouds race through the sky above the fields. HP:Bruised>set tac def You are now employing defensive tactics. eq HP:Bruised>You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey HP:Bruised> *an Uruk* is entering from the west, riding on a black warg. HP:Bruised> *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. HP:Bruised, *an Uruk*:somewhat duped> You force your Will against *an Uruk*'s will! HP:Bruised, *an Uruk*:somewhat dispirited> *an Uruk* panics, and attempts to flee! kill uruk *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Bruised>Whom do you want to press? HP:Bruised> *an Uruk* is entering from the west, riding on a black warg. Cogadh attacks *an Uruk*! Cogadh slashes *an Uruk*'s body. HP:Scratched> Cogadh deflects *an Uruk*'s attack. HP:Scratched>kill uruk *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! You force your Will against *an Uruk*'s concentration! HP:Scratched, Cogadh:Healthy, *an Uruk*:somewhat dispirited> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Scratched, Cogadh:Healthy, *an Uruk*:somewhat dispirited> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Scratched> *an Uruk* is entering from the west, riding on a black warg. HP:Scratched>kill uruk Cogadh attacks *an Uruk*! Cogadh slashes *an Uruk*'s head hard. HP:Scratched> Cogadh deflects *an Uruk*'s attack. HP:Scratched>You force your Will against *an Uruk*'s will! HP:Scratched, Cogadh:Healthy, *an Uruk*:quite dispirited> *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Scratched, Cogadh:Healthy, *an Uruk*:quite dispirited> You force your Will against *an Uruk*'s intelligence! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Scratched> Cogadh stops using a wooden tower shield. HP:Scratched> Cogadh straps a wooden tower shield around his arm as a shield. HP:Scratched> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched> Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. HP:Scratched>kill uruk Whom do you want to press? > Cogadh says 'k, I'm ready' > Cogadh leaves down. A nice pony leaves down. You follow Cogadh. 'i'm not following Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >gig You say 'i'm not following' >You giggle. > Cogadh closes the muckyhole. >nod You nod solemnly. > Cogadh fumbles with the lock. > Cogadh says 'fuck' > Cogadh says 'repop' > Cogadh pouts. >pick runedslab pick runedslab pick runedslab pick runedslab You failed to pick the lock. pick runedslab pick runedslab pick runedslab pick runedslab >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. > Cogadh fumbles with the lock. >You failed to pick the lock. Cogadh fumbles with the lock. >You failed to pick the lock. >pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab You failed to pick the lock. > a hazy wraith forces its Will against your concentration! You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly duped>No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly duped>pick runedslab No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly duped>No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly duped>No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly duped>A hazy wraith tries its Will against your mind, but you resist! No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly duped>No way! You're fighting for your life! Cogadh skillfully picks the lock of the runedslab. HP:Healthy Mind:slightly sickly, a hazy wraith:slightly duped>You force your Will against a hazy wraith's strength! No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly duped>sigh A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a hazy wraith:barely duped>You sigh. HP:Scratched Mind:barely sickly, a hazy wraith:barely duped> You force your Will against a hazy wraith's will! HP:Scratched Mind:barely sickly, a hazy wraith:barely dispirited> Cogadh opens the runedslab. HP:Scratched Mind:barely sickly, a hazy wraith:barely dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:barely dispirited> You force your Will against a hazy wraith's strength! HP:Healthy Mind:barely sickly, a hazy wraith:barely dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:barely dispirited>f You force your Will against a hazy wraith's constitution! HP:Healthy Mind:barely sickly, a hazy wraith:barely sickly>You flee head over heels. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) >e Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh leaves west. A nice pony leaves west. You follow Cogadh. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh leaves east. A nice pony leaves east. You follow Cogadh. Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >'just go Cogadh says 'kill hazies?' >You say 'just go' >shake A hazy wraith forces its Will against Cogadh's will! Cogadh forces his Will against a hazy wraith's concentration! >You shake your head. > Cogadh forces his Will against a hazy wraith's learning! >shrug ac You shrug. >Cogadh forces his Will against a hazy wraith's strength! You join the fight! You force your Will against a hazy wraith's learning! Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves west. A nice pony leaves west. HP:Healthy Mind:barely sickly, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat retarded>f You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat retarded>You flee head over heels. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > a tunnel ghost forces its Will against your will! HP:Healthy Mind:slightly dispirited, a tunnel ghost:in top shape> Cogadh leaves east. A nice pony leaves east. HP:Healthy Mind:slightly dispirited, a tunnel ghost:in top shape> a tunnel ghost forces its Will against your will! You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:slightly dispirited, a tunnel ghost:in top shape>f You flee head over heels. Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh leaves west. A nice pony leaves west. You follow Cogadh. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh says 'not 2 of them' ac >a grey spirit forces its Will against your will! You try your Will against a grey spirit's mind, but it resists! You're already fighting! How can you assist someone else? HP:Healthy Mind:somewhat dispirited, a grey spirit:in top shape>nod ac You nod solemnly. HP:Healthy Mind:somewhat dispirited, a grey spirit:in top shape> a grey spirit forces its Will against your constitution! HP:Healthy Mind:somewhat dispirited, a grey spirit:in top shape>set tac def Cogadh tries his Will against a grey spirit's mind, but it resists! You force your Will against a grey spirit's dexterity! You're already fighting! How can you assist someone else? HP:Healthy Mind:somewhat dispirited, a grey spirit:barely clumsy>You are now employing defensive tactics. HP:Healthy Mind:somewhat dispirited, a grey spirit:barely clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat dispirited, a grey spirit:barely clumsy> Cogadh forces his Will against a grey spirit's intelligence! You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat dispirited, a grey spirit:somewhat duped>'ass You say 'ass' set tac def HP:Healthy Mind:somewhat dispirited, a grey spirit:somewhat duped> a grey spirit forces its Will against your strength! HP:Healthy Mind:somewhat dispirited, a grey spirit:somewhat duped>Cogadh forces his Will against a grey spirit's constitution! You force your Will against a grey spirit's learning! You are now employing defensive tactics. HP:Healthy Mind:somewhat dispirited, a grey spirit:somewhat duped> Cogadh begins quietly muttering some strange, powerful words. HP:Healthy Mind:somewhat dispirited, a grey spirit:somewhat duped> a grey spirit forces its Will against your dexterity! HP:Healthy Mind:somewhat dispirited, a grey spirit:somewhat duped> You try your Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat dispirited, a grey spirit:somewhat duped> Cogadh utters a strange command, 'revive' Cogadh tries to revive you. HP:Healthy Mind:somewhat dispirited, a grey spirit:somewhat duped> a grey spirit forces its Will against your will! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat duped> You force your Will against a grey spirit's constitution! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat duped> a grey spirit forces its Will against your dexterity! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat duped> You try your Will against a grey spirit's mind, but it resists! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat duped> A grey spirit tries its Will against your mind, but you resist! set tac def HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat duped> You force your Will against a grey spirit's will! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat duped>You are now employing defensive tactics. who HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat duped> Cogadh forces his Will against a grey spirit's constitution! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat sickly>Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf 3 characters displayed. HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat sickly> a grey spirit forces its Will against your will! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat sickly> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat sickly>con grey Fairly easy. A grey spirit has arrived but recently. HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat dispirited, a grey spirit:somewhat sickly> You force your Will against a grey spirit's constitution! HP:Scratched Mind:somewhat dispirited, a grey spirit:quite sickly> Cogadh forces his Will against a grey spirit's constitution! HP:Scratched Mind:somewhat dispirited, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat dispirited, a grey spirit:quite sickly> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:somewhat dispirited, a grey spirit:quite sickly>'I bet that's Errent gig A grey spirit tries its Will against your mind, but you resist! You say 'I bet that's Errent' HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> You force your Will against a grey spirit's strength! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly>You giggle. HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> a grey spirit forces its Will against your constitution! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> You force your Will against a grey spirit's will! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> Cogadh forces his Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> You force your Will against a grey spirit's strength! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> Cogadh shakes his head. HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> Cogadh tries his Will against a grey spirit's mind, but loses control! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> a grey spirit forces its Will against your learning! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> You force your Will against a grey spirit's will! HP:Healthy Mind:somewhat dispirited, a grey spirit:quite sickly> Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:somewhat dispirited, a grey spirit:seriously sickly> a grey spirit forces its Will against your strength! 'I considered him, and it was easy. HP:Healthy Mind:somewhat dispirited, a grey spirit:seriously sickly> You force your Will against a grey spirit's strength! HP:Healthy Mind:somewhat dispirited, a grey spirit:seriously sickly>Cogadh forces his Will against a grey spirit's strength! You say 'I considered him, and it was easy.' HP:Healthy Mind:somewhat dispirited, a grey spirit:seriously sickly> A grey spirit tries its Will against your mind, but you resist! shrug HP:Healthy Mind:somewhat dispirited, a grey spirit:seriously sickly> You force your Will against a grey spirit's strength! HP:Healthy Mind:somewhat dispirited, a grey spirit:strongly weakened> Cogadh forces his Will against a grey spirit's constitution! HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly>You shrug. HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly> A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly> You force your Will against a grey spirit's will! HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly> A grey spirit forces its Will against Cogadh's intelligence! HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly> Cogadh forces his Will against a grey spirit's concentration! HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly> A grey spirit forces its Will against Cogadh's dexterity! HP:Scratched Mind:somewhat dispirited, a grey spirit:seriously sickly> You force your Will against a grey spirit's strength! HP:Scratched Mind:somewhat dispirited, a grey spirit:strongly weakened> Cogadh forces his Will against a grey spirit's learning! HP:Scratched Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:strongly weakened> You force your Will against a grey spirit's strength! HP:Scratched Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> A grey spirit forces its Will against Cogadh's concentration! HP:Scratched Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened>conc A grey spirit forces its Will against Cogadh's concentration! HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened>You force your Will against a grey spirit's dexterity! Your mind is not ready yet. HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened>set tac def Cogadh points at Errent. HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened>A grey spirit forces its Will against Cogadh's intelligence! You are now employing defensive tactics. HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> Cogadh forces his Will against a grey spirit's will! HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> A grey spirit tries its Will against Cogadh's mind, but he resists! l HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Cogadh. A grey spirit (shadow) is here, fighting Cogadh. Cogadh the Dwarf is here, fighting a grey spirit. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> A grey spirit forces its Will against Cogadh's will! Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> You force your Will against a grey spirit's will! HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:somewhat dispirited, Cogadh:slightly clumsy, a grey spirit:horribly weakened> A grey spirit forces its Will against Cogadh's dexterity! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly weakened> You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly weakened> A grey spirit forces its Will against Cogadh's strength! Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly weakened> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly weakened> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly weakened> A grey spirit tries its Will against Cogadh's mind, but he resists! Cogadh forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly weakened> You force your Will against a grey spirit's intelligence! Your spirit increases by 6. You receive your share of experience -- 558 points. A grey spirit vanishes into thin air. chuckle >You chuckle politely. ac > A grey spirit forces its Will against Cogadh's dexterity! Cogadh tries his Will against a grey spirit's mind, but it resists! >You join the fight! You force your Will against a grey spirit's will! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:barely dispirited> A grey spirit tries its Will against Cogadh's mind, but loses control! Cogadh forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:somewhat duped> You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:somewhat duped> A grey spirit forces its Will against Cogadh's constitution! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:somewhat duped> You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:somewhat sickly> Cogadh forces his Will against a grey spirit's intelligence! 'we can do this HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite duped> You try your Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite duped>A grey spirit forces its Will against Cogadh's learning! Cogadh forces his Will against a grey spirit's will! You say 'we can do this' HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite duped> You force your Will against a grey spirit's will! who HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite duped>Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite duped> A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite duped> You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite sickly> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite sickly> Cogadh nods solemnly. HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite sickly> a tunnel ghost forces its Will against your dexterity! Cogadh forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:quite duped> You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:seriously sickly>set tac def You are now employing defensive tactics. HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:seriously sickly> a tunnel ghost forces its Will against your learning! A grey spirit forces its Will against Cogadh's learning! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:seriously sickly> You force your Will against a grey spirit's strength! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:seriously sickly>brb f Come back soon! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:seriously sickly> a tunnel ghost forces its Will against your learning! A grey spirit tries its Will against Cogadh's mind, but loses control! Cogadh forces his Will against a grey spirit's will! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a grey spirit:seriously duped>You force your Will against a grey spirit's constitution! You flee head over heels. Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) > A hazy wraith tries its Will against your mind, but you resist! a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:somewhat dispirited, a hazy wraith:slightly retarded>w f No way! You're fighting for your life! HP:Healthy Mind:somewhat dispirited, a hazy wraith:slightly retarded> a hazy wraith forces its Will against your strength! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat dispirited, a hazy wraith:slightly retarded>You force your Will against a hazy wraith's concentration! PANIC! You couldn't escape! HP:Healthy Mind:somewhat dispirited, a hazy wraith:slightly retarded> Cogadh enters from the west. HP:Healthy Mind:somewhat dispirited, a hazy wraith:slightly retarded>f You flee head over heels. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) >e Cogadh enters from the east. w >Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > A hazy wraith (shadow) enters from the east. A hazy wraith forces its Will against Cogadh's will! a tunnel ghost forces its Will against your learning! You force your Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:barely retarded> a tunnel ghost forces its Will against your concentration! A hazy wraith forces its Will against Cogadh's will! set tac def HP:Healthy Mind:somewhat dispirited, a tunnel ghost:barely retarded> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:barely retarded>f You force your Will against a tunnel ghost's constitution! You are now employing defensive tactics. HP:Healthy Mind:somewhat dispirited, a tunnel ghost:barely retarded>You flee head over heels. Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) > Cogadh group-says 'shit' >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is here, fighting a hazy wraith. A friendly little pony is here, looking well-groomed and happy. A hazy wraith (shadow) is here, fighting Cogadh. > A hazy wraith forces its Will against Cogadh's strength! ac > A grey spirit forces its Will against Cogadh's will! >You join the fight! You try your Will against a hazy wraith's mind, but lose control! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> Cogadh group-says 'fear?' HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> A hazy wraith forces its Will against Cogadh's intelligence! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded>nod Cogadh forces his Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded>You force your Will against a hazy wraith's constitution! You nod solemnly. HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> A grey spirit tries its Will against Cogadh's mind, but he resists! cast fear hazy HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> Cogadh forces his Will against a hazy wraith's learning! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's concentration! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:somewhat retarded> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:somewhat retarded>You start to concentrate. /- A grey spirit forces its Will against Cogadh's intelligence! \|/ Cogadh forces his Will against a hazy wraith's dexterity! -\ Ok. A hazy wraith ignores your breath. HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:somewhat retarded> You try your Will against a hazy wraith's mind, but lose control! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:somewhat retarded> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:somewhat retarded>cast fear hazy A hazy wraith forces its Will against Cogadh's strength! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:somewhat retarded> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded>You start to concentrate. /-\ A grey spirit tries its Will against Cogadh's mind, but he resists! |/ A hazy wraith forces its Will against Cogadh's will! - Cogadh tries his Will against a hazy wraith's mind, but loses control! \ Ok. A hazy wraith ignores your breath. HP:Scratched Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> Cogadh grins evilly. HP:Scratched Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Scratched Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> A hazy wraith forces its Will against Cogadh's concentration! HP:Scratched Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's strength! Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Scratched Mind:somewhat retarded, Cogadh:somewhat clumsy, a hazy wraith:slightly retarded>cast fear hazy You force your Will against a hazy wraith's strength! Cogadh tries his Will against a hazy wraith's mind, but loses control! You start to concentrate. /-\ A grey spirit tries its Will against Cogadh's mind, but he resists! | a hazy wraith forces its Will against your will! You could not concentrate anymore! HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened> Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves east. A nice pony leaves east. HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened> You try your Will against a hazy wraith's mind, but lose control! HP:Healthy Mind:somewhat dispirited, a hazy wraith:somewhat weakened>gt not enough spirit a tunnel ghost forces its Will against your will! HP:Healthy Mind:quite dispirited, a hazy wraith:somewhat weakened>You group-say 'not enough spirit' HP:Healthy Mind:quite dispirited, a hazy wraith:somewhat weakened>set tac def a hazy wraith forces its Will against your strength! HP:Healthy Mind:quite dispirited, a hazy wraith:somewhat weakened>f a tunnel ghost forces its Will against your will! HP:Healthy Mind:seriously dispirited, a hazy wraith:somewhat weakened>You force your Will against a hazy wraith's concentration! You are now employing defensive tactics. HP:Healthy Mind:seriously dispirited, a hazy wraith:somewhat weakened> a grey spirit forces its Will against your dexterity! Cogadh enters from the east. HP:Healthy Mind:seriously dispirited, a hazy wraith:somewhat weakened>PANIC! You couldn't escape! HP:Healthy Mind:seriously dispirited, a hazy wraith:somewhat weakened>f a grey spirit forces its Will against your concentration! a tunnel ghost forces its Will against your learning! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously dispirited, a hazy wraith:somewhat weakened>You flee head over heels. Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) >op muckyhole u Ok. >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. *an Uruk* is riding on a black warg. > kill uruk *an Uruk* closes the muckyhole. >*an Uruk* is leaving west, riding on a black warg. Whom do you want to press? > Cogadh group-says 'ocme, kill grey' > *an Uruk* is entering from the west, riding on a black warg. > *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. kill uruk HP:Healthy, *an Uruk*:slightly dispirited> You force your Will against *an Uruk*'s strength! HP:Healthy, *an Uruk*:slightly dispirited>Your mind is not ready yet. gt uruk HP:Healthy, *an Uruk*:slightly dispirited>set tac def You couldn't reach his mind. You group-say 'uruk' HP:Healthy, *an Uruk*:slightly dispirited>You are now employing defensive tactics. HP:Healthy, *an Uruk*:slightly dispirited>con urk You force your Will against *an Uruk*'s constitution! HP:Healthy, *an Uruk*:slightly dispirited> *an Uruk* sends you sprawling with a powerful bash. HP:Scratched, *an Uruk*:slightly dispirited> Cogadh group-says 'groan' HP:Healthy, *an Uruk*:slightly dispirited> You deflect *an Uruk*'s attack. HP:Healthy, *an Uruk*:slightly dispirited>You have regained your balance! Consider killing who? HP:Healthy, *an Uruk*:slightly dispirited> You try your Will against *an Uruk*'s mind, but he resists! HP:Healthy, *an Uruk*:slightly dispirited> You force your Will against *an Uruk*'s learning! HP:Healthy, *an Uruk*:slightly retarded>con uruk Easy. HP:Healthy, *an Uruk*:slightly retarded> You force your Will against *an Uruk*'s will! HP:Healthy, *an Uruk*:somewhat dispirited> *an Uruk* sends you sprawling with a powerful bash. HP:Scratched, *an Uruk*:somewhat dispirited>set tac def You deflect *an Uruk*'s attack. HP:Scratched, *an Uruk*:somewhat dispirited> The muckyhole is opened from the other side. HP:Healthy, *an Uruk*:somewhat dispirited> Cogadh enters from below. HP:Healthy, *an Uruk*:somewhat dispirited>cc You deflect *an Uruk*'s attack. You have regained your balance! You are now employing defensive tactics. HP:Healthy, *an Uruk*:somewhat dispirited>You force your Will against *an Uruk*'s constitution! You start to concentrate. |/ *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! -\ Cogadh begins quietly muttering some strange, powerful words. | *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! /-\ *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. You need to fight somebody for this. >'just help with him You say 'just help with him' l >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh growls. > Clouds race through the sky above the fields. HP:Scratched S:Surging>'i seriously You say 'i seriously' HP:Scratched S:Surging>cr You start to concentrate. /-\|/- Cogadh nods solemnly. \ Ok. You try to revive Ainaran. >exa w To the west you see: It is pitch black... >cr You start to concentrate. /-\stat |/-\ Ok. You try to revive Ainaran. Your spell does no good to him. >Your fatigue is 0; Your willpower is 26; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 10/19, Dex: 12/18, Con: 11/11, Lea: 10/16. > Cogadh begins quietly muttering some strange, powerful words. >'he targetting me Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. You say 'he targetting me' >set tac def eq You are now employing defensive tactics. >You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey Cogadh nods solemnly. > Cogadh says 'elf' >cr Cogadh giggles. >You start to concentrate. /gig -\|/bow -\Ok. You try to revive Ainaran. You giggle. >You bow deeply. >'Tis I! smile You say 'Tis I!' >You smile happily. >stat Your fatigue is 0; Your willpower is 26; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 10/19, Dex: 12/18, Con: 11/11, Lea: 11/16. cr >You start to concentrate. /-\|/-\ Ok. You couldn't gather enough spirit to heal. >'damn hazy left west sigh You say 'damn hazy left west' >You sigh. >'not enough spirit to heal Cogadh says 'probably doesnt realise you probably have a better def than me' >You say 'not enough spirit to heal' >cry Waaaaah.. > Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. > Cogadh nods solemnly. >sc You have 126/126 hit, 52/52 stamina, 144/144 moves, 0 spirit. OB: 39, DB: 19, PB: 84, Speed: 19, Gold: 7, XP Needed: 31K. >'0 spirit spit You say '0 spirit' >who You spit over your left shoulder. >Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. >set tac def eq You are now employing defensive tactics. >You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey > Cogadh begins quietly muttering some strange, powerful words. >rem blue Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. >You stop using a blue marble ring. > Clouds race through the sky above the fields. >wear stone You slide a stone ring on to your right ring finger. > Cogadh cringes in terror! >set tac def You are now employing defensive tactics. >sc Cogadh says '44 spirit' >You have 126/126 hit, 52/52 stamina, 131/144 moves, 0 spirit. OB: 38, DB: 20, PB: 85, Speed: 20, Gold: 7, XP Needed: 31K. >nod sigh You nod solemnly. >who Cogadh begins quietly muttering some strange, powerful words. >You sigh. >Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. > Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. >aff stat You are affected by: curing saturation (fast-acting) insight (long) anger (medium) >Your fatigue is 0; Your willpower is 27; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 11/19, Dex: 13/18, Con: 11/11, Lea: 12/16. > Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'revive' Cogadh tries to revive you. >stat Your fatigue is 0; Your willpower is 27; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 11/19, Dex: 13/18, Con: 11/11, Lea: 16/16. > Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. >'hit my will ... 11/19 You say 'hit my will ... 11/19' sigh >who You sigh. >Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. >score You have 126/126 hit, 52/52 stamina, 142/144 moves, 0 spirit. OB: 38, DB: 20, PB: 85, Speed: 20, Gold: 7, XP Needed: 31K. > Cogadh cringes in terror! >inf You are Ainaran the Wood Elf, a good (132) male Wood Elf. You have reached level 13. You are level 6 Warrior, 3 Ranger, 14 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 0 days and 20 hours. You are 5'10" high, weight 108.0lb and carrying 70.5lb. You have 126/126 hit points, 52/52 stamina, 144/144 moves and 0 spirit. You have 7 gold, 8 silver and 36 copper coins. Your OB is 38, dodge is 20, parry 85, and your attack speed is 20. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 27, Your skill encumbrance is 9, and your movement is encumbered by 6. You have no problems moving. You have scored 262447 exp, and need 31553 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 11/19, Dexterity: 13/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. You are affected by: curing saturation (fast-acting) insight (long) anger (medium) > Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'revive' Cogadh tries to revive you. > Cogadh begins quietly muttering some strange, powerful words. >i Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. >You are carrying: a blue marble ring a water skin a large sack a large sack a backpack a sapphire ring a leg of lamb a golden visor a torch >sc Cogadh begins quietly muttering some strange, powerful words. >You have 126/126 hit, 52/52 stamina, 144/144 moves, 0 spirit. OB: 38, DB: 21, PB: 85, Speed: 20, Gold: 7, XP Needed: 31K. > Cogadh utters a strange command, 'revive' Cogadh tries to revive you. Cogadh tries to revive you, but does little good. eat leg >You eat a leg of lamb. eat leg >You don't seem to have any. aff >You are affected by: curing saturation (fast-acting) insight (long) anger (medium) >exam pack When you look inside, you see: backpack (carried) : a soldier ration a soldier ration a soldier ration er a soldier ration a soldier ration a soldier ration a soldier ration a large slice of beef a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch er >You don't seem to have any. >You don't seem to have any. >get rat pack get rat pack Above the fields, not a cloud can be seen in the sky. Saving Ainaran. er er >You get a soldier ration from a backpack. >You get a soldier ration from a backpack. >You eat a soldier ration. You are full. >You are too full to eat more. Cogadh begins quietly muttering some strange, powerful words. >put rat pack sc l Cogadh utters a strange command, 'revive' Cogadh tries to revive you. Cogadh tries to revive you, but does little good. >You put a soldier ration in a backpack. >You have 126/126 hit, 53/53 stamina, 130/144 moves, 0 spirit. OB: 38, DB: 22, PB: 85, Speed: 20, Gold: 7, XP Needed: 31K. >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >stat Your fatigue is 0; Your willpower is 28; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 12/19, Dex: 15/18, Con: 11/11, Lea: 16/16. >'12/19 sigh You say '12/19' >You sigh. >who Cogadh begins quietly muttering some strange, powerful words. >Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. > Cogadh utters a strange command, 'revive' Cogadh tries to revive you. > Cogadh grins evilly. > Cogadh begins quietly muttering some strange, powerful words. stat >Your fatigue is 0; Your willpower is 28; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 13/19, Dex: 15/18, Con: 11/11, Lea: 16/16. > Cogadh utters a strange command, 'revive' Cogadh tries to revive you. >sta You are already standing. Cogadh says '16 spirit' stat > Cogadh shivers uncomfortably. >nod Your fatigue is 0; Your willpower is 28; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 17/19, Dex: 15/18, Con: 11/11, Lea: 16/16. >You nod solemnly. >'save it You say 'save it' >'17/19 You say '17/19' > Cogadh nods solemnly. > Cogadh says 'k' >'we can do it You say 'we can do it' > *an Uruk* is entering from the west, riding on a black warg. > Cogadh says 'kill grey first' > *an Uruk* is leaving west, riding on a black warg. >stare You stare at the sky. >'maybe You say 'maybe' >'he knows doorname now You say 'he knows doorname now' >l Cogadh growls. >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh nods solemnly. > Cogadh says 'hmm' >'he trying to get us to follow him gig You say 'he trying to get us to follow him' >You giggle. > Above the fields, not a cloud can be seen in the sky. S:Surging> Cogadh nods solemnly. S:Surging>'not going to chuckle Cogadh says 'lets just do this?' >You say 'not going to' >You chuckle politely. > Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh leaves west. A nice pony leaves west. You follow Cogadh. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A hazy figure glides above the ground. (shadow) Cogadh thenod Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >ac You nod solemnly. Cogadh forces his Will against a grey spirit's will! >You join the fight! You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> Cogadh forces his Will against a grey spirit's intelligence! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> Cogadh forces his Will against a grey spirit's strength! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly>close runedslab You force your Will against a grey spirit's will! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly>Ok. HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> Cogadh forces his Will against a grey spirit's dexterity! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly>'he doesn't know that one You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly>You say 'he doesn't know that one' HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> Cogadh forces his Will against a grey spirit's will! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly clumsy, Cogadh:barely duped, a grey spirit:quite sickly> A grey spirit forces its Will against Cogadh's intelligence! HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:quite sickly> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:quite duped> Cogadh forces his Will against a grey spirit's will! HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:quite dispirited>'closed it for the fight You force your Will against a grey spirit's strength! HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:quite dispirited>You say 'closed it for the fight' Cogadh says 'if you rent, you should get your spirit back' HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:quite dispirited> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:quite dispirited> A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:quite dispirited> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:seriously duped> Cogadh says 'back to 19' HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:seriously duped> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:slightly duped, a grey spirit:seriously duped> A tunnel ghost forces its Will against Cogadh's constitution! A hazy wraith forces its Will against Cogadh's constitution! Cogadh forces his Will against a grey spirit's learning! nod HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:seriously duped> Cogadh nods solemnly. HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:seriously duped>You force your Will against a grey spirit's will! You nod solemnly. HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:seriously dispirited> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:seriously dispirited> A hazy wraith forces its Will against Cogadh's learning! Cogadh forces his Will against a grey spirit's intelligence! HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:strongly duped> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:strongly dispirited> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:strongly dispirited> A tunnel ghost forces its Will against Cogadh's dexterity! A hazy wraith forces its Will against Cogadh's concentration! HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:strongly dispirited> Cogadh forces his Will against a grey spirit's strength! HP:Healthy Mind:slightly clumsy, Cogadh:somewhat sickly, a grey spirit:strongly dispirited> You force your Will against a grey spirit's will! Your spirit increases by 6. You receive your share of experience -- 605 points. Saving Ainaran. A grey spirit vanishes into thin air. Cogadh says 'but we cant flee' > A tunnel ghost forces its Will against Cogadh's intelligence! A hazy wraith forces its Will against Cogadh's learning! op runedslab > Cogadh tries his Will against a tunnel ghost's mind, but it resists! >Ok. > Cogadh cringes in terror! > A tunnel ghost forces its Will against Cogadh's intelligence! > Cogadh tries his Will against a tunnel ghost's mind, but loses control! >'flee A tunnel ghost forces its Will against Cogadh's learning! A hazy wraith forces its Will against Cogadh's intelligence! Cogadh panics, and attempts to flee! > Cogadh forces his Will against a tunnel ghost's concentration! >A hazy wraith forces its Will against Cogadh's intelligence! You say 'flee' Cogadh panics, and attempts to flee! > A tunnel ghost forces its Will against Cogadh's strength! Cogadh tries his Will against a tunnel ghost's mind, but loses control! > A hazy wraith forces its Will against Cogadh's constitution! e > A tunnel ghost forces its Will against Cogadh's intelligence! Cogadh forces his Will against a tunnel ghost's learning! >Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) > Cogadh enters from the west. >u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. > *an Uruk* attacks YOU! *an Uruk* slashes your left foot. HP:Scratched, *an Uruk*:in top shape> You couldn't reach his mind. Cogadh enters from below. HP:Scratched, *an Uruk*:in top shape> *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. HP:Scratched, *an Uruk*:in top shape>set tac def You force your Will against *an Uruk*'s constitution! You are now employing defensive tactics. con uruk HP:Scratched, *an Uruk*:slightly sickly>Easy. HP:Scratched, *an Uruk*:slightly sickly>con 2.uruk You deflect *an Uruk*'s attack. HP:Scratched, *an Uruk*:slightly sickly> You couldn't reach his mind. HP:Scratched, *an Uruk*:slightly sickly> Clouds race through the sky above the fields. *an Uruk* stops using a large, metal shield. HP:Scratched, *an Uruk*:barely sickly>Fairly easy. HP:Scratched, *an Uruk*:barely sickly> You force your Will against *an Uruk*'s dexterity! You avoid a bash from *an Uruk*, who loses his balance and falls! *an Uruk* drinks water from a water skin. HP:Scratched, *an Uruk*:barely sickly> You deflect *an Uruk*'s attack. HP:Scratched, *an Uruk*:barely sickly> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched, *an Uruk*:barely sickly>'lovely You force your Will against *an Uruk*'s will! You say 'lovely' HP:Scratched, *an Uruk*:slightly dispirited> You dodge *an Uruk*'s attack. HP:Scratched, *an Uruk*:slightly dispirited> Cogadh utters a strange command, 'confuse' *an Uruk* appears to be confused! , lovely. HP:Scratched, *an Uruk*:slightly dispirited> Cogadh forces his Will against *an Uruk*'s intelligence! HP:Scratched, *an Uruk*:slightly dispirited>You couldn't reach his mind. Ainaran lovely. HP:Scratched, *an Uruk*:slightly dispirited> You avoid a bash from *an Uruk*, who loses his balance and falls! HP:Scratched, *an Uruk*:slightly dispirited> You couldn't reach his mind. HP:Healthy, *an Uruk*:slightly dispirited> Cogadh stops using a wooden tower shield. HP:Healthy, *an Uruk*:slightly dispirited> Cogadh slashes *an Uruk*'s body. HP:Healthy, *an Uruk*:slightly dispirited> You avoid a bash from *an Uruk*, who loses his balance and falls! HP:Healthy, *an Uruk*:slightly dispirited> You couldn't reach his mind. HP:Healthy, *an Uruk*:slightly dispirited> Cogadh fuck off HP:Healthy, *an Uruk*:slightly dispirited> *an Uruk* sends you sprawling with a powerful bash. HP:Scratched, *an Uruk*:slightly dispirited> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Scratched, *an Uruk*:slightly dispirited> You deflect *an Uruk*'s attack. HP:Scratched, *an Uruk*:slightly dispirited> *an Uruk* is entering from the west, riding on a black warg. HP:Healthy, *an Uruk*:slightly dispirited>, silly uruks. Cogadh attacks *an Uruk*! *an Uruk* deflects Cogadh's attack. HP:Healthy, *an Uruk*:slightly dispirited> You deflect *an Uruk*'s attack. HP:Healthy, *an Uruk*:slightly dispirited> *an Uruk* assists *an Uruk*. *an Uruk* attacks YOU! *an Uruk* slashes your right hand hard. HP:Bruised, *an Uruk*:slightly dispirited>set tac def You have regained your balance! Ainaran silly uruks. HP:Bruised, *an Uruk*:slightly dispirited> You couldn't reach his mind. HP:Bruised, *an Uruk*:slightly dispirited>You are now employing defensive tactics. HP:Bruised, *an Uruk*:slightly dispirited> You deflect *an Uruk*'s attack. f HP:Bruised, *an Uruk*:slightly dispirited>You couldn't reach his mind. You flee head over heels. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. HP:Bruised>e Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. *an Uruk* is (busy) here, fighting Cogadh, riding on a black warg. Cogadh the Dwarf is here, fighting *an Uruk*. A friendly little pony is here, looking well-groomed and happy. *an Uruk* is riding on a black warg. HP:Scratched> *an Uruk* panics, and attempts to flee! HP:Scratched> Cogadh chats, '2' HP:Scratched>kill uruk *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Scratched>You couldn't reach his mind. HP:Scratched, Cogadh:Healthy, *an Uruk*:slightly dispirited> Cogadh slashes *an Uruk*'s body. HP:Scratched, Cogadh:Healthy, *an Uruk*:slightly dispirited> *an Uruk* sends Cogadh sprawling with a powerful bash. HP:Scratched, Cogadh:Scratched, *an Uruk*:slightly dispirited> *an Uruk* is entering from the west, riding on a black warg. HP:Scratched, Cogadh:Scratched, *an Uruk*:slightly dispirited>chat nod You couldn't reach his mind. *an Uruk* slashes Cogadh's body hard. HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited>You chat, 'nod' HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited> *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited> You couldn't reach his mind. HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited> *an Uruk* slashes Cogadh's body. HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited>set tac def You couldn't reach his mind. HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited> Cogadh has recovered from a bash! HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited>You are now employing defensive tactics. Cogadh straps a wooden tower shield around his arm as a shield. HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited> Cogadh deflects *an Uruk*'s attack. You avoid a bash from *an Uruk*, who loses his balance and falls! HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited> You force your Will against *an Uruk*'s constitution! HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited> Cogadh slashes *an Uruk*'s right leg. HP:Scratched, Cogadh:Bruised, *an Uruk*:slightly dispirited> Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves down. A nice pony leaves down. HP:Scratched, *an Uruk*:slightly dispirited> You couldn't reach his mind. HP:Scratched, *an Uruk*:slightly dispirited> You couldn't reach his mind. HP:Scratched, *an Uruk*:slightly dispirited>f *an Uruk* panics, and attempts to flee! You turn to face your next enemy. *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. HP:Scratched, *an Uruk*:somewhat duped> *an Uruk* sends you sprawling with a powerful bash. HP:Scratched, *an Uruk*:somewhat duped> *an Uruk* slashes your right arm hard. HP:Bruised, *an Uruk*:somewhat duped> *an Uruk* is entering from the west, riding on a black warg. HP:Bruised, *an Uruk*:somewhat duped>f *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. Cogadh chats, 'freeze :(' HP:Bruised, *an Uruk*:somewhat duped> *an Uruk* slashes your right leg very hard. HP:Bruised, *an Uruk*:somewhat duped>You have regained your balance! You flee head over heels. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. HP:Bruised>You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. chat nod HP:Bruised> Cogadh enters from below. HP:Bruised>w You chat, 'nod' HP:Bruised> Cogadh leaves west. A nice pony leaves west. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Bruised>You cannot go that way. HP:Bruised> Cogadh leaves north. A nice pony leaves north. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A flickering ball of pale flame dances through the air. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Bruised> *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. HP:Bruised> A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. HP:Bruised> *an Uruk* attacks YOU! *an Uruk* slashes your body hard. *an Uruk* attacks YOU! *an Uruk* slashes your body. HP:Hurt, *an Uruk*:somewhat duped> You force your Will against *an Uruk*'s intelligence! HP:Hurt, *an Uruk*:somewhat duped> A large leech attacks Cogadh! Cogadh deflects a large leech's attack. Cogadh lightly slashes a large leech. f HP:Hurt, *an Uruk*:somewhat duped>You force your Will against *an Uruk*'s constitution! You flee head over heels. Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. HP:Hurt>ride w *an Uruk* is entering from the west, riding on a black warg. A horse stops following you. You mount a horse and start riding him. R HP:Hurt>n Swampy Ground Exits are: E S W n n You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, fighting Cogadh. A flickering ball of pale flame dances through the air. (shadow) Cogadh is here, fighting a large leech, riding on a nice pony. *an Uruk* is here, fighting Cogadh, riding on a black warg. R HP:Hurt>You cannot go that way. Cogadh chats, 'I'm out' R HP:Hurt> Cogadh deflects a large leech's attack. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of w drinking it. To the east the swamp continues. Cogadh is riding on a nice pony. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Hurt>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Hurt>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R HP:Hurt>n n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R HP:Hurt>You cannot go that way. R HP:Hurt>chat same n e You chat, 'same' R HP:Hurt>You cannot go that way. R HP:Hurt>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R HP:Hurt>w w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. e R HP:Hurt>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. A black rabbit scurries about. e R HP:Hurt>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. pour water skin R HP:Hurt>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R HP:Hurt>You pour some water into the skin. R HP:Hurt> The sun rises across the fields. Clouds race through the sky above the fields. R HP:Hurt>w s Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R HP:Hurt>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R HP:Hurt>chat meet outpost e e e e You chat, 'meet outpost' Cogadh chats, 'where you?' R HP:Hurt>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. R HP:Hurt>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. R HP:Hurt>*an Uruk* is entering from the west, riding on a black warg. *an Uruk* is entering from the west, riding on a black warg. You cannot go that way. R HP:Hurt>e e You cannot go that way. *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. n R HP:Hurt, *an Uruk*:slightly sickly>You couldn't reach his mind. No way! You're fighting for your life! R HP:Hurt, *an Uruk*:slightly sickly>f No way! You're fighting for your life! R HP:Hurt, *an Uruk*:slightly sickly> *an Uruk* assists *an Uruk*. *an Uruk* attacks YOU! *an Uruk* slashes your left hand hard. R HP:Hurt, *an Uruk*:slightly sickly> You couldn't reach his mind. R HP:Hurt, *an Uruk*:slightly sickly>You flee head over heels. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Hurt>w w w Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Hurt>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R HP:Hurt>You cannot go that way. R HP:Hurt>set tac def n n You are now employing defensive tactics. R HP:Hurt>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R HP:Hurt>You cannot go that way. R HP:Hurt>e e e Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R HP:Hurt>You cannot go that way. R HP:Hurt>pour water skin You cannot go that way. R HP:Hurt>There is no room for more. R HP:Hurt> Cogadh chats, 'nod' R HP:Hurt>w w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. R HP:Hurt>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. A black rabbit scurries about. R HP:Hurt>w Cogadh chats, 'I in' R HP:Hurt> *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. R HP:Hurt>Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. w s R HP:Hurt>s Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. R HP:Hurt>Grassy Field Exits are: N E S You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. R HP:Hurt>Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. A black rabbit scurries about. e R HP:Hurt>e e e Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing grows here except weeds and crab grass. The soil apparently hasn't been tilled in many years. The fields continue to the east. To the south you see a decrepit farm building. There is a well to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A phantom, a spirit of discontent, moans as it floats here. (shadow) R HP:Hurt>Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Hurt>e e e e Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>n You cannot go that way. R HP:Hurt>e e e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Hurt>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>e e e e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R HP:Hurt>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. A small, green snake slithers harmlessly here. R HP:Hurt>You cannot go that way. R HP:Hurt>w n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. n n R HP:Hurt>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. chat i at boys R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>You chat, 'i at boys' R HP:Hurt> Cogadh chats, 'I at juggler' chat bleh, 2/1 is not fun R HP:Bruised>You chat, 'bleh, 2/1 is not fun' R HP:Bruised>chat :-) You chat, ':-)' R HP:Bruised>e e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. e R HP:Bruised>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R HP:Bruised>n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. R HP:Bruised>pour water skin There is no room for more. R HP:Bruised>spit Cogadh chats, 'I prac agg, you buff?' R HP:Bruised>The day has now begun. Not a cloud can be seen in the sky. Cogadh's torch flickers weakly. Saving Ainaran. You spit over your left shoulder. R HP:Bruised> Cogadh drinks water from a water skin. R HP:Bruised>nod You nod solemnly. R HP:Bruised> Cogadh pours some water into a skin. 'I try R HP:Bruised>You say 'I try' set tac def R HP:Bruised>eq You are now employing defensive tactics. R HP:Bruised>You are using: a torch..It glows brightly. a stone ring a stone ring a ruby necklace a ruby necklace a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword A severed head of Matty Bumpo A severed head of Stalwart Joey R HP:Bruised>rem head rem head Cogadh gets a fine two-handed battle axe from a large sack. R HP:Bruised>drop head drop head You stop using A severed head of Matty Bumpo. R HP:Bruised>You stop using A severed head of Stalwart Joey. R HP:Bruised>You drop A severed head of Stalwart Joey. R HP:Bruised>You drop A severed head of Matty Bumpo. R HP:Bruised> Cogadh stops using a fine longsword. R HP:Bruised> Cogadh says 'heh' R HP:Bruised> Cogadh stops using a wooden tower shield. R HP:Bruised>eq A juggler teaches Cogadh for a while. R HP:Bruised>You are using: a torch..It glows brightly. a stone ring a stone ring a ruby necklace a ruby necklace a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword A juggler teaches Cogadh for a while. R HP:Bruised> A juggler teaches Cogadh for a while. R HP:Bruised> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched>set tac def A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched>You are now employing defensive tactics. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched>who A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched>Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched>chat where the hell are all of the other whities? A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched> A juggler teaches Cogadh for a while. R HP:Scratched>You chat, 'where the hell are all of the other whities?' R HP:Scratched>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R>sc You have 126/126 hit, 56/56 stamina, 70/144 moves, 12 spirit. OB: 38, DB: 25, PB: 85, Speed: 21, Gold: 7, XP Needed: 31K. R> Cogadh says 'freeze' R>aff You are affected by: curing saturation (fast-acting) insight (medium) anger (medium) R>aff Not a cloud can be seen in the sky. Your torch flickers weakly. Cogadh's torch went out. who R>You are affected by: curing saturation (fast-acting) insight (medium) anger (short) R>Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R> Your regeneration slowed. R>cast curing You start to concentrate. /-\|/-\ Ok. You feel yourself becoming healthier. R> Cogadh chats, 'at mass, like good little whities' R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R>chat hehe :-) You chat, 'hehe :-)' R>chat forgot it was Sunday You chat, 'forgot it was Sunday' R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>chat shame on me :-( You chat, 'shame on me :-(' R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> Cogadh chats, 'heh' R> Not a cloud can be seen in the sky. Your torch flickers weakly. R>rem tor You stop using a torch. A juggler teaches Cogadh for a while. drop tor R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>You drop a torch. R>where Players in your Zone -------------------- Ainaran - At the Well Cogadh - At the Well R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>prac A juggler gets a torch. R>Hello, Ainaran! I can teach you these skills: You have 0 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 0% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) R> Cogadh puts a fine longsword in a large sack. R> Cogadh puts a wooden tower shield in a large sack. R> Cogadh wields a fine two-handed battle axe. R> Cogadh takes his weapon with both hands. R> Cogadh wears a golden bear fur about his body. R> Cogadh licks his mouth and smiles. R>chat want to mental them? You chat, 'want to mental them?' R>eq You are using: a stone ring a stone ring a ruby necklace a ruby necklace a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword R>wear hood You don't seem to have a hood. R>i You are carrying: a water skin a blue marble ring a large sack a large sack a backpack a sapphire ring a golden visor a torch R> Cogadh giggles. R> Cogadh says 'already gone to physical mode' R> Cogadh shrugs. R>set men off AutoMental mode is now off. R> Cogadh says 'reprac again' R>gig You giggle. R> Cogadh shrugs. R>set tac def You are now employing defensive tactics. R> Cogadh stops using a fine two-handed battle axe. R> The slightly wane moon shows in the sky. Not a cloud can be seen in the sky. R> Cogadh gets a fine longsword from a large sack. R>'let's phys Cogadh gets a wooden tower shield from a large sack. R>You say 'let's phys' R> Cogadh wields a fine longsword. R>set men off Cogadh straps a wooden tower shield around his arm as a shield. R>AutoMental mode is now off. R> Cogadh puts a fine two-handed battle axe in a large sack. R> Cogadh stops using a golden bear fur. R>n Can not go there mounted. R>s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>wear visor s You wear a golden visor on your head. s R>s Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. R>e You cannot go that way. R>Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. R>dismount You stop riding a horse. A horse starts following you. ride >A horse stops following you. You mount a horse and start riding him. R>list hood You can buy: 1. an indigo cotton hood for 18 copper. 9. a green cotton hood for 18 copper. R>buy 9 a greasy man tells you 'That will be 18 copper. . . . . sucker.'. You now have a green cotton hood. R>w Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. R>rem visor You stop using a golden visor. R>wear hood n n You wear a green cotton hood on your head. R>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. pour water skin who R>There is no room for more. R>Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R>eq i You are using: a stone ring a stone ring a ruby necklace a ruby necklace a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword R>You are carrying: a golden visor a water skin a blue marble ring a large sack a large sack a backpack a sapphire ring a torch R>'had to get a hood You say 'had to get a hood' R>eq You are using: a stone ring a stone ring a ruby necklace a ruby necklace a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R>set tac def You are now employing defensive tactics. R> Not a cloud can be seen in the sky. Saving Ainaran. R> Cogadh says 'I'm frozen' R>sigh You sigh. R>'let's not do this... since you're freezing, and i'm beginning to lag again You say 'let's not do this... since you're freezing, and i'm beginning to lag again' R>spit Cogadh groans loudly. R>You spit over your left shoulder. R> Not a cloud can be seen in the sky. R>say damn, I wish everyone else was on. say shit, lagging say God, I'm frozen. say this is horrid. You say 'damn, I wish everyone else was on. ' R>You say 'shit, lagging ' R>You say 'God, I'm frozen. ' R>You say 'this is horrid.' R>stare You stare at the sky. R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R>sc You have 126/126 hit, 56/56 stamina, 144/144 moves, 11 spirit. OB: 38, DB: 27, PB: 85, Speed: 21, Gold: 7, XP Needed: 31K. R> Cogadh nods solemnly. R>'blah! You say 'blah!' R>'why can't they leave us be while we exp? gig You say 'why can't they leave us be while we exp?' R>You giggle. R> Not a cloud can be seen in the sky. R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 16| | Scan 2| Eniumenav 4| | Soi 1| Naraat 4| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 21| |Total fame for the forces of good: -22| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R>whois sakisur Sakisur is a level 9 Uruk-Hai. R>'probably sakisur You say 'probably sakisur' R>whois eniumenav Eniumenav the Uruk-Hai is a level 9 Uruk-Hai. R>'or eniumenav You say 'or eniumenav' R>whois naraat Naraat is a level 9 Uruk-Hai. R>whois drengist Drengist the Uruk-Hai is a level 12 Uruk-Hai. R>whois aia Aia is a level 1 Uruk-Hai. R>'or drengist You say 'or drengist' R>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 16| | Scan 2| Eniumenav 4| | Soi 1| Naraat 4| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 21| |Total fame for the forces of good: -22| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R>whois aia Aia is a level 1 Uruk-Hai. R>whois draug Draug is a level 1 Uruk-Hai. R>whois ankren Ankren is a level 5 Uruk-Hai. R> Not a cloud can be seen in the sky. R>whois anthre Anthre is a level 1 Uruk-Hai. R> Cogadh nods solemnly. R>whois fnuffi Fnuffi is a level 1 Uruk-Hai. R> Cogadh says 'probably' R>whois grox Cogadh sniffs sadly. R>Grox . R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>'could use the help of my buddy Farrakahn right about now You say 'could use the help of my buddy Farrakahn right about now' R>whois farrakahn Farrakahn is a level 13 Dwarf. R> A juggler teaches Cogadh for a while. who R> A juggler teaches Cogadh for a while. R>Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R> Cogadh nods solemnly. R>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 16| | Scan 2| Eniumenav 4| | Soi 1| Naraat 4| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 21| |Total fame for the forces of good: -22| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>whois trace Trace is a level 4 Hobbit. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>whois valian Valian . R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>gasp You gasp in astonishment. R> A juggler teaches Cogadh for a while. 'my teammate levelled R>You say 'my teammate levelled' R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>'whois Trace You say 'whois Trace' R> Cogadh nods solemnly. R>chuckle You chuckle politely. R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R> Not a cloud can be seen in the sky. R> Cogadh says 'lvl 4' R> Cogadh giggles. R>smile You smile happily. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>'Valian is a level 6 or so now A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>You say 'Valian is a level 6 or so now' who R>Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R>'They just never on You say 'They just never on' R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> Cogadh nods solemnly. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> The sun sets behind the buildings. Not a cloud can be seen in the sky. You are thirsty. R>pon You ponder over matters as they appear to you at this moment. R>whois sesil Sesil . R>'shite at the lag! You say 'shite at the lag!' R> Cogadh says 'you got poison?' R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> You stop following Cogadh. R> Cogadh starts following you. R> Cogadh nods solemnly. R> Night falls over the land. Not a cloud can be seen in the sky. You are thirsty. R> Cogadh says 'you lead?' R> Cogadh says 'since you buff' R>nod say I don't have it all the way I think, lemme check. | prac poison | stare | GOOD LORD I'M FROZEN!!! sigh Cogadh peers around himself, uncertain of the things around him. R>You nod solemnly. R>You say 'I don't have it all the way I think, lemme check. | prac poison | stare | GOOD LORD I'M FROZEN!!! ' R>You sigh. R> Cogadh nods solemnly. R> Cogadh says 'me too' R> Cogadh leaves west. A nice pony leaves west. R>stare Not a cloud can be seen in the sky. You are thirsty. R>You stare at the sky. R> Cogadh enters from the west. A nice pony enters from the west. R>chat GREAT, zMUD is getting tricky on me again!! :-( You chat, 'GREAT, zMUD is getting tricky on me again!! :-(' R> Cogadh says 'isnt just zmud' R> Cogadh says 'I'm frozen too' R> Cogadh says 'hey wait' R>'but look at my say You say 'but look at my say' R>stare Cogadh says 'how do you highlight a colour in zMUD?' R>You stare at the sky. R> The world seems dull again. R>'its inserting seperator characters when I'm not putting them in. You say 'its inserting seperator characters when I'm not putting them in.' stare R> Not a cloud can be seen in the sky. You are thirsty. R>You stare at the sky. Cogadh giggles. R> Cogadh twitches uncontrolablly. 'oh.. R>You say 'oh..' R>'lemme see. You say 'lemme see.' R> Cogadh nods solemnly. R> Your regeneration slowed. R> Not a cloud can be seen in the sky. You are thirsty. R>say #TRIGGER {chat} {#CW red} You say '#TRIGGER {chat} {#CW red}' R>'That will make all strings with the word chat in them, red. Connected to host future.mit.edu Welcome to RETURN OF THE SHADOW or ARDA: The Fourth Age Based on CircleMud Original concept and code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Currently maintained by Fingolfin, Prami, Seether and others Webpage: http://rots.org *** NEW ADDRESS: future.mit.org 3791 *** By what name do you wish to be known? Ainaran l Password: Reconnecting. Cogadh cringes in terror! R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. You are riding on a horse. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Fullante the Wood Elf is standing here. R> Fullante nods his head at Cogadh in agreement. R> Cogadh says '5?' R>cheer fullante Fullante says 'yeah' who R>You cheer for Fullante. R> Cogadh says 'where is it?' R>Players ------- [ 13 WdE] Ainaran the Wood Elf [--- WdE] Fullante the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R> Cogadh gets a stone ring from a backpack. R> Cogadh gives a stone ring to Fullante. R> Fullante says 'They have the maze here' R> Fullante slides a stone ring on to his right ring finger. R> Cogadh says 'where?' R> Cogadh stomps around angrily. R>'that will make all the strings with the word chat in them red. Cogadh says 'I cant find it' R>You say 'that will make all the strings with the word chat in them red.' R> Cogadh shakes his head. R> Fullante says 'ever find the place called Murder!' R>'it's at the room called 'Murder!'. You say 'it's at the room called 'Murder!'.' R> Fullante says 'open ravagedcorpse, down' R> Not a cloud can be seen in the sky. You are thirsty. R> Cogadh says 'it just goes [chat-> #cw red]' R> Cogadh nods solemnly. R> Fullante says 'but its a lot more compact' R>entrance is 'ravagedcorpse. Unrecognized command. R> Cogadh says 'its a really old version of it' R>chat hmm Cogadh says 'of zmud' R>You chat, 'hmm' R> Fullante says 'and kinda dangerous as hell' R> Fullante giggles. R>'was that red? Cogadh grins evilly. R>You say 'was that red?' R> Cogadh says 'but good xp' R> Cogadh shakes his head. R>ponder You ponder over matters as they appear to you at this moment. R> Fullante says 'ran into a vamp bat and 3 rooms of skeletal lords' R>shiv who Brrrrrrrrr. R>Players ------- [ 13 WdE] Ainaran the Wood Elf [--- WdE] Fullante the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R> Cogadh says 'tis a very old version of zmud, last free version' R> Cogadh cringes in terror! R>'ahh You say 'ahh' R> Cogadh blinks his eyes innocently. nod R>You nod solemnly. R>'I think I have that one on my site. You say 'I think I have that one on my site.' R>'that's the one I use. Cogadh says 'you have a site?' R>You say 'that's the one I use.' R>nod Cogadh giggles. R>You nod solemnly. R> Cogadh looks at Fullante. R> The waning moon goes off the sky. Not a cloud can be seen in the sky. You are thirsty. R> Cogadh grins evilly. R>drink water drink water You drink the water. R>You drink the water. You don't feel thirsty any more. R>'it should work. ponder You say 'it should work.' R>You ponder over matters as they appear to you at this moment. Cogadh drinks water from a water skin. R> Cogadh says 'we try for circlet again?' R>nod You nod solemnly. R> Cogadh giggles. R>'bring Fullante with us Cogadh stops following you. R>gig You say 'bring Fullante with us' R>You giggle. R> Cogadh beckons for you to follow him. R> Cogadh shrugs. R>fol cogadh You now follow Cogadh. R>'bare with my lagging You say 'bare with my lagging' R> Cogadh says 'reprac' R> Cogadh blinks his eyes innocently. R> Fullante says 'I'm not very mistic-ee' R> A juggler teaches Cogadh for a while. R> Cogadh stops using a fine two-handed battle axe. R>nod You nod solemnly. R> Cogadh wields a fine longsword. R> Cogadh straps a wooden tower shield around his arm as a shield. R>'we could use you for moral support though You say 'we could use you for moral support though' gig R>You giggle. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> Not a cloud can be seen in the sky. A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> Cogadh sniffs sadly. R>'okay You say 'okay' R> Cogadh says 'I need more pracs' 'go up to triggers R> Cogadh pouts. R>You say 'go up to triggers' R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>'and in the pattern box, type in something like chat You say 'and in the pattern box, type in something like chat' R> Fullante leaves north. R>'then in the action box type #COLOR blue You say 'then in the action box type #COLOR blue' R>'or #COLOR You say 'or #COLOR ' R>'make sure trigger on newline and enabled on load are checked. You say 'make sure trigger on newline and enabled on load are checked.' R> Cogadh chats, 'hmm' who R>Players ------- [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R> Not a cloud can be seen in the sky. R> Sesil chats, 'riiight' R>who Players ------- [--- Hum] Sesil the Human [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R>pray sesil Sesil enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. You pray to Sesil, hoping for his good will. R>tell sesil uruks :-) You tell Sesil 'uruks :-)' R> Sesil grins evilly. R>tell sesil 2 of em You tell Sesil '2 of em' R> Cogadh bows deeply. R>tell sesil we were going to go get a circlet Sesil says 'lets go fuck up the uruks' R>You tell Sesil 'we were going to go get a circlet' R>bow sesil Cogadh chat R>You bow before him. R> Sesil takes his weapon with both hands. R> Cogadh groans loudly. R>'it was blue on mine Cogadh says 'now it just does the same thing, except in a differen color below it' R>gig Sesil says 'who comin?' You say 'it was blue on mine' R>You giggle. R>ponder You ponder over matters as they appear to you at this moment. R> Cogadh says 'we gotta get a circlet' 'go up to general R>You say 'go up to general' R> Cogadh looks at Sesil. R> Not a cloud can be seen in the sky. R>'and make sure the show triggers box is not checked You say 'and make sure the show triggers box is not checked' R> Cogadh says 'ah' R> Cogadh chat R> Cogadh cheers. R>smile Cogadh says 'sweet' R>You smile happily. R>who Players ------- [--- Hum] Sesil the Human [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R> Cogadh says 'thanks' R>nod You nod solemnly. R> Cogadh says 'thats been bugging me for ages' R> Sesil says 'who can buff?' R>'now, let's get that dang circlet You say 'now, let's get that dang circlet' set tac def R>You are now employing defensive tactics. R>set men on AutoMental mode is now on. Cogadh says 'you gotta give me a crash course in zmud later' R>'lag is letting up for now You say 'lag is letting up for now' R> Sesil looks at Cogadh. R>nod cogadh You nod your head at him in agreement. R> Cogadh nods solemnly. R> Cogadh says 'uruks gone' R> Sesil says 'who leads?' R> Cogadh says 'I'd bet' R> Cogadh grins evilly. R>whisper cogadh look up Hexi or one of my other characters A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>Ok. A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>cough Not a cloud can be seen in the sky. R>Yuck, try to cover your mouth next time! R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> Cogadh gets a soldier ration from a backpack. R> Cogadh gets a soldier ration from a backpack. R> Cogadh eats a soldier ration. R> Cogadh eats a soldier ration. R>sc You have 126/126 hit, 56/56 stamina, 144/144 moves, 11 spirit. OB: 38, DB: 27, PB: 85, Speed: 21, Gold: 7, XP Needed: 31K. You are getting hungry. R>drink water drink water drink water You drink the water. You don't feel thirsty any more. R>Your stomach can't contain anymore! R>Your stomach can't contain anymore! R>get rat pack er You get a soldier ration from a backpack. R>You eat a soldier ration. R>er You don't seem to have any. R>get rat pack Sesil says 'who leadingt?' R>er You get a soldier ration from a backpack. R>You eat a soldier ration. You are full. R>who Players ------- [--- Hum] Sesil the Human [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R> Cogadh raises his hand. R> Sesil now follows Cogadh. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>fol cogadh You are already following him. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>who A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>Players ------- [--- Hum] Sesil the Human [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. A juggler teaches Cogadh for a while. R> Not a cloud can be seen in the sky. R>'hopefully more whities will get one You say 'hopefully more whities will get one' R> A juggler teaches Cogadh for a while. 'on R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>You say 'on' A juggler teaches Cogadh for a while. R>gig A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>You giggle. A juggler teaches Cogadh for a while. R> Cogadh shrugs. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>'I want my "team" to get on You say 'I want my "team" to get on' R> A juggler teaches Cogadh for a while. 'Night and Farrakahn R> A juggler teaches Cogadh for a while. R>chuckle A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>You say 'Night and Farrakahn' A juggler teaches Cogadh for a while. R>You chuckle politely. R>whois night Night is a level 9 Hobbit. R>whois farrakahn Farrakahn is a level 13 Dwarf. R>sc You have 126/126 hit, 56/56 stamina, 144/144 moves, 11 spirit. OB: 38, DB: 27, PB: 85, Speed: 21, Gold: 7, XP Needed: 31K. R>who Players ------- [--- Hum] Sesil the Human [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R> Sesil says 'lets go' R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R> Cogadh says 'sec' R> Sesil says 'where circlet load?' R> Not a cloud can be seen in the sky. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> Cogadh grins evilly. R> Cogadh says 'its a secret' R> Sesil says 'i want one of them also' R> Cogadh says 'get in line' R> Cogadh leaves south. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. A horse leaves south. You follow Cogadh. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh the Dwarf is standing here. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh leaves west. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Cogadh the Dwarf is standing here. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. R>smile You smile happily. R> Cogadh is leaving west, riding on a nice pony. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. A horse leaves south. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh snaps his fingers. R> Cogadh is leaving north, riding on a nice pony. Sesil is leaving north, riding on a horse. You follow Cogadh. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving east, riding on a nice pony. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. A horse leaves east. You follow Cogadh. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R>set men on Cogadh is leaving east, riding on a nice pony. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. A horse leaves east. You follow Cogadh. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving east, riding on a nice pony. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. A horse leaves east. You follow Cogadh. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. A horse leaves south. You follow Cogadh. Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. A horse leaves south. You follow Cogadh. Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R>AutoMental mode is now on. Cogadh is leaving south, riding on a nice pony. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. A horse leaves south. You follow Cogadh. Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh stops riding a nice pony. A nice pony now follows Cogadh. R> Cogadh leaves east. A nice pony leaves east. ACK! You could not follow him! Can not go there mounted. R>dismount e You stop riding a horse. A horse starts following you. >Sundries Store Exits are: W This building serves as the output's main source for rations and other edible goods. A large pit has been dug in the center of the room, and chests of dried meats and other rations from the Anduin Valley are stored down next to the cool earth, and away from the sun. A halfelven shopkeeper stands here politely. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh buys a torch. > Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. buy skin >a halfelven shopkeeper tells you 'That's 31 copper. Thanks for your custom.'. You now have a water skin. buy tor >buy tor buy tor buy tor a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. buy tor >a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. >a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. >a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. >a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. Cogadh buys a torch. > Cogadh buys a torch. > Cogadh buys a torch. > Cogadh buys a torch. >put all.tor pack Cogadh buys a torch. > Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. > Cogadh buys a torch. >You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. Cogadh buys a torch. > Cogadh buys a torch. > Cogadh buys a torch. > Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. > Cogadh buys a torch. > Cogadh buys a torch. > Cogadh buys a torch. > Cogadh buys a torch. > Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. >sc You have 126/126 hit, 56/56 stamina, 144/144 moves, 11 spirit. OB: 38, DB: 27, PB: 85, Speed: 21, Gold: 7, XP Needed: 31K. > Cogadh buys a torch. > Cogadh buys a torch. who > Cogadh buys a torch. > Cogadh buys a torch. >Players ------- [--- Hum] Sesil the Human [ 13 WdE] Ainaran the Wood Elf [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. > Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. Cogadh puts a torch in a large sack. >'11 spirit sigh You say '11 spirit' >You sigh. >set tac def You are now employing defensive tactics. aff >You are not affected by anything. >ci Cogadh says 'rent, and come back' >You start to concentrate. /- Cogadh grins evilly. cast evasion cast evasion cast evasion \cast evasion | Cogadh leaves west. A nice pony leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You are busy with something else. /-\Ok. The world seems to gain a few edges for you. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\ Ok. You feel someone protecting you. >w n n n n n n Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. n >You cannot go that way. >You cannot go that way. >You cannot go that way. >You cannot go that way. >You cannot go that way. >You cannot go that way. > Cogadh is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. > Cogadh is leaving east, riding on a nice pony. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. You follow Cogadh. Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Cogadh is riding on a nice pony. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Cogadh is leaving north, riding on a nice pony. Sesil leaves north. A horse leaves north. A horse leaves north. gt i brb A horse leaves north. A horse leaves north. You follow Cogadh. Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Cogadh is riding on a nice pony. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >e You group-say 'i brb' n >You cannot go that way. >n n n Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. >You cannot go that way. >dismount You are not riding anything. >rent The Innkeeper tells you, 'If rent was enabled (which it is not!), it would cost the following.' The Innkeeper tells you, 'It will cost you 1 gold, 3 silver and 77 copper for the first day.' The Innkeeper tells you, 'You have enough gold for 8 days of rent.' The Innkeeper stores your belongings and helps you into your private chamber. A horse stops following you. You stop following Cogadh. You leave the group of Cogadh. Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: 0 Connected to host future.mit.edu Welcome to RETURN OF THE SHADOW or ARDA: The Fourth Age Based on CircleMud Original concept and code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Currently maintained by Fingolfin, Prami, Seether and others Webpage: http://rots.org *** NEW ADDRESS: future.mit.org 3791 Ainaran *** By what name do you wish to be known? Password: Welcome to Arda: The Fourth age. We'll try to make it the best mud there is. If you are new to the game, please read: HELP START Read the rules by typing: POLICY Read the news by typing: NEWS *** IMPORTANT: The address for the MUD is now rots.org 3791. Port 1024 will *** no longer bring you here, starting April 1st, 1999 (this is not a joke). Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: 1 A horse starts following you. There is no unread news. There is no mail for you. Here we go... Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >sc You have 126/126 hit, 56/56 stamina, 126/144 moves, 19 spirit. OB: 66, DB: 21, PB: 67, Speed: 21, Gold: 7, XP Needed: 31K. >tell Ainaran up to 19 You try to tell yourself something. >tell Cogadh up to 19 Saving Ainaran. >You tell Cogadh 'up to 19' >s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > You join the group of Cogadh. > Cogadh nods solemnly. srug >shrug Cogadh grins evilly. >Unrecognized command. Cogadh is leaving south, riding on a nice pony. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. A horse leaves south. >You shrug. > Cogadh tells you 'heh'. fol cogadh >I see no person by that name here! >s s s s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Cogadh group-says 'come s' >You cannot go that way. >n n Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >fol cogadh You now follow Cogadh. >ride A horse stops following you. You mount a horse and start riding him. R> Cogadh beckons for everyone to follow him. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. A black rabbit scurries about. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. set tac def R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A brown fox hunts for food here. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. R>You are now employing defensive tactics. Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an set men on underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A black rabbit scurries about. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. R>AutoMental mode is now on. R>set men off AutoMental mode is now off. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. A massive Mirkwolf stares at you through blood red eyes. A black rabbit scurries about. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. R> Cogadh says 'ok, lag is back' R> Cogadh sniffs sadly. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Grassy Forest Exits are: N E Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. A horse enters from the south. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R>set men on Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. A horse enters from the south. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. A horse enters from the south. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. R>AutoMental mode is now on. R> Cogadh is leaving east, riding on a nice pony. You follow someone. It is pitch black... You are riding on someone. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. R>set men off AutoMental mode is now off. R>get tor pack Cogadh gets a torch from a large sack. R> Cogadh lights a torch and holds it. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing thol tor owards you. A large leech is here, oozing towards you. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R>You get a torch from a backpack. l R> A slight mist rises from the damp land into the cloudless sky. R>You light a torch and hold it. R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. Cogadh is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R>set men off A large leech attacks Cogadh! Cogadh deflects a large leech's attack. Cogadh slashes a large leech. R>ac AutoMental mode is now off. R>You join the fight! You attack a large leech! You slash a large leech. set tac ag R HP:Healthy, Cogadh:Healthy, a large leech:Wounded>You are now employing aggressive tactics. R HP:Healthy, Cogadh:Healthy, a large leech:Wounded> Sesil assists Cogadh. Sesil attacks a large leech! Sesil slashes a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 9 points. Saving Ainaran. R> Cogadh stops using a wooden tower shield. R>ac But nobody is fighting him! R>ac But nobody is fighting him! R> Cogadh attacks a large leech! Cogadh slashes a large leech hard. R> Cogadh deflects a large leech's attack. R>ac You join the fight! You attack a large leech! You lightly slash a large leech. R HP:Healthy, Cogadh:Healthy, a large leech:Bloodied>m Cogadh slashes a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 9 points. Saving Ainaran. R>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ R>ac But nobody is fighting him! R>ac But nobody is fighting him! R>l Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A large leech is here, oozing towards you. A large leech is here, oozing towards you. Cogadh is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh attacks a large leech! Cogadh slashes a large leech hard. R> Cogadh deflects a large leech's attack. R>'I just love the lack of zones Sesil assists Cogadh. Sesil attacks a large leech! Sesil slashes a large leech extremely hard. A large leech is dead! R.I.P. You receive your share of experience -- 9 points. ac R>You say 'I just love the lack of zones' R>But nobody is fighting him! R>ac But nobody is fighting him! R>ac But nobody is fighting him! R> Cogadh attacks a large leech! Cogadh slashes a large leech. R> Cogadh deflects a large leech's attack. R>ac You join the fight! You attack a large leech! You slash a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 9 points. R> Cogadh grins evilly. R>l Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. Cogadh is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh shrugs. R> Cogadh straps a wooden tower shield around his arm as a shield. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A flickering ball of pale flame dances through the air. (shadow) Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. R>set men on A fetid black fungus attacks Cogadh! Cogadh deflects a fetid black fungus's attack. A fetid black fungus dodges Cogadh's attack. R> Cogadh looks at a ball of pale flame. R>AutoMental mode is now on. R>k flame You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy>set tac def A fetid black fungus deflects Cogadh's attack. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> Cogadh deflects a fetid black fungus's attack. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> a ball of pale flame forces its Will against your constitution! Cogadh panics, and attempts to flee! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly clumsy>You are now employing defensive tactics. R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat dispirited>l flame Sesil forces his Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat dispirited> A ball of pale flame tries its Will against your mind, but you resist! Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving west, riding on a nice pony. R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat dispirited> It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat dispirited> Sesil forces his Will against a ball of pale flame's dexterity! You try your Will against a ball of pale flame's mind, but it resists! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat clumsy>l A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat clumsy> Sesil forces his Will against a ball of pale flame's will! You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A ball of pale flame (shadow) is here, fighting YOU! You are here, fighting a ball of pale flame, riding on a horse. Sesil is here, fighting a ball of pale flame, riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> Sesil forces his Will against a ball of pale flame's learning! You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> Sesil forces his Will against a ball of pale flame's learning! You force your Will against a ball of pale flame's intelligence! l flame R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> Cogadh group-says 'no load on ruby' R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> Cogadh is entering from the west, riding on a nice pony. R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> Sesil forces his Will against a ball of pale flame's strength! You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited>set tac def A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited>You are now employing defensive tactics. R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> Cogadh forces his Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded>gt nod Cogadh shrugs. R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded>You force your Will against a ball of pale flame's strength! You group-say 'nod' R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> Cogadh forces his Will against a ball of pale flame's intelligence! A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:horribly duped> A slight mist rises from the damp land into the cloudless sky. R HP:Scratched Mind:in top shape, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's intelligence! Your spirit increases by 3. You receive your share of experience -- 352 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R HP:Scratched> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Scratched> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. R HP:Scratched> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a hgt spirit tho :-) orse. A horse enters from the west. A horse enters from the west. A horse enters from the west. R HP:Scratched>You group-say 'spirit tho :-)' R HP:Scratched> Cogadh stops riding a nice pony. A nice pony now follows Cogadh. R HP:Scratched>dismount You stop riding a horse. A horse starts following you. HP:Scratched>aff You are affected by: anger (short) insight (long) evasion (long) stat HP:Scratched> Cogadh nods solemnly. HP:Scratched>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. HP:Scratched> Sesil stops riding a horse. A horse now follows Sesil. HP:Scratched>set tac def You are now employing defensive tactics. HP:Scratched>eq You are using: a torch..It glows brightly. a stone ring a stone ring a ruby necklace a ruby necklace a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword HP:Scratched>'lets do it to it Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Scratched>You say 'lets do it to it' HP:Scratched> Cogadh fumbles with the lock. HP:Scratched> Cogadh fumbles with the lock. HP:Scratched>op runedslab Cogadh skillfully picks the lock of the runedslab. HP:Scratched>Ok. > Cogadh leaves west. A nice pony leaves west. You follow Cogadh. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. >ac Cogadh tries his Will against a grey spirit's mind, but it resists! close runedslab >You join the fight! You force your Will against a grey spirit's learning! HP:Healthy Mind:in top shape, Cogadh:in top shape, a grey spirit:slightly retarded> A tunnel ghost forces its Will against Cogadh's concentration! You force your Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Cogadh:in top shape, a grey spirit:slightly retarded>Ok. HP:Healthy Mind:in top shape, Cogadh:in top shape, a grey spirit:slightly retarded> A tunnel ghost forces its Will against Cogadh's dexterity! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly retarded> A grey spirit forces its Will against Cogadh's constitution! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly retarded> You force your Will against a grey spirit's strength! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly retarded> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly retarded> You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly retarded> A grey spirit forces its Will against Cogadh's dexterity! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:slightly retarded> You force your Will against a grey spirit's will! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:slightly retarded> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat dispirited> A tunnel ghost forces its Will against Cogadh's concentration! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat dispirited> You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat sickly> A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat sickly> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat sickly> Cogadh tries his Will against a grey spirit's mind, but loses control! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat sickly> Cogadh opens the runedslab. HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat sickly> A tunnel ghost forces its Will against Cogadh's learning! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:somewhat sickly> Sesil forces his Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Cogadh:slightly clumsy, a grey spirit:quite sickly> A grey spirit forces its Will against Cogadh's concentration! A tunnel ghost forces its Will against Cogadh's dexterity! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:quite sickly> You force your Will against a grey spirit's learning! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:quite sickly> Cogadh says 'dont do that' HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:quite sickly> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:quite sickly> Cogadh forces his Will against a grey spirit's learning! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:quite sickly> A grey spirit forces its Will against Cogadh's dexterity! A tunnel ghost forces its Will against Cogadh's intelligence! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:quite sickly> You force your Will against a grey spirit's will! HP:Healthy Mind:in top shape, a grey spirit:quite sickly>gig Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:quite sickly>Cogadh forces his Will against a grey spirit's strength! You giggle. HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:quite sickly> A grey spirit tries its Will against Cogadh's mind, but he resists! A tunnel ghost forces its Will against Cogadh's dexterity! HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:quite sickly> You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:seriously sickly> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:seriously sickly> A grey spirit tries its Will against Sesil's mind, but he resists! Cogadh says 'wimpy' HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:seriously sickly> apolo Cogadh forces his Will against a grey spirit's learning! HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:seriously sickly>A grey spirit tries its Will against Cogadh's mind, but he resists! A tunnel ghost forces its Will against Cogadh's constitution! You apologize to the world for your very existence! HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:seriously sickly> You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:strongly sickly> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Sesil:in top shape, a grey spirit:strongly sickly> A grey spirit forces its Will against Sesil's strength! HP:Healthy Mind:in top shape, Sesil:barely weakened, a grey spirit:strongly sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:in top shape, Sesil:barely weakened, a grey spirit:strongly sickly> Sesil forces his Will against a grey spirit's constitution! Your spirit increases by 5. You receive your share of experience -- 579 points. A grey spirit vanishes into thin air. Cogadh grins evilly. > Cogadh forces his Will against a grey spirit's learning! > A tunnel ghost forces its Will against Cogadh's constitution! >ac Cogadh forces his Will against a grey spirit's strength! You join the fight! You force your Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a grey spirit:slightly clumsy> A grey spirit forces its Will against Cogadh's constitution! A tunnel ghost forces its Will against Cogadh's concentration! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a grey spirit:slightly clumsy> You force your Will against a grey spirit's will! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:slightly dispirited> Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves east. A nice pony leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy Mind:in top shape, a grey spirit:slightly dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:in top shape, a grey spirit:slightly dispirited> You force your Will against a grey spirit's intelligence! set tac def HP:Healthy Mind:in top shape, a grey spirit:somewhat duped> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a grey spirit:somewhat duped>You are now employing defensive tactics. HP:Healthy Mind:in top shape, a grey spirit:somewhat duped> You force your Will against a grey spirit's will! HP:Healthy Mind:in top shape, a grey spirit:somewhat dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a grey spirit:somewhat dispirited>con grey You force your Will against a grey spirit's strength! HP:Healthy Mind:in top shape, a grey spirit:somewhat dispirited> Cogadh enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:in top shape, a grey spirit:somewhat dispirited> a grey spirit forces its Will against your constitution! HP:Healthy Mind:barely sickly, a grey spirit:somewhat dispirited>Fairly easy. A grey spirit has been here for a little while. HP:Healthy Mind:barely sickly, a grey spirit:somewhat dispirited> You force your Will against a grey spirit's will! HP:Healthy Mind:barely sickly, a grey spirit:quite dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a grey spirit:quite dispirited> a tunnel ghost forces its Will against your will! HP:Healthy Mind:barely sickly, a grey spirit:quite dispirited> You force your Will against a grey spirit's constitution! HP:Healthy Mind:barely sickly, a grey spirit:quite dispirited> A tunnel ghost tries its Will against your mind, but you resist! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a grey spirit:quite dispirited> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:barely sickly, a grey spirit:quite dispirited>set tac def a tunnel ghost forces its Will against your intelligence! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:quite dispirited>You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, a grey spirit:quite dispirited> You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, a grey spirit:quite dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:quite dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a grey spirit:quite dispirited> Cogadh forces his Will against a grey spirit's will! You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat duped, a grey spirit:seriously dispirited> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:somewhat duped, a grey spirit:seriously dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:seriously dispirited> Cogadh forces his Will against a grey spirit's intelligence! You force your Will against a grey spirit's constitution! Cogadh says 'doh' HP:Healthy Mind:somewhat duped, a grey spirit:seriously dispirited> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:somewhat duped, a grey spirit:seriously dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:seriously dispirited> Cogadh forces his Will against a grey spirit's will! You force your Will against a grey spirit's constitution! ass cogadh HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited> Cogadh says 'didnt get revive' HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited> Cogadh blushes. HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited>Cogadh forces his Will against a grey spirit's dexterity! You force your Will against a grey spirit's learning! You're already fighting! How can you assist someone else? HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited> You try your Will against a grey spirit's mind, but lose control! HP:Healthy Mind:somewhat duped, a grey spirit:strongly dispirited> a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited> Sesil begins quietly muttering some strange, powerful words. HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited> You force your Will against a grey spirit's learning! HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited> a grey spirit forces its Will against your constitution! HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited> You force your Will against a grey spirit's intelligence! Sesil utters a strange command, 'insight' HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited> Sesil forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited>eyepoke cogadh a tunnel ghost forces its Will against your dexterity! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited>You poke Cogadh in the eye.. HP:Healthy Mind:seriously duped, a grey spirit:strongly dispirited> Sesil tries his Will against a tunnel ghost's mind, but it resists! Cogadh forces his Will against a grey spirit's intelligence! You force your Will against a grey spirit's intelligence! Your spirit increases by 4. 'silly You receive your share of experience -- 590 points. A grey spirit vanishes into thin air. You turn to face your next enemy. HP:Healthy Mind:seriously duped, a tunnel ghost:in top shape>set tac def You say 'silly' HP:Healthy Mind:seriously duped, a tunnel ghost:in top shape> a tunnel ghost forces its Will against your will! HP:Healthy Mind:seriously duped, a tunnel ghost:in top shape>Sesil forces his Will against a tunnel ghost's intelligence! You force your Will against a tunnel ghost's learning! You are now employing defensive tactics. HP:Healthy Mind:seriously duped, a tunnel ghost:barely retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a tunnel ghost:barely retarded> Sesil forces his Will against a tunnel ghost's will! You force your Will against a tunnel ghost's constitution! f HP:Healthy Mind:seriously duped, a tunnel ghost:barely retarded>PANIC! You couldn't escape! HP:Healthy Mind:seriously duped, a tunnel ghost:barely retarded>f a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:seriously duped, a tunnel ghost:barely retarded>Sesil forces his Will against a tunnel ghost's concentration! You force your Will against a tunnel ghost's dexterity! PANIC! You couldn't escape! HP:Healthy Mind:seriously duped, Sesil:in top shape, a tunnel ghost:barely retarded>f You flee head over heels. Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost (shadow) is here, fighting Sesil. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is here, fighting a tunnel ghost. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > A tunnel ghost forces its Will against Sesil's will! > Sesil forces his Will against a tunnel ghost's will! >ac But nobody is fighting him! > A tunnel ghost forces its Will against Sesil's will! > Sesil forces his Will against a tunnel ghost's concentration! >assist sesil Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. >Whom do you wish to assist? >cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. > A tunnel ghost forces its Will against Cogadh's strength! >l Cogadh forces his Will against a tunnel ghost's dexterity! >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost (shadow) is here, fighting Cogadh. Cogadh the Dwarf is here, fighting a tunnel ghost. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. ac >You join the fight! You force your Will against a tunnel ghost's learning! HP:Healthy Mind:seriously duped, Cogadh:somewhat clumsy, a tunnel ghost:slightly clumsy> A tunnel ghost forces its Will against Cogadh's strength! HP:Healthy Mind:seriously duped, Cogadh:somewhat clumsy, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:seriously duped, Cogadh:somewhat clumsy, a tunnel ghost:slightly sickly> A tunnel ghost forces its Will against Cogadh's concentration! HP:Healthy Mind:seriously duped, Cogadh:somewhat clumsy, a tunnel ghost:slightly sickly> A tunnel ghost turns to fight Ainaran! HP:Healthy Mind:seriously duped, a tunnel ghost:slightly sickly> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:seriously duped, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your strength! HP:Healthy S:Surging Mind:seriously duped, a tunnel ghost:slightly sickly> Saving Ainaran. HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:slightly sickly> You force your Will against a tunnel ghost's concentration! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your strength! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:slightly sickly> Cogadh forces his Will against a tunnel ghost's learning! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's dexterity! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your dexterity! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:slightly retarded> Cogadh forces his Will againsset tac def t a tunnel ghost's learning! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's constitution! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded>a tunnel ghost forces its Will against your concentration! You are now employing defensive tactics. HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> Cogadh tries his Will against a tunnel ghost's mind, but loses control! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your will! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> Cogadh forces his Will against a tunnel ghost's intelligence! HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! l ghost HP:Scratched S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your constitution! HP:Healthy S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded>Cogadh tries his Will against a tunnel ghost's mind, but it resists! The tunnel ghost is clearly a former attendant of the royalty that once ordered these tunnels to be expanded, as a burial chamber, to some long forgotten king of a long forgotten empire. The ghost still ferociously guards its masters afterlife, as it attended its masters' life. A tunnel ghost looks healthy. a tunnel ghost is using: a silver circlet HP:Healthy S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's will! HP:Healthy S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded>spit ghost a tunnel ghost forces its Will against your strength! HP:Healthy S:Surging Mind:quite duped, a tunnel ghost:somewhat retarded> Cogadh forces his Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded>You spit on it. set tac def HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded>You force your Will against a tunnel ghost's learning! You are now employing defensive tactics. HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> Cogadh forces his Will against a tunnel ghost's intelligence! Cogadh says 'hmmm' HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> Cogadh forces his Will against a tunnel ghost's will! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your will! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> Cogadh tries his Will against a tunnel ghost's mind, but loses control! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:quite sickly, a tunnel ghost:somewhat retarded> Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:quite sickly, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:quite sickly, a tunnel ghost:somewhat retarded>set tac def You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite sickly, a tunnel ghost:quite duped>a tunnel ghost forces its Will against your constitution! You are now employing defensive tactics. HP:Healthy Mind:seriously sickly, a tunnel ghost:quite duped> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:quite duped> Cogadh forces his Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:quite retarded> a tunnel ghost forces its Will against your constitution! Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:strongly sickly, a tunnel ghost:quite retarded>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:quite retarded> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:strongly sickly, a tunnel ghost:quite retarded>FLEE 'hit my concentration! Cogadh forces his Will against a tunnel ghost's will! You flee head over heels. Inside the Swampy Hill Exits are: W (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. >You say 'hit my concentration!' > Sesil tries his Will against a hazy wraith's mind, but it resists! > A hazy wraith forces its Will against Sesil's dexterity! > Sesil tries his Will against a hazy wraith's mind, but it resists! op muckyhole > A hazy wraith forces its Will against Sesil's constitution! >u Ok. >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >cr You start to concentrate. /-\|/ Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. -\ Ok. You try to revive Ainaran. >cr You start to concentrate. /-\|/-\ Ok. Your mind is not ready yet. > Sesil says 'revive me once?' >stat Your fatigue is 0; Your willpower is 32; Your statistics are Str: 14/16, Int: 5/ 7, Wil: 16/19, Dex: 11/18, Con: 3/11, Lea: 16/16. >cr cr sesil You start to concentrate. /-\|/-\Ok. You try to revive Ainaran. You start to concentrate. /-'get revive man \|/-\Ok. You try to revive Ainaran. You say 'get revive man' >cr You start to concentrate. /-\|stat /-\You lost your concentration! Your fatigue is 1; Your willpower is 32; Your statistics are Str: 16/16, Int: 5/ 7, Wil: 19/19, Dex: 11/18, Con: 3/11, Lea: 16/16. > Clouds race through the sky above the fields. Sesil's torch flickers weakly. HP:Scratched S:Surging> Cogadh enters from below. HP:Scratched S:Surging>drink water drink water drink water You drink the water. You don't feel thirsty any more. HP:Scratched S:Surging>Your stomach can't contain anymore! HP:Scratched S:Surging>Your stomach can't contain anymore! HP:Scratched S:Surging> Cogadh says 'he's seriously' HP:Scratched S:Surging>'3/11 con You say '3/11 con' HP:Scratched S:Surging>cr You start to concentrate. /-\|/sc -\ Ok. You try to revive Ainaran. HP:Scratched S:Surging>You have 93/95 hit, 55/55 stamina, 128/137 moves, 13 spirit. OB: 38, DB: 21, PB: 85, Speed: 19, Gold: 7, XP Needed: 29K. HP:Scratched>'damn spirit bug who You say 'damn spirit bug' HP:Scratched>Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. HP:Scratched>stat Your fatigue is 1; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 12/18, Con: 8/11, Lea: 16/16. > Cogadh says 'spirit bug?' >cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. > Cogadh says 'lost 120 spirit?' > Cogadh nods solemnly. > Cogadh says 'me too' > Cogadh sniffs sadly. >'isn't that what's causing it? You say 'isn't that what's causing it?' >stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 12/18, Con: 8/11, Lea: 16/16. >cr sc You start to concentrate. / Cogadh says 'I'm going to go get revive' -\|/-\Ok. You try to revive Ainaran. You have 95/95 hit, 55/55 stamina, 137/137 moves, 7 spirit. OB: 38, DB: 23, PB: 85, Speed: 19, Gold: 7, XP Needed: 29K. >nod You nod solemnly. >'good idea You say 'good idea' > A nice pony stops following Cogadh. You stop following Cogadh. Sesil stops following Cogadh. >'I'm gonna kick that ghosts ass You say 'I'm gonna kick that ghosts ass' >d w Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) k ghost >You force your Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's constitution! gt come sesil HP:Bruised Mind:slightly sickly, a tunnel ghost:quite retarded> a tunnel ghost forces its Will against your strength! HP:Bruised Mind:slightly sickly, a tunnel ghost:quite retarded>You group-say 'come sesil' HP:Bruised Mind:slightly sickly, a tunnel ghost:quite retarded> You force your Will against a tunnel ghost's learning! HP:Bruised Mind:slightly sickly, a tunnel ghost:seriously retarded> a tunnel ghost forces its Will against your learning! HP:Bruised Mind:slightly sickly, a tunnel ghost:seriously retarded>set tac def You force your Will against a tunnel ghost's concentration! You are now employing defensive tactics. HP:Bruised Mind:slightly sickly, a tunnel ghost:seriously retarded> a tunnel ghost forces its Will against your dexterity! HP:Bruised Mind:somewhat clumsy, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's learning! HP:Bruised Mind:somewhat clumsy, a tunnel ghost:seriously retarded> a tunnel ghost forces its Will against your strength! HP:Bruised Mind:somewhat clumsy, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's constitution! HP:Bruised Mind:somewhat clumsy, a tunnel ghost:seriously retarded> a tunnel ghost forces its Will against your intelligence! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's dexterity! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> a tunnel ghost forces its Will against your concentration! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's strength! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> a tunnel ghost forces its Will against your strength! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> Cogadh group-says 'first circlet is mine :P' HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's strength! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> a tunnel ghost forces its Will against your learning! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's intelligence! Sesil forces his Will against a tunnel ghost's will! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> a tunnel ghost forces its Will against your constitution! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded>gt nod Cogadh enters from the east. HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded>Sesil tries his Will against a tunnel ghost's mind, but loses control! You group-say 'nod' HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's will! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> Sesil forces his Will against a tunnel ghost's constitution! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's dexterity! Cogadh tries his Will against a tunnel ghost's mind, but loses control! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Bruised Mind:somewhat duped, a tunnel ghost:seriously retarded> A tunnel ghost turns to fight Sesil! HP:Bruised Mind:somewhat duped, Sesil:somewhat clumsy, a tunnel ghost:seriously retarded> Cogadh forces his Will against a tunnel ghost's learning! Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat duped, Sesil:somewhat clumsy, a tunnel ghost:seriously retarded> You try your Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat duped, Sesil:somewhat clumsy, a tunnel ghost:seriously retarded> A tunnel ghost tries its Will against Sesil's mind, but he resists! HP:Bruised Mind:somewhat duped, Sesil:somewhat clumsy, a tunnel ghost:seriously retarded> Sesil tries his Will against a tunnel ghost's mind, but loses control! HP:Bruised Mind:somewhat duped, Sesil:quite dispirited, a tunnel ghost:seriously retarded>conc You try your Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat duped, Sesil:quite dispirited, a tunnel ghost:seriously retarded> A tunnel ghost forces its Will against Sesil's dexterity! HP:Bruised Mind:somewhat duped, Sesil:quite clumsy, a tunnel ghost:seriously retarded>You start focusing your mind. Cogadh forces his Will against a tunnel ghost's constitution! Sesil forces his Will against a tunnel ghost's intelligence! A tunnel ghost forces its Will against Sesil's learning! Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. Cogadh forces his Will against a tunnel ghost's constitution! You attack with extra will power! (2) Sesil forces his Will against a tunnel ghost's dexterity! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> A tunnel ghost forces its Will against Cogadh's dexterity! You force your Will against a tunnel ghost's constitution! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's intelligence! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> A tunnel ghost forces its Will against Cogadh's constitution! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> Cogadh peers around himself, uncertain of the things around him. HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's constitution! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> A tunnel ghost forces its Will against Cogadh's learning! set tac def HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded>You are now employing defensive tactics. HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> Sesil tries his Will against a tunnel ghost's mind, but it resists! Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> You force your Will against a tunnel ghost's concentration! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> A tunnel ghost tries its Will against Cogadh's mind, but he resists! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:seriously retarded> Sesil tries his Will against a tunnel ghost's mind, but loses control! Cogadh forces his Will against a tunnel ghost's learning! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly retarded> You try your Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly retarded> A tunnel ghost tries its Will against Cogadh's mind, but he resists! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly retarded> Cogadh forces his Will against a tunnel ghost's constitution! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly retarded> You force your Will against a tunnel ghost's will! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly retarded> Sesil forces his Will against a tunnel ghost's strength! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly retarded> A tunnel ghost forces its Will against Cogadh's learning! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly retarded> Cogadh forces his Will against a tunnel ghost's constitution! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly sickly> You force your Will against a tunnel ghost's strength! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly sickly> Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly sickly> A tunnel ghost tries its Will against Cogadh's mind, but loses control! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly sickly> Cogadh tries his Will against a tunnel ghost's mind, but loses control! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly sickly> You force your Will against a tunnel ghost's will! HP:Bruised Mind:somewhat duped, Cogadh:quite weakened, a tunnel ghost:strongly sickly> Sesil forces his Will against a tunnel ghost's constitution! Your spirit increases by 6. You receive your share of experience -- 1866 points. The ghost vanishes like a snuffed flame. A tunnel ghost vanishes into thin air. HP:Bruised> Cogadh says 'DIE!!!!!' HP:Bruised>smile You smile happily. Cogadh gets a silver circlet. HP:Bruised> Cogadh throws back his head and cackles with insane glee! HP:Scratched>hop Are you a little bunny? HP:Scratched>l Sesil sighs loudly. HP:Scratched>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A horse is here, gazing at you. Cogadh the Dwarf is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched> Cogadh says '?' HP:Scratched>'we do again You say 'we do again' HP:Scratched> Cogadh throws back his head and cackles with insane glee! HP:Scratched>comf sesil Sesil says 'we get us all one?' HP:Scratched>You comfort him. Cogadh nods solemnly. HP:Scratched> Sesil's torch went out. HP:Bruised> Cogadh nods solemnly. HP:Bruised> Cogadh says 'hell yes' HP:Scratched>'just gotta wait gig You say 'just gotta wait' Cogadh nods his head at Sesil in agreement. HP:Scratched> Cogadh leaves east. HP:Scratched>You giggle. HP:Scratched> Sesil gets a torch from a backpack. HP:Scratched>e Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) u HP:Scratched> Cogadh group-says 'eu' HP:Scratched>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. HP:Scratched> Cogadh stops using an indigo cotton hood. sc HP:Scratched>You have 108/117 hit, 55/55 stamina, 130/142 moves, 17 spirit. OB: 37, DB: 22, PB: 84, Speed: 19, Gold: 7, XP Needed: 27K. HP:Scratched> Cogadh wears a silver circlet on his head. HP:Scratched> Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. HP:Scratched>close muckyhole Ok. HP:Scratched>ride A horse stops following you. You mount a horse and start riding him. Cogadh looks at Sesil. R HP:Scratched>who Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R HP:Scratched>aff The moon lights your surroundings. You are affected by: anger (short) insight (long) evasion (long) R HP:Scratched> Cogadh says 'what lvl areo u sesil?' R HP:Scratched> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R HP:Scratched> Sesil now follows Cogadh. R HP:Scratched> Sesil says '8' R HP:Scratched> Cogadh gets a ruby necklace from a backpack. R HP:Scratched> Sesil says '11k tnl' R HP:Scratched> Cogadh gives a ruby necklace to Sesil. R HP:Scratched> Cogadh nods solemnly. R HP:Scratched> Sesil wears a ruby necklace around his neck. R HP:Scratched>'take off incog You say 'take off incog' R HP:Scratched> Sesil says 'thanx' R HP:Scratched>'so if you kill uruk, we get fame smile You say 'so if you kill uruk, we get fame' R HP:Scratched>You smile happily. R HP:Scratched>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 16| | Scan 2| Eniumenav 4| | Soi 1| Naraat 4| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 21| |Total fame for the forces of good: -22| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R HP:Scratched> Cogadh shrugs. R HP:Scratched> Sesil says 'if we meet up with one ill take it off' R HP:Scratched> Cogadh says 'who cares about fame' R HP:Scratched> Above the fields, not a cloud can be seen in the sky. Saving Ainaran. R HP:Scratched S:Surging>'no one should You say 'no one should' R HP:Scratched>gig You giggle. R HP:Scratched>who Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [ Imp ] Prami the 10000 pound chunk of mithril (AFK) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R HP:Scratched>sc You have 115/122 hit, 56/56 stamina, 134/143 moves, 17 spirit. OB: 38, DB: 24, PB: 85, Speed: 20, Gold: 7, XP Needed: 27K. R HP:Scratched>stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 19/19, Dex: 15/18, Con: 10/11, Lea: 16/16. R HP:Scratched> Cogadh drinks water from a water skin. R HP:Scratched> Cogadh drinks water from a water skin. R HP:Scratched>cr Sesil says 'we xp a lil while?' R HP:Scratched>You start to concentrate. / Cogadh says 'woohoo' -\|/-\ Ok. You try to revive Ainaran. R HP:Scratched> Cogadh says '100% perception' drink water drink water smile aff R HP:Scratched> Cogadh throws back his head and cackles with insane glee! R HP:Scratched>You drink the water. You don't feel thirsty any more. R HP:Scratched>Your stomach can't contain anymore! R HP:Scratched>You smile happily. R HP:Scratched>The moon lights your surroundings. You are affected by: anger (short) insight (long) evasion (long) R HP:Scratched> Cogadh says 'we do hazies?' R HP:Scratched>'no more insight for you You say 'no more insight for you' Sesil nods solemnly. R HP:Scratched>nod You nod solemnly. R HP:Scratched> Sesil stops riding a horse. A horse now follows Sesil. R HP:Scratched>set men on AutoMental mode is now on. dismount R HP:Scratched>You stop riding a horse. A horse starts following you. HP:Scratched> Cogadh giggles. HP:Scratched>op muckyhole Ok. HP:Scratched> Cogadh says 'I still need insight' HP:Scratched> Cogadh leaves down. Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. A horse leaves down. nod d HP:Scratched>You nod solemnly. HP:Scratched>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched> Cogadh forces his Will against a hazy wraith's intelligence! HP:Scratched> A hazy wraith forces its Will against Cogadh's intelligence! HP:Scratched>fol cogadh Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Scratched>A hazy wraith tries its Will against Cogadh's mind, but he resists! You now follow Cogadh. HP:Scratched>ac You join the fight! You force your Will against a hazy wraith's concentration! HP:Scratched Mind:slightly clumsy, Cogadh:somewhat weakened, a hazy wraith:in top shape> Cogadh forces his Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, Cogadh:somewhat weakened, a hazy wraith:slightly weakened> Cogadh group-says 'fear 2.hazy' HP:Scratched Mind:slightly clumsy, Cogadh:somewhat weakened, a hazy wraith:slightly weakened> A hazy wraith forces its Will against Cogadh's intelligence! HP:Scratched Mind:slightly clumsy, Cogadh:somewhat weakened, a hazy wraith:slightly weakened> You force your Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, Cogadh:somewhat weakened, a hazy wraith:somewhat weakened> Cogadh tries his Will against a hazy wraith's mind, but loses control! HP:Scratched Mind:slightly clumsy, Cogadh:somewhat weakened, a hazy wraith:somewhat weakened> A hazy wraith forces its Will against Cogadh's strength! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened> Cogadh shrugs. HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's will! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened> Cogadh forces his Will against a hazy wraith's will! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened>fear 2.hazy A hazy wraith forces its Will against Cogadh's constitution! Sesil begins quietly muttering some strange, powerful words. HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened>Unrecognized command. HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened> Cogadh forces his Will against a hazy wraith's constitution! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened> A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened> Sesil utters a strange command, 'insight' Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:quite weakened> Cogadh forces his Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:quite weakened> Sesil forces his Will against a hazy wraith's will! A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:quite weakened> cf 2.hazy You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:quite weakened> Cogadh forces his Will against a hazy wraith's constitution! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:quite weakened> Sesil forces his Will against a hazy wraith's dexterity! A hazy wraith forces its Will against Sesil's learning! HP:Scratched Mind:slightly clumsy, Sesil:somewhat clumsy, a hazy wraith:quite weakened>You force your Will against a hazy wraith's strength! You start to concentrate. /-\ Cogadh forces his Will against a hazy wraith's concentration! |/- Sesil forces his Will against a hazy wraith's strength! \ A hazy wraith forces its Will against Sesil's strength! Ok. A hazy wraith ignores your breath. HP:Scratched Mind:slightly clumsy, Sesil:somewhat clumsy, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's constitution! sigh sc HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> Sesil forces his Will against a hazy wraith's will! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened>You force your Will against a hazy wraith's concentration! You sigh. HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened>a hazy wraith forces its Will against your learning! You have 125/127 hit, 56/56 stamina, 129/144 moves, 12 spirit. OB: 38, DB: 25, PB: 85, Speed: 21, Gold: 7, XP Needed: 27K. HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's learning! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> You try your Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's will! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> Sesil forces his Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened>cf 2.hazy You force your Will against a hazy wraith's will! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's dexterity! HP:Scratched Mind:slightly clumsy, a hazy wraith:strongly weakened>A hazy wraith forces its Will against Cogadh's intelligence! You start to concentrate. / Sesil forces his Will against a hazy wraith's intelligence! -\ Sesil begins quietly muttering some strange, powerful words. |/ A hazy wraith tries its Will against your mind, but you resist! - A hazy wraith forces its Will against Cogadh's constitution! Cogadh forces his Will against a hazy wraith's strength! Your spirit increases by 5. You receive your share of experience -- 1482 points. You feel more agile! A hazy wraith vanishes into thin air. \ Ok. A hazy wraith ignores your breath. HP:Scratched> Sesil utters a strange command, 'insight' set tac def HP:Scratched> A hazy wraith forces its Will against Cogadh's learning! Cogadh forces his Will against a hazy wraith's constitution! HP:Scratched>You are now employing defensive tactics. ac HP:Scratched>You join the fight! You force your Will against a hazy wraith's will! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:barely sickly> Sesil begins quietly muttering some strange, powerful words. HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:barely sickly> A hazy wraith forces its Will against Cogadh's intelligence! Cogadh forces his Will against a hazy wraith's dexterity! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:slightly clumsy> You force your Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, Cogadh:quite weakened, a hazy wraith:slightly clumsy> A hazy wraith forces its Will against Cogadh's strength! Cogadh forces his Will against a hazy wraith's dexterity! Sesil utters a strange command, 'insight' Sesil assists Cogadh. Sesil forces his Will against a hazy wraith's learning! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened>'ranger leel Sesil forces his Will against a hazy wraith's will! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> A hazy wraith forces its Will against Cogadh's will! Cogadh forces his Will against a hazy wraith's intelligence! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened>You say 'ranger leel' HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> Sesil forces his Will against a hazy wraith's constitution! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> Cogadh forces his Will against a hazy wraith's learning! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> A hazy wraith forces its Will against Cogadh's dexterity! 'lvl HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's will! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat dispirited>You say 'lvl' smile HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat dispirited> Sesil forces his Will against a hazy wraith's strength! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> Cogadh forces his Will against a hazy wraith's intelligence! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened>You smile happily. HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> A hazy wraith forces its Will against Cogadh's learning! HP:Scratched Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened>sc You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened>You have 127/127 hit, 56/56 stamina, 136/145 moves, 14 spirit. OB: 38, DB: 25, PB: 85, Speed: 21, Gold: 7, XP Needed: 26K. HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> Sesil tries his Will against a hazy wraith's mind, but loses control! Cogadh says 'nice' HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> Cogadh forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's will! A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:quite dispirited> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:seriously dispirited> Cogadh forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:seriously dispirited> You force your Will against a hazy wraith's intelligence! A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:seriously dispirited> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:seriously dispirited> Cogadh forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:seriously dispirited>'26K til level 14 You force your Will against a hazy wraith's intelligence! Cogadh says '9/20 str' HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:seriously duped> A hazy wraith tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:strongly dispirited>Sesil forces his Will against a hazy wraith's constitution! You say '26K til level 14' HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:strongly dispirited>hop Cogadh forces his Will against a hazy wraith's intelligence! Cogadh cringes in terror! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:strongly duped>Are you a little bunny? HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:strongly duped> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:strongly duped>stat shiv A hazy wraith forces its Will against Cogadh's strength! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:strongly duped> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:strongly duped>Cogadh forces his Will against a hazy wraith's intelligence! Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 16/18, Con: 11/11, Lea: 15/16. HP:Healthy Mind:slightly clumsy, Cogadh:seriously weakened, a hazy wraith:horribly duped> You force your Will against a hazy wraith's intelligence! Your spirit increases by 5. You receive your share of experience -- 1482 points. A hazy wraith vanishes into thin air. >Brrrrrrrrr. > Cogadh grins evilly. >exam w l A stone with strange markings that has no earthly business being here, is here. >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. Cogadh the Dwarf is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh says 'nice xp' > Sesil says '9k tnl' Cogadh says 'I think I can find corpse candle' 'repop? >You say 'repop?' > Cogadh says 'maybe' > Cogadh skillfully picks the lock of the runedslab. > Cogadh nods solemnly. >pick runedslab Oh.. it wasn't locked at all. >op runedslab Cogadh opens the runedslab. >It's already open! > Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. > Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. stare >You stare at the sky. > Sesil says 'POP!' > Sesil shows his approval by clapping his small hands together. > Cogadh group-says 'I getting revive' nod >gig You nod solemnly. >You giggle. > Cogadh group-says 'kill greys' > You stop following Cogadh. > Sesil sits down and rests. > Sesil stops resting, and clambers on his feet. >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) >k grey You force your Will against a grey spirit's intelligence! set tac def HP:Healthy Mind:barely clumsy, a grey spirit:slightly duped> a grey spirit forces its Will against your concentration! HP:Healthy Mind:barely clumsy, a grey spirit:slightly duped>You are now employing defensive tactics. HP:Healthy Mind:barely clumsy, a grey spirit:slightly duped> A grey spirit tries its Will against your mind, but you resist! gt come HP:Healthy Mind:barely clumsy, a grey spirit:slightly duped> You force your Will against a grey spirit's will! HP:Healthy Mind:barely clumsy, a grey spirit:slightly duped>You group-say 'come' HP:Healthy Mind:barely clumsy, a grey spirit:slightly duped> a grey spirit forces its Will against your strength! HP:Healthy Mind:barely weakened, a grey spirit:slightly duped> You force your Will against a grey spirit's strength! HP:Healthy Mind:barely weakened, a grey spirit:slightly duped>gt assist You group-say 'assist' HP:Healthy Mind:barely weakened, a grey spirit:slightly duped> a grey spirit forces its Will against your intelligence! HP:Healthy Mind:slightly duped, a grey spirit:slightly duped> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly duped, a grey spirit:slightly dispirited> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:slightly duped, a grey spirit:slightly dispirited> Cogadh group-says 'I getting revive' HP:Healthy Mind:slightly duped, a grey spirit:slightly dispirited> a tunnel ghost forces its Will against your concentration! a grey spirit forces its Will against your dexterity! HP:Healthy Mind:slightly duped, a grey spirit:slightly dispirited>set tac def You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded>You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded> a tunnel ghost forces its Will against your will! a grey spirit forces its Will against your learning! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded>f You force your Will against a grey spirit's constitution! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded>PANIC! You couldn't escape! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded> a tunnel ghost forces its Will against your dexterity! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly clumsy, a grey spirit:slightly retarded> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly clumsy, a grey spirit:slightly retarded>f Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:slightly clumsy, a grey spirit:somewhat dispirited>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. A grey spirit gazes upon you. (shadow) Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > A grey spirit tries its Will against Sesil's mind, but he resists! >k grey Sesil forces his Will against a grey spirit's strength! >You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:somewhat retarded> A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:somewhat retarded> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:somewhat retarded> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:somewhat retarded> Sesil tries his Will against a grey spirit's mind, but it resists! A grey spirit forces its Will against Sesil's will! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:somewhat retarded> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:quite duped>'if tunnel attacks, flee You say 'if tunnel attacks, flee' HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:quite duped> Sesil forces his Will against a grey spirit's will! A grey spirit tries its Will against Sesil's mind, but loses control! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:quite dispirited> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:seriously dispirited>l tunnel The tunnel ghost is clearly a former attendant of the royalty that once ordered these tunnels to be expanded, as a burial chamber, to some long forgotten king of a long forgotten empire. The ghost still ferociously guards its masters afterlife, as it attended its masters' life. A tunnel ghost looks healthy. a tunnel ghost is using: a silver circlet HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:seriously dispirited> Sesil forces his Will against a grey spirit's intelligence! A grey spirit forces its Will against Sesil's learning! Sesil nods solemnly. HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:seriously dispirited> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited> Sesil forces his Will against a grey spirit's intelligence! A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited> Sesil says 'im not dupid' HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited> Sesil forces his Will against a grey spirit's dexterity! A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited>smile A grey spirit tries its Will against Sesil's mind, but he resists! A tunnel ghost forces its Will against Sesil's intelligence! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited>Sesil forces his Will against a grey spirit's concentration! You smile happily. HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly clumsy, Sesil:somewhat weakened, a grey spirit:strongly dispirited>set tac def A tunnel ghost forces its Will against Sesil's learning! A grey spirit forces its Will against Sesil's constitution! A grey spirit forces its Will against Sesil's will! HP:Healthy Mind:slightly clumsy, Sesil:somewhat dispirited, a grey spirit:strongly dispirited>You are now employing defensive tactics. HP:Healthy Mind:slightly clumsy, Sesil:somewhat dispirited, a grey spirit:strongly dispirited> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy S:Surging Mind:slightly clumsy, Sesil:somewhat dispirited, a grey spirit:strongly dispirited> You force your Will against a grey spirit's intelligence! HP:Healthy S:Surging Mind:slightly clumsy, Sesil:somewhat dispirited, a grey spirit:strongly dispirited> A tunnel ghost forces its Will against Sesil's constitution! A grey spirit forces its Will against Sesil's learning! A grey spirit tries its Will against Sesil's mind, but loses control! HP:Healthy S:Surging Mind:slightly clumsy, Sesil:somewhat dispirited, a grey spirit:horribly dispirited> Sesil forces his Will against a grey spirit's concentration! Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy S:Surging Mind:slightly clumsy, a grey spirit:horribly dispirited> You force your Will against a grey spirit's learning! HP:Healthy S:Surging Mind:slightly clumsy, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly clumsy, a grey spirit:horribly dispirited>set tac def You force your Will against a grey spirit's will! Your spirit increases by 11. You receive your share of experience -- 1165 points. A grey spirit vanishes into thin air. >You are now employing defensive tactics. > Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. >k tunnel You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:slightly clumsy, a tunnel ghost:in top shape> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly clumsy, a tunnel ghost:in top shape> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:slightly clumsy, a tunnel ghost:in top shape> A grey spirit forces its Will against Sesil's concentration! HP:Healthy Mind:slightly clumsy, a tunnel ghost:in top shape> You force your Will against a tunnel ghost's concentration! set tac def HP:Healthy Mind:slightly clumsy, a tunnel ghost:in top shape>A tunnel ghost tries its Will against your mind, but you resist! You are now employing defensive tactics. HP:Healthy Mind:slightly clumsy, a tunnel ghost:in top shape> A grey spirit forces its Will against Sesil's dexterity! HP:Healthy Mind:slightly clumsy, a tunnel ghost:in top shape> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:slightly clumsy, a tunnel ghost:in top shape> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:slightly clumsy, a tunnel ghost:slightly duped> Sesil panics, and attempts to flee! HP:Healthy Mind:slightly clumsy, a tunnel ghost:slightly duped> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped> A grey spirit forces its Will against Sesil's intelligence! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped> You force your Will against a tunnel ghost's constitution! Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped> You try your Will against a tunnel ghost's mind, but lose control! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped> a tunnel ghost forces its Will against your will! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped> a grey spirit forces its Will against your intelligence! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped>gt tunnel ghost is going down A grey spirit tries its Will against your mind, but you resist! You force your Will against a tunnel ghost's strength! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped>a tunnel ghost forces its Will against your constitution! You group-say 'tunnel ghost is going down' HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly duped>gro A grey spirit tries its Will against your mind, but you resist! You force your Will against a tunnel ghost's learning! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded>A tunnel ghost tries its Will against your mind, but you resist! Your group consists of: HP: Healthy, S:Full, MV:Energetic -- Cogadh (Head of group) HP: Healthy, S:Full, MV:Energetic -- Ainaran HP: Healthy, S:Full, MV:Energetic -- Sesil HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> A grey spirit tries its Will against your mind, but loses control! You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> Sesil tries his Will against a grey spirit's mind, but loses control! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your will! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's constitution! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> a grey spirit forces its Will against your dexterity! You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your will! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> A grey spirit tries its Will against your mind, but you resist! You force your Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's learning! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded>gt went through grey's like a hot knife through butter a tunnel ghost forces its Will against your learning! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded>A grey spirit tries its Will against your mind, but you resist! You try your Will against a tunnel ghost's mind, but it resists! You group-say 'went through grey's like a hot knife through butter' HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded>gt :-) You group-say ':-)' HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's strength! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:somewhat retarded> a grey spirit forces its Will against your dexterity! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:somewhat retarded>rem hood a tunnel ghost forces its Will against your concentration! You stop using a green cotton hood. HP:Healthy Mind:somewhat dispirited, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's strength! Sesil snickers softly. HP:Healthy Mind:somewhat dispirited, a tunnel ghost:somewhat retarded> A grey spirit tries its Will against Sesil's mind, but loses control! You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat dispirited, a tunnel ghost:somewhat retarded>wear golden a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat retarded>Sesil forces his Will against a grey spirit's learning! You wear a golden visor on your head. Cogadh group-says 'heh' HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat retarded> A grey spirit tries its Will against Sesil's mind, but he resists! You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your intelligence! set tac def HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> Cogadh group-says 'nice' HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> A grey spirit forces its Will against Sesil's dexterity! You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded>You are now employing defensive tactics. HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's concentration! a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You try your Will against a tunnel ghost's mind, but lose control! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> A grey spirit forces its Will against Sesil's learning! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's strength! a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat retarded> A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat retarded> Sesil tries his Will against a grey spirit's mind, but it resists! a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat retarded>FLEE You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. >w ac Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horas se is here, gazing at you. A horse is here, gazing at you. >Whom do you wish to assist? > Sesil forces his Will against a grey spirit's concentration! Sesil says 'can i have the circlet since you have a visor?' >Whom do you wish to assist? > A grey spirit tries its Will against Sesil's mind, but loses control! > Sesil forces his Will against a grey spirit's learning! > A grey spirit tries its Will against Sesil's mind, but he resists! > Sesil forces his Will against a grey spirit's dexterity! >assist sesil You join the fight! You force your Will against a grey spirit's concentration! HP:Healthy Mind:strongly sickly, Sesil:somewhat clumsy, a grey spirit:seriously duped>FLEE You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. > Saving Ainaran. cr HP:Scratched>You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. HP:Scratched>tell sesil nod You tell Sesil 'nod' cr HP:Scratched>You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Sesil tells you 'k'. HP:Scratched>tell sesil whole point of bringing you with w You tell Sesil 'whole point of bringing you with' HP:Scratched>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>ac A grey spirit forces its Will against Sesil's intelligence! HP:Scratched> Sesil forces his Will against a grey spirit's strength! HP:Scratched>Whom do you wish to assist? HP:Scratched> A grey spirit tries its Will against Sesil's mind, but loses control! HP:Scratched> Sesil forces his Will against a grey spirit's concentration! HP:Scratched>assist sesil You join the fight! You force your Will against a grey spirit's strength! HP:Scratched Mind:seriously sickly, Sesil:somewhat clumsy, a grey spirit:strongly duped> Sesil forces his Will against a grey spirit's dexterity! HP:Scratched Mind:seriously sickly, Sesil:somewhat clumsy, a grey spirit:strongly duped> A grey spirit tries its Will against Sesil's mind, but he resists! HP:Scratched Mind:seriously sickly, Sesil:somewhat clumsy, a grey spirit:strongly duped>l Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched Mind:seriously sickly, Sesil:somewhat clumsy, a grey spirit:strongly duped> You force your Will against a grey spirit's concentration! HP:Scratched Mind:seriously sickly, a grey spirit:strongly duped> Sesil forces his Will against a grey spirit's will! HP:Scratched Mind:seriously sickly, a grey spirit:strongly duped> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:seriously sickly, a grey spirit:strongly duped> You force your Will against a grey spirit's will! HP:Scratched Mind:seriously sickly, a grey spirit:strongly duped> Sesil forces his Will against a grey spirit's concentration! HP:Scratched Mind:seriously sickly, a grey spirit:strongly duped> a grey spirit forces its Will against your concentration! HP:Scratched S:Surging Mind:seriously sickly, a grey spirit:strongly duped> You force your Will against a grey spirit's dexterity! Sesil forces his Will against a grey spirit's learning! HP:Scratched S:Surging Mind:seriously sickly, a grey spirit:strongly duped> Sesil shows his approval by clapping his small hands together. HP:Scratched S:Surging Mind:seriously sickly, a grey spirit:strongly duped>set tac def A grey spirit tries its Will against your mind, but loses control! HP:Scratched S:Surging Mind:seriously sickly, a grey spirit:strongly duped>You force your Will against a grey spirit's will! Sesil forces his Will against a grey spirit's learning! You are now employing defensive tactics. HP:Scratched S:Surging Mind:seriously sickly, a grey spirit:strongly duped> A grey spirit tries its Will against your mind, but loses control! HP:Scratched S:Surging Mind:seriously sickly, a grey spirit:strongly duped> You force your Will against a grey spirit's strength! Sesil forces his Will against a grey spirit's intelligence! Your spirit increases by 5. You receive your share of experience -- 639 points. A grey spirit vanishes into thin air. HP:Scratched S:Surging>'get tunnel You say 'get tunnel' HP:Scratched S:Surging>'i'll assist You say 'i'll assist' cr HP:Scratched S:Surging>You start to concentrate. /-\|/-\ Sesil forces his Will against a tunnel ghost's dexterity! Ok. You try to revive Ainaran. HP:Scratched S:Surging> A tunnel ghost forces its Will against Sesil's intelligence! HP:Scratched S:Surging> A tunnel ghost forces its Will against Sesil's dexterity! Sesil forces his Will against a tunnel ghost's intelligence! HP:Scratched>assist sesil A tunnel ghost forces its Will against Sesil's learning! Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Scratched>You join the fight! Your mind is not ready yet. HP:Scratched>assist sesil A tunnel ghost tries its Will against Sesil's mind, but he resists! Sesil forces his Will against a tunnel ghost's dexterity! HP:Scratched>You join the fight! You force your Will against a tunnel ghost's constitution! HP:Scratched Mind:seriously sickly, Sesil:somewhat clumsy, a tunnel ghost:slightly retarded> You try your Will against a tunnel ghost's mind, but lose control! PANIC! You couldn't escape! A tunnel ghost forces its Will against Sesil's constitution! Sesil tries his Will against a tunnel ghost's mind, but loses control! HP:Healthy S:Surging Mind:strongly sickly, Sesil:seriously sickly, a tunnel ghost:slightly retarded>FLEE You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. S:Surging>cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. S:Surging> Sesil says 'nope' >gt I'm strongly You group-say 'I'm strongly' >cr You start to concentrate. / Sesil nods solemnly. stat -\|/-\Ok. You try to revive Ainaran. Your fatigue is 3; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 3/11, Lea: 16/16. >sc Sesil says 'i seriously' HP:Scratched S:Surging>You have 87/96 hit, 55/56 stamina, 124/138 moves, 24 spirit. OB: 38, DB: 25, PB: 85, Speed: 21, Gold: 7, XP Needed: 23K. HP:Scratched S:Surging> Sesil sits down and rests. HP:Scratched S:Surging> Cogadh group-says 'ouchie' HP:Scratched S:Surging> Sesil lies down and falls asleep. HP:Scratched>cr You start to concentrate. /-\|/-cr sesil \ Ok. You try to revive Ainaran. HP:Scratched>You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. HP:Scratched>cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. cast revive sesil HP:Scratched>stat You start to concentrate. /-\|/-\Ok. You try to revive Sesil. Your fatigue is 4; Your willpower is 37; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 5/11, Lea: 16/16. HP:Scratched>cast revive sesil You start to concentrate. /-\|/-\ Ok. You try to revive Sesil. HP:Scratched>stat who Your fatigue is 0; Your willpower is 37; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 5/11, Lea: 16/16. HP:Scratched>Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human (sleeping) [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. HP:Scratched>gt I'm going in again You group-say 'I'm going in again' HP:Scratched>cr You start to concentrate. /-\|/-stat \ Ok. You try to revive Ainaran. Your spell does no good to him. HP:Scratched>Your fatigue is 0; Your willpower is 37; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 5/11, Lea: 16/16. HP:Scratched> Sesil awakes, and clambers on his feet. HP:Scratched> Sesil says 'go ' HP:Scratched>gt as soon as I get more con You group-say 'as soon as I get more con' HP:Scratched>cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. Sesil lies down and falls asleep. HP:Scratched>stat Your fatigue is 0; Your willpower is 37; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 5/11, Lea: 16/16. HP:Scratched>cr sc You start to concentrate. /-\| Cogadh group-says 'freeze' /-\Ok. You couldn't gather enough spirit to heal. You have 95/105 hit, 56/56 stamina, 127/140 moves, 1 spirit. OB: 38, DB: 25, PB: 85, Speed: 21, Gold: 7, XP Needed: 23K. HP:Scratched>gt :( w You group-say ':(' HP:Scratched>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) HP:Scratched>gt come You group-say 'come' HP:Scratched>k tunnel set tac def You force your Will against a tunnel ghost's will! HP:Scratched Mind:quite sickly, a tunnel ghost:barely retarded> a tunnel ghost forces its Will against your will! HP:Scratched Mind:quite sickly, a tunnel ghost:barely retarded>You are now employing defensive tactics. HP:Scratched Mind:quite sickly, a tunnel ghost:barely retarded> You force your Will against a tunnel ghost's dexterity! HP:Scratched Mind:quite sickly, a tunnel ghost:barely retarded> A tunnel ghost tries its Will against your mind, but you resist! Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Scratched Mind:quite sickly, a tunnel ghost:barely retarded> You force your Will against a tunnel ghost's strength! HP:Scratched Mind:quite sickly, a tunnel ghost:slightly weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:quite sickly, a tunnel ghost:slightly weakened> You force your Will against a tunnel ghost's strength! HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your constitution! Sesil forces his Will against a tunnel ghost's dexterity! HP:Scratched Mind:seriously sickly, a tunnel ghost:somewhat weakened> Sesil tries his Will against a tunnel ghost's mind, but it resists! You force your Will against a tunnel ghost's will! HP:Scratched Mind:seriously sickly, a tunnel ghost:somewhat weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:seriously sickly, a tunnel ghost:somewhat weakened> Sesil forces his Will against a tunnel ghost's intelligence! You force your Will against a tunnel ghost's learning! HP:Scratched Mind:seriously sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your strength! HP:Scratched Mind:seriously sickly, a tunnel ghost:somewhat weakened> Sesil forces his Will against a tunnel ghost's dexterity! You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat clumsy> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat clumsy> Sesil begins quietly muttering some strange, powerful words. HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat clumsy> You force your Will against a tunnel ghost's intelligence! gt it's somewhat, i'm seriously, already HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat clumsy> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat clumsy>You group-say 'it's somewhat, i'm seriously, already' set tac def HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat clumsy> Sesil utters a strange command, 'confuse' A tunnel ghost appears to be confused! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat clumsy> You force your Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited>a tunnel ghost forces its Will against your intelligence! You are now employing defensive tactics. HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> Sesil forces his Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> Sesil forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat dispirited> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat sickly> Sesil forces his Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:quite dispirited> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil forces his Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened>set tac def a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened>You are now employing defensive tactics. HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil forces his Will against a tunnel ghost's intelligence! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil says 'we go t em now :)' HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil forces his Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil forces his Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil forces his Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened>gt we both seriously A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened>You group-say 'we both seriously' HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your will! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> Sesil forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:seriously weakened>stat Sesil forces his Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 13/16, Int: 6/ 7, Wil: 17/19, Dex: 17/18, Con: 4/11, Lea: 14/16. HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> A tunnel ghost tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> Sesil forces his Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> A tunnel ghost forces its Will against Sesil's constitution! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> Sesil forces his Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> A tunnel ghost tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> Sesil forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened>conc Sesil forces his Will against a tunnel ghost's constitution! HP:Healthy Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened>A tunnel ghost tries its Will against Sesil's mind, but he resists! You start focusing your mind. A tunnel ghost turns to fight Ainaran! Sesil forces his Will against a tunnel ghost's learning! A tunnel ghost tries its Will against your mind, but you resist! You attack with extra will power! (1) HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened>set tac def Sesil forces his Will against a tunnel ghost's concentration! HP:Scratched S:Surging Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened>A tunnel ghost tries its Will against Sesil's mind, but he resists! You are now employing defensive tactics. HP:Scratched S:Surging Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's constitution! HP:Scratched S:Surging Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly weakened> Sesil forces his Will against a tunnel ghost's will! HP:Scratched S:Surging Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly dispirited> A tunnel ghost tries its Will against Sesil's mind, but he resists! HP:Scratched S:Surging Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly dispirited>pray You force your Will against a tunnel ghost's dexterity! HP:Scratched Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly dispirited>conc Sesil forces his Will against a tunnel ghost's constitution! You raise your prayers to the sky. HP:Scratched Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:strongly dispirited>A tunnel ghost forces its Will against Sesil's concentration! You start focusing your mind. Sesil forces his Will against a tunnel ghost's concentration! A tunnel ghost forces its Will against Sesil's constitution! Sesil forces his Will against a tunnel ghost's constitution! A tunnel ghost tries its Will against Sesil's mind, but he resists! Sesil forces his Will against a tunnel ghost's intelligence! A tunnel ghost forces its Will against Sesil's intelligence! Sesil forces his Will against a tunnel ghost's strength! You attack with extra will power! (4) HP:Scratched Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:horribly weakened> You force your Will against a tunnel ghost's learning! HP:Scratched Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:horribly weakened>HP:Scratched Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:horribly weakened> A tunnel ghost forces its Will against Sesil's intelligence! HP:Scratched Mind:seriously sickly, Sesil:somewhat sickly, a tunnel ghost:horribly weakened> Sesil forces his Will against a tunnel ghost's concentration! You force your Will against a tunnel ghost's learning! HP:Scratched Mind:seriously sickly, a tunnel ghost:horribly weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:seriously sickly, a tunnel ghost:horribly weakened> Sesil forces his Will against a tunnel ghost's constitution! You force your Will against a tunnel ghost's constitution! Your spirit increases by 9. You receive your share of experience -- 1523 points. The ghost vanishes like a snuffed flame. A tunnel ghost vanishes into thin air. HP:Scratched>gt it's horribly You group-say 'it's horribly' HP:Scratched> Sesil gets a silver circlet. HP:Scratched>gt dead :-) You group-say 'dead :-)' HP:Scratched> Sesil stops using a floppy black hat. e HP:Scratched>Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. HP:Scratched>u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. HP:Scratched> Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. gt come e u sesil HP:Scratched>You group-say 'come e u sesil' >close muckyhole Ok. > Sesil nods solemnly. rem visor >You stop using a golden visor. l >Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil says 'wp 30 :)' > Sesil sits down and rests. >'don't let him know You say 'don't let him know' gig >You giggle. >drink water drink water You drink the water. You don't feel thirsty any more. >Your stomach can't contain anymore! Sesil says 'whats your wp?' >stat Your fatigue is 0; Your willpower is 34; Your statistics are Str: 14/16, Int: 7/ 7, Wil: 18/19, Dex: 18/18, Con: 5/11, Lea: 15/16. > Cogadh is entering from the west, riding on a nice pony. >'40 You say '40' >eq You are using: a torch..It glows brightly. a stone ring a stone ring a ruby necklace a ruby necklace a silk shirt an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword > Sesil nods solemnly. >wear hood The dying moon goes off the sky. Above the fields, not a cloud can be seen in the sky. Saving Ainaran. You wear a green cotton hood on your head. HP:Scratched> Sesil stops resting, and clambers on his feet. HP:Scratched>sc You have 101/105 hit, 56/56 stamina, 125/140 moves, 12 spirit. OB: 38, DB: 27, PB: 85, Speed: 20, Gold: 7, XP Needed: 21K. HP:Scratched> Sesil now follows Cogadh. HP:Scratched>stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 6/11, Lea: 16/16. HP:Scratched> Cogadh says 'nice' HP:Scratched>fol cogadh You now follow Cogadh. HP:Scratched>stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 6/11, Lea: 16/16. Cogadh says 'I'm on 30' HP:Scratched> Cogadh giggles. HP:Scratched>smile You smile happily. stat HP:Scratched>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 6/11, Lea: 16/16. HP:Scratched>whosi cogadh Unrecognized command. HP:Scratched> Cogadh sniffs sadly. HP:Scratched>whois cogadh Cogadh the Dwarf. HP:Scratched>'I want a will hike gig You say 'I want a will hike' HP:Scratched>who You giggle. HP:Scratched>Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. HP:Scratched>sc You have 104/105 hit, 56/56 stamina, 134/140 moves, 12 spirit. OB: 38, DB: 27, PB: 85, Speed: 20, Gold: 7, XP Needed: 21K. HP:Scratched>stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 6/11, Lea: 16/16. HP:Scratched> Cogadh grins evilly. > Sesil says 'where does sceptre load?' > Cogadh begins quietly muttering some strange, powerful words. >'nowhere smile Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. You say 'nowhere' Cogadh shrugs. >You smile happily. > Sesil looks at you. > Cogadh says 'havent found it yet' >'not here You say 'not here' > Sesil frowns. >'methinks You say 'methinks' > Cogadh says 'I know where skull ring is' > Cogadh shrugs. >'it's on the spirit king still You say 'it's on the spirit king still' > Cogadh says 'dont know what it does' > Sesil says 'i need another stone rin' 'what does that do? >'ah You say 'what does that do?' > Cogadh says 'but it looks cool' >who You say 'ah' >Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. >who Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. > Sesil says 'lets do joey' >sc You have 105/105 hit, 56/56 stamina, 140/140 moves, 12 spirit. OB: 38, DB: 27, PB: 85, Speed: 20, Gold: 7, XP Needed: 21K. > Sesil says 'i need another stone ring' > Above the fields, not a cloud can be seen in the sky. Cogadh's torch flickers weakly. Cogadh says 'sure' HP:Scratched>st You are already standing. set tac def HP:Scratched>You are now employing defensive tactics. HP:Scratched>ride A horse stops following you. You mount a horse and start riding him. stat R HP:Scratched> Cogadh puts a ruby necklace in a backpack. R HP:Scratched>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 7/11, Lea: 16/16. R HP:Scratched> Cogadh says 'we mental him?' R HP:Scratched> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R HP:Scratched>shrug You shrug. R HP:Scratched> Cogadh beckons for everyone to follow him. R HP:Scratched>'if you want You say 'if you want' R HP:Scratched>fol cogadh Cogadh is leaving west, riding on a nice pony. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Scratched> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. Cogadh is riding on a nic'am e pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Scratched>You are already following him. R HP:Scratched>You say 'am' R HP:Scratched>ride drink water drink water You are riding already. R HP:Scratched>You drink the water. You don't feel thirsty any more. Oops, it tasted rather strange! Cogadh nods solemnly. R HP:Scratched>Your stomach can't contain anymore! Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Scratched> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Scratched> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Scratched> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Scratched> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Hillock Exits are: E S W aff You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Scratched> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Scratched>You are affected by: poison (medium) anger (short) insight (medium) evasion (medium) R HP:Scratched>'ack You say 'ack' R HP:Scratched>'poison You say 'poison' spit R HP:Scratched>You spit over your left shoulder. R> Cogadh begins quietly muttering some strange, powerful words. R> Cogadh utters a strange command, 'insight' R> Cogadh giggles. R> Cogadh forces his Will against a bandit sentry's strength! R> Cogadh deflects a bandit sentry's attack. R> Cogadh begins quietly muttering some strange, powerful words. R> Sesil stops riding a horse. A horse now follows Sesil. R>'damned swamp You say 'damned swamp' R> Cogadh utters a strange command, 'confuse' A bandit sentry appears to be confused! R> Cogadh forces his Will against a bandit sentry's constitution! R> Cogadh dodges a bandit sentry's attack. R>ac Cogadh forces his Will against a bandit sentry's strength! R>You join the fight! You force your Will against a bandit sentry's strength! R HP:Healthy, Cogadh:Healthy, a bandit sentry:seriously weakened> Cogadh forces his Will against a bandit sentry's constitution! R HP:Healthy, Cogadh:Healthy, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's will! Cogadh dodges a bandit sentry's attack. R HP:Healthy, Cogadh:Healthy, a bandit sentry:seriously weakened> Sesil forces his Will against a bandit sentry's strength! Cogadh forces his Will against a bandit sentry's will! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> You couldn't reach his mind. R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> Cogadh deflects a bandit sentry's attack. R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> Cogadh forces his Will against a bandit sentry's learning! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> You couldn't reach his mind. R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> Sesil forces his Will against a bandit sentry's intelligence! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> You force your Will against a bandit sentry's dexterity! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> Cogadh deflects a bandit sentry's attack. R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> Sesil forces his Will against a bandit sentry's learning! Cogadh forces his Will against a bandit sentry's intelligence! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> You force your Will against a bandit sentry's concentration! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> You force your Will against a bandit sentry's will! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> Cogadh dodges a bandit sentry's attack. R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> Sesil forces his Will against a bandit sentry's concentration! Cogadh forces his Will against a bandit sentry's learning! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly weakened> You force your Will against a bandit sentry's will! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly dispirited> Sesil forces his Will against a bandit sentry's concentration! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly dispirited> You force your Will against a bandit sentry's constitution! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly dispirited>stat Cogadh deflects a bandit sentry's attack. R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly dispirited>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 7/11, Lea: 16/16. R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly dispirited> Sesil forces his Will against a bandit sentry's intelligence! Cogadh forces his Will against a bandit sentry's intelligence! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly dispirited> You force your Will against a bandit sentry's intelligence! R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly duped>who Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R HP:Healthy, Cogadh:Healthy, a bandit sentry:strongly duped> Above the fields, not a cloud can be seen in the sky. Your torch flickers weakly. Cogadh's torch flickers weakly. R HP:Scratched, Cogadh:Scratched, a bandit sentry:strongly duped> Sesil forces his Will against a bandit sentry's dexterity! Cogadh forces his Will against a bandit sentry's will! R HP:Scratched, Cogadh:Scratched, a bandit sentry:strongly dispirited> You force your Will against a bandit sentry's dexterity! You deflect a bandit sentry's attack. R HP:Scratched, a bandit sentry:strongly dispirited> Sesil forces his Will against a bandit sentry's dexterity! R HP:Scratched, a bandit sentry:strongly dispirited> You force your Will against a bandit sentry's intelligence! Your spirit increases by 1. You receive your share of experience -- 264 points. R HP:Scratched> Sesil gets a soldier ration from a backpack. R HP:Scratched> Sesil gets a soldier ration from a backpack. R HP:Scratched> Sesil eats a soldier ration. R HP:Scratched> Sesil eats a soldier ration. R HP:Scratched>op ledgewall Ok. R HP:Scratched>dismount exam d You stop riding a horse. A horse starts following you. HP:Scratched>To the down you see: Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A horse is here, gazing at you. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. A hardened bandit guard turns at the sound of your entrance. The ledgewall is open. HP:Scratched> Cogadh stops riding a nice pony. A nice pony now follows Cogadh. HP:Scratched>'take out guards first You say 'take out guards first' HP:Scratched> Sesil nods solemnly. HP:Scratched> Cogadh nods solemnly. HP:Scratched> Cogadh grins evilly. HP:Scratched> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched> You writhe in pain as poison courses through your veins. HP:Scratched> Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. HP:Scratched>ac But nobody is fighting him! HP:Scratched> Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A horse is here, gazing at you. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. A hardened bandit guard turns at the sound of your entrance. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Scratched>cast curing You start to concentrate. /-\|/aff -\Ok. You feel yourself becoming healthier. You are affected by: curing saturation (fast-acting) poison (medium) anger (short) insight (medium) evasion (medium) HP:Scratched> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched>who Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. HP:Scratched> Cogadh utters a strange command, 'insight' Sesil grabs a horse and starts leading him. A horse now follows Sesil. Cogadh begins quietly muttering some strange, powerful words. HP:Scratched> The ledgewall closes quietly. HP:Scratched> Cogadh utters a strange command, 'confuse' A bandit guard appears to be confused! HP:Scratched> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched>op ledgwall ac Nothing here by that name. HP:Scratched>Cogadh utters a strange command, 'insight' You join the fight! You force your Will against a bandit guard's concentration! HP:Scratched, a bandit guard:in top shape> You deflect a bandit guard's attack. Cogadh forces his Will against a bandit guard's intelligence! Sesil tries his Will against a bandit guard's mind, but loses control! HP:Scratched, a bandit guard:slightly duped> Cogadh opens the ledgewall. HP:Scratched, a bandit guard:slightly duped> You couldn't reach his mind. HP:Scratched, a bandit guard:slightly duped> Sesil forces his Will against a bandit guard's constitution! Cogadh forces his Will against a bandit guard's will! HP:Scratched, a bandit guard:slightly sickly> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched, a bandit guard:slightly sickly> A bandit guard cleaves your left hand hard. You force your Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:slightly sickly> Sesil forces his Will against a bandit guard's concentration! HP:Bruised, a bandit guard:slightly sickly>op ledgewall Cogadh utters a strange command, 'insight' HP:Bruised, a bandit guard:slightly sickly>It's already open! HP:Bruised, a bandit guard:slightly sickly>set tac def A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks YOU! A bandit guard cleaves your body. You couldn't reach his mind. HP:Bruised, a bandit guard:slightly sickly> Sesil forces his Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:somewhat duped>You are now employing defensive tactics. HP:Bruised, a bandit guard:somewhat duped>l You deflect a bandit guard's attack. Cogadh forces his Will against a bandit guard's learning! HP:Bruised, a bandit guard:somewhat duped> You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:somewhat dispirited> Sesil forces his Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:somewhat duped>You deflect a bandit guard's attack. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A horse is here, gazing at you. A bandit guard is here, fighting YOU! Stalwart Joey stands here, stiff as a board. A bandit guard is here, fighting YOU! Cogadh the Dwarf is here, fighting a bandit guard. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Sesil the Human is here, fighting a bandit guard. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised, a bandit guard:somewhat duped> You couldn't reach his mind. HP:Bruised, a bandit guard:somewhat duped> Sesil forces his Will against a bandit guard's learning! HP:Bruised, a bandit guard:somewhat duped> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:somewhat duped> Cogadh says 'flee' HP:Bruised, a bandit guard:somewhat duped> You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:quite dispirited> Sesil forces his Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:seriously duped> Cogadh says 'or fear' HP:Bruised, a bandit guard:seriously duped>f A bandit guard cleaves your body hard. Cogadh forces his Will against a bandit guard's strength! HP:Hurt, a bandit guard:seriously duped> Sesil stops fighting a bandit guard. HP:Hurt, a bandit guard:seriously duped> A bandit guard cleaves your left leg. You force your Will against a bandit guard's strength! HP:Hurt, a bandit guard:seriously duped>You flee head over heels. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. A bandit sentry stands vigil here, slouching against his weapon. HP:Hurt>u u You cannot go that way. HP:Hurt>You cannot go that way. HP:Hurt>d ac Above the fields, not a cloud can be seen in the sky. Your torch flickers weakly. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A horse is here, gazing at you. A bandit guard is here, fighting Cogadh. Stalwart Joey stands here, stiff as a board. A hardened bandit guard turns at the sound of your entrance. Cogadh the Dwarf is here, fighting a bandit guard. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Hurt>You join the fight! You couldn't reach his mind. HP:Hurt, Cogadh:Healthy, a bandit guard:quite duped> Cogadh deflects a bandit guard's attack. HP:Hurt, Cogadh:Healthy, a bandit guard:quite duped> Cogadh forces his Will against a bandit guard's learning! HP:Hurt, Cogadh:Healthy, a bandit guard:quite duped> Sesil forces his Will against a bandit guard's will! HP:Hurt, Cogadh:Healthy, a bandit guard:seriously dispirited> You force your Will against a bandit guard's will! HP:Hurt, Cogadh:Healthy, a bandit guard:strongly dispirited> Cogadh forces his Will against a bandit guard's intelligence! HP:Hurt, Cogadh:Healthy, a bandit guard:strongly dispirited>diag A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks Cogadh! A bandit guard cleaves Cogadh's right leg hard. Sesil forces his Will against a bandit guard's will! HP:Hurt, Cogadh:Scratched, a bandit guard:strongly dispirited> A bandit guard cleaves Cogadh's body hard. Cogadh nods solemnly. HP:Hurt, Cogadh:Bruised, a bandit guard:strongly dispirited>You force your Will against a bandit guard's constitution! A bandit guard looks healthy. A bandit guard is strongly dispirited and seriously duped. A bandit guard has been here for a very long time. HP:Hurt, Cogadh:Bruised, a bandit guard:strongly dispirited> Cogadh forces his Will against a bandit guard's intelligence! HP:Hurt, Cogadh:Bruised, a bandit guard:strongly dispirited> Sesil forces his Will against a bandit guard's concentration! HP:Hurt, Cogadh:Bruised, a bandit guard:strongly dispirited> You force your Will against a bandit guard's strength! HP:Hurt, Cogadh:Bruised, a bandit guard:strongly dispirited>rem stone wear blue diag You stop using a stone ring. HP:Hurt, Cogadh:Bruised, a bandit guard:strongly dispirited> Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves down. A nice pony leaves down. HP:Hurt, Sesil:Healthy, a bandit guard:strongly dispirited> A bandit guard cleaves Sesil's body. set tac def HP:Hurt, Sesil:Scratched, a bandit guard:strongly dispirited> Cogadh enters from below. HP:Hurt, Sesil:Scratched, a bandit guard:strongly dispirited> You force your Will against a bandit guard's will! Your spirit increases by 3. You receive your share of experience -- 684 points. Cogadh leaves up. A nice pony leaves up. You follow someone. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. A bandit sentry stands vigil here, slouching against his weapon. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. HP:Hurt>You slide a blue marble ring on to your right ring finger. HP:Hurt>Diagnose who? HP:Hurt> Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of a bandit guard is lying here. Stalwart Joey stands here, stiff as a board. A hardened bandit guard turns at the sound of your entrance. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Hurt>You are now employing defensive tactics. Cogadh snaps his fingers. HP:Hurt> Cogadh begins quietly muttering some strange, powerful words. HP:Hurt>diag guard Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. A horse leaves up. A horse leaves up. HP:Hurt> Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Hurt> Cogadh utters a strange command, 'insight' Cogadh begins quietly muttering some strange, powerful words. HP:Hurt>A bandit guard looks healthy. A bandit guard is in top shape. A bandit guard has been here for a very long time. A bandit guard is affected by: insight (long) He is very perceptive to the Wraith-world. HP:Hurt> You writhe in pain as poison courses through your veins. Cogadh utters a strange command, 'confuse' A bandit guard appears to be confused! HP:Hurt> Cogadh forces his Will against a bandit guard's learning! HP:Hurt> Cogadh deflects a bandit guard's attack. HP:Hurt> Cogadh forces his Will against a bandit guard's will! HP:Hurt>ac You join the fight! You force your Will against a bandit guard's concentration! HP:Hurt, Cogadh:Bruised, a bandit guard:barely retarded> Cogadh deflects a bandit guard's attack. Cogadh forces his Will against a bandit guard's concentration! Sesil forces his Will against a bandit guard's concentration! HP:Hurt, Cogadh:Bruised, a bandit guard:barely retarded> You force your Will against a bandit guard's constitution! HP:Hurt, Cogadh:Bruised, a bandit guard:slightly sickly> Sesil forces his Will against a bandit guard's dexterity! HP:Hurt, Cogadh:Bruised, a bandit guard:slightly sickly> Cogadh forces his Will against a bandit guard's will! HP:Hurt, Cogadh:Bruised, a bandit guard:somewhat dispirited>'damn poison sc You say 'damn poison' HP:Hurt, Cogadh:Bruised, a bandit guard:somewhat dispirited> You couldn't reach his mind. HP:Hurt, Cogadh:Bruised, a bandit guard:somewhat dispirited>You have 80/118 hit, 56/56 stamina, 102/143 moves, 21 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 7, XP Needed: 20K. HP:Hurt, Cogadh:Bruised, a bandit guard:somewhat dispirited> Cogadh dodges a bandit guard's attack. HP:Hurt, Cogadh:Bruised, a bandit guard:somewhat dispirited>aff Cogadh forces his Will against a bandit guard's concentration! HP:Hurt, Cogadh:Bruised, a bandit guard:somewhat dispirited>You are affected by: curing saturation (fast-acting) poison (medium) anger (short) insight (medium) evasion (medium) HP:Hurt, Cogadh:Bruised, a bandit guard:somewhat dispirited> You force your Will against a bandit guard's strength! HP:Hurt, Cogadh:Bruised, a bandit guard:somewhat dispirited> Sesil forces his Will against a bandit guard's will! HP:Hurt, Cogadh:Bruised, a bandit guard:quite dispirited> Cogadh forces his Will against a bandit guard's strength! HP:Hurt, Cogadh:Bruised, a bandit guard:quite dispirited> Cogadh looks at you. HP:Hurt, Cogadh:Bruised, a bandit guard:quite dispirited> You force your Will against a bandit guard's strength! HP:Hurt, Cogadh:Bruised, a bandit guard:seriously weakened> Cogadh deflects a bandit guard's attack. HP:Hurt, Cogadh:Bruised, a bandit guard:seriously weakened> Sesil forces his Will against a bandit guard's dexterity! Cogadh says 'go get rem' HP:Hurt, Cogadh:Bruised, a bandit guard:seriously weakened> Cogadh forces his Will against a bandit guard's constitution! HP:Hurt, Cogadh:Bruised, a bandit guard:seriously weakened> You force your Will against a bandit guard's dexterity! HP:Hurt, Cogadh:Bruised, a bandit guard:seriously weakened>'don't have remmove yet Sesil forces his Will against a bandit guard's concentration! HP:Hurt, Cogadh:Bruised, a bandit guard:seriously weakened>You say 'don't have remmove yet' HP:Hurt, Cogadh:Bruised, a bandit guard:seriously weakened> Cogadh deflects a bandit guard's attack. HP:Hurt, Cogadh:Bruised, a bandit guard:seriously weakened> You force your Will against a bandit guard's constitution! HP:Bruised, Cogadh:Bruised, a bandit guard:seriously weakened> Sesil forces his Will against a bandit guard's learning! HP:Bruised, Cogadh:Bruised, a bandit guard:seriously weakened> Cogadh forces his Will against a bandit guard's will! HP:Bruised, Cogadh:Bruised, a bandit guard:seriously dispirited> You force your Will against a bandit guard's intelligence! 'going to soon HP:Bruised, Cogadh:Bruised, a bandit guard:seriously dispirited> Cogadh gets a small pile of coins from the silent corpse of a bandit guard. HP:Bruised, Cogadh:Bruised, a bandit guard:seriously dispirited> Sesil forces his Will against a bandit guard's learning! HP:Bruised, Cogadh:Bruised, a bandit guard:seriously dispirited> Cogadh deflects a bandit guard's attack. Cogadh forces his Will against a bandit guard's intelligence! HP:Bruised, Cogadh:Bruised, a bandit guard:seriously dispirited>gig You say 'going to soon' HP:Bruised, Cogadh:Bruised, a bandit guard:seriously dispirited> You force your Will against a bandit guard's strength! HP:Bruised, a bandit guard:strongly weakened>You giggle. HP:Bruised, a bandit guard:strongly weakened> Sesil forces his Will against a bandit guard's concentration! HP:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's learning! HP:Bruised, a bandit guard:strongly weakened> You deflect a bandit guard's attack. Cogadh says 'reprac' HP:Bruised, a bandit guard:strongly weakened> Sesil forces his Will against a bandit guard's constitution! HP:Bruised, a bandit guard:strongly weakened> Cogadh forces his Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:strongly weakened> Cogadh giggles. HP:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:strongly weakened> Sesil forces his Will against a bandit guard's constitution! HP:Bruised, Sesil:Healthy, a bandit guard:strongly sickly> Cogadh forces his Will against a bandit guard's constitution! Your spirit increases by 2. You receive your share of experience -- 436 points. HP:Bruised>get coins all.cor You get a small pile of coins from the silent corpse of a bandit guard. There were 80 copper coins. There doesn't seem to be a coins in the silent corpse of a bandit guard. HP:Bruised> Cogadh forces his Will against Stalwart Joey's constitution! HP:Bruised> Cogadh deflects Stalwart Joey's attack. HP:Bruised> Cogadh begins quietly muttering some strange, powerful words. HP:Bruised>ac cc You join the fight! You force your Will against Stalwart Joey's will! HP:Bruised, Cogadh:Bruised, Stalwart Joey:barely sickly>ci Cogadh deflects Stalwart Joey's attack. HP:Bruised, Cogadh:Bruised, Stalwart Joey:barely sickly>Cogadh utters a strange command, 'insight' You start to concentrate. Cogadh begins quietly muttering some strange, powerful words. |/-\|/-\Cogadh deflects Stalwart Joey's attack. Ok. Stalwart Joey appears to be confused! You start to concentrate. / Cogadh utters a strange command, 'confuse' - Cogadh forces his Will against Stalwart Joey's intelligence! \ Sesil tries his Will against Stalwart Joey's mind, but he resists! |/-\ Ok. He has insight already. HP:Bruised, Cogadh:Bruised, Stalwart Joey:slightly duped> You force your Will against Stalwart Joey's will! HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> Sesil forces his Will against Stalwart Joey's constitution! Cogadh deflects Stalwart Joey's attack. HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat sickly>gig You giggle. HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat sickly> You couldn't reach his mind. HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat sickly> Cogadh forces his Will against Stalwart Joey's strength! HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat sickly> Sesil forces his Will against Stalwart Joey's will! HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> Cogadh deflects Stalwart Joey's attack. HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> Cogadh says 'all the prac's are in the one spot' 'my confuse is higher HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> You force your Will against Stalwart Joey's learning! HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> Cogadh forces his Will against Stalwart Joey's intelligence! HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat dispirited>You say 'my confuse is higher' HP:Bruised, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> Sesil forces his Will against Stalwart Joey's will! HP:Bruised, Cogadh:Bruised, Stalwart Joey:seriously dispirited> Your torch went out. Saving Ainaran. HP:Bruised, Cogadh:Bruised, Stalwart Joey:quite dispirited> Cogadh says 'tis easy' HP:Bruised, Cogadh:Bruised, Stalwart Joey:quite dispirited> You force your Will against Stalwart Joey's will! You deflect Stalwart Joey's attack. HP:Bruised, Stalwart Joey:seriously dispirited> Cogadh forces his Will against Stalwart Joey's strength! HP:Bruised, Cogadh:Bruised, Stalwart Joey:seriously dispirited> Sesil forces his Will against Stalwart Joey's concentration! HP:Bruised, Cogadh:Bruised, Stalwart Joey:seriously dispirited> You force your Will against Stalwart Joey's constitution! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously dispirited> Cogadh dodges Stalwart Joey's attack. HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously dispirited> Sesil forces his Will against Stalwart Joey's concentration! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously dispirited> You force your Will against Stalwart Joey's intelligence! Sesil gets a silk shirt from the silent corpse of a bandit guard. HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously dispirited> Sesil forces his Will against Stalwart Joey's concentration! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously dispirited> Cogadh deflects Stalwart Joey's attack. HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously dispirited>'it's no problem You force your Will against Stalwart Joey's intelligence! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously dispirited>Cogadh forces his Will against Stalwart Joey's learning! You say 'it's no problem' HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously dispirited> Sesil forces his Will against Stalwart Joey's intelligence! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> Cogadh deflects Stalwart Joey's attack. HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> You couldn't reach his mind. Sesil stops using a white, long-sleeved blouse. HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> Cogadh forces his Will against Stalwart Joey's learning! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> Sesil forces his Will against Stalwart Joey's concentration! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> Cogadh shrugs. HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> Sesil drops a white, long-sleeved blouse. HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> You force your Will against Stalwart Joey's dexterity! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> Cogadh deflects Stalwart Joey's attack. Cogadh forces his Will against Stalwart Joey's concentration! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped> Sesil forces his Will against Stalwart Joey's concentration! HP:Bruised, Cogadh:Scratched, Stalwart Joey:seriously duped>'just don't want to reprac You force your Will against Stalwart Joey's will! You say 'just don't want to reprac' HP:Bruised, Cogadh:Scratched, Stalwart Joey:strongly dispirited> Cogadh forces his Will against Stalwart Joey's will! Sesil wears a silk shirt on his body. HP:Bruised, Cogadh:Scratched, Stalwart Joey:horribly dispirited> Sesil forces his Will against Stalwart Joey's will! Your spirit increases by 2. You receive your share of experience -- 726 points. Stalwart Joey fails in his mission to defend the area, and dies painfully. HP:Bruised>get coins all.cor You get a small pile of coins from the silent corpse of Stalwart Joey. There were 1 silver coin. There doesn't seem to be a coins in the silent corpse of a bandit guard. There doesn't seem to be a coins in the silent corpse of a bandit guard. HP:Bruised> Cogadh says 'moves are regen'ing' HP:Bruised>sc Cogadh says 'unless you got vit on' HP:Bruised>You writhe in pain as poison courses through your veins. You have 96/123 hit, 56/56 stamina, 84/144 moves, 23 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 7, XP Needed: 19K. HP:Bruised> Cogadh grins evilly. HP:Bruised>nod You nod solemnly. HP:Bruised>aff You are affected by: curing saturation (fast-acting) poison (medium) anger (short) insight (medium) evasion (medium) HP:Bruised>cv You start to concentrate. /-\| Cogadh gets a golden bracelet from the silent corpse of Stalwart Joey. /-\'nw I do Ok. You feel yourself becoming much lighter. HP:Bruised>You say 'nw I do' HP:Bruised>gig You giggle. HP:Bruised>exam d Sesil gets a stone ring from the silent corpse of Stalwart Joey. Cogadh gets a sapphire ring from the silent corpse of Stalwart Joey. HP:Bruised>To the down you see: It is pitch black... HP:Bruised> Sesil stops using a blue marble ring. HP:Bruised> Sesil takes his weapon with one hand. HP:Bruised> Cogadh nods solemnly. 'want to do Matty? HP:Bruised> Sesil slides a stone ring on to his left ring finger. HP:Bruised>You say 'want to do Matty?' HP:Bruised>who Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. HP:Bruised> Sesil takes his weapon with both hands. HP:Bruised> Sesil says 'sure' HP:Bruised> Cogadh puts a golden bracelet in a backpack. HP:Bruised> Cogadh says 'sure' HP:Bruised>sc You have 106/123 hit, 56/56 stamina, 87/144 moves, 18 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 7, XP Needed: 19K. HP:Bruised> Cogadh says 'lets try it, I guess' HP:Bruised>'i confuse You say 'i confuse' HP:Bruised> Cogadh nods solemnly. HP:Bruised>aff You are affected by: vitality (fast-acting) curing saturation (fast-acting) poison (medium) anger (short) insight (medium) evasion (short) HP:Bruised> Cogadh says 'I buff' HP:Bruised> Cogadh shrugs. HP:Bruised> Cogadh leaves down. A nice pony leaves down. You follow someone. It is pitch black... A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Bruised>nod You nod solemnly. HP:Bruised>get tor pack Cogadh begins quietly muttering some strange, powerful words. HP:Bruised> Sesil says 'k' HP:Bruised>hol tor l You get a torch from a backpack. HP:Bruised>You light a torch and hold it. Sesil assists Cogadh. Sesil forces his Will against Matty Bumpo's dexterity! HP:Bruised> Matty Bumpo slashes Sesil's left hand hard. HP:Bruised>Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. Matty Bumpo is here, fighting Sesil. Cogadh the Dwarf (busy) is here, fighting Matty Bumpo. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Sesil the Human is here, fighting Matty Bumpo. A horse is here, gazing at you. A horse is here, gazing at you. A horseac is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised> Cogadh utters a strange command, 'insight' HP:Bruised> Cogadh forces his Will against Matty Bumpo's constitution! HP:Bruised>You join the fight! You force your Will against Matty Bumpo's will! Cogadh gets a torch from a large sack. HP:Bruised, Sesil:Bruised, Matty Bumpo:slightly sickly> Cogadh lights a torch and holds it. HP:Bruised, Sesil:Bruised, Matty Bumpo:slightly sickly> Sesil tries his Will against Matty Bumpo's mind, but he resists! HP:Bruised, Sesil:Bruised, Matty Bumpo:slightly sickly>cc Matty Bumpo slashes Sesil's body very hard. Cogadh forces his Will against Matty Bumpo's will! You start to concentrate. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. A horse leaves up. A horse leaves up. |/-\|/- Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. A horse enters from above. \ Cogadh forces his Will against Matty Bumpo's will! Ok. Matty Bumpo appears to be confused! HP:Bruised, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's learning! HP:Bruised, Matty Bumpo:quite dispirited> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:quite dispirited> Cogadh says 'ouchie' HP:Bruised, Matty Bumpo:quite dispirited> Cogadh forces his Will against Matty Bumpo's will! HP:Bruised, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's will! HP:Bruised, Matty Bumpo:strongly dispirited>set tac def Matty Bumpo slashes your body hard. You are now employing defensive tactics. HP:Bruised, Matty Bumpo:strongly dispirited> Cogadh forces his Will against Matty Bumpo's will! HP:Bruised, Matty Bumpo:horribly dispirited> You force your Will against Matty Bumpo's concentration! Cogadh shrugs. HP:Bruised, Matty Bumpo:horribly dispirited>spit matty Cogadh giggles. HP:Bruised, Matty Bumpo:horribly dispirited> Sesil forces his Will against Matty Bumpo's dexterity! HP:Bruised, Matty Bumpo:horribly dispirited> Matty Bumpo slashes your right leg hard. Cogadh forces his Will against Matty Bumpo's will! Your spirit increases by 4. You receive your share of experience -- 2016 points. Your blood freezes as you hear Matty Bumpo's death cry. HP:Bruised>Nobody here by that name. HP:Bruised>get coins all.cor You get a pile of coins from the silent corpse of Matty Bumpo. There were 2 silver and 75 copper coins. HP:Bruised>'nice Sesil says 'hah' HP:Bruised>You writhe in pain as poison courses through your veins. You say 'nice' HP:Hurt> Cogadh roars with laughter. HP:Hurt>'2k You say '2k' HP:Hurt>sc You have 89/128 hit, 56/56 stamina, 93/145 moves, 22 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 17K. HP:Hurt> Cogadh says 'he has shit wp or something' exam cor HP:Hurt>get coins all.cor You see nothing special.. When you look inside, you see: corpse (here) : a long shiny blade a large, wooden shield a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a blue marble ring..It glows blue! a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield a wax seal HP:Hurt>There doesn't seem to be a coins in the silent corpse of Matty Bumpo. HP:Hurt>nod You nod solemnly. HP:Bruised> Sesil says 'yall hit his will like 7' HP:Bruised>get all cor You get a long shiny blade from the silent corpse of Matty Bumpo. You get a large, wooden shield from the silent corpse of Matty Bumpo. You get a thick pair of leather sleeves from the silent corpse of Matty Bumpo. You get a thick pair of leather pants from the silent corpse of Matty Bumpo. You get a thick leather breastplate from the silent corpse of Matty Bumpo. You get a blue marble ring from the silent corpse of Matty Bumpo. You get a thick leather breastplate from the silent corpse of Matty Bumpo. You get a thick pair of leather pants from the silent corpse of Matty Bumpo. You get a thick pair of leather sleeves from the silent corpse of Matty Bumpo. You get a large, wooden shield from the silent corpse of Matty Bumpo. You get a wax seal from the silent corpse of Matty Bumpo. HP:Bruised>drop seal You drop a wax seal. HP:Bruised> Sesil beheads the silent corpse of Matty Bumpo. HP:Bruised>'dunno what that's for yet You say 'dunno what that's for yet' HP:Bruised> Sesil drops A severed head of Matty Bumpo. HP:Bruised>'gonna make some money smile You say 'gonna make some money' HP:Bruised>You smile happily. HP:Bruised> Sesil says 'lets go physicaly xp a lil while?' HP:Bruised> Cogadh leaves up. A nice pony leaves up. You follow Cogadh. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of Stalwart Joey is lying here. A white, long-sleeved blouse is lying on the ground here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. HP:Bruised> Cogadh leaves up. A nice pony leaves up. You follow Cogadh. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. A bandit sentry stands vigil here, slouching against his weapon. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. A horse enters from below. HP:Bruised> Cogadh giggles. HP:Bruised> A horse stops following Sesil. Sesil mounts a horse and starts riding him. HP:Bruised> Above the fields, not a cloud can be seen in the sky. HP:Bruised>ride A horse stops following you. You mount a horse and start riding him. sc who R HP:Bruised> Cogadh says 'money is over-rated' R HP:Bruised>You have 106/128 hit, 56/56 stamina, 98/145 moves, 22 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 17K. You are getting hungry. Cogadh giggles. R HP:Bruised>Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R HP:Bruised> Cogadh drinks water from a water skin. R HP:Bruised> Cogadh drinks water from a water skin. R HP:Bruised> Cogadh gets a soldier ration from a backpack. R HP:Bruised> Cogadh gets a soldier ration from a backpack. R HP:Bruised>gig Cogadh eats a soldier ration. R HP:Bruised>You giggle. Cogadh eats a soldier ration. R HP:Bruised>i Cogadh begins quietly muttering some strange, powerful words. 'take me to the town please 'need to grab some supplies anyway R HP:Bruised>You are carrying: a large, wooden shield a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a blue marble ring..It glows blue! a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield a long shiny blade a stone ring..It glows blue! a water skin a golden visor..It glows blue! a sapphire ring..It glows blue! a backpack a large sack a large sack a water skin R HP:Bruised> Cogadh utters a strange command, 'insight' Cogadh says 'repop btw' R HP:Bruised> Cogadh says 'we get nother circlet' R HP:Bruised>You writhe in pain as poison courses through your veins. You say 'take me to the town please' R HP:Bruised> Sesil nods solemnly. R HP:Bruised> Cogadh forces his Will against a bandit sentry's dexterity! R HP:Bruised> Cogadh deflects a bandit sentry's attack. R HP:Bruised> Cogadh forces his Will against a bandit sentry's concentration! R HP:Bruised>You say 'need to grab some supplies anyway' R HP:Bruised> Cogadh deflects a bandit sentry's attack. R HP:Bruised> Cogadh forces his Will against a bandit sentry's concentration! R HP:Bruised> Sesil forces his Will against a bandit sentry's learning! R HP:Bruised> Cogadh deflects a bandit sentry's attack. R HP:Bruised> Cogadh forces his Will against a bandit sentry's will! R HP:Bruised> Sesil slashes a bandit sentry's head. Cogadh nods solemnly. R HP:Bruised> Sesil forces his Will against a bandit sentry's learning! R HP:Bruised> Cogadh forces his Will against a bandit sentry's constitution! R HP:Bruised> Sesil forces his Will against a bandit sentry's intelligence! R HP:Bruised> Cogadh deflects a bandit sentry's attack. R HP:Bruised> Cogadh says '20k tnl' R HP:Bruised> Cogadh forces his Will against a bandit sentry's constitution! R HP:Bruised> Sesil forces his Will against a bandit sentry's concentration! Cogadh grins evilly. R HP:Bruised> Cogadh forces his Will against a bandit sentry's concentration! R HP:Bruised> Sesil forces his Will against a bandit sentry's learning! R HP:Bruised> A bandit sentry hits Sesil's right foot. R HP:Bruised> Sesil forces his Will against a bandit sentry's constitution! R HP:Bruised> Cogadh forces his Will against a bandit sentry's will! Sesil says 'go east and north' R HP:Bruised> A bandit sentry lightly hits Sesil's left foot. R HP:Bruised> Sesil forces his Will against a bandit sentry's intelligence! R HP:Bruised> Cogadh says 'ouchie' R HP:Bruised> Cogadh forces his Will against a bandit sentry's will! R HP:Scratched> Sesil forces his Will against a bandit sentry's intelligence! R HP:Scratched> A bandit sentry hits Sesil's head. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. R HP:Scratched> Cogadh forces his Will against a bandit sentry's intelligence! Cogadh says 'me?' R HP:Scratched> Cogadh forces his Will against a bandit sentry's constitution! R HP:Scratched> Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R HP:Scratched> Cogadh deflects a bandit sentry's attack. R HP:Scratched> Cogadh forces his Will against a bandit sentry's strength! R HP:Scratched> Sesil forces his Will against a bandit sentry's intelligence! R HP:Scratched> Cogadh forces his Will against a bandit sentry's dexterity! R HP:Scratched> Sesil forces his Will against a bandit sentry's strength! R HP:Scratched> Cogadh deflects a bandit sentry's attack. R HP:Scratched> Cogadh forces his Will against a bandit sentry's intelligence! Your spirit increases by 1. You receive your share of experience -- 116 points. R HP:Scratched>stare You stare at the sky. R HP:Scratched> The sun rises across the fields. Above the fields, not a cloud can be seen in the sky. R HP:Scratched> Sesil says '111 spirit' 'missed that entire fight R HP:Scratched> Cogadh gets a small pile of coins from the silent corpse of a bandit sentry. Cogadh gets a small pile of coins from the silent corpse of a bandit sentry. R HP:Scratched>You say 'missed that entire fight' R HP:Scratched> Sesil shows his approval by clapping his small hands together. R HP:Scratched> Cogadh leaves east. A nice pony leaves east. You follow Cogadh. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly littsc le pony is here, looking well-groomed and happy. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R HP:Scratched>You have 125/128 hit, 56/56 stamina, 107/145 moves, 23 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 17K. You are getting hungry. R HP:Scratched> Cogadh says 'nice' R HP:Scratched>'23 spirit sniff You say '23 spirit' R HP:Scratched> Cogadh grins evilly. R HP:Scratched>You sniff sadly. *SNIFF* R HP:Scratched> Sesil says 'most i ever had' Cogadh leaves east. A nice pony leaves east. You follow Cogadh. Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R HP:Scratched> Cogadh says '45' R HP:Scratched>pour water skin You pour some water into the skin. R>drink water drink water You drink the water. You don't feel thirsty any more. R>Your stomach can't contain anymore! R>pour water skin There is no room for more. who R>Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. R> Cogadh grins evilly. R>aff You are affected by: vitality (fast-acting) curing saturation (fast-acting) poison (medium) anger (short) insight (medium) evasion (short) R> You writhe in pain as poison courses through your veins. R HP:Scratched> Cogadh says 'it goes when you rent' R HP:Scratched>who Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. Cogadh says 'so doesnt make much dif' R HP:Scratched> Cogadh shrugs. R HP:Scratched> Cogadh leaves west. A nice pony leaves west. You follow Cogadh. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Scratched> Sesil says 'you serious?' Cogadh leaves south. A nice pony leaves south. You follow Cogadh. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. R HP:Scratched> Cogadh leaves south. A nice pony leaves south. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. nod R HP:Scratched> An abandoned wolf attacks Cogadh! Cogadh deflects an abandoned wolf's attack. R HP:Scratched>You nod solemnly. R HP:Scratched>'damned bug Sesil assists Cogadh. R HP:Scratched>You say 'damned bug' R HP:Scratched>set men off ac Cogadh deflects an abandoned wolf's attack. AutoMental mode is now off. R HP:Scratched>set tac ag You join the fight! You attack an abandoned wolf! You slash an abandoned wolf's right foreleg. R HP:Scratched, Cogadh:Healthy, an abandoned wolf:Bruised>You are now employing aggressive tactics. R HP:Scratched, Cogadh:Healthy, an abandoned wolf:Bruised> Sesil says 'i drop link then' R HP:Healthy, Cogadh:Healthy, an abandoned wolf:Bruised>ci You start to concentrate. /- Cogadh deflects an abandoned wolf's attack. \| You feel less protected. / Sesil slashes an abandoned wolf's right hindleg hard. -\ Ok. R HP:Healthy, Cogadh:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's left foreleg. R HP:Healthy, Cogadh:Healthy, an abandoned wolf:Hurt> Cogadh deflects an abandoned wolf's attack. R HP:Healthy, Cogadh:Healthy, an abandoned wolf:Hurt> Cogadh says 'laggy' R HP:Healthy, Cogadh:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's left hindfoot. Sesil slashes an abandoned wolf's left foreleg hard. R HP:Healthy, Cogadh:Healthy, an abandoned wolf:Bloodied>nod You nod solemnly. Sesil says 'i wont rent' R HP:Healthy, Cogadh:Healthy, an abandoned wolf:Bloodied> Cogadh deflects an abandoned wolf's attack. R HP:Healthy, Cogadh:Healthy, an abandoned wolf:Bloodied>'freezy You slash an abandoned wolf's head extremely hard. An abandoned wolf is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 123 points. Your blood freezes as you hear an abandoned wolf's death cry. R>You say 'freezy' R>cast evasion cast evasion You start to concentrate. \|/-\Ok. You feel someone protecting you. You start to concentrate. \ Sesil says 'ill drop link' |/-\ You lost your concentration! R>cast detect You start to concentrate. \aff |/-\Ok. Your feel your awareness improve. You are affected by: detect hidden (long) evasion (long) vitality (fast-acting) curing saturation (fast-acting) poison (medium) anger (short) insight (medium) R>sc The day has now begun. Not a cloud can be seen in the sky. Sesil's torch flickers weakly. Saving Ainaran. R>You have 128/128 hit, 56/56 stamina, 116/145 moves, 22 spirit. OB: 76, DB: 17, PB: 56, Speed: 21, Gold: 8, XP Needed: 17K. You are getting hungry. R>l Cogadh says 'good idea' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of an abandoned wolf is lying here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh says 'but I think you still lose it' who R>Players ------- [ 13 WdE] Ainaran the Wood Elf [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 4 characters displayed. Cogadh leaves east. A nice pony leaves east. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R> Cogadh leaves east. A nice pony leaves east. You follow Cogadh. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Cogadh the Dwarf is standing here. A frinod endly little pony is here, looking well-groomed and happy. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R>'you will Sesil sighs loudly. R>You nod solemnly. R> Sesil says 'thats fag' R> Cogadh leaves north. A nice pony leaves north. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from'it's a bug the south. A horse enters from the south. A horse enters from the south. R> Cogadh leaves north. A nice pony leaves north. You follow Cogadh. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Cogaset tac def ac 'and I'm frozen again 'yep 'this stinks 'at least zMUD isn't buggin on me again say so much for that. sigh Connected to host future.mit.edu Welcome to RETURN OF THE SHADOW or ARDA: The Fourth Age Based on CircleMud Original concept and code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Currently maintained by Fingolfin, Prami, Seether and others Webpage: http://rots.org *** NEW ADDRESS: future.mit.org 3791 *** By what name do you wish to be known? Ainaran Password: You take over your own body, already in use! stare l Connected to host future.mit.edu Welcome to RETURN OF THE SHADOW or ARDA: The Fourth Age Based on CircleMud Original concept and code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Currently maintained by Fingolfin, Prami, Seether and others Webpage: http://rots.org *** NEW ADDRESS: future.mit.org 3791 *** By what name do you wish to be known? ainaran Password: You take over your own body, already in use! R>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. You are riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R>sigh pour water skin You writhe in pain as poison courses through your veins. R HP:Scratched>You sigh. R HP:Scratched>There is no room for more. R HP:Scratched> Cogadh peers around himself, uncertain of the things around him. R HP:Scratched>'that was lovely You say 'that was lovely' R HP:Scratched>n n Can not go there mounted. R HP:Scratched>Can not go there mounted. R HP:Scratched>dismount You stop riding a horse. A horse starts following you. HP:Scratched> Sesil snickers softly. HP:Scratched>n Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at i you. A horse is here, gazing at you. HP:Scratched>You are carrying: a water skin a large, wooden shield a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a blue marble ring..It glows blue! a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield a long shiny blade a stone ring..It glows blue! a golden visor..It glows blue! a sapphire ring..It glows blue! a backpack a large sack a large sack a water skin HP:Scratched> You feel heavier again. put large rack >You put a large, wooden shield in a weapon rack. > Soi has entered the game. >put leather rack put leather rack You put a thick pair of leather sleeves in a weapon rack. > Soi smiles happily. >You put a thick pair of leather pants in a weapon rack. >put leather rack put leather rack You put a thick leather breastplate in a weapon rack. >You put a thick leather breastplate in a weapon rack. >bow soi You bow before him. >put leather rack put leather rack You put a thick pair of leather pants in a weapon rack. >You put a thick pair of leather sleeves in a weapon rack. >put leather rack put leather rack You aren't carrying a leather. >You aren't carrying a leather. >i Soi puts a golden bracelet in a weapon rack. >You are carrying: a water skin a blue marble ring..It glows blue! a large, wooden shield a long shiny blade a stone ring..It glows blue! a golden visor..It glows blue! a sapphire ring..It glows blue! a backpack a large sack a large sack a water skin Cogadh group-says 'stop reconnecting, there is a bug, that makes reconnecting lag the mud' > Soi giggles. > You are hungry. > Soi looks at you. > Cogadh group-says 'then everyone lags, so reconnect again, and it lags some more :(' >gt nod You group-say 'nod' > Soi narrates, 'golden bracelet and lotsa leather in weapon rack' i > Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. >You are carrying: a water skin a blue marble ring..It glows blue! a large, wooden shield a long shiny blade a stone ring..It glows blue! a golden visor..It glows blue! a sapphire ring..It glows blue! a backpack a large sack a large sack a water skin > You writhe in pain as poison courses through your veins. HP:Scratched> Sesil shakes Soi's hand. HP:Scratched>exam rack Sesil looks at Soi. HP:Scratched>An old battered rack stands here, scratched and worn with age. When you look inside, you see: rack (here) : a golden bracelet..It glows blue! a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield a soldier ration a soldier ration a soldier ration a soldier ration HP:Scratched> Soi looks at Sesil. i HP:Scratched>You are carrying: a water skin a blue marble ring..It glows blue! a large, wooden shield a long shiny blade a stone ring..It glows blue! a golden visor..It glows blue! a sapphire ring..It glows blue! a backpack a large sack a large sack a water skin HP:Scratched> Sesil gets a golden bracelet from a weapon rack. HP:Scratched> Cogadh enters from the south. HP:Scratched>put wood rack The Innkeeper glares around him. You put a large, wooden shield in a weapon rack. >put long rack Sesil gets a soldier ration from a weapon rack. >You put a long shiny blade in a weapon rack. Sesil gets a soldier ration from a weapon rack. > Sesil gets a soldier ration from a weapon rack. i > Sesil gets a soldier ration from a weapon rack. >You are carrying: a water skin a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a sapphire ring..It glows blue! a backpack a large sack a large sack a water skin >put sapphire rack You put a sapphire ring in a weapon rack. Sesil puts a soldier ration in a backpack. Sesil puts a soldier ration in a backpack. Sesil puts a soldier ration in a backpack. Sesil puts a soldier ration in a backpack. >i You are carrying: a water skin a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a large sack a water skin >drink water drink water You drink the water. You don't feel thirsty any more. Cogadh group-says 'you renting?' >Your stomach can't contain anymore! >gt shake s Soi shakes his head. s >You group-say 'shake' >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. >where Players in your Zone -------------------- Ainaran - At the Well Soi - Outpost Barracks Sesil - Outpost Barracks Cogadh - Outpost Barracks >n The dying moon shows in the sky. Not a cloud can be seen in the sky. You are hungry. Saving Ainaran. Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. > Soi drinks water from a water skin. >sc You have 128/128 hit, 56/56 stamina, 104/145 moves, 22 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 17K. You are hungry. > Soi gets a soldier ration from a backpack. > Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. >who Soi gets a soldier ration from a backpack. >Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. > Soi eats a soldier ration. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. > Soi eats a soldier ration. > Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. >whois soi Soi the Human is a level 9 Human. >whois sesil Sesil the Human. who >Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. > Sesil says 'let soi buff he a good buffer' > You feel less sick. Cogadh peers around himself, uncertain of the things around him. > Sesil looks at Soi. >nod You nod solemnly. grin >You grin evilly. >'soi kicks ass. Cogadh grins evilly at Soi. >You say 'soi kicks ass.' > Cogadh ruffles Soi's hair playfully. > Soi throws back his head and cackles with insane glee! > Sesil stops following Cogadh. Sesil now follows Soi. > Cogadh looks at Soi. > The world seems dull again. >aff Soi dances around happily. Cogadh points at his silver, circlet. sc >You are affected by: detect hidden (long) evasion (long) curing saturation (fast-acting) >You have 128/128 hit, 56/56 stamina, 106/145 moves, 22 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 17K. You are hungry. Cogadh winks suggestively. > Soi smiles happily. >grin You grin evilly. > Sesil stops using a silver circlet. > Sesil wears a silver circlet on his head. > Soi giggles. >eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword > Cogadh says 'we go get nother one?' > Soi looks at you. >shrug You shrug. > Soi snickers softly. > Sesil says 'do we need another?' > You are hungry. >nod You nod solemnly. > Cogadh says 'I'm still looking for fine silver' >tell sesil shh You tell Sesil 'shh' > Cogadh looks at you. > Cogadh says 'sure' > Soi says 'me too' > Sesil tells you 'nod snicker'. > Cogadh says 'besides, we keep spares' > Cogadh throws back his head and cackles with insane glee! > Sesil says 'it loads in the game?' > Cogadh says 'xp too' > Soi nods solemnly. > Cogadh shrugs. > Sesil says 'in the contest too?' >tell sesil so I don't have to have to wear the visor You tell Sesil 'so I don't have to have to wear the visor' > Soi says 'i cant mental' > The Innkeeper sneezes. Soi says 'yep' > Cogadh says 'I didnt think circlet loaded, till we found it' > Soi says 'all fol me' >who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. >nod smile You nod solemnly. >You smile happily. >fol cogadh You are already following him. > Soi says 'nod cogadh' > Sesil says '2k tnl' > Cogadh says 'we do circlet again' > Sesil snickers softly. > Sesil nods his head at Cogadh in agreement. > Sesil says 'okay lets go' >'I'm following Cogadh You say 'I'm following Cogadh' > You are hungry. Your regeneration slowed. > Cogadh says 'laggy' > Cogadh groans loudly. > Sesil stops following Soi. Sesil now follows Cogadh. >who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. > The Innkeeper pouts. Sesil says 'fol cogadh soi' > Cogadh blinks his eyes innocently. >smile You smile happily. >sc You have 128/128 hit, 56/56 stamina, 115/145 moves, 22 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 17K. You are hungry. >exam pack When you look inside, you see: backpack (carried) : a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a large slice of beef a soldier ration a soldier ration a soldier ration a soldier ration a torch a torch a torch a torch a torch a torch Soi says 'thought i was leading' >get rat pack get rat pack er You get a soldier ration from a backpack. Soi shrugs. er >You get a soldier ration from a backpack. >You eat a soldier ration. >You eat a soldier ration. You are full. > Soi now follows Cogadh. > Cogadh says 'sec, I got a message to send' >who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. > Cogadh leaves south. Soi leaves south. Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A nice pony leaves south. You follow Cogadh. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. Cogadh the Dwarf is standing here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. > Cogadh leaves west. Soi leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A nice pony leaves west. You follow Cogadh. Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Cogadh the Dwarf is standing here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. >'ICQ? chuckle Cogadh starts to write some mail. >You say 'ICQ?' >You chuckle politely. > Soi looks at Cogadh and sighs. > Sesil snickers softly. >'ah You say 'ah' >smile You smile happily. >who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf (mailing) [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. > Sesil says 'how do you mail?' > Sesil says 'bleh thats fag' >'type mail You say 'type mail ' > Sesil says 'homo rather' >who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf (mailing) [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. >shake Sesil says 'how do you check your mail?' >You shake your head. >'receive mail You say 'receive mail' >receive mail A hurried mailman tells you, 'Sorry, you don't have any mail waiting.' >check mail A hurried mailman tells you, 'Sorry, you don't have any mail waiting.' > Sesil says 'bleh no mail' > Sesil sighs loudly. >nod You nod solemnly. >'same here You say 'same here' >'no one cares about us sniff You say 'no one cares about us' >who You sniff sadly. *SNIFF* >Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf (mailing) [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. > Cogadh finished writing. 'I mailed a darkie >gig You say 'I mailed a darkie' >You giggle. > Cogadh nods solemnly. >'apologized for overkilling his ass. You say 'apologized for overkilling his ass.' >snicker You snicker softly. > Sesil says 'A hurried mailman tells you, 'Sorry, you have to be level 10 to send mail!'' > Cogadh giggles. > Sesil sighs loudly. >comf sesil Saving Ainaran. >You comfort him. > Sesil says 'fuckin mailman' > Cogadh comforts Sesil. > Cogadh says 'get lvl 10' > Cogadh grins evilly. >sc You have 128/128 hit, 56/56 stamina, 133/145 moves, 22 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 17K. > Cogadh leaves east. Soi leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A nice pony leaves east. You follow Cogadh. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A severed head of Matty Bumpo is lying here. A severed head of Stalwart Joey is lying here. A jovial juggler stands here with a glint in his eye. Cogadh the Dwarf is standing here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. > Sesil says 'i lvl 9 in 2k' >smile You smile happily. >'well, we'll get it You say 'well, we'll get it' > Cogadh says 'lvl 10 you mean' > Sesil dances around happily. > Sesil shakes his head. > Cogadh says 'doh, nm' > Sesil says 'lvl 8' > Cogadh blushes. > Cogadh says 'my bad' > Cogadh nods solemnly. > Cogadh leaves south. Soi leaves south. Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A nice pony leaves south. You follow Cogadh. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh the Dwarf is standing here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. > Cogadh leaves south. Soi leaves south. Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A nice pony leaves south. You follow Cogadh. Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Cogadh the Dwarf is standing here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. > A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. >ride A horse stops following you. You mount a horse and start riding him. R>who A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R> Soi says 'i need horse' R> Sesil looks at Soi. R>gig soi You giggle at Soi's silliness. R>lose 2.horse But, he is not following you! R>l Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Soi the Human is standing here. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is riding on a nice pony. You are riding on a horse. R> Cogadh puts a sapphire ring in a backpack. R> A horse stops following Sesil. Soi mounts a horse and starts riding him. R> A horse stops following Sesil. R> Cogadh drops an indigo cotton hood. R> Sesil stops riding a horse. A horse now follows Sesil. R> Cogadh giggles. R> Cogadh is leaving north, riding on a nice pony. Soi is leaving north, riding on a horse. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Cogadh. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Soi is leaving west, riding on a horse. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Soi is leaving west, riding on a horse. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Soi is leaving west, riding on a horse. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R> Cogadh is leaving south, riding on a nice pony. Soi is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A black rabbit scurries about. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Soi is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Cogadh. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Soi is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Cogadh. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A large wild dog watches you carefully. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Soi is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Cogadh. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Soi is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Cogadh. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Soi is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Cogadh. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A black rabbit scurries about. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving south, riding on a nice pony. Soi is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Cogadh. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. A massive Mirkwolf stares at you through blood red eyes. A large wild dog watches you carefully. A black rabbit scurries about. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Soi is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Cogadh. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Soi is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Cogadh. Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving north, riding on a nice pony. Soi is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Cogadh. A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh groans loudly. R> Cogadh says 'those wolves are still there' R> Cogadh sniffs sadly. R> Cogadh is leaving west, riding on a nice pony. Soi is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Cogadh. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Soi is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Cogadh. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>op muckyhole Cogadh is leaving north, riding on a nice pony. Soi is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Cogadh. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving north, riding on a nice pony. Soi is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving east, riding on a nice pony. Soi is leaving east, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A flickering ball of pale flame dances through the air. (shadow) Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>Nothing here by that name. R> A large leech attacks Cogadh! Cogadh deflects a large leech's attack. Someone tries its Will against Cogadh's mind, but he resists! R> A ball of pale flame tries its Will against Cogadh's mind, but he resists! R>l pale It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. Cogadh looks at a ball of pale flame. R> A ball of pale flame tries its Will against Cogadh's mind, but he resists! R>set men on AutoMental mode is now on. R> Cogadh deflects a large leech's attack. R>k flame You try your Will against a ball of pale flame's mind, but it resists! Cogadh stops using a wooden tower shield. R HP:Healthy Mind:in top shape, Cogadh:in top shape, a ball of pale flame:slightly sickly> Cogadh slashes a large leech hard. R HP:Healthy Mind:in top shape, Cogadh:in top shape, a ball of pale flame:slightly sickly> Sesil begins quietly muttering some strange, powerful words. R HP:Healthy Mind:in top shape, Cogadh:in top shape, a ball of pale flame:slightly sickly> You force your Will against a ball of pale flame's intelligence! Soi attacks a large leech! Soi lightly slashes a large leech. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> Cogadh deflects a large leech's attack. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> Cogadh slashes a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 4 points. Sesil utters a strange command, 'insight' Sesil forces his Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> Cogadh attacks a large leech! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> A large leech scratches Cogadh's body with its hit. Sesil tries his Will against a ball of pale flame's mind, but it resists! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat duped> Sesil forces his Will against a ball of pale flame's strength! Cogadh slashes a large leech very hard. R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat duped> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously weakened> A large leech scratches Cogadh's left arm with its hit. Sesil forces his Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously duped> Cogadh slashes a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 9 points. R HP:Healthy Mind:in top shape, a ball of pale flame:seriously duped> Sesil forces his Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously duped>who A ball of pale flame tries its Will against your mind, but you resist! Cogadh straps a wooden tower shield around his arm as a shield. R HP:Healthy Mind:in top shape, a ball of pale flame:seriously duped>Sesil forces his Will against a ball of pale flame's dexterity! Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 5 characters displayed. R HP:Healthy Mind:in top shape, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly duped> Cogadh forces his Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly duped>sc A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly duped> Sesil forces his Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly duped>Cogadh forces his Will against a ball of pale flame's learning! You force your Will against a ball of pale flame's concentration! You have 128/128 hit, 56/56 stamina, 136/145 moves, 28 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 17K. R HP:Healthy Mind:in top shape, a ball of pale flame:strongly duped> Sesil forces his Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly duped> Cogadh forces his Will against a ball of pale flame's will! You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> Sesil forces his Will against a ball of pale flame's constitution! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> Cogadh forces his Will against a ball of pale flame's concentration! You try your Will against a ball of pale flame's mind, but it resists! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but you resist! Cogadh looks at a ball of pale flame. R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> Sesil forces his Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> Cogadh forces his Will against a ball of pale flame's strength! You force your Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> Sesil forces his Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> Cogadh forces his Will against a ball of pale flame's constitution! You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly duped> Sesil forces his Will against a ball of pale flame's intelligence! Your spirit increases by 2. You receive your share of experience -- 273 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>hop Are you a little bunny? R>sc Cogadh grins evilly. R> Cogadh is leaving south, riding on a nice pony. Soi is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving east, riding on a nice pony. Soi is leaving east, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. You follow Cogadh. Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>You have 128/128 hit, 56/56 stamina, 129/145 moves, 32 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 16K. R> Cogadh opens the muckyhole. op muckyhole R>It's already open! R>dismount Cogadh stops riding a nice pony. A nice pony now follows Cogadh. R>You stop riding a horse. A horse starts following you. > Sesil stops riding a horse. A horse now follows Sesil. > Soi stops riding a horse. A horse now follows Soi. > Cogadh says 'we kill hazies' > Cogadh leaves down. A nice pony leaves down. Soi leaves down. A horse leaves down. Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >nod Cogadh tries his Will against a hazy wraith's mind, but it resists! >A hazy wraith tries its Will against Cogadh's mind, but he resists! You nod solemnly. >ac You join the fight! You try your Will against a hazy wraith's mind, but lose control! HP:Healthy Mind:slightly weakened, Cogadh:in top shape, a hazy wraith:in top shape> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly weakened, Cogadh:in top shape, a hazy wraith:in top shape> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly weakened, Cogadh:in top shape, a hazy wraith:in top shape> A hazy wraith forces its Will against Cogadh's learning! HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:in top shape> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:slightly retarded> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:slightly retarded> Cogadh forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:slightly retarded> A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:slightly retarded> A hazy wraith forces its Will against Cogadh's will! You force your Will against a hazy wraith's intelligence! ci ainaran HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:slightly retarded> Sesil forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:slightly retarded>You start to concentrate. / Cogadh forces his Will against a hazy wraith's dexterity! - A hazy wraith tries its Will against Cogadh's mind, but loses control! \|/ Someone forces its Will against Cogadh's strength! - Sesil forces his Will against a hazy wraith's concentration! \ Ok. The world seems to gain a few edges for you. HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's strength! Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly weakened, Cogadh:barely retarded, a hazy wraith:somewhat dispirited> A hazy wraith forces its Will against Cogadh's learning! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat dispirited> Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded> Cogadh tries his Will against a hazy wraith's mind, but loses control! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's constitution! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's concentration! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded> Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded>aff You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded> Cogadh forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded>A hazy wraith tries its Will against Cogadh's mind, but he resists! You are affected by: insight (long) anger (short) detect hidden (long) evasion (long) HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's dexterity! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded> Sesil forces his Will against a hazy wraith's dexterity! Soi says 'i feel left out:P' HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded>inf You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded>You are Ainaran the Wood Elf, a good (153) male Wood Elf. You have reached level 13. You are level 6 Warrior, 4 Ranger, 14 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 0 days and 21 hours. You are 5'10" high, weight 108.0lb and carrying 62.8lb. You have 128/128 hit points, 56/56 stamina, 132/145 moves and 30 spirit. You have 8 gold, 2 silver and 12 copper coins. Your OB is 38, dodge is 26, parry 83, and your attack speed is 20. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 35, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 277164 exp, and need 16836 more to advance. Strength: 14/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are fighting a hazy wraith. You are affected by: insight (long) anger (short) detect hidden (long) evasion (long) HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:somewhat retarded> Cogadh forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:quite retarded> A hazy wraith tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:slightly weakened, Cogadh:somewhat retarded, a hazy wraith:quite retarded> A hazy wraith forces its Will against Cogadh's learning! Sesil begins quietly muttering some strange, powerful words. HP:Healthy Mind:slightly weakened, Cogadh:quite retarded, a hazy wraith:quite retarded> You force your Will against a hazy wraith's will! Cogadh starts concentrating. HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> A hazy wraith forces its Will against Cogadh's learning! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> Cogadh lashes out his power! Cogadh starts concentrating. HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> Sesil utters a strange command, 'confuse' A hazy wraith appears to be confused! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> Sesil forces his Will against a hazy wraith's constitution! You force your Will against a hazy wraith's concentration! Cogadh lashes out his power! Cogadh starts concentrating. HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> Cogadh lashes out his power! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> Cogadh forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> a hazy wraith forces its Will against your will! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously dispirited> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously retarded>'Elf mystics are so fun You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously retarded>smile Cogadh forces his Will against a hazy wraith's dexterity! You say 'Elf mystics are so fun' HP:Healthy Mind:slightly weakened, a hazy wraith:seriously retarded>You smile happily. HP:Healthy Mind:slightly weakened, a hazy wraith:seriously retarded> A hazy wraith forces its Will against Cogadh's intelligence! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously retarded> a hazy wraith forces its Will against your strength! HP:Healthy Mind:slightly weakened, a hazy wraith:seriously retarded> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> Cogadh forces his Will against a hazy wraith's intelligence! set tac def HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Cogadh's learning! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded>A hazy wraith tries its Will against your mind, but you resist! You are now employing defensive tactics. HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> Cogadh forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Cogadh's constitution! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's constitution! a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> Cogadh forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Cogadh's will! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> Cogadh says 'heh' HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's intelligence! Cogadh forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Cogadh's will! Soi says '10 wp:P' HP:Healthy Mind:slightly weakened, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly weakened, a hazy wraith:strongly duped> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> You force your Will against a hazy wraith's dexterity! Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped>'usually have a nice will A hazy wraith tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:horribly clumsy>a hazy wraith forces its Will against your strength! You say 'usually have a nice will' HP:Healthy Mind:somewhat weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's intelligence! Your spirit increases by 5. You receive your share of experience -- 925 points. A hazy wraith vanishes into thin air. Cogadh forces his Will against a hazy wraith's dexterity! Sesil says 'whats your will stat?' >'19 A hazy wraith forces its Will against Cogadh's learning! > Cogadh forces his Will against a hazy wraith's concentration! >You say '19' Sesil forces his Will against a hazy wraith's will! > A hazy wraith tries its Will against Cogadh's mind, but loses control! > Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves up. A nice pony leaves up. Soi leaves up. A horse leaves up. You follow Cogadh. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. >ac But nobody is fighting him! >stat Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves down. A nice pony leaves down. Soi leaves down. A horse leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy wraith (shadow) is here, fighting Sesil. Sesil the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. > Sesil forces his Will against a hazy wraith's constitution! > Sesil panics, and attempts to flee! Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves up. A nice pony leaves up. Soi leaves up. A horse leaves up. You follow Cogadh. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. >Your fatigue is 0; Your willpower is 34; Your statistics are Str: 11/16, Int: 7/ 7, Wil: 18/19, Dex: 18/18, Con: 9/11, Lea: 16/16. >ac But nobody is fighting him! >ac But nobody is fighting him! > Cogadh cringes in terror! >l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >diag coadh No-one by that name here. >diag cogadh Cogadh looks healthy. Cogadh is strongly retarded and slightly dispirited. Cogadh is affected by: anger (short) insight (long) He is one with the Wraith-world! Cogadh group-says 'eep, sorry bout spam - froze, thought I rip'd' > Soi says 'haha, my elf's is 22!!!' > Clouds race through the sky above the fields. HP:Scratched>smile You smile happily. HP:Scratched>'cool You say 'cool' HP:Scratched> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched> Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. HP:Scratched>cr cogadh Soi smiles happily. HP:Scratched>You start to concentrate. / Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched> Cogadh begins quietly muttering some strange, powerful words. HP:Scratched>cast revive cogadh You start to concentrate. /- Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. \|/-\ Ok. You try to revive Cogadh. HP:Scratched> Soi says 'lez physical' Cogadh begins quietly muttering some strange, powerful words. HP:Scratched>cast revive cogadh Soi sighs loudly. HP:Scratched>You start to concentrate. / Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. -\|/-\ Ok. You try to revive Cogadh. Your spell does no good to him. HP:Scratched>diag cogadh Sesil says 'let us get circlet first' >Cogadh looks healthy. Cogadh is quite retarded. Cogadh is affected by: anger (short) insight (long) He is one with the Wraith-world! Cogadh says 'sec, we finish circlet' > Cogadh begins quietly muttering some strange, powerful words. >cast revive cogadh You start to concentrate. / Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. -\|/-\ Ok. You try to revive Cogadh. Your spell does no good to him. >sc You have 124/124 hit, 56/56 stamina, 144/144 moves, 25 spirit. OB: 38, DB: 26, PB: 83, Speed: 19, Gold: 8, XP Needed: 15K. > Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'revive' Cogadh tries to revive Cogadh. Cogadh says 'thanks' > Cogadh grins evilly. > Soi says 'well, do tunnel ghost, not hazys' >set tac def You are now employing defensive tactics. >'need spirit Cogadh says 'spirit is pretty much worthless atm' >smile You say 'need spirit' >You smile happily. >'shake Clouds race through the sky above the fields. HP:Scratched>You say 'shake' HP:Scratched>'for revive and confuse etc You say 'for revive and confuse etc' HP:Scratched>sc You have 125/129 hit, 56/56 stamina, 134/145 moves, 25 spirit. OB: 39, DB: 27, PB: 84, Speed: 20, Gold: 8, XP Needed: 15K. HP:Scratched>'let's just go smile You say 'let's just go' HP:Scratched>You smile happily. HP:Scratched>d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) HP:Scratched> Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Scratched>pick runedslab pick runedslab pick runedslab pick runedslab You failed to pick the lock. pick runedslab HP:Scratched>pick runedslab You failed to pick the lock. HP:Scratched>pick runedslab a hazy wraith forces its Will against your learning! You force your Will against a hazy wraith's strength! No way! You're fighting for your life! HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>pick runedslab pick runedslab No way! You're fighting for your life! HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>pick runedslab No way! You're fighting for your life! HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>pick runedslab No way! You're fighting for your life! pick runedslab HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>No way! You're fighting for your life! HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>No way! You're fighting for your life! HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>A hazy wraith tries its Will against your mind, but you resist! No way! You're fighting for your life! HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>You force your Will against a hazy wraith's strength! No way! You're fighting for your life! HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>No way! You're fighting for your life! HP:Scratched Mind:barely retarded, a hazy wraith:somewhat weakened>No way! You're fighting for your life! HP:Healthy Mind:barely retarded, a hazy wraith:somewhat weakened>'blah a hazy wraith forces its Will against your strength! set tac def HP:Healthy Mind:slightly weakened, a hazy wraith:somewhat weakened>You force your Will against a hazy wraith's dexterity! You say 'blah' Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly weakened, a hazy wraith:somewhat weakened>You are now employing defensive tactics. f HP:Healthy Mind:slightly weakened, a hazy wraith:somewhat weakened>Sesil tries his Will against a hazy wraith's mind, but it resists! A hazy wraith tries its Will against your mind, but you resist! You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is resting here. A horse is here, gazing at you. >d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy wraith (shadow) is here, fighting Sesil. Sesil the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil tries his Will against a hazy wraith's mind, but it resists! A hazy wraith tries its Will against Sesil's mind, but he resists! > Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. > Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. >pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab You failed to pick the lock. pick runedslab pick runedslab pick runedslab >You failed to pick the lock. >pick runedslab You failed to pick the lock. >pick runedslab pick runedslab You failed to pick the lock. >pick runedslab You failed to pick the lock. >pick runedslab You failed to pick the lock. >pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab You failed to pick the lock. >a hazy wraith forces its Will against your intelligence! You force your Will against a hazy wraith's intelligence! No way! You're fighting for your life! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened>No way! You're fighting for your life! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened>No way! You're fighting for your life! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened>No way! You're fighting for your life! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened>No way! You're fighting for your life! Cogadh enters from above. HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened>No way! You're fighting for your life! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened>f a hazy wraith forces its Will against your constitution! No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat weakened>You force your Will against a hazy wraith's strength! No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened>No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened> No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened>No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened>No way! You're fighting for your life! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened>PANIC! You couldn't escape! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened> Cogadh forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened> Cogadh forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's intelligence! Sesil tries his Will against a hazy wraith's mind, but loses control! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously weakened> Cogadh forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously weakened> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly weakened> Sesil says 'just kill the fucker' HP:Healthy Mind:slightly sickly, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly weakened> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly weakened> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:strongly weakened> Sesil tries his Will against a hazy wraith's mind, but loses control! HP:Healthy Mind:somewhat sickly, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat sickly, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your will! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened>Cogadh forces his Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened>HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened>You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but you resist! f HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened>You force your Will against a hazy wraith's will! PANIC! You couldn't escape! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your will! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> Sesil forces his Will against a hazy wraith's dexterity! set tac def HP:Healthy Mind:somewhat duped, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's learning! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened>A hazy wraith tries its Will against your mind, but loses control! You are now employing defensive tactics. HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened>stare set tac def Sesil forces his Will against a hazy wraith's dexterity! You stare at the sky. HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's learning! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened>A hazy wraith tries its Will against your mind, but loses control! You are now employing defensive tactics. HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> Sesil says 'dont flee' HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's dexterity! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> Sesil forces his Will against a hazy wraith's strength! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's will! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> Cogadh forces his Will against a hazy wraith's intelligence! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened>wav hazy You wave goodbye to a hazy wraith. HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> Sesil forces his Will against a hazy wraith's concentration! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's intelligence! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:horribly duped> Cogadh forces his Will against a hazy wraith's constitution! A hazy wraith tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:horribly duped> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Scratched S:Surging Mind:slightly sickly, a hazy wraith:horribly duped> You force your Will against a hazy wraith's intelligence! Your spirit increases by 5. You receive your share of experience -- 945 points. A hazy wraith vanishes into thin air. HP:Scratched S:Surging>pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab You failed to pick the lock. pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab HP:Scratched>pick runedslab pick runedslab You failed to pick the lock. HP:Scratched>You failed to pick the lock. HP:Scratched>You failed to pick the lock. HP:Scratched>You failed to pick the lock. HP:Scratched>You failed to pick the lock. HP:Scratched>The lock quickly yields to your skills. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. pick runedslab HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>pick runedslab Oh.. it wasn't locked at all. HP:Scratched>pick runedslab Oh.. it wasn't locked at all. HP:Scratched>pick runedslab Oh.. it wasn't locked at all. HP:Scratched>pick runedslab Oh.. it wasn't locked at all. pick runedslab pick runedslab HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>Oh.. it wasn't locked at all. HP:Scratched>op runedslab Ok. HP:Scratched> Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. HP:Scratched>dismount w You are not riding anything. HP:Scratched>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. A grey spirit gazes upon you. (shadow) Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>k grey You force your Will against a grey spirit's dexterity! HP:Scratched Mind:slightly sickly, Sesil:somewhat dispirited, a grey spirit:barely retarded> Sesil forces his Will against a grey spirit's constitution! HP:Scratched Mind:slightly sickly, Sesil:somewhat dispirited, a grey spirit:slightly sickly> A grey spirit forces its Will against Sesil's constitution! HP:Scratched Mind:slightly sickly, Sesil:somewhat dispirited, a grey spirit:slightly sickly> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly sickly, Sesil:somewhat dispirited, a grey spirit:slightly sickly> Sesil forces his Will against a grey spirit's constitution! HP:Healthy Mind:slightly sickly, Sesil:somewhat dispirited, a grey spirit:somewhat sickly> A grey spirit forces its Will against Sesil's constitution! HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a grey spirit:somewhat sickly> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a grey spirit:somewhat sickly> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a grey spirit:somewhat sickly> A grey spirit forces its Will against Sesil's concentration! HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a grey spirit:somewhat sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a grey spirit:somewhat sickly> Sesil tries his Will against a grey spirit's mind, but it resists! l tunnel HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a grey spirit:somewhat sickly> A grey spirit forces its Will against Sesil's will! HP:Healthy Mind:slightly sickly, Sesil:quite dispirited, a grey spirit:somewhat sickly>A grey spirit turns to fight Ainaran! A tunnel ghost forces its Will against Sesil's will! You force your Will against a grey spirit's strength! The tunnel ghost is clearly a former attendant of the royalty that once ordered these tunnels to be expanded, as a burial chamber, to some long forgotten king of a long forgotten empire. The ghost still ferociously guards its masters afterlife, as it attended its masters' life. A tunnel ghost looks healthy. a tunnel ghost is using: a silver circlet..It glows blue! HP:Healthy Mind:slightly sickly, a grey spirit:somewhat sickly> Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:slightly sickly, a grey spirit:somewhat sickly> A tunnel ghost forces its Will against Sesil's will! HP:Healthy Mind:slightly sickly, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:slightly sickly, a grey spirit:quite clumsy> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:slightly sickly, a grey spirit:quite clumsy> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy Mind:slightly sickly, a grey spirit:quite clumsy> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:slightly sickly, a grey spirit:quite clumsy> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:slightly sickly, a grey spirit:quite sickly> You force your Will against a grey spirit's strength! HP:Healthy Mind:slightly sickly, a grey spirit:quite sickly> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:slightly sickly, a grey spirit:quite clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a grey spirit:quite clumsy>set tac def a grey spirit forces its Will against your intelligence! A tunnel ghost tries its Will against your mind, but you resist! You force your Will against a grey spirit's strength! HP:Healthy Mind:somewhat duped, a grey spirit:seriously weakened>You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, a grey spirit:seriously weakened> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat duped, a grey spirit:seriously weakened> a tunnel ghost forces its Will against your intelligence! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a grey spirit:seriously weakened> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite duped, a grey spirit:seriously weakened> You force your Will against a grey spirit's constitution! HP:Healthy Mind:quite duped, a grey spirit:seriously sickly> Sesil tries his Will against a grey spirit's mind, but loses control! f HP:Healthy Mind:quite duped, a grey spirit:seriously sickly> a tunnel ghost forces its Will against your dexterity! a grey spirit forces its Will against your dexterity! HP:Healthy Mind:quite duped, a grey spirit:seriously sickly> You force your Will against a grey spirit's strength! HP:Healthy Mind:quite duped, a grey spirit:strongly weakened> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a grey spirit:strongly weakened>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. A grey spirit gazes upon you. (shadow) Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > A grey spirit tries its Will against Sesil's mind, but he resists! > Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. > Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. >k grey You force your Will against a grey spirit's intelligence! HP:Healthy Mind:quite duped, a grey spirit:strongly weakened> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a grey spirit:strongly weakened>set tac def Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:quite duped, a grey spirit:strongly weakened> You force your Will against a grey spirit's strength! HP:Healthy Mind:quite duped, a grey spirit:horribly weakened>A grey spirit tries its Will against your mind, but you resist! You are now employing defensive tactics. HP:Healthy Mind:quite duped, a grey spirit:horribly weakened> A grey spirit tries its Will against your mind, but loses control! a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:quite duped, a grey spirit:horribly weakened> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:quite duped, a grey spirit:horribly weakened> You force your Will against a grey spirit's concentration! HP:Healthy Mind:quite duped, a grey spirit:horribly weakened> a tunnel ghost forces its Will against your dexterity! A grey spirit tries its Will against your mind, but loses control! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a grey spirit:horribly weakened> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:quite duped, a grey spirit:horribly weakened> You force your Will against a grey spirit's strength! Your spirit increases by 5. You receive your share of experience -- 782 points. A grey spirit vanishes into thin air. You turn to face your next enemy. HP:Healthy Mind:quite duped, a tunnel ghost:in top shape> a tunnel ghost forces its Will against your will! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a tunnel ghost:in top shape>f You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite duped, a tunnel ghost:barely duped>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil tries his Will against a grey spirit's mind, but it resists! >k grey A grey spirit forces its Will against Sesil's concentration! >You force your Will against a grey spirit's intelligence! HP:Healthy Mind:quite duped, Sesil:seriously dispirited, a grey spirit:slightly dispirited> Your torch flickers weakly. HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:barely dispirited> A grey spirit forces its Will against Sesil's will! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:barely dispirited> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:barely dispirited> You force your Will against a grey spirit's strength! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened> A grey spirit forces its Will against Sesil's dexterity! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened> A tunnel ghost forces its Will against Sesil's strength! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened>set tac def A grey spirit forces its Will against Sesil's constitution! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened>You force your Will against a grey spirit's learning! You are now employing defensive tactics. HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened> A tunnel ghost forces its Will against Sesil's concentration! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened> A grey spirit forces its Will against Sesil's strength! Sesil panics, and attempts to flee! HP:Scratched Mind:somewhat duped, Sesil:seriously dispirited, a grey spirit:somewhat weakened> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Scratched Mind:somewhat duped, a grey spirit:somewhat weakened> You try your Will against a grey spirit's mind, but it resists! HP:Scratched Mind:somewhat duped, a grey spirit:somewhat weakened> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a grey spirit:somewhat weakened> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:somewhat duped, a grey spirit:somewhat clumsy> a tunnel ghost forces its Will against your constitution! Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:somewhat duped, a grey spirit:somewhat clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:somewhat clumsy>f You force your Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat duped, a grey spirit:quite clumsy>a tunnel ghost forces its Will against your constitution! You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. w >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. Sesil the Human (busy) is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you.k grey A horse is here, gazing at you. >You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:quite clumsy> Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:quite clumsy> A grey spirit forces its Will against Sesil's learning! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:quite clumsy> You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:quite clumsy> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:quite clumsy> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy> You force your Will against a grey spirit's strength! Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy>set tac def You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy>You are now employing defensive tactics. HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy> a grey spirit forces its Will against your dexterity! HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy> You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat sickly, a grey spirit:quite clumsy> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat sickly, a grey spirit:seriously weakened> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat sickly, a grey spirit:seriously clumsy> Sesil forces his Will against a grey spirit's strength! HP:Healthy Mind:somewhat sickly, a grey spirit:seriously clumsy>spit tunnel A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a grey spirit:seriously clumsy>You spit on it. HP:Healthy Mind:somewhat sickly, a grey spirit:seriously clumsy> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat sickly, a grey spirit:strongly clumsy> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat sickly, a grey spirit:strongly clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a grey spirit:strongly clumsy> You force your Will against a grey spirit's will! eyepoke tunnel HP:Healthy Mind:somewhat sickly, a grey spirit:strongly clumsy> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:strongly clumsy>You poke a tunnel ghost in the eye.. HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:strongly clumsy> A grey spirit forces its Will against Sesil's dexterity! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:strongly clumsy> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:strongly clumsy> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:strongly clumsy> A grey spirit forces its Will against Sesil's intelligence! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:strongly clumsy> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:strongly clumsy> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat sickly, Sesil:seriously dispirited, a grey spirit:horribly clumsy> A grey spirit forces its Will against Sesil's will! HP:Healthy Mind:somewhat sickly, Sesil:strongly dispirited, a grey spirit:horribly clumsy> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat sickly, Sesil:strongly dispirited, a grey spirit:horribly clumsy> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat sickly, Sesil:strongly dispirited, a grey spirit:horribly clumsy> A grey spirit forces its Will against Sesil's will! HP:Healthy Mind:somewhat sickly, Sesil:strongly dispirited, a grey spirit:horribly clumsy> Cogadh enters from the east. HP:Healthy Mind:somewhat sickly, Sesil:strongly dispirited, a grey spirit:horribly clumsy> Cogadh forces his Will against a grey spirit's intelligence! Your spirit increases by 3. You receive your share of experience -- 534 points. A grey spirit vanishes into thin air. >k tunnel You force your Will against a tunnel ghost's strength! set tac def HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly weakened> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:somewhat clumsy, a tunnel ghost:slightly weakened>You are now employing defensive tactics. HP:Healthy Mind:somewhat clumsy, a tunnel ghost:slightly weakened> Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy Mind:somewhat clumsy, a tunnel ghost:slightly weakened> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:somewhat clumsy, a tunnel ghost:slightly weakened>ci a tunnel ghost forces its Will against your intelligence! Cogadh blushes. HP:Healthy Mind:quite duped, a tunnel ghost:slightly weakened>You start to concentrate. /-\| a tunnel ghost forces its Will against your constitution! You could not concentrate anymore! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly weakened> A grey spirit arrives. A grey spirit arrives. The runedslab closes quietly. You hear a sound of a lock snapping shut. HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly weakened> Cogadh forces his Will against a tunnel ghost's constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your constitution! You force your Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat weakened> Cogadh forces his Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your constitution! You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE 'get the door a grey spirit forces its Will against your learning! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE 'get the door A tunnel ghost tries its Will against your mind, but loses control! You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE You say 'get the door' HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>a grey spirit forces its Will against your concentration! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>Cogadh tries his Will against a tunnel ghost's mind, but it resists! You say 'get the door' HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE f f a tunnel ghost forces its Will against your intelligence! You force your Will against a tunnel ghost's will! PANIC! You couldn't escape! f f HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE A grey spirit tries its Will against your mind, but loses control! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE Cogadh forces his Will against a tunnel ghost's learning! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE f PANIC! You couldn't escape! f HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE f PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat weakened>FLEE f f a tunnel ghost forces its Will against your will! You force your Will against a tunnel ghost's constitution! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE a grey spirit forces its Will against your dexterity! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE f Cogadh tries his Will against a tunnel ghost's mind, but it resists! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE f f PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE f PANIC! You couldn't escape! f HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE f PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE f a tunnel ghost forces its Will against your intelligence! PANIC! You couldn't escape! You force your Will against a tunnel ghost's intelligence! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>A grey spirit tries its Will against your mind, but loses control! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE Cogadh forces his Will against a tunnel ghost's constitution! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE a tunnel ghost forces its Will against your concentration! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:somewhat sickly>FLEE f f A grey spirit tries its Will against your mind, but you resist! You force your Will against a tunnel ghost's constitution! PANIC! You couldn't escape! f HP:Healthy Mind:strongly sickly, a tunnel ghost:quite sickly>Cogadh forces his Will against a tunnel ghost's constitution! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE f PANIC! You couldn't escape! f f HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE a tunnel ghost forces its Will against your strength! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE f A grey spirit tries its Will against your mind, but loses control! You force your Will against a tunnel ghost's learning! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE Cogadh tries his Will against a tunnel ghost's mind, but it resists! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE A grey spirit tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE a tunnel ghost forces its Will against your will! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE chat get the door PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE a grey spirit forces its Will against your strength! PANIC! You couldn't escape! A grey spirit tries its Will against your mind, but you resist! You force your Will against a tunnel ghost's intelligence! PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>Cogadh tries his Will against a tunnel ghost's mind, but it resists! PANIC! You couldn't escape! Cogadh stops fighting a tunnel ghost. HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE f PANIC! You couldn't escape! HP:Healthy Mind:strongly sickly, a tunnel ghost:seriously sickly>FLEE Your torch flickers weakly. Cogadh's torch flickers weakly. PANIC! You couldn't escape! HP:Scratched Mind:seriously sickly, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:seriously sickly, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:seriously sickly, a tunnel ghost:quite sickly>a tunnel ghost forces its Will against your intelligence! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE A grey spirit tries its Will against your mind, but you resist! a grey spirit forces its Will against your concentration! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE f PANIC! You couldn't escape! f HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>You force your Will against a tunnel ghost's learning! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE A tunnel ghost tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE f You chat, 'get the door' HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>A grey spirit tries its Will against your mind, but you resist! A grey spirit tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE f You force your Will against a tunnel ghost's learning! PANIC! You couldn't escape! Sesil group-says 'i horribly :P' HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>a tunnel ghost forces its Will against your strength! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>A grey spirit tries its Will against your mind, but you resist! A grey spirit tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! Cogadh fumbles with the lock. HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE You try your Will against a tunnel ghost's mind, but it resists! PANIC! You couldn't escape! Cogadh fumbles with the lock. HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! Cogadh fumbles with the lock. HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! Cogadh fumbles with the lock. f HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! Cogadh fumbles with the lock. HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE a tunnel ghost forces its Will against your learning! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE a grey spirit forces its Will against your learning! PANIC! You couldn't escape! A grey spirit tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE You force your Will against a tunnel ghost's will! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE f a tunnel ghost forces its Will against your dexterity! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE a grey spirit forces its Will against your intelligence! PANIC! You couldn't escape! a grey spirit forces its Will against your dexterity! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>You try your Will against a tunnel ghost's mind, but lose control! f PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Scratched Mind:strongly duped, a tunnel ghost:quite sickly>a tunnel ghost forces its Will against your constitution! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly> a grey spirit forces its Will against your concentration! PANIC! You couldn't escape! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly> You force your Will against a tunnel ghost's will! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly> a grey spirit forces its Will against your dexterity! PANIC! You couldn't escape! a grey spirit forces its Will against your concentration! PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>FLEE f PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>FLEE A tunnel ghost tries its Will against your mind, but you resist! You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>FLEE A grey spirit tries its Will against your mind, but you resist! A grey spirit tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>FLEE You force your Will against a tunnel ghost's strength! PANIC! You couldn't escape! HP:Healthy Mind:strongly duped, a tunnel ghost:quite sickly>FLEE A grey spirit tries its Will against your mind, but loses control! A grey spirit tries its Will against your mind, but you resist! a tunnel ghost forces its Will against your constitution! PANIC! You couldn't escape! PANIC! You couldn't escape! Cogadh fumbles with the lock. HP:Healthy Mind:horribly sickly, a tunnel ghost:quite sickly>PANIC! You couldn't escape! Cogadh fumbles with the lock. HP:Healthy Mind:horribly sickly, a tunnel ghost:quite sickly>FLEE Cogadh skillfully picks the lock of the runedslab. HP:Healthy Mind:horribly sickly, a tunnel ghost:quite sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:horribly sickly, a tunnel ghost:quite sickly>FLEE op rnedslab You force your Will against a tunnel ghost's constitution! PANIC! You couldn't escape! HP:Healthy Mind:horribly sickly, a tunnel ghost:seriously sickly>FLEE a grey spirit forces its Will against your will! PANIC! You couldn't escape! a grey spirit forces its Will against your dexterity! PANIC! You couldn't escape! a tunnel ghost forces its Will against your learning! PANIC! You couldn't escape! PANIC! You couldn't escape! HP:Healthy Mind:horribly sickly, a tunnel ghost:seriously sickly>Nothing here by that name. HP:Healthy Mind:horribly sickly, a tunnel ghost:seriously sickly>FLEE PANIC! You couldn't escape! HP:Healthy Mind:horribly sickly, a tunnel ghost:seriously sickly> Cogadh opens the runedslab. HP:Healthy Mind:horribly sickly, a tunnel ghost:seriously sickly> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:horribly sickly, a tunnel ghost:seriously sickly>FLEE f a grey spirit forces its Will against your strength! PANIC! You couldn't escape! A grey spirit tries its Will against your mind, but loses control! a tunnel ghost forces its Will against your dexterity! You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Soi the Human is standing here. A horse is here, gazing at you. You flee head over heels. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) >PANIC! You couldn't escape! >You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Soi the Human is standing here. A horse is here, gazing at you. > Soi leaves west. A horse leaves west. > Cogadh enters from the west. Soi enters from the west. A horse enters from the west. >chat SHIT You chat, 'SHIT' > Soi leaves up. A horse leaves up. > a hazy wraith forces its Will against your dexterity! You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. Soi the Human is standing here. A horse is here, gazing at you. > Soi attacks *an Uruk*! *an Uruk* distracts Soi into missing him. >CHAT MOTHER OF CHRIST Soi dodges *an Uruk*'s attack. >You chat, 'MOTHER OF CHRIST' U >You cannot go that way. *an Uruk* assists *an Uruk*. *an Uruk* attacks Soi! Soi deflects *an Uruk*'s attack. Cogadh enters from below. > *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! > *an Uruk* deflects Soi's attack. w w > Soi dodges *an Uruk*'s attack. *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) >You cannot go that way. > A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's strength! e HP:Healthy Mind:horribly sickly, a grey spirit:quite weakened>FLEE No way! You're fighting for your life! f HP:Healthy Mind:horribly sickly, a grey spirit:quite weakened>FLEE You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is here, fighting Soi, riding on a black warg. *an Uruk* is here, fighting Soi, riding on a black warg. u Soi the Human is here, fighting *an Uruk*. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is here, fighting Soi, riding on a black warg. *an Uruk* is here, fighting Soi, riding on a black warg. Soi the Human is here, fighting *an Uruk*. A horse is here, gazing at you. Cogadh the Dwarf is here, fighting *an Uruk*. A friendly little pony is here, looking well-groomed and happy. > *an Uruk* panics, and attempts to flee! >u *an Uruk* panics, and attempts to flee! Cogadh begins quietly muttering some strange, powerful words. > Soi deflects *an Uruk*'s attack. >*an Uruk* dodges Soi's attack. You cannot go that way. *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! w >w *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! *an Uruk* is entering from the west, riding on a black warg. >w *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! >w A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A scimitar made of bone is lying here. The slashed corpse of a white fungus is lying here. A chalky white fungus grows out of the muck here. >You cannot go that way. *an Uruk* is entering from the east, riding on a black warg. >ride You cannot go that way. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. >You cannot go that way. >A horse stops following you. You mount a horse and start riding him. R>n n Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A large leech is here, oozing towards you. R>You cannot go that way. R> *an Uruk* is entering from the east, riding on a black warg. R> *an Uruk* is leaving south, riding on a black warg. set men off R>AutoMental mode is now off. R>w Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>chat i going town You chat, 'i going town' cr R>You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Sesil chats, 'fuckin shit' R>chat nearly had a fucking heart attack You chat, 'nearly had a fucking heart attack' R> Sesil chats, 'uruks' R> A slight mist rises from the damp land into the cloudless sky. Your torch went out. Saving Ainaran. stat R HP:Bruised S:Surging>Your fatigue is 0; Your willpower is 31; Your statistics are Str: 14/16, Int: 2/ 7, Wil: 15/19, Dex: 4/18, Con: 4/11, Lea: 13/16. get tor pack R HP:Bruised S:Surging>hol tor Sesil chats, 'i die' R HP:Bruised S:Surging>You get a torch from a backpack. R HP:Bruised S:Surging>l You light a torch and hold it. R HP:Bruised>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. You are riding on a horse. R HP:Bruised> Sesil chats, 'someone loot me' R HP:Bruised>fame sesil On the 30th Day of Urime, Sesil killed Someone. On the 18th Day of Urime, Sesil was slain by Ashburz. On the 18th Day of Urime, Sesil was slain by Ankren. There were found 3 records about Sesil, total fame -4. R HP:Bruised> Soi narrates, 'help!' R HP:Bruised> Sesil chats, 'in the hazy place' R HP:Bruised> Cogadh chats, 'run' R HP:Bruised>chat get the hell out You chat, 'get the hell out' R HP:Bruised>stat Your fatigue is 0; Your willpower is 31; Your statistics are Str: 14/16, Int: 2/ 7, Wil: 15/19, Dex: 4/18, Con: 4/11, Lea: 13/16. R HP:Scratched>cr Soi enters from the east. A horse enters from the east. R HP:Scratched>You start to concentrate. /-\| Soi leaves west. A horse leaves west. /-\ Ok. You try to revive Ainaran. R HP:Scratched> *an Uruk* is (busy) entering from the east, riding on a black warg. R HP:Scratched>n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Scratched>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Scratched>w Soi enters from the west. A horse enters from the west. R HP:Scratched>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R HP:Scratched>e e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Scratched>set tac def ride You are now employing defensive tactics. ride R HP:Scratched>You are riding already. R HP:Scratched>e e You are riding already. R HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R HP:Scratched>You cannot go that way. R HP:Scratched>n n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R HP:Scratched>You cannot go that way. Cogadh chats, 'I frozed :(' R HP:Scratched>e e e e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R HP:Scratched>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A brown fox hunts for food here. R HP:Scratched>You cannot go that way. R HP:Scratched> Sesil chats, 'im about to quit and delete i swear' R HP:Scratched>chat arg e You chat, 'arg' R HP:Scratched>You cannot go that way. R HP:Scratched>w n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. n R HP:Scratched>n Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched> Cogadh chats, 'I got most, not all' R HP:Scratched>chat come boys guys You chat, 'come boys guys' R HP:Scratched> *an Uruk* is (busy) entering from the south, riding on a black warg. R HP:Scratched> A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s body hard. A frightened boy says 'Z vfqz ctozhho un zzobsn!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! *an Uruk* deflects a frightened boy's attack. R HP:Scratched> *an Uruk* slashes a frightened boy's head. R HP:Scratched>kill uruk *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R HP:Scratched>They aren't here. R HP:Scratched>l uruk kill uruk You do not see that here. R HP:Scratched>They aren't here. R HP:Scratched>kill uruk They aren't here. R HP:Scratched>kill uruk They aren't here. R HP:Scratched> The new moon goes off the sky. Not a cloud can be seen in the sky. R HP:Scratched S:Surging>kill uruk They aren't here. R HP:Scratched S:Surging>kill uruk *an Uruk* is entering from the east, riding on a black warg. R HP:Scratched S:Surging>You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Scratched S:Surging, *an Uruk*:Hurt> You deflect *an Uruk*'s attack. R HP:Scratched S:Surging, *an Uruk*:Hurt> A frightened boy attacks *an Uruk*! *an Uruk* deflects a frightened boy's attack. A frightened boy says 'V duqe toqpzvr kq fexsti!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s body. R HP:Scratched S:Surging, *an Uruk*:Hurt>kill uruk kill uruk You do the best you can! R HP:Scratched S:Surging, *an Uruk*:Hurt>You do the best you can! R HP:Scratched S:Surging, *an Uruk*:Hurt>con uruk l uru *an Uruk* slashes your body. Sesil chats, 'cogadh bring me eq so i can help' R HP:Bruised S:Surging, *an Uruk*:Hurt> *an Uruk* deflects your attack. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. Cogadh is entering from the south, riding on a nice pony. R HP:Bruised S:Surging>Consider killing who? R HP:Bruised S:Surging> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Cogadh is riding on a nice pony. fol self R HP:Bruised S:Surging> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Cogadh is riding on a nice pony. R HP:Bruised S:Surging>You do not see that here. R HP:Bruised S:Surging>You stop following Cogadh. w w R HP:Bruised S:Surging>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R HP:Bruised S:Surging MV:Weary>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Bruised S:Surging MV:Weary>sc Cogadh chats, 'uruk at door' R HP:Bruised S:Surging MV:Weary> Cogadh is entering from the east, riding on a nice pony. R HP:Bruised S:Surging MV:Weary>cr You have 85/101 hit, 52/53 stamina, 52/139 moves, 41 spirit. OB: 39, DB: 14, PB: 84, Speed: 17, Gold: 8, XP Needed: 13K. R HP:Bruised S:Surging MV:Weary>You start to concentrate. / *an Uruk* is entering from the south, riding on a black warg. - *an Uruk* attacks YOU! *an Uruk* slashes your body. You could not concentrate anymore! R HP:Bruised S:Surging MV:Weary, *an Uruk*:Hurt> You slash *an Uruk*'s body. R HP:Bruised S:Surging MV:Weary, *an Uruk*:Hurt>kill uruk *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R HP:Bruised S:Surging MV:Weary>They aren't here. R HP:Bruised S:Surging MV:Weary> Cogadh is leaving south, riding on a nice pony. R HP:Bruised S:Surging MV:Weary>con uruk Consider killing who? R HP:Bruised S:Surging MV:Weary>set men off kill uruk AutoMental mode is now off. R HP:Bruised S:Surging MV:Weary>set tac def They aren't here. R HP:Bruised S:Surging MV:Weary>You are now employing defensive tactics. R HP:Bruised>cr You start to concentrate. *an Uruk* is entering from the east, riding on a black warg. / *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. -\ A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s right foot hard. |/- *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. \ Ok. You try to revive Ainaran. R HP:Bruised> *an Uruk* is entering from the east, riding on a black warg. R HP:Bruised> *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Hurt>cast curing You can't concentrate enough. R HP:Bruised, *an Uruk*:Hurt> You lightly slash *an Uruk*'s right leg. kill uruk R HP:Bruised, *an Uruk*:Hurt> A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s right arm hard. A frightened boy says 'M pdwd xqwhore wt kikkek!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s left leg. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R HP:Bruised>They aren't here. R HP:Bruised>cast curing You start to concentrate. *an Uruk* is entering from the east, riding on a black warg. / *an Uruk* is leaving south, riding on a black warg. -\ Cogadh is entering from the south, riding on a nice pony. |/-\ Ok. You feel yourself becoming healthier. R HP:Bruised> Cogadh is leaving south, riding on a nice pony. R HP:Bruised> Cogadh is entering from the south, riding on a nice pony. R HP:Bruised> Cogadh is leaving east, riding on a nice pony. R HP:Bruised>chat stay at boys! You chat, 'stay at boys!' R HP:Bruised>sc You have 84/101 hit, 53/53 stamina, 57/139 moves, 36 spirit. OB: 39, DB: 14, PB: 84, Speed: 17, Gold: 8, XP Needed: 13K. R HP:Bruised>stat Your fatigue is 0; Your willpower is 33; Your statistics are Str: 16/16, Int: 5/ 7, Wil: 17/19, Dex: 5/18, Con: 5/11, Lea: 14/16. R HP:Bruised> Cogadh chats, 'why?' set tac def R HP:Bruised>You are now employing defensive tactics. R HP:Bruised>chat he stupid enough to come to em :) You chat, 'he stupid enough to come to em :)' l R HP:Bruised>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. You are riding on a horse. R HP:Bruised>s Not a cloud can be seen in the sky. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A black rabbit scurries about. R HP:Bruised S:Surging MV:Weary>n Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Bruised S:Surging MV:Weary>cv You start to concentrate. /-\|drink water drink water /drink water -\Ok. You feel yourself becoming much lighter. You drink the water. You don't feel thirsty any more. R HP:Bruised MV:Weary>Your stomach can't contain anymore! R HP:Bruised MV:Weary>Your stomach can't contain anymore! R HP:Bruised MV:Weary>sc You have 94/106 hit, 55/55 stamina, 55/140 moves, 31 spirit. OB: 39, DB: 15, PB: 84, Speed: 17, Gold: 8, XP Needed: 13K. R HP:Bruised MV:Weary>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human (AFK) [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R HP:Bruised MV:Weary>i You are carrying: a water skin a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a large sack a water skin R HP:Bruised>chat I swear, i was about to have a heart attack You chat, 'I swear, i was about to have a heart attack' R HP:Scratched> Cogadh chats, 'ouchie' R HP:Scratched>chat my autoflee trigger kicked in, every time it said "Mind: Strongly" game typed FLEE :-) You chat, 'my autoflee trigger kicked in, every time it said "Mind: Strongly" game typed FLEE :-)' R>aff You are affected by: vitality (fast-acting) curing saturation (fast-acting) insight (long) anger (medium) detect hidden (long) evasion (medium) R> Cogadh chats, 'heh' R>chat then I got to horribly, I thought I was going to rip You chat, 'then I got to horribly, I thought I was going to rip' R>sc You have 106/106 hit, 55/55 stamina, 84/140 moves, 31 spirit. OB: 39, DB: 15, PB: 84, Speed: 17, Gold: 8, XP Needed: 13K. R> Soi chats, 'if you guys woulda physical fought we coulda had em!' R>stat Your fatigue is 0; Your willpower is 34; Your statistics are Str: 16/16, Int: 6/ 7, Wil: 18/19, Dex: 6/18, Con: 6/11, Lea: 15/16. R> Not a cloud can be seen in the sky. R HP:Scratched>cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. R HP:Scratched>stat Your fatigue is 1; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 7/18, Con: 10/11, Lea: 16/16. Cogadh chats, 'I'm in mental mode, atm' R>chat same stat You chat, 'same' R>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 7/18, Con: 10/11, Lea: 16/16. R>cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R> Soi is entering from the east, riding on a horse. R> Soi is leaving south, riding on a horse. R>chat my Dex was 2/18 You chat, 'my Dex was 2/18' R>cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. R>where Players in your Zone -------------------- Ainaran - Entrance to the Free People's Outpost Sesil - At the Well Cogadh - At the Well who R>Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R>stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 10/18, Con: 11/11, Lea: 16/16. R> Sesil chats, 'my will was 1/18' cr R>You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. R>chat *shiver* stat You chat, '*shiver*' R>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 12/18, Con: 11/11, Lea: 16/16. R>whois sesil Sesil the Human. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Cogadh is riding on a nice pony. Sesil the Human is standing here. R>faint You pass out cold! pour water skin R>You pour some water into the skin. R>re You sit down and rest your tired bones. R> Not a cloud can be seen in the sky. Saving Ainaran. R HP:Bruised>eq Cogadh chats, 'ouchie' R HP:Bruised>You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword R HP:Bruised>'get stuff in rack sesil You say 'get stuff in rack sesil' Soi narrates, 'frickin cheap ass auto confusers' R HP:Bruised>nar bleh You narrate, 'bleh' R HP:Scratched>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 16| | Scan 2| Eniumenav 4| | Soi 1| Naraat 4| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 21| |Total fame for the forces of good: -22| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R HP:Scratched>fame sesil On the 30th Day of Urime, Sesil killed Someone. On the 18th Day of Urime, Sesil was slain by Ashburz. On the 18th Day of Urime, Sesil was slain by Ankren. There were found 3 records about Sesil, total fame -4. R HP:Scratched> Cogadh chats, 'uruks?' R HP:Scratched> Cogadh chats, 'heh, makes a change' who R HP:Scratched> Sesil says 'dude could i please have my eq?' R HP:Scratched>Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R HP:Scratched> Soi chats, 'yes' R HP:Scratched> Sesil snickers softly. R HP:Scratched> Cogadh says 'I'm laggy, patience' R HP:Scratched> Cogadh gives a golden bracelet to Sesil. R> Sesil puts a golden bracelet on around his right wrist. R> Sesil is impatient R> Sesil snickers softly. R> Cogadh gets a golden bracelet from a backpack. R> Cogadh gives a golden bear fur to Sesil. R>'thought you typed impotent for a second. You say 'thought you typed impotent for a second.' snicker R>You snicker softly. R> Sesil wears a golden bear fur about his body. R> Cogadh groans loudly. R> Soi is entering from the south, riding on a horse. R>i Not a cloud can be seen in the sky. R>You are carrying: a water skin a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a large sack a water skin R>aff You are affected by: vitality (fast-acting) curing saturation (fast-acting) insight (long) anger (short) detect hidden (long) evasion (short) R> Soi says 'get physical mode and lez get em' R> Sesil sinks deeply into thought, but seems to be a little lost. R> Cogadh gives an indigo pair of cotton pants to Sesil. Cogadh gives an indigo pair of cotton gloves to Sesil. R> Cogadh gives a pair of soft leather boots to Sesil. R> Cogadh puts a sapphire ring in a backpack. Cogadh puts a sapphire ring in a backpack. Cogadh puts a sapphire ring in a backpack. Cogadh puts a sapphire ring in a backpack. R> Sesil wears a pair of soft leather boots on his feet. R> Sesil puts an indigo pair of cotton gloves on his hands. R> Sesil puts an indigo pair of cotton pants on his legs. R> Sesil says 'stone rings?' R> Sesil says 'lets go loot me' R> Sesil now follows Cogadh. R> Cogadh is lagging very hard. R> Cogadh sniffs sadly. R> Sesil says 'give me my other bracelet' R> Soi says 'fol me' R> Sesil stops following Cogadh. Sesil now follows Soi. R> Soi says 'i not lagging' R> Sesil says 'i need horse' R> Not a cloud can be seen in the sky. R> Sesil leaves west. R> Sesil enters from the west. R> Sesil leaves south. R> Soi says 'all fol me' chat arg R>You chat, 'arg' R>chat HP:Healthy Mind:horribly sickly, a tunnel ghost:seriously sickly>FLEE You chat, 'HP:Healthy Mind:horribly sickly, a tunnel ghost:seriously sickly>FLEE' R> Cogadh joins the group of Soi. R>st You stop resting, and stand up. R>fol soi You now follow Soi. R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R> Sesil is entering from the south, riding on a horse. A horse enters from the south. R>set men off AutoMental mode is now off. R>eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword stat R>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 15/18, Con: 11/11, Lea: 16/16. R> Soi says 'ungroup ainaran' R> Sesil says 'cogadh did you get anymroe?' R> Cogadh nods solemnly. R>ungro You leave the group of Cogadh. R> Sesil joins the group of Soi. R> Cogadh roars with laughter. R> You join the group of Soi. R>aff You are affected by: vitality (fast-acting) curing saturation (fast-acting) insight (long) anger (short) detect hidden (long) evasion (short) R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R> Soi says 'fol me sesil' R>who-w Unrecognized command. R>fol soi You are already following him. R> Sesil says 'i am' R> Soi says 'ok' R> Soi is leaving south, riding on a horse. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh tells you 'hmmmm, you kakerot or breech?'. R> Soi looks at Sesil. R>reply neither You tell Cogadh 'neither' R> Soi is leaving north, riding on a horse. You follow Soi. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> The sun rises behind the buildings. Not a cloud can be seen in the sky. R>pour water skin There is no room for more. R>drink water drink water You drink the water. You don't feel thirsty any more. pour water skin R>Your stomach can't contain anymore! R>There is no room for more. R>chat sun :-) You chat, 'sun :-)' R>who Players ------- [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [--- Dwf] Cogadh the Dwarf [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R> Soi says 'fol me cogadh' R>set men off eq AutoMental mode is now off. R>You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword R> Soi stops following Cogadh. R> Soi says 'fol me' R>set tac def Cogadh has lost his link. You are now employing defensive tactics. R>'arg Soi sighs loudly. R>You say 'arg' R>aff You are affected by: vitality (fast-acting) curing saturation (fast-acting) insight (long) detect hidden (long) evasion (short) R> Soi says 'oh well' R> Soi is leaving south, riding on a horse. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>'he's been freezing a lot lately You say 'he's been freezing a lot lately' Soi is leaving west, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A torch is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A large sack lies here. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A battered metal lamp lies abandoned in the dust here. A battered metal lamp lies abandoned in the dust here. The slashed corpse of an abandoned wolf is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. You follow Soi. Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Sesil takes his weapon with both hands. R> You feel less protected. Soi is leaving north, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A backpack lies here. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> An abandoned wolf attacks Soi! Soi dodges an abandoned wolf's attack. Soi slashes an abandoned wolf's body. R>i Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving south, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>You are carrying: a water skin a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a large sack a water skin R> Soi is leaving south, riding on a horse. You follow Soi. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving north, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving west, riding on a horse. You follow Soi. Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs muwho ch work to be comfortable to walk on. The road goes to the west and north. A gray wolf is growling at you. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A mountain goat is here, eating grass. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and east. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> The day has now begun. Not a cloud can be seen in the sky. R> Soi is leaving west, riding on a horse. You follow Soi. Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. who R>Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and east. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W U This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and east. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. You follow Soi. Pass in the Ridge Exits are: N S Some ancient inhabitants of this region have taken this natural hilly pass and widened it so that the road could pass through. To the north, a small forest and sunny plains lie. To the south, inhospitable deserts and sharp craggy mountains dominate. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. A Narrow Pass Exits are: N E S The hills divide slightly here, forming a narrow pass. A small trail runs through here, leading north over the ridge, and south into the swamp. It looks as if at one point this trail may have actually been a road, but only a few paving stone seem to have weathered the raging forces of nature. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> You feel heavier again. Soi is leaving south, riding on a horse. You follow Soi. Trail Through the Swamp. Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads east and north from here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>chat cogadh come to swamp Soi is leaving west, riding on a horse. You follow Soi. Murky Waters Exits are: N E The land drops into a shallow swamp here, as if trying to take refuse under the cover of the putrid waters. A thick layer of scum floats on the surface, attesting to the rancidity of the water. A thick haze of mist and fog hangs in the air, blocking out all but the most persistant of lights. A thin, rootlike snake lies here, unafraid. (hiding) Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Sesil says 'i shoulda made me a damn barbarian' R>You chat, 'cogadh come to swamp' R> Soi is leaving east, riding on a horse. You follow Soi. Trail Through the Swamp. Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads east and north from here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. You follow Soi. In the Mists Exits are: N E W Thick arms of mist billow about, looking rather like shimmering spirits. They hover over the water, twisting and writhing for a few seconds before disappating into nothingness, only to be replaced by newer copies that do the same thing. The fog makes it hard to determine anything specific of the surroundings, though it is definitely water underfoot. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh group-says 'doh' R> Soi is leaving west, riding on a horse. You follow Soi. A Floating Log Exits are: E S W The vile waters of the swamp grudingly part for a large old log that floats about aimlessly. As it moves about in the water it stirs up clouds of mud and other less innocent things. Oddly enough it seems comforting that it isn't only the mist that moves about apparently of its own free will. A long-eared hare bounds heavily across the forested ground. A writhing mass of swamp bugs is buzzing through the air here. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. You follow Soi. Muddy Forest Exits are: N E S This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. A leech is here, oozing towards you. A leech is here, oozing towards you. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Dry Plain Exits are: N S W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. A large wild bull snorts and paws at the ground. A large wild bull snorts and paws at the ground. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Plain Exits are: N W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh chats, 'sec' Soi is leaving west, riding on a horse. You follow Soi. Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. A large wild bull snorts and paws at the ground. A phantom, a spirit of discontent, moans as it floats here. (shadow) Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. You follow Soi. Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... A mountain wolf growls and bares its teeth. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> A mountain wolf attacks Soi! Soi dodges a mountain wolf's attack. R> A mountain wolf dodges Soi's attack. R> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving east, riding on a horse. You follow Soi. Rolling Hills Exits are: E W U You are walking through some rolling hills. The landscape around you consists of hilltops with some being grassy and some being rocky. West of you, huge mountains rise and give the impression of a wall. To the north you can see a vast dead plains. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving west, riding on a horse. You follow Soi. Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... A mountain wolf growls and bares its teeth. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>chat well, mountains Soi is leaving west, riding on a horse. You follow Soi. Rocky Mountain Exits are: N E W U You are standing on a rocky hilltop. There is nothing but solid rock around here. Not even a tiny little green bush is to be seen, making this place look very barren. Below you to the east, a trail leads northwards. Further north, you see a dark forest, and to the west you can see rising mountains. To the south is a very dark place. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>You chat, 'well, mountains' R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Soi is leaving west, riding on a horse. You follow Soi. Rocky Mountain Exits are: N E You are standing on a rocky hilltop. There is nothing but solid rock around here. Not even a tiny little green bush is to be seen, making this place look very barren. Below you to the east, a trail leads northwards. Further north, you see a dark forest, and to the west you can see rising mountains. To the south is a very dark place. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh chats, 'I aint pk'ing like this' R> Soi is leaving east, riding on a horse. You follow Soi. Rocky Mountain Exits are: N E W U You are standing on a rocky hilltop. There is nothing but solid rock around here. Not even a tiny little green bush is to be seen, making this place look very barren. Below you to the east, a trail leads northwards. Further north, you see a dark forest, and to the west you can see rising mountains. To the south is a very dark place. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>set tac def Soi is leaving east, riding on a horse. You follow Soi. Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... A mountain wolf growls and bares its teeth. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>You are now employing defensive tactics. R> A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. R> Soi slashes a mountain wolf's left foreleg. R> Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's left foreleg hard. R> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving north, riding on a horse. You follow Soi. Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. R> Soi is leaving south, riding on a horse. You follow Soi. Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... A mountain wolf is here, fighting Sesil. Sesil is here, fighting a mountain wolf, riding on a horse. A horse is here, gazing at you. Soi is riding on a horse. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving south, riding on a horse. A horse leaves south. R> Soi is leaving south, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Sesil is riding on a horse. A horse is here, gazing at you. Soi is riding on a horse. R> Soi is leaving down, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Sesil is entering from above, riding on a horse. A horse enters from above. R>exam d You see nothing special. Sesil says 'i need a torch' R> Soi is leaving up, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from below, riding on a horse. A horse enters from below. R> Soi is leaving west, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>get tor pack Soi is leaving west, riding on a horse. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>You get a torch from a backpack. R>give tor sesil You give a torch to Sesil. Soi searches the ground for tracks. eq R>You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword R>exa d Soi searches the ground for tracks. Sesil lights a torch and holds it. R>A large slab of rock works as an entranceway to a smelly cave below. The slab is closed. R> Sesil opens the slab. R> Sesil stops riding a horse. A horse now follows Sesil. R> Sesil leaves down. A horse leaves down. A horse leaves down. R> Sesil enters from below. A horse enters from below. A horse enters from below. R>dismount You stop riding a horse. A horse starts following you. > Sesil closes the slab. > A horse stops following Sesil. Sesil mounts a horse and starts riding him. > Sesil says 'noe' > Soi is leaving east, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. >'lutenint You say 'lutenint' > Soi is leaving east, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the westride . >A horse stops following you. You mount a horse and start riding him. R> Soi is leaving down, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Sesil is entering from above, riding on a horse. A horse enters from above. R> Soi is leaving east, riding on a horse. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. A black deer can barely be made out in the darkness here. A long-eared hare bounds heavily across the forested ground. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving down, riding on a horse. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Soi is riding on a horse. Sesil is entering from above, riding on a horse. A horse enters from above. R> Soi is leaving east, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving west, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving north, riding on a horse. You follow Soi. Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>were Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>Unrecognized command. Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving north, riding on a horse. You follow Soi. Brush Filled Scarp Exits are: N S The steep scarp immediately to the south is here cut by a deep and narrow gully. The bottom of the gully is choked with brush, and it appears to have been dry for years. Following the floor of the gully to the south will lead one to the narrow path that follows the foot of the scarp. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Sesil says 'go to where i died please' R> Soi is leaving west, riding on a horse. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>chat they in our territory Soi is leaving north, riding on a horse. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>You chat, 'they in our territory' R> Soi is leaving east, riding on a horse. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. A large black snake is coiled up here, gazing at you intently. A large black snake is coiled up here, gazing at you intently. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>set tac def Soi is leaving north, riding on a horse. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>You are now employing defensive tactics. R> Soi is leaving east, riding on a horse. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. A large wild dog watches you carefully. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving south, riding on a horse. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. set men off R>AutoMental mode is now off. R> Soi is leaving west, riding on a horse. You follow Soi. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. You follow Soi. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>who Soi is leaving north, riding on a horse. You follow Soi. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [ Arata ] Errent Wolfe, Architect of Arda (writing) (deaf) 6 characters displayed. R> Soi is leaving north, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving west, riding on a horse. You follow Soi. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving north, riding on a horse. You follow Soi. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> sc Soi is leaving west, riding on a horse. You follow Soi. Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. A black rabbit scurries about. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>You have 129/129 hit, 56/56 stamina, 93/145 moves, 14 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 13K. R>nod Soi searches the ground for tracks. R>You nod solemnly. R>set tac ag sc You are now employing aggressive tactics. R>You have 129/129 hit, 56/56 stamina, 96/145 moves, 14 spirit. OB: 76, DB: 17, PB: 56, Speed: 21, Gold: 8, XP Needed: 13K. R> Soi is leaving east, riding on a horse. You follow Soi. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Clouds race through the sky above the fields. Soi is leaving south, riding on a horse. You follow Soi. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> who Soi is leaving east, riding on a horse. You follow Soi. Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [ Arata ] Errent Wolfe, Architect of Arda (writing) (deaf) 6 characters displayed. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A backpack lies here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A torch is lying here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>set tac def Soi is leaving east, riding on a horse. You follow Soi. Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. A brown fox hunts for food here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>You are now employing defensive tactics. Soi is leaving south, riding on a horse. You follow Soi. Dead End in the Road Exits are: N This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the northt. Passage to the south of here is blocked by a muddy pond that appears to be mostly runoff from the fortification to the north.. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving north, riding on a horse. You follow Soi. Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. A brown fox hunts for food here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A torch is lying here. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi searches the ground for tracks. R> Soi searches the ground for tracks. R> Sesil gets a torch. R>who Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [ Arata ] Errent Wolfe, Architect of Arda (writing) (deaf) 6 characters displayed. R> Soi says 'i need track' R>ne next Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large R>nod Soi sighs loudly. R>You nod solemnly. Soi is leaving south, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A large sack lies here. A black deer can barely be made out in the darkness here. A black rabbit scurries about. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A battered metal lamp lies abandoned in the dust here. A battered metal lamp lies abandoned in the dust here. The slashed corpse of an abandoned wolf is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large R> Soi is leaving east, riding on a horse. You follow Soi. A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. A flickering ball of pale flame dances through the air. (shadow) Soi is (busy) riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. Sesil says 'HOLD' R> a ball of pale flame forces its Will against your constitution! Your attack passes clean through a ball of pale flame. R HP:Healthy Mind:barely sickly, a ball of pale flame:in top shape>ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. R HP:Healthy Mind:barely sickly, a ball of pale flame:in top shape> a ball of pale flame forces its Will against your concentration! R HP:Healthy Mind:barely sickly, a ball of pale flame:in top shape>set tac def f Your attack passes clean through a ball of pale flame. R HP:Healthy Mind:barely sickly, a ball of pale flame:in top shape>You are now employing defensive tactics. Soi is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. R HP:Healthy Mind:barely sickly, a ball of pale flame:in top shape>You flee head over heels. Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. R>drink water drink water drink water You drink the water. You don't feel thirsty any more. R>Your stomach can't contain anymore! R>n w Your stomach can't contain anymore! R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. A flickering ball of pale flame dances through the air. (shadow) Soi is riding on a horse. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A battered metal lamp lies abandoned in the dust here. A battered metal lamp lies abandoned in the dust here. The slashed corpse of an abandoned wolf is lying here. A black deer can barely be made out in the darkness here. R> Soi is (busy) entering from the east, riding on a horse. R>get lamp get lamp You get a battered metal lamp. R>You get a battered metal lamp. R> Soi is leaving west, riding on a horse. You follow Soi. A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. Soi is riding on a horse. R> Sesil is entering from the north, riding on a horse. A horse enters from the north. R>eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword R>rem tor Soi is leaving east, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. The slashed corpse of an abandoned wolf is lying here. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>You stop using a torch. R> Soi is leaving south, riding on a horse. You follow Soi. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>hol lamp An abandoned wolf attacks Soi! Soi deflects an abandoned wolf's attack. Soi slashes an abandoned wolf's body hard. R>You light a battered metal lamp and hold it. R> Sesil assists Soi. Sesil attacks an abandoned wolf! Sesil slashes an abandoned wolf's left foreleg very hard. R> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving south, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. Soi is riding on a horse. R> Soi is leaving south, riding on a horse. You follow Soi. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. The slashed corpse of a large wild dog is lying here. The slashed corpse of an abandoned wolf is lying here. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. An abandoned wolf is here, fighting Sesil. Sesil is here, fighting an abandoned wolf, riding on a horse. A horse is here, gazing at you. Soi is riding on a horse. R> Sesil slashes an abandoned wolf's head very hard. R> Sesil says 'kill it !!!!!!!' R>sc An abandoned wolf lightly hits Sesil's body. You have 124/124 hit, 56/56 stamina, 95/144 moves, 14 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 13K. Soi attacks an abandoned wolf! An abandoned wolf deflects Soi's attack. R> Sesil says 'goed' R> Sesil slashes an abandoned wolf's head very hard. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 84 points. Saving Ainaran. Your blood freezes as you hear an abandoned wolf's death cry. but R>eat meat You cut a raw piece of meat from the slashed corpse of an abandoned wolf. R>You eat a raw piece of meat. R> Soi is leaving south, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. Sesil says 'fuck the god damn sc uruks' R>You have 124/124 hit, 56/56 stamina, 96/144 moves, 14 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 13K. R> Clouds race through the sky above the fields. R HP:Scratched> Soi is leaving south, riding on a horse. You follow Soi. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. The slashed corpse of a large wild dog is lying here. The slashed corpse of an abandoned wolf is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R HP:Scratched> Soi is leaving south, riding on a horse. You follow Soi. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R HP:Scratched>sc You have 128/129 hit, 56/56 stamina, 95/145 moves, 14 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 13K. Soi is leaving east, riding on a horse. You follow Soi. Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A massive Mirkwolf stares at you through blood red eyes. A masset tac def sive Mirkwolf stares at you through blood red eyes. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R HP:Scratched>You are now employing defensive tactics. R HP:Scratched> Soi is leaving north, riding on a horse. You follow Soi. Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A black rabbit scurries about. A black rabbit scurries about. A black rabbit scurries about. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>hol lamp You grab a battered metal lamp. R> Soi is leaving south, riding on a horse. You follow Soi. Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A massive Mirkwolf stares at you through blood red eyes. A massive Mirkwolf stares at you through blood red eyes. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Sesil says 'they all need to burn in hell anyway' R> Soi is leaving west, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. A large wild dog watches you carefully. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>rem lamp eq You stop using a battered metal lamp. R>You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a battered metal lamp R>rem lamp You stop using a battered metal lamp. R> Soi leaps at a large wild dog, and hits him extremely hard! Sesil assists Soi. Sesil attacks a large wild dog! Sesil slashes a large wild dog's left forefoot very hard. *an Uruk* is entering from the south, riding on a black warg. R> A large wild dog dodges Soi's attack. R> *an Uruk* is leaving south, riding on a black warg. kill uruk R> Soi deflects a large wild dog's attack. R>They aren't here. R> Soi lightly slashes a large wild dog's body. R> Sesil slashes a large wild dog's body extremely hard. Soi giggles. R>cackle Soi deflects a large wild dog's attack. R>You cackle gleefully. R> A large wild dog dodges Soi's attack. R> A large wild dog deflects Sesil's attack. hol lamp Soi deflects a large wild dog's attack. R> A large wild dog dodges Soi's attack. R>You light a battered metal lamp and hold it. R>l Soi deflects a large wild dog's attack. A large wild dog dodges Soi's attack. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. A large wild dog is here, fighting Soi. Soi is here, fighting a large wild dog, riding on a horse. You are riding on a horse. Sesil is here,ac fighting a large wild dog, riding on a horse. A horse is here, gazing at you. R>Whom do you wish to assist? R> Sesil slashes a large wild dog's left forefoot hard. A large wild dog is dead! R.I.P. You receive your share of experience -- 354 points. R>as Soi is leaving south, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>But nobody is fighting him! R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Sesil says 'spam uruk' R> Soi is leaving south, riding on a horse. You follow Soi. Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. The slashed corpse of a mountain goat is lying here. A mountain goat is here, eating grass. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>set tac def You are now employing defensive tactics. Soi is leaving south, riding on a horse. You follow Soi. A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. You follow Soi. Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the no'that's not tacticful rth. R>You say 'that's not tacticful' gig R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>You giggle. R> Soi is leaving west, riding on a horse. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. Sesil says 'do i care?' R> Sesil says 'no' R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>'do I? yes. Soi is leaving south, riding on a horse. You follow Soi. Fading Road Exits are: N E S W The Old Dusty Road that travels far from the north begins to fade at this point, as it enters some large and assuming mountains to the south and west. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>You say 'do I? yes.' R> Soi is leaving south, riding on a horse. You follow Soi. A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> The dark cloudy sky makes it difficult to see far down the road. Saving Ainaran. Soi is leaving west, riding on a horse. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi drinks water from a water skin. R> Soi drinks water from a water skin. R> Soi is leaving up, riding on a horse. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. A black deer can barely be made out in the darkness here. A long-eared hare bounds heavily across the forested ground. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Sesil is entering from below, riding on a horse. A horse enters from below. R> Soi is leaving west, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving up, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from below, riding on a horse. A horse enters from below. R> Soi is leaving west, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving east, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving west, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a hochat they prolly target me rse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>You chat, 'they prolly target me' R> Soi searches the ground for tracks. R> Soi searches the ground for tracks. R> Sesil stops riding a horse. A horse now follows Sesil. R> Sesil opens the slab. R> Sesil leaves down. A horse leaves down. A horse leaves down. R> Sesil enters from below. A horse enters from below. A horse enters from below. R> Sesil closes the slab. R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>dismount You stop riding a horse. A horse starts following you. l >A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. A horse is here, gazing at you. Sesil is riding on a horse. A horse is here, gazing at you. >ride A horse stops following you. You mount a horse and start riding him. R> Soi says 'vit?' R>cv soi You start to concentrate. /-\|/-\ Ok. R>aff Sesil says 'vit me ' sc R>You are affected by: curing saturation (fast-acting) insight (medium) detect hidden (long) R>You have 129/129 hit, 56/56 stamina, 99/145 moves, 9 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 13K. R> Soi is leaving east, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>cv sesil You start to concentrate. /cv -\|/-\Ok. You can't summon enough energy to cast the spell. R> Soi is leaving east, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving down, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Sesil is entering from above, riding on a horse. A horse enters from above. R>'no spirit stare Soi is leaving east, riding on a horse. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. A black deer can barely be made out in the darkness here. A long-eared hare bounds heavily across the forested ground. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>You say 'no spirit' R>You stare at the sky. R> Soi is leaving down, riding on a horse. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Soi is riding on a horse. Sesil is entering from above, riding on a horse. A horse enters from above. R>ne last Soi is leaving east, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, R> Soi is leaving north, riding on a horse. You follow Soi. Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A long-eared hare bounds heavily across the forested ground. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving north, riding on a horse. You follow Soi. Brush Filled Scarp Exits are: N S The steep scarp immediately to the south is here cut by a deep and narrow gully. The bottom of the gully is choked with brush, and it appears to have been dry for years. Following the floor of the gully to the south will lead one to the narrow path that follows the foot of the scarp. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>who Soi is leaving west, riding on a horse. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R> Soi is leaving north, riding on a horse. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving east, riding on a horse. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. A large black snake is coiled up here, gazing at you intently. A large black snakene last is coiled up here, gazing at you intently. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. R> Soi slashes a mountain wolf's right foreleg hard. R> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving north, riding on a horse. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> The thick trees almost block out the sky, though it appears cloudless. R> Soi is leaving east, riding on a horse. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Sesil says 'dude kill' R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A mountain goat is here, eating grass. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The slashed corpse of a large wild dog is lying here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Your regeneration slowed. R> Soi is leaving south, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A mountain goat is here, eating grass. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>ne last Soi attacks a mountain goat! Soi slashes a mountain goat's body. Sesil assists Soi. Sesil attacks a mountain goat! Sesil slashes a mountain goat's body very hard. R>Soi dodges a mountain goat's attack. Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. R> *an Uruk* is leaving north, riding on a black warg. *an Uruk* is leaving north, riding on a black warg. R> Soi slashes a mountain goat's left hindleg. R> Soi deflects a mountain goat's attack. R> Sesil slashes a mountain goat's right foreleg very hard. R>kill uruk A mountain goat deflects Soi's attack. R>They aren't here. *an Uruk* is entering from the north, riding on a black warg. *an Uruk* is entering from the north, riding on a black warg. R> *an Uruk* attacks Soi! Soi dodges *an Uruk*'s attack. R>cc Soi dodges a mountain goat's attack. R> *an Uruk* attacks Soi! Soi deflects *an Uruk*'s attack. R>kill uruk cc Your victim is not here! R> Sesil stops riding a horse. A horse now follows Sesil. R>Sesil slashes a mountain goat's right hindfoot very hard. You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy, Soi:Healthy, *an Uruk*:Healthy> A mountain goat deflects Soi's attack. Sesil stops fighting a mountain goat. R HP:Healthy, Soi:Healthy, *an Uruk*:Healthy>You start to concentrate. |/ *an Uruk* begins quietly muttering some strange, powerful words. -\| Soi deflects a mountain goat's attack. /-\ *an Uruk* sends Soi sprawling with a powerful bash. Ok. *an Uruk* appears to be confused! R HP:Healthy, Soi:Scratched, *an Uruk*:Healthy>ci *an Uruk* utters a strange command, 'confuse' R HP:Healthy, Soi:Scratched, *an Uruk*:Healthy>You start to concentrate. /- Soi dodges *an Uruk*'s attack. \|/-\ Soi dodges a mountain goat's attack. Ok. R HP:Healthy, Soi:Scratched, *an Uruk*:Healthy> Soi deflects *an Uruk*'s attack. R HP:Healthy, Soi:Scratched, *an Uruk*:Healthy>set tac ag Sesil attacks *an Uruk*! R HP:Healthy, Soi:Scratched, *an Uruk*:Healthy>You are now employing aggressive tactics. Sesil begins quietly muttering some strange, powerful words. R HP:Healthy, Soi:Scratched, *an Uruk*:Healthy> You slash *an Uruk*'s head. Soi has recovered from a bash! Soi turns to fight *an Uruk*. R HP:Healthy, Soi:Healthy, *an Uruk*:Scratched> Soi dodges *an Uruk*'s attack. R HP:Healthy, Soi:Healthy, *an Uruk*:Scratched>con uruk Soi lightly slashes *an Uruk*'s left hand. R HP:Healthy, Soi:Healthy, *an Uruk*:Bruised>Easy. R HP:Healthy, Soi:Healthy, *an Uruk*:Bruised> Soi deflects a mountain goat's attack. R HP:Healthy, Soi:Healthy, *an Uruk*:Bruised>l uruk Sesil utters a strange command, 'confuse' R HP:Healthy, Soi:Healthy, *an Uruk*:Bruised>*an Uruk* You see nothing special about him. *an Uruk* has some bruises. *an Uruk* is using: a stone ring..It glows blue! a stone ring..It glows blue! a silk scarf a silk scarf a floppy black hat an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves an indigo pair of cotton sleeves a wooden tower shield a green robe an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a longsword A severed head of Aza R HP:Healthy, Soi:Healthy, *an Uruk*:Bruised> You slash *an Uruk*'s body. R HP:Healthy, Soi:Healthy, *an Uruk*:Bruised>eyepoke uruk Soi dodges *an Uruk*'s attack. Soi slashes *an Uruk*'s left hand. R HP:Healthy, Soi:Healthy, *an Uruk*:Bruised>You poke *an Uruk* in the eye.. R HP:Healthy, Soi:Healthy, *an Uruk*:Bruised> *an Uruk* sends Soi sprawling with a powerful bash. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R> Soi deflects a mountain goat's attack. R> *an Uruk* slashes Soi's body. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. R>kill uruk They aren't here. R> kill uruk Sesil leaves north. A horse leaves north. A horse leaves north. R> Soi deflects a mountain goat's attack. R>They aren't here. R> Soi has recovered from a bash! R>kill uruk They aren't here. R>kill uruk Soi slashes a mountain goat's right hindleg. A mountain goat is dead! R.I.P. You receive your share of experience -- 137 points. Your blood freezes as you hear a mountain goat's death cry. They aren't here. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The slashed corpse of a large wild dog is lying here. Soi is riding on a horse. R> Sesil enters from the east. A horse enters from the east. A horse enters from the east. R>chat he confused You chat, 'he confused' R> Sesil leaves west. A horse leaves west. A horse leaves west. R> Soi is leaving south, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The slashed corpse of a mountain goat is lying here. Soi is riding on a horse. *an Uruk* is entering from the east, riding onl a black warg. R> *an Uruk* is leaving north, riding on a black warg. R>kill uruk Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The slashed corpse of a mountain goat is lying here. Soi is riding on a horse. You are riding on a horse. R>They aren't here. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The slashed corpse of a large wild dog is lying here. *an Uruk* is riding on a black warg. Soi is riding on a horse. *an Uruk* is leaving north, riding on a black warg. R> Sesil enters from the west. A horse enters from the west. A horse enters from the west. R>kill uruk They aren't here. R>kill uruk Soi is leaving north, riding on a horse. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... *an Uruk* is riding on a black warg. Soi is riding on a horse. A horse enters from the south. A horse enters from the south. R> Soi attacks *an Uruk*! Soi lightly slashes *an Uruk*'s head. R>Soi dodges *an Uruk*'s attack. You attack *an Uruk*! You slash *an Uruk*'s left hand hard. R HP:Healthy, Soi:Scratched, *an Uruk*:Hurt> Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s right arm hard. R HP:Healthy, Soi:Scratched, *an Uruk*:Wounded>cc *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. diag R>You can't summon enough energy to cast the spell. R> Soi is leaving south, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The slashed corpse of a large wild dog is lying here. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. Soi is riding on a horse. A horse enters from the north.chat one wounded A horse enters from the north. R>Diagnose who? Soi attacks *an Uruk*! *an Uruk* is leaving south, riding on a black warg. R> Soi deflects *an Uruk*'s attack. R> Sesil leaves south. A horse leaves south. A horse leaves south. R> Soi slashes *an Uruk*'s right arm. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R> Soi is leaving south, riding on a horse. You follow Soi. Black Forest Exits are: N E W You kill uruk can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The slashed corpse of a mountain goat is lying here. Sesil the Human is here, fighting *an Uruk*. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is here, fighting Sesil, riding on a black warg. Soi is riding on a horse. R> Soi attacks *an Uruk*! *an Uruk* dodges Soi's attack. R> *an Uruk* slashes Sesil's left arm hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. R>You chat, 'one wounded' R>They aren't here. R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. A horse enters from the east. A horse enters from the east. R> Sesil leaves west. A horse leaves west. A horse leaves west. R>kill uruk They aren't here. set tac ag R>You are now employing aggressive tactics. R> Soi is leaving west, riding on a horse. You follow Soi. Hillside Forest Exits are: E W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. A massive Mirkwolf stares at you through blood red eyes. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. R> The thick trees almost block out the sky, though it appears cloudless. Soi's torch flickers weakly. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Soi is riding on a horse. A horse enters from the east. A horse enters from the east. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W U This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and east. Forest surrounds the road now. Soi is riding on a horse. A horse enters from the east. A horse enters from the east. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Soi is riding on a horse. A horse enters from the west. A horse enters from the west. R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R> Soi is leaving east, riding on a horse. You follow Soi. Hillside Forest Exits are: E W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. A massive Mirkwolf stares at you through blood red eyes. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. You follow Soi. Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. The slashed corpse of a mountain goat is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Sesil says 'i fuckin tired' R> Soi is leaving west, riding on a horse. You follow Soi. Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>comf sesil You comfort him. R>diag sesil Sesil is somewhat hurt. Sesil is slightly dispirited. Sesil is affected by: vitality (fast-acting) anger (medium) He is very perceptive to the Wraith-world. R> Soi is leaving south, riding on a horse. You follow Soi. Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>sc You have 129/129 hit, 56/56 stamina, 95/145 moves, 0 spirit. OB: 76, DB: 17, PB: 56, Speed: 21, Gold: 8, XP Needed: 13K. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>who Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [ Arata ] Errent Wolfe, Architect of Arda (deaf) 6 characters displayed. R> Soi is leaving west, riding on a horse. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. Sesil says 'hold on' R> Sesil begins quietly muttering some strange, powerful words. R>gt no spirit You group-say 'no spirit' R> Sesil utters a strange command, 'insight' Sesil says 'go' R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>ne last Cogadh group-says '*comf*' R>Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Your vision turns red as Morgoth's Lieutenant wails: I ate the posthorn, there is a new News post on something that might interest you mortals. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> Soi is leaving south, riding on a horse. You follow Soi. Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Fading Road Exits are: N E S W The Old Dusty Road that travels far from the north begins to fade at this point, as it enters some large and assuming mountains to the south and west. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of ne next the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>No such message. R> Soi is leaving west, riding on a horse. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. ne last R>Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> Soi is leaving up, riding on a horse. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Sesil is entering from below, riding on a horse. A horse enters from below. R> Soi is leaving west, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving up, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from below, riding on a horse. A horse enters from below. R> Soi is leaving west, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi's torch flickers weakly. R>stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. R> Soi searches the ground for tracks. R>ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> Soi searches the ground for tracks. R> Sesil stops riding a horse. A horse now follows Sesil. R> Sesil opens the slab. R> Sesil leaves down. A horse leaves down. A horse leaves down. R> Sesil enters from below. A horse enters from below. A horse enters from below. R>stare You stare at the sky. R> Sesil closes the slab. ne last R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> Sesil says 'none' R> Soi is leaving east, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving down, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Sesil is entering from above, riding on a horse. A horse enters from above. R> Soi is leaving east, riding on a horse. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>drink water drink water Soi is leaving down, riding on a horse. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from above, riding on a horse. A horse enters from above. sc R>You drink the water. You don't feel thirsty any more. Soi is leaving east, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>Your stomach can't contain anymore! R>You have 129/129 hit, 56/56 stamina, 104/145 moves, 0 spirit. OB: 76, DB: 17, PB: 56, Speed: 21, Gold: 8, XP Needed: 13K. R> Soi is leaving north, riding on a horse. You follow Soi. Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>aff Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. who R>You are affected by: anger (medium) insight (medium) detect hidden (long) R>Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> Soi is leaving north, riding on a horse. You follow Soi. Brush Filled Scarp Exits are: N S The steep scarp immediately to the south is here cut by a deep and narrow gully. The bottom of the gully is choked with brush, and it appears to have been dry for years. Following the floor of the gully to the south will lead one to the narrow path that follows the foot of the scarp. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Sesil says 'soi you need to rpacreset and get track' R>ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> Soi says 'noone has bash?' R> Soi is leaving west, riding on a horse. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving north, riding on a horse. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Sesil says 'no' R> Soi is leaving east, riding on a horse. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. A large black snake is coiled up here, gazing at you intently. A large black snake is coiled up here, gazing at you intently. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>ne last Soi is leaving north, riding on a horse. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> Soi says 'ill get rid of stab for now' R> Soi is leaving east, riding on a horse. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> A slight mist rises from the damp land into the cloudless sky. Soi's torch went out. Saving Ainaran. R> Soi gets a torch from a backpack. R> Soi lights a torch and holds it. R>l eq Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R> Sesil says 'go pracreset and come back' R>You are using: a battered metal lamp..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The slashed corpse of a mountain goat is lying here. *an Uruk* is riding on a black warg. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> *an Uruk* is leaving west, riding on a black warg. R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Sesil is leaving west, riding on a horse. A horse leaves west. R>cackle You cackle gleefully. R> Soi is leaving west, riding on a horse. You follow Soi. Hillside Forest Exits are: E W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. A massive Mirkwolf stares at you through blood red eyes. Sesil is riding on a horse. A horse is here, gazing at you. Soi is riding on a horse. R> Sesil is leaving west, riding on a horse. A horse leaves west. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Grassy Forest Exits are: S W Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. Soi is riding on a horse. R> Soi is leaving west, riding on a horse. You follow Soi. Medium Forest Exits are: E W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is riding on a horse. R> Soi narrates, 'sesil, stay with group' R>nar don't wander off dumbass You narrate, 'don't wander off dumbass' R> Soi narrates, 'you died running away from group yesterday' R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. A gray wolf is growling at you. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Soi is riding on a horse. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Soi is riding on a horse. R>who Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> Soi narrates, 'come town' R> Soi is leaving north, riding on a horse. You follow Soi. Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Soi is riding on a horse. R>'he's an idiot You say 'he's an idiot' sigh R> Soi is leaving east, riding on a horse. You follow Soi. Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A backpack lies here. A black rabbit scurries about. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Soi is riding on a horse. R>You sigh. R> It becomes hard to see far down the road as the sun sets. The dark cloudy sky makes it difficult to see far down the road. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> Sesil sits down and rests. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> Sesil says 'i need moves' R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. Sesil stops riding a horse. A horse now follows Sesil. Sesil lies down and falls asleep. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Soi for a while. nar I bet Errent's pissed. R> A juggler teaches Soi for a while. R>You narrate, 'I bet Errent's pissed.' R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> Soi narrates, 'why?' R>nar Morgoth's Luitenant ate the posthorn. :-) You narrate, 'Morgoth's Luitenant ate the posthorn. :-)' R>who Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> Night falls over the land. Not a cloud can be seen in the sky. Cogadh's torch flickers weakly. A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>nar Morgoth's Lieutenant rather You narrate, 'Morgoth's Lieutenant rather' R> A juggler teaches Soi for a while. R>who Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R> A juggler teaches Soi for a while. R>ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>n A juggler teaches Cogadh for a while. Soi says 'bash is 64%' R>Can not go there mounted. R>dismount n You stop riding a horse. A horse starts following you. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. >ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda > Soi group-says 'come ainaran' >s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. >gt read up on spirit bug You group-say 'read up on spirit bug' ride > Cogadh groans loudly. >A horse stops following you. You mount a horse and start riding him. R>gt couldn't read with you guys spamming prac You group-say 'couldn't read with you guys spamming prac' who R> Sesil says 'lets hurry :P' R>Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> Sesil says 'we need to rock em' R> Sesil says 'ahh hold' R> Soi says 'fol me cagadh' R> Cogadh sinks deeply into his own thoughts. R> Cogadh begins quietly muttering some strange, powerful words. R> Cogadh utters a strange command, 'insight' R> Cogadh now follows Soi. R> A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. R> Cogadh nods solemnly. R>sc You have 129/129 hit, 56/56 stamina, 140/145 moves, 0 spirit. OB: 76, DB: 17, PB: 56, Speed: 21, Gold: 8, XP Needed: 13K. R>fol soi You are already following him. R> Soi says 'i need vit' R>who Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> Soi sighs loudly. R> Not a cloud can be seen in the sky. R> Cogadh nods solemnly. R>shrug Cogadh says 'get ainaran' R>You shrug. R>'can't help Sesil says 'lets go' R>You say 'can't help' R>'no spirit You say 'no spirit' A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. R> Cogadh grins evilly. R> Soi says 'rdy?' R> Cogadh stops using a pair of metal boots. R>'can't rent and get more Cogadh wears a pair of soft leather boots on his feet. R>You say 'can't rent and get more' R> Soi gets a soldier ration from a backpack. R> Soi gets a soldier ration from a backpack. R> Soi eats a soldier ration. R> Soi eats a soldier ration. R> Cogadh says 'why?' R>'that'd be considered abuse of the bug You say 'that'd be considered abuse of the bug' R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Sesil says 'blah ' R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh shrugs. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh says 'clear it with errent, you should have 120 spirit' Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>'I can't do that. smile You say 'I can't do that.' R>You smile happily. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh shrugs. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>whois incanus No such player. R> Soi searches the ground for tracks. R> Through the trees a cloudless sky can be seen. R>aff l You are affected by: insight (short) detect hidden (long) R>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Soi is riding on a horse. Cogadh is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Somebody tells you 'what is this about a car crash?'. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh says 'we physical?' R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Sesil nods solemnly. R> Soi nods solemnly. R> Soi searches the ground for tracks. R> Cogadh looks at you. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi searches the ground for tracks. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>rep hmm, I have no clue about a car crash. You tell Somebody 'hmm, I have no clue about a car crash.' R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Fading Road Exits are: N E S W The Old Dusty Road that travels far from the north begins to fade at this point, as it enters some large and assuming mountains to the south and west. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> A mountain wolf attacks Soi! Soi dodges a mountain wolf's attack. R> Soi slashes a mountain wolf's head. R> A mountain wolf deflects Soi's attack. l R> Soi dodges a mountain wolf's attack. R> Cogadh assists Soi. Cogadh attacks a mountain wolf! Cogadh cleaves a mountain wolf's body extremely hard. Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's left hindleg hard. R>A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. A mountain wolf is here, fighting Soi. Soi is here, fighting a mountain wolf, riding on a horse. Cogadh is here, fighting a mountain wolf, riding on a nice pony. You are riding on a horse. Sesil is here, fighting a mountain wolf, riding on a horse. A horse is here, gazing at you. R> A mountain wolf dodges Soi's attack. ac R>You join the fight! You attack a mountain wolf! You slash a mountain wolf's body. R HP:Healthy, Soi:Healthy, a mountain wolf:Wounded> Soi dodges a mountain wolf's attack. R HP:Healthy, Soi:Healthy, a mountain wolf:Wounded>set tac ag Cogadh cleaves a mountain wolf's body very hard. R HP:Healthy, Soi:Healthy, a mountain wolf:Bloodied>You are now employing aggressive tactics. R HP:Healthy, Soi:Healthy, a mountain wolf:Bloodied> Sesil deeply wounds a mountain wolf's body with his slash. A mountain wolf is dead! R.I.P. You receive your share of experience -- 152 points. The wolf growls once more before falling limp. R>set men off AutoMental mode is now off. R> Soi is leaving up, riding on a horse. Cogadh is leaving up, riding on a nice pony. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from below. R> Not a cloud can be seen in the sky. A mountain wolf enters from the west. A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. R> Soi slashes a mountain wolf's body hard. R> Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's left forefoot very hard. ac R>But nobody is fighting him! R> Soi lightly slashes a mountain wolf's head. R> Soi deflects a mountain wolf's attack. R>ac Cogadh assists Soi. Cogadh attacks a mountain wolf! Cogadh cleaves a mountain wolf's left foreleg extremely hard. R>You join the fight! You attack a mountain wolf! You slash a mountain wolf's body. R HP:Healthy, Soi:Healthy, a mountain wolf:Wounded> Soi slashes a mountain wolf's body. R HP:Healthy, Soi:Healthy, a mountain wolf:Bloodied> Sesil slashes a mountain wolf's head hard. R HP:Healthy, Soi:Healthy, a mountain wolf:Awful> Soi dodges a mountain wolf's attack. R HP:Healthy, Soi:Healthy, a mountain wolf:Awful>as You slash a mountain wolf's right hindleg. A mountain wolf is stunned, but will probably regain consciousness again. You're already fighting! How can you assist someone else? R HP:Healthy, a mountain wolf:Dying> Cogadh deeply wounds a mountain wolf's head with his cleave. A mountain wolf is dead! R.I.P. You receive your share of experience -- 156 points. The wolf growls once more before falling limp. R>l Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. The hacked corpse of a mountain wolf is lying here. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Cogadh is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving up, riding on a horse. Cogadh is leaving up, riding on a nice pony. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from below. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi searches the ground for tracks. who R>Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R>exam d A large slab of rock works as an entranceway to a smelly cave below. The slab is closed. R> Soi says 'not in' R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>m Soi is leaving down, riding on a horse. Cogadh is leaving down, riding on a nice pony. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. R>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. The hacked corpse of a mountain wolf is lying here. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving down, riding on a horse. Cogadh is leaving down, riding on a nice pony. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>'R is back You say 'R is back' Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Brush Filled Scarp Exits are: N S The steep scarp immediately to the south is here cut by a deep and narrow gully. The bottom of the gully is choked with brush, and it appears to have been dry for years. Following the floor of the gully to the south will lead one to the narrow path that follows the foot of the scarp. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>'on map smile You say 'on map' R>You smile happily. R> Cogadh nods solemnly. R>who Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R>gig You giggle. Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Cogadh says 'he removed misties' R>nod Cogadh says 'on news' Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>You nod solemnly. R>'i read You say 'i read' R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Cogadh grins evilly. R>'when i could You say 'when i could' R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. A large black snake is coiled up here, gazing at you intently. A large black snake is coiled up here, gazing at you intently. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> The thick trees almost block out the sky, though it appears cloudless. A mountain wolf attacks Soi! Soi dodges a mountain wolf's attack. R> Soi slashes a mountain wolf's body. R>ac Cogadh assists Soi. Cogadh attacks a mountain wolf! Cogadh cleaves a mountain wolf's right forefoot very hard. R>You join the fight! You attack a mountain wolf! You slash a mountain wolf's head. R HP:Healthy, Soi:Healthy, a mountain wolf:Hurt>as A mountain wolf dodges Soi's attack. You're already fighting! How can you assist someone else? R HP:Healthy, Soi:Healthy, a mountain wolf:Hurt>set tac ag Soi dodges a mountain wolf's attack. R HP:Healthy, Soi:Healthy, a mountain wolf:Hurt>You are now employing aggressive tactics. R HP:Healthy, Soi:Healthy, a mountain wolf:Hurt> Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's right hindfoot very hard. R HP:Healthy, Soi:Healthy, a mountain wolf:Wounded>who ci You slash a mountain wolf's right hindleg. Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R HP:Healthy, Soi:Healthy, a mountain wolf:Wounded> The world seems dull again. R HP:Healthy, Soi:Healthy, a mountain wolf:Wounded>Cogadh cleaves a mountain wolf's body very hard. A mountain wolf dodges Soi's attack. You can't summon enough energy to cast the spell. R HP:Healthy, Soi:Healthy, a mountain wolf:Awful> Soi deflects a mountain wolf's attack. R HP:Healthy, Soi:Healthy, a mountain wolf:Awful> You slash a mountain wolf's body. A mountain wolf is dead! R.I.P. You receive your share of experience -- 227 points. The wolf growls once more before falling limp. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. , wishes he had 2 spirit Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>Ainaran wishes he had 2 spirit R>sniff You sniff sadly. *SNIFF* R> Soi searches the ground for tracks. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>'kill somehighwaymen or something Soi searches the ground for tracks. R>You say 'kill somehighwaymen or something' R> Soi says 'where the hell are they?' gig R>You giggle. Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The slashed corpse of a large wild dog is lying here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>'good question Cogadh giggles. R>You say 'good question' R> Cogadh shrugs. R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ Soi searches the ground for tracks. R>'north or south Cogadh says 'we didnt kill dog?' R>smile You say 'north or south' R>You smile happily. R>'we know that much You say 'we know that much' R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A black rabbit scurries about. A massive Mirkwolf stares at you through blood red eyes. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>sc You have 129/129 hit, 56/56 stamina, 137/145 moves, 0 spirit. OB: 76, DB: 17, PB: 56, Speed: 21, Gold: 8, XP Needed: 12K. You are getting hungry. R>ac Sesil says 'ahhh' R>But nobody is fighting him! R>ac Sesil says 'spam uruk' R>But nobody is fighting him! R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A black rabbit scurries about. A black rabbit scurries about. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>ac But nobody is fighting him! R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. The slashed corpse of a large wild dog is lying here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh growls. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of an abandoned wolf is lying here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>'uruk 'uruk 'uruk You say 'uruk' smile R>You say 'uruk' R>You say 'uruk' R>You smile happily. R> Clouds race through the sky above the fields. R>'spammed it Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>You say 'spammed it' R> Sesil says 'idiot' R> Cogadh giggles. Sesil snickers softly. R>kill uruk They aren't here. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black rabbit scurries about. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Sesil gets a large side of venison from a large sack. R> Sesil gets a small, raw piece of meat from a large sack. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. Sesil gets a small, raw piece of meat from a large sack. R>'I k uruk when i see uruk Sesil eats a small, raw piece of meat. R> Sesil eats a small, raw piece of meat. R> Sesil eats a large side of venison. R>You say 'I k uruk when i see uruk' Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Sesil gets a water skin from a large sack. R> Sesil gets a water skin from a large sack. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Sesil drinks water from a water skin. R> Sesil drinks water from a water skin. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Grassy Forest Exits are: N E Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>'I'm logging this mind you. gig Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>You say 'I'm logging this mind you.' R>You giggle. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Sesil says 'spam KI urukk' R> Cogadh snickers softly. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Sesil says 'not say uruk' R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is ensnicker tering from the north, riding on a horse. A horse enters from the north. R>You snicker softly. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Rain falls heavily on the fields. You are hungry. Sesil's torch flickers weakly. Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Fading Road Exits are: N E S W The Old Dusty Road that travels far from the north begins to fade at this point, as it enters some large and assuming mountains to the south and west. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. The slashed corpse of a mountain wolf is lying here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving up, riding on a horse. Cogadh is leaving up, riding on a nice pony. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. The hacked corpse of a mountain wolf is lying here. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from below. R>but Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>eat meat You see no corpse here. R>You don't seem to have any. Soi is leaving up, riding on a horse. Cogadh is leaving up, riding on a nice pony. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from below. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi searches the ground for tracks. R> Sesil stops riding a horse. A horse now follows Sesil. R> Sesil opens the slab. R> Sesil leaves down. A horse leaves down. A horse leaves down. R> Sesil enters from below. A horse enters from below. A horse enters from below. R> Sesil closes the slab. R> Sesil shakes his head. R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>who Players ------- [--- Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> Soi says 'i tired' R>shrug You shrug. R> Soi sits down and rests. R> Cogadh gets a soldier ration from a backpack. R> 'can't help you Cogadh eats a soldier ration. R>You say 'can't help you' smile R>You smile happily. sc R> Cogadh gets a soldier ration from a backpack. R>You have 129/129 hit, 56/56 stamina, 123/145 moves, 0 spirit. OB: 76, DB: 17, PB: 56, Speed: 21, Gold: 8, XP Needed: 12K. You are hungry. R> Soi giggles. R> Cogadh eats a soldier ration. R> Cogadh begins quietly muttering some strange, powerful words. R> Sesil says 'well go to bed' R> Cogadh utters a strange command, 'locate living' R> Soi stops resting, and clambers on his feet. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh says 'what lvl is lieutant?' R> Soi is leaving down, riding on a horse. Cogadh is leaving down, riding on a nice pony. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. The hacked corpse of a mountain wolf is lying here. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Puddles form in ruts in the road as rain quickly falls. You are hungry. Sesil's torch flickers weakly. 'high R>You say 'high' gig R>You giggle. R> Cogadh sinks deeply into his own thoughts. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Soi snickers softly. R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Cogadh says 'isnt he one of the mobs in raddy?' R>nod You nod solemnly. R>'methinks so. You say 'methinks so.' R> Sesil says 'who?' R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Rocky Plains Exits are: S W These dead plains become very rocky, blocking travel to the north and east. They dry, arid plains continue to the west and south, before turning into a large mountainous area. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Cogadh says 'their as high as mirkwolves I think' R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Dead Plains Exits are: E W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>'Morgoth's Lieutenant You say 'Morgoth's Lieutenant' R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. whois morgoth Sesil is entering from the south, riding on a horse. A horse enters from the south. R>No such player. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. You follow Soi. Lightening Forest Exits are: E S W The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south, huge hills lie. A mountain wolf is here, fighting *an Uruk*. *an Uruk* is here, fighting a mountain wolf, riding on a black warg. *an Uruk* is here, fighting a mountain wolf, riding on a black warg. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Sesil says 'he not in raddy' kill uruk R>cc *an Uruk* deflects a mountain wolf's attack. R> *an Uruk* slashes a mountain wolf's body hard. *an Uruk* lightly slashes a mountain wolf's left forefoot. Soi attacks *an Uruk*! *an Uruk* deflects Soi's attack. R>You attack *an Uruk*! You slash *an Uruk*'s left arm. R HP:Healthy, a mountain wolf:Awful, *an Uruk*:Bruised> Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s body hard. R HP:Healthy, a mountain wolf:Awful, *an Uruk*:Bruised>You can't summon enough energy to cast the spell. R HP:Healthy, a mountain wolf:Awful, *an Uruk*:Bruised> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R HP:Healthy, a mountain wolf:Awful, *an Uruk*:Bruised> *an Uruk* is entering from the east, riding on a black warg. R HP:Healthy, a mountain wolf:Awful, *an Uruk*:Bruised> Cogadh attacks *an Uruk*! Cogadh cleaves *an Uruk*'s right leg very hard. R HP:Healthy, a mountain wolf:Awful, *an Uruk*:Hurt> *an Uruk* distracts Soi into missing him. *an Uruk* slashes a mountain wolf's head. A mountain wolf is stunned, but will probably regain consciousness again. *an Uruk* is leaving west, riding on a black warg. R HP:Healthy, a mountain wolf:Dying, *an Uruk*:Hurt> There is too much activity in the way for you to hurt Ainaran. R HP:Healthy, a mountain wolf:Dying, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. R>diag A mountain wolf attacks Soi! Diagnose who? R> Soi deflects a mountain wolf's attack. Soi lightly slashes a mountain wolf's body. A mountain wolf is dead! R.I.P. You receive your share of experience -- 242 points. The wolf growls once more before falling limp. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Dry Plain Exits are: N E W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. Medium Forest Exits are: N E The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south, huge hills lie. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. *an Uruk* is leaving east, riding on a black warg. *an Uruk* is leaving east, riding on a black warg. R>kill uruk They aren't here. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Dry Plain Exits are: N E W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>kill uruk They aren't here. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. Lightening Forest Exits are: E S W The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south, huge hills lie. The slashed corpse of a mountain wolf is lying here. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>'can't confuse Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is (busy) riding on a horse. Cogadh igig s riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>You say 'can't confuse' set tac ag R>You giggle. R>You are now employing aggressive tactics. R> Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>who Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Rain lashes down over the mountains, chilling you to the bone. You are hungry. Sesil's torch went out. R>Players ------- [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> Cogadh says 'dont track' R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is (busy) riding on a horse. Cogadh is riding on a nice pol ny. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Soi is leaving east, riding on a horse. Cogadh is leaving east, riding on a nice pony. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh says 'he's obviously going back to caves' R> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is (busy) riding on a horse. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Sesil gets a torch from a backpack. R> Sesil lights a torch and holds it. R> Sesil opens the slab. R> Sesil stops riding a horse. A horse now follows Sesil. R> Sesil leaves down. A horse leaves down. A horse leaves down. R> Sesil enters from below. A horse enters from below. A horse enters from below. R>who Sesil says 'two down' R>Players ------- [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R> Sesil closes the slab. R>smile You smile happily. The slab is opened from the other side. R>knock slab You knocked on the slab. R> Soi yells ':)' R> Cogadh says 'hmmm, we go back for circlet or what?' R>shrug You shrug. R> Sesil yells '}:-)' R>set tac ag You are now employing aggressive tactics. R>snicker You snicker softly. R> Soi says 'lez just xp' R> Sesil says 'i want to kill them' R>exa d To the down you see: It is pitch black... The slab is open. R> Sesil closes the slab. R> Sesil says 'lets nuke' R> You are hungry. Your lamp flickers weakly. R> Sesil says 'cmon' R>stomp slab Nobody here by that name. R> Soi says 'big mob' R> The slab is opened from the other side. R>, stomps on the slab. Ainaran stomps on the slab. R> *an Uruk* enters from the east. A black warg enters from the east. R> Soi says 'not good' *an Uruk* leaves down. A black warg leaves down. R> Cogadh says 'dont go down!' R> Soi giggles. R> Sesil snickers softly. R>gt someone spam close slab when they come up or something You group-say 'someone spam close slab when they come up or something' R> Cogadh peers around himself, uncertain of the things around him. R> Soi yells ':P' R>gt force them to come out and play You group-say 'force them to come out and play' R>l A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. Cogadh is riding on a nice pony. You are riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh says 'they wont' R> *an Uruk* enters from below. A black warg enters from below. R>set tac ag *an Uruk* attacks YOU! *an Uruk* lightly slashes your body. R HP:Scratched, *an Uruk*:Scratched> *an Uruk* deflects your attack. R HP:Scratched, *an Uruk*:Scratched> *an Uruk* enters from below. *an Uruk* enters from below. A black warg enters from below. *an Uruk* enters from below. A black warg enters from below. A black warg enters from below. R HP:Scratched, *an Uruk*:Scratched>You are now employing aggressive tactics. R HP:Scratched, *an Uruk*:Scratched>kill uruk Sesil closes the slab. R HP:Scratched, *an Uruk*:Scratched> Soi attacks *an Uruk*! *an Uruk* dodges Soi's attack. R HP:Scratched, *an Uruk*:Scratched> *an Uruk* attacks Soi! Soi deflects *an Uruk*'s attack. *an Uruk* attacks Soi! *an Uruk* slashes Soi's body hard. R HP:Scratched, *an Uruk*:Scratched>You do the best you can! R HP:Scratched, *an Uruk*:Scratched> You slash *an Uruk*'s right arm. *an Uruk* begins quietly muttering some strange, powerful words. R HP:Scratched, *an Uruk*:Scratched> *an Uruk* slashes your right arm. Cogadh attacks *an Uruk*! Cogadh cleaves *an Uruk*'s right hand extremely hard. R HP:Bruised, *an Uruk*:Bruised>set tac def You are now employing defensive tactics. R HP:Bruised, *an Uruk*:Bruised>cc *an Uruk* deflects Soi's attack. *an Uruk* utters a strange command, 'confuse' Soi appears to be confused! R HP:Bruised, *an Uruk*:Bruised>You slash *an Uruk*'s body. *an Uruk* sends Soi sprawling with a powerful bash. You can't summon enough energy to cast the spell. Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s left hand hard. R HP:Bruised, *an Uruk*:Hurt> You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Hurt>set tac ag Cogadh tried to wound *an Uruk* but could not get close enough. Sesil begins quietly muttering some strange, powerful words. R HP:Bruised, *an Uruk*:Hurt>You are now employing aggressive tactics. R HP:Bruised, *an Uruk*:Hurt> Soi deflects *an Uruk*'s attack. *an Uruk* straps a large, metal shield around his arm as a shield. R HP:Bruised, *an Uruk*:Hurt> *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Hurt> You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Hurt> *an Uruk* deeply wounds Soi's right arm with his slash. con uruk R HP:Bruised, *an Uruk*:Hurt> Sesil utters a strange command, 'confuse' *an Uruk* appears to be confused! *an Uruk* attacks Soi! *an Uruk* slashes Soi's body. R HP:Bruised, *an Uruk*:Hurt> Cogadh stops fighting *an Uruk*. R HP:Bruised, *an Uruk*:Hurt> Soi has recovered from a bash! R HP:Bruised, *an Uruk*:Hurt>eyepoke uruk Soi deflects *an Uruk*'s attack. Fairly easy. R HP:Bruised, *an Uruk*:Hurt> You slash *an Uruk*'s right foot. R HP:Bruised, *an Uruk*:Hurt> You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Hurt>You poke *an Uruk* in the eye.. R HP:Bruised, *an Uruk*:Hurt> Sesil slashes *an Uruk*'s head extremely hard. R HP:Bruised, *an Uruk*:Wounded> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving east, riding on a horse. R HP:Bruised, *an Uruk*:Wounded>l uruk You lightly slash *an Uruk*'s right arm. R HP:Bruised, *an Uruk*:Wounded> You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Wounded> *an Uruk* attacks Sesil! *an Uruk* lightly slashes Sesil's body. R HP:Bruised, *an Uruk*:Wounded> *an Uruk* attacks Sesil! Sesil dodges *an Uruk*'s attack. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. A black warg leaves east. R HP:Bruised>*an Uruk* You see nothing special about him. *an Uruk* looks healthy. *an Uruk* is using: a stone ring..It glows blue! a stone ring..It glows blue! a silk scarf a silk scarf a white, long-sleeved blouse a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves an indigo pair of cotton sleeves a light kite shield a wool cloak an etched leather girdle..It glows blue! a fine longsword A severed head of Sam *an Uruk* assists *an Uruk*. *an Uruk* attacks Sesil! R HP:Bruised> Cogadh attacks *an Uruk*! R HP:Bruised> *an Uruk* begins quietly muttering some strange, powerful words. R HP:Bruised> *an Uruk* dodges Sesil's attack. R HP:Bruised>kill uruk Cogadh cleaves *an Uruk*'s body very hard. R HP:Bruised>set tac ag Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. R HP:Bruised>You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Healthy> You dodge *an Uruk*'s attack. *an Uruk* begins quietly muttering some strange, powerful words. R HP:Bruised, *an Uruk*:Healthy> You are hungry. Your lamp flickers weakly. R HP:Bruised, *an Uruk*:Healthy> Cogadh sends *an Uruk* sprawling with a powerful bash. R HP:Bruised, *an Uruk*:Healthy>You are now employing aggressive tactics. R HP:Bruised, *an Uruk*:Healthy> *an Uruk* assists *an Uruk*. *an Uruk* attacks YOU! *an Uruk* slashes your right leg hard. R HP:Bruised, *an Uruk*:Healthy> You dodge *an Uruk*'s attack. Soi is entering from the east, riding on a horse. R HP:Bruised, *an Uruk*:Healthy> *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Healthy>set tac def You are now employing defensive tactics. R HP:Bruised, *an Uruk*:Healthy> Cogadh cleaves *an Uruk*'s body very hard. Soi is leaving east, riding on a horse. R HP:Bruised, *an Uruk*:Healthy> You deflect *an Uruk*'s attack. *an Uruk* dodges your attack. R HP:Bruised, *an Uruk*:Healthy> *an Uruk* has recovered from a bash! You avoid a bash from *an Uruk*, who loses his balance and falls! R HP:Bruised, *an Uruk*:Healthy> *an Uruk* lightly slashes Cogadh's left arm. *an Uruk* begins quietly muttering some strange, powerful words. R HP:Bruised, *an Uruk*:Healthy> You dodge *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Healthy> You slash *an Uruk*'s head. R HP:Bruised, *an Uruk*:Scratched>yawn *an Uruk* opens the slab. R HP:Bruised, *an Uruk*:Scratched> *an Uruk* utters a strange command, 'confuse' *an Uruk* begins quietly muttering some strange, powerful words. R HP:Bruised, *an Uruk*:Scratched>Are you a little bored? R HP:Bruised, *an Uruk*:Scratched> *an Uruk* sends you sprawling with a powerful bash. R HP:Bruised, *an Uruk*:Scratched> You deflect *an Uruk*'s attack. Cogadh sends *an Uruk* sprawling with a powerful bash. Cogadh begins quietly muttering some strange, powerful words. R HP:Bruised, *an Uruk*:Scratched>taunt uurk *an Uruk* enters from the east. A black warg enters from the east. R HP:Bruised, *an Uruk*:Scratched> You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Scratched> *an Uruk* leaves east. A black warg leaves east. R HP:Bruised, *an Uruk*:Scratched>taunt uruk Cogadh utters a strange command, 'insight' R HP:Bruised, *an Uruk*:Scratched> You deflect *an Uruk*'s attack. *an Uruk* deflects Cogadh's attack. R HP:Bruised, *an Uruk*:Scratched> *an Uruk* slashes your body hard. *an Uruk* has recovered from a bash! *an Uruk* begins quietly muttering some strange, powerful words. R HP:Hurt, *an Uruk*:Scratched>You have regained your balance! Nobody here by that name. Sesil enters from the east. A horse enters from the east. A horse enters from the east. R HP:Hurt, *an Uruk*:Scratched>*an Uruk* deflects your attack. You taunt him, to your own delight. R HP:Hurt, *an Uruk*:Scratched> You deflect *an Uruk*'s attack. R HP:Hurt, *an Uruk*:Scratched> Soi narrates, 'run!' R HP:Hurt, *an Uruk*:Scratched> Sesil attacks *an Uruk*! R HP:Hurt, *an Uruk*:Scratched> Cogadh cleaves *an Uruk*'s left arm very hard. *an Uruk* begins quietly muttering some strange, powerful words. R HP:Hurt, *an Uruk*:Scratched> *an Uruk* deflects Sesil's attack. R HP:Hurt, *an Uruk*:Scratched> Cogadh stops using an indigo cotton shirt. Cogadh stops using an indigo pair of cotton pants. Cogadh stops using an indigo pair of cotton gloves. Cogadh stops using a green pair of cotton sleeves. R HP:Hurt, *an Uruk*:Scratched> Cogadh stops using a silver circlet. R HP:Hurt, *an Uruk*:Scratched> *an Uruk* dodges your attack. Cogadh stops using a pair of soft leather boots. R HP:Hurt, *an Uruk*:Scratched>f You dodge *an Uruk*'s attack. Cogadh wears a pair of metal boots on his feet. Cogadh wears a pair of metal arm braces on his arms. Cogadh puts a pair of metal gauntlets on his hands. Cogadh puts a pair of metal leg plates on his legs. Cogadh wears a metal helmet on his head. Cogadh wears a metal breastplate on his body. R HP:Hurt, *an Uruk*:Scratched>ride *an Uruk* utters a strange command, 'confuse' Cogadh appears to be confused! PANIC! You couldn't escape! *an Uruk* begins quietly muttering some strange, powerful words. R HP:Hurt, *an Uruk*:Scratched> *an Uruk* sends you sprawling with a powerful bash. R HP:Hurt, *an Uruk*:Scratched> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. R HP:Hurt, *an Uruk*:Scratched> *an Uruk* distracts Cogadh into missing him. R HP:Hurt, *an Uruk*:Scratched>f You dodge *an Uruk*'s attack. R HP:Hurt, *an Uruk*:Scratched>set tac def You deflect *an Uruk*'s attack. R HP:Hurt, *an Uruk*:Scratched> *an Uruk* barely slashes Cogadh's left leg. R HP:Hurt, *an Uruk*:Scratched>You have regained your balance! No way! You're fighting for your life! Sesil enters from the east. A horse enters from the east. A horse enters from the east. R HP:Hurt, *an Uruk*:Scratched>You flee head over heels. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Snow lies upon the ground. A mountain wolf growls and bares its teeth. ride R HP:Hurt>Cogadh chats, 'why?' You are now employing defensive tactics. R HP:Hurt>You are riding already. R HP:Hurt>u A mountain wolf attacks YOU! You deflect a mountain wolf's attack. Sesil enters from the west. A horse enters from the west. A horse enters from the west. R HP:Hurt, a mountain wolf:Wounded>You lightly slash a mountain wolf's right forefoot. No way! You're fighting for your life! R HP:Hurt, a mountain wolf:Wounded>f *an Uruk* enters from the west. A black warg enters from the west. R HP:Hurt, a mountain wolf:Wounded> *an Uruk* attacks Sesil! Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. R HP:Hurt, a mountain wolf:Wounded>You flee head over heels. Rocky Mountain Exits are: N E W U You are standing on a rocky hilltop. There is nothing but solid rock around here. Not even a tiny little green bush is to be seen, making this place look very barren. Below you to the east, a trail leads northwards. Further north, you see a dark forest, and to the west you can see rising mountains. To the south is a very dark place. Snow lies upon the ground. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Hurt>n High Hills Exits are: N E S W To the west, the land rises into a large hill, while in the south the hills become mountainous. To the north and east nothing but more plains can be discerned. Frequently boulders are scattered about, like they had been carelessly tossed away by a gigantic child. Besides the wiry grass that covers the hard soil, patches of thorny brush sometimes are seen. R HP:Hurt> Soi chats, 'i wounded/confused' R HP:Hurt>nar i hurt You narrate, 'i hurt' R HP:Hurt>n Desolate Dry Plain Exits are: E S You are in a vast, desolate plain. The short grass and small stones could cover nothing larger than a bug. Far off to the northeast there is a dark line of trees. A line of great hills looms in the distance in a great arc from the southwest. To the south and east there are only the plains. R HP:Hurt>e Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. R HP:Hurt>n aff Lightening Forest Exits are: E S W The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south, huge hills lie. The slashed corpse of a mountain wolf is lying here. R HP:Hurt>You are affected by: anger (short) detect hidden (long) R HP:Hurt> Cogadh chats, 'I@m bruised' n R HP:Hurt>You cannot go that way. R HP:Hurt>e Dry Plain Exits are: N S W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. A large wild bull snorts and paws at the ground. A large wild bull snorts and paws at the ground. R HP:Hurt>n n n Muddy Forest Exits are: N E S This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. A leech is here, oozing towards you. A leech is here, oozing towards you. R HP:Hurt>A Floating Log Exits are: E S W The vile waters of the swamp grudingly part for a large old log that floats about aimlessly. As it moves about in the water it stirs up clouds of mud and other less innocent things. Oddly enough it seems comforting that it isn't only the mist that moves about apparently of its own free will. A writhing mass of swamp bugs is buzzing through the air here. R HP:Hurt>You cannot go that way. R HP:Hurt> Cogadh chats, 'lag'd :(' R HP:Hurt>e In the Mists Exits are: N E W Thick arms of mist billow about, looking rather like shimmering spirits. They hover over the water, twisting and writhing for a few seconds before disappating into nothingness, only to be replaced by newer copies that do the same thing. The fog makes it hard to determine anything specific of the surroundings, though it is definitely water underfoot. A long-eared hare bounds heavily across the forested ground. R HP:Hurt> Sesil chats, 'i think im gonna die' n n R HP:Hurt>n Trail Through the Swamp. Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads east and north from here. R HP:Hurt>A Narrow Pass Exits are: N E S The hills divide slightly here, forming a narrow pass. A small trail runs through here, leading north over the ridge, and south into the swamp. It looks as if at one point this trail may have actually been a road, but only a few paving stone seem to have weathered the raging forces of nature. R HP:Hurt>Pass in the Ridge Exits are: N S Some ancient inhabitants of this region have taken this natural hilly pass and widened it so that the road could pass through. To the north, a small forest and sunny plains lie. To the south, inhospitable deserts and sharp craggy mountains dominate. R HP:Hurt>n n n n Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. R HP:Hurt>Grassy Forest Exits are: S W Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. w R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>n n Medium Forest Exits are: E W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. A gray wolf is growling at you. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt> Cogadh chats, '3 of em' R HP:Hurt>nar i gettins spirit dammit Flashes of lightning can be seen through the trees. You are hungry. Your lamp went out. You narrate, 'i gettins spirit dammit' e R HP:Hurt> Cogadh chats, 'how could you possibly die?' R HP:Hurt>It is pitch black... You are riding on someone. R HP:Hurt>get tor pack You get something from something. Sesil chats, 'one is bloodied' hol tor R HP:Hurt>l You light something and hold it. R HP:Hurt>Grassy Forest Exits are: S W Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. You are riding on a horse. R HP:Hurt>w w Medium Forest Exits are: E W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. A gray wolf is growling at you. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. R HP:Hurt> Sesil chats, 'me i bloodied tired' n R HP:Hurt>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. R HP:Hurt>Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. R HP:Hurt>e Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. A gray wolf is growling at you. R HP:Hurt> Cogadh chats, 'bloodied is confused tired' R HP:Hurt>e e You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>n Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. e e R HP:Hurt>Cogadh chats, 'they have fuck all track' Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R HP:Hurt> Cogadh chats, 'heh' nar get out then e R HP:Hurt> A large leech attacks YOU! You deflect a large leech's attack. A large leech attacks YOU! You deflect a large leech's attack. You slash a large leech. R HP:Hurt, a large leech:Hurt>You narrate, 'get out then' R HP:Hurt, a large leech:Hurt>No way! You're fighting for your life! R HP:Hurt, a large leech:Hurt> Cogadh chats, 'just stay off road' R HP:Hurt, a large leech:Hurt>f You lightly slash a large leech. R HP:Hurt, a large leech:Bloodied>You flee head over heels. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>e e Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R HP:Hurt>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A fetid black fungus grows here, covering the ground. R HP:Hurt>w s Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A scimitar made of bone is lying here. A chalky white fungus grows out of the muck here. R HP:Hurt>e Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. R HP:Hurt>w A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A scimitar made of bone is lying here. A chalky white fungus grows out of the muck here. R HP:Hurt>n Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>w Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R HP:Hurt>e Cogadh chats, 'heh' R HP:Hurt>s Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>get bone A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A scimitar made of bone is lying here. A chalky white fungus grows out of the muck here. R HP:Hurt>You get a bone scimitar. R HP:Hurt>n Cogadh chats, 'I was confused :(' R HP:Hurt>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>w Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R HP:Hurt> Cogadh chats, 'didnt realise' R HP:Hurt>chat if you concentrate, it'll go away faster You chat, 'if you concentrate, it'll go away faster' n n R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Hurt>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Hurt>e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Hurt>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. R HP:Hurt>e e You cannot go that way. n R HP:Hurt>You cannot go that way. R HP:Hurt>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R HP:Hurt>e e e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. R HP:Hurt>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. R HP:Hurt>w n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. n A small, green snake slithers harmlessly here. n R HP:Hurt>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>dismount e Cogadh chats, 'heh, lvl 10 confuse tops?' You stop riding a horse. A horse starts following you. HP:Hurt>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Hurt> Soi narrates, 'help!' HP:Hurt> Cogadh chats, 'doesnt hurt much' HP:Hurt>n You are hungry. HP:Hurt>Cogadh chats, 'where?' You cannot go that way. HP:Hurt>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. HP:Hurt>e e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>You cannot go that way. HP:Bruised>n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Soi narrates, 'stench' HP:Bruised>pour water skin You pour some water into the skin. HP:Bruised>i You are carrying: a water skin a bone scimitar a battered metal lamp a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a large sack a water skin HP:Bruised>drop bone You drop a bone scimitar. HP:Bruised>who Players ------- [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. HP:Bruised>eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword HP:Bruised>s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>ride w A horse stops following you. You mount a horse and start riding him. R HP:Bruised>w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R HP:Bruised>aff Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R HP:Bruised>sc You are affected by: anger (short) detect hidden (long) R HP:Bruised>You have 92/129 hit, 56/56 stamina, 82/145 moves, 0 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. You are hungry. w R HP:Bruised>w w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. R HP:Bruised>set tac def w You are now employing defensive tactics. Soi narrates, 'spamming confuse' w R HP:Bruised>w Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. w R HP:Bruised>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R HP:Bruised>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. R HP:Bruised>You cannot go that way. R HP:Bruised>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Bruised> Soi narrates, 'they suck' R HP:Bruised>n Cogadh chats, 'course' R HP:Bruised>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. R HP:Bruised>k man You attack a young highwayman! A young highwayman dodges your attack. R HP:Bruised, a young highwayman:Healthy> You deflect a young highwayman's attack. R HP:Bruised, a young highwayman:Healthy>set tac ag Cogadh chats, 'where are you?' R HP:Bruised, a young highwayman:Healthy>You are now employing aggressive tactics. R HP:Bruised, a young highwayman:Healthy> You slash a young highwayman's body. R HP:Bruised, a young highwayman:Hurt> You deflect a young highwayman's attack. R HP:Bruised, a young highwayman:Hurt> Cogadh chats, 'nm how bad they suck...' R HP:Bruised, a young highwayman:Hurt> You slash a young highwayman's body. R HP:Bruised, a young highwayman:Bloodied> Soi chats, 'i dunno' R HP:Bruised, a young highwayman:Bloodied> You deflect a young highwayman's attack. R HP:Bruised, a young highwayman:Bloodied> You slash a young highwayman's head. A young highwayman is dead! R.I.P. You receive your share of experience -- 15 points. Saving Ainaran. R HP:Bruised>ci man You can't summon enough energy to cast the spell. R HP:Bruised>k man set tac ag You attack a young highwayman! You slash a young highwayman's left leg hard. R HP:Bruised, a young highwayman:Bloodied> You deflect a young highwayman's attack. R HP:Bruised, a young highwayman:Bloodied>get coins all.cor You are now employing aggressive tactics. R HP:Bruised, a young highwayman:Bloodied>You get a small pile of coins from the slashed corpse of a young highwayman. There were 83 copper coins. Soi chats, 'windswept hills' R HP:Bruised, a young highwayman:Bloodied>who Players ------- [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R HP:Bruised, a young highwayman:Bloodied> You slash a young highwayman's left arm. A young highwayman is dead! R.I.P. You receive your share of experience -- 15 points. R HP:Bruised>get coins all.cor You get a small pile of coins from the slashed corpse of a young highwayman. There were 83 copper coins. There doesn't seem to be a coins in the slashed corpse of a young highwayman. R HP:Bruised>k man You attack a young highwayman! You slash a young highwayman's body. R HP:Bruised, a young highwayman:Hurt> You deflect a young highwayman's attack. R HP:Bruised, a young highwayman:Hurt>sc You have 93/129 hit, 56/56 stamina, 77/145 moves, 0 spirit. OB: 76, DB: 17, PB: 56, Speed: 21, Gold: 8, XP Needed: 12K. You are hungry. R HP:Bruised, a young highwayman:Hurt> The day has now begun. The road is suddenly lit by violent flashes of lightning as the rain continues. You are hungry. Saving Ainaran. R HP:Bruised, a young highwayman:Hurt> You slash a young highwayman's right arm hard. A young highwayman is dead! R.I.P. You receive your share of experience -- 15 points. Saving Ainaran. R HP:Bruised>get coins all.cor You get a small pile of coins from the slashed corpse of a young highwayman. There were 83 copper coins. There doesn't seem to be a coins in the slashed corpse of a young highwayman. There doesn't seem to be a coins in the slashed corpse of a young highwayman. R HP:Bruised>rem tor n You stop using a torch. R HP:Bruised>You cannot go that way. R HP:Bruised>w w w You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>s You cannot go that way. R HP:Bruised>w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. n R HP:Bruised>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Bruised>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R HP:Bruised>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A black rabbit scurries about. R HP:Bruised>e Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R HP:Bruised>pour water skin pour water skin drink water There is no room for more. R HP:Bruised>pour water skin There is no room for more. R HP:Bruised>You drink the water. You don't feel thirsty any more. R HP:Bruised>who There is no room for more. R HP:Bruised>w Players ------- [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R HP:Bruised>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A black rabbit scurries about. R HP:Bruised> A black rabbit leaves east. R HP:Bruised>w Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. R HP:Bruised> Cogadh chats, 'I'm at town' R HP:Bruised>set men on AutoMental mode is now on. R HP:Bruised>k man You couldn't reach his mind. set tac def R HP:Bruised, a bandit sentry:in top shape>You are now employing defensive tactics. R HP:Bruised, a bandit sentry:in top shape>ci You force your Will against a bandit sentry's will! R HP:Bruised, a bandit sentry:slightly dispirited> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:slightly dispirited>You can't summon enough energy to cast the spell. R HP:Bruised, a bandit sentry:slightly dispirited> You couldn't reach his mind. who R HP:Bruised, a bandit sentry:slightly dispirited>Players ------- [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R HP:Bruised, a bandit sentry:slightly dispirited> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:slightly dispirited> You couldn't reach his mind. R HP:Bruised, a bandit sentry:slightly dispirited> You couldn't reach his mind. Sesil chats, 'we come back out in a sec' R HP:Bruised, a bandit sentry:slightly dispirited> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:slightly dispirited>chat I getting spirit :P You force your Will against a bandit sentry's constitution! R HP:Bruised, a bandit sentry:slightly sickly>You chat, 'I getting spirit :P' R HP:Bruised, a bandit sentry:slightly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:slightly sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:slightly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:slightly sickly> Cogadh chats, 'I'm ready to go now...' R HP:Bruised, a bandit sentry:slightly sickly>set tac def You couldn't reach his mind. R HP:Bruised, a bandit sentry:slightly sickly>You deflect a bandit sentry's attack. You are now employing defensive tactics. R HP:Bruised, a bandit sentry:slightly sickly>who Players ------- [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 6 characters displayed. R HP:Bruised, a bandit sentry:slightly sickly> You force your Will against a bandit sentry's intelligence! R HP:Bruised, a bandit sentry:slightly sickly> You deflect a bandit sentry's attack. You couldn't reach his mind. R HP:Bruised, a bandit sentry:slightly sickly> You force your Will against a bandit sentry's learning! R HP:Bruised, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's intelligence! R HP:Bruised, a bandit sentry:somewhat duped>chat keep them on their toes You chat, 'keep them on their toes' R HP:Bruised, a bandit sentry:somewhat duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:somewhat duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:somewhat duped> You couldn't reach his mind. sc R HP:Bruised, a bandit sentry:somewhat duped>You have 101/129 hit, 56/56 stamina, 87/145 moves, 0 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. You are getting hungry. R HP:Bruised, a bandit sentry:somewhat duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:somewhat duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:somewhat duped> You force your Will against a bandit sentry's constitution! R HP:Bruised, a bandit sentry:somewhat sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:somewhat sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. Rain falls heavily on the fields. R HP:Bruised, a bandit sentry:somewhat sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:somewhat sickly>'concentration! You say 'concentration!' R HP:Bruised, a bandit sentry:somewhat sickly>sigh You couldn't reach his mind. R HP:Bruised, a bandit sentry:somewhat sickly>You sigh. R HP:Bruised, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:somewhat sickly>set tac def You couldn't reach his mind. R HP:Bruised, a bandit sentry:somewhat sickly>who You are now employing defensive tactics. R HP:Bruised, a bandit sentry:somewhat sickly>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 7 characters displayed. R HP:Bruised, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's intelligence! R HP:Bruised, a bandit sentry:quite duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:quite duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped> You force your Will against a bandit sentry's strength! R HP:Bruised, a bandit sentry:quite duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:quite duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped>sc You have 103/129 hit, 56/56 stamina, 95/145 moves, 0 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. You are getting hungry. R HP:Bruised, a bandit sentry:quite duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:quite duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:quite duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped> You force your Will against a bandit sentry's will! R HP:Bruised, a bandit sentry:quite duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:quite duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:quite duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped> You force your Will against a bandit sentry's strength! R HP:Bruised, a bandit sentry:quite duped> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:quite duped> You force your Will against a bandit sentry's strength! R HP:Bruised, a bandit sentry:quite duped>stat Your fatigue is 0; Your willpower is 35; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. R HP:Bruised, a bandit sentry:quite duped> You deflect a bandit sentry's attack. You couldn't reach his mind. R HP:Bruised, a bandit sentry:quite duped> You force your Will against a bandit sentry's strength! who R HP:Bruised, a bandit sentry:seriously weakened>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 7 characters displayed. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>sc You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>You have 106/129 hit, 56/56 stamina, 106/145 moves, 0 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. You are getting hungry. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 7 characters displayed. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. sc R HP:Bruised, a bandit sentry:seriously weakened>You have 108/129 hit, 56/56 stamina, 111/145 moves, 0 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. You are getting hungry. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> Rain falls heavily on the fields. You are hungry. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened>tell cogadh want to go get that circlet? :-) You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>You tell Cogadh 'want to go get that circlet? :-)' R HP:Bruised, a bandit sentry:seriously weakened>get rat pack get rat pack er You force your Will against a bandit sentry's concentration! You get a soldier ration from a backpack. er R HP:Bruised, a bandit sentry:seriously weakened>You deflect a bandit sentry's attack. You get a soldier ration from a backpack. R HP:Bruised, a bandit sentry:seriously weakened>You eat a soldier ration. R HP:Bruised, a bandit sentry:seriously weakened>You eat a soldier ration. You are full. R HP:Bruised, a bandit sentry:seriously weakened>who You try your Will against a bandit sentry's mind, but he resists! sc R HP:Bruised, a bandit sentry:seriously weakened>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 7 characters displayed. R HP:Bruised, a bandit sentry:seriously weakened>chat woo You have 109/129 hit, 56/56 stamina, 117/145 moves, 2 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>You chat, 'woo' R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> A bandit sentry hits your head hard. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. Sesil chats, '?' R HP:Bruised, a bandit sentry:seriously weakened>chat finally hit this guys' concentration You chat, 'finally hit this guys' concentration' R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>set tac def You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened>You are now employing defensive tactics. R HP:Bruised, a bandit sentry:seriously weakened>sc You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>You have 99/129 hit, 56/56 stamina, 123/145 moves, 2 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>chat that's 2 spirit! *hop* You deflect a bandit sentry's attack. You couldn't reach his mind. You chat, 'that's 2 spirit! *hop*' R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> A bandit sentry hits your right leg. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's intelligence! R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You force your Will against a bandit sentry's dexterity! R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You force your Will against a bandit sentry's strength! R HP:Bruised, a bandit sentry:strongly weakened> You force your Will against a bandit sentry's dexterity! **I'm annoyed. R HP:Bruised, a bandit sentry:strongly weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly weakened>Unrecognized command. R HP:Bruised, a bandit sentry:strongly weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly weakened> Cogadh tells you 'get circlet?'. R HP:Bruised, a bandit sentry:strongly weakened> Rain falls heavily on the fields. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> Soi chats, 'i cant buff 4 uruks while being confused' R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened>reply haven't yet. :( You couldn't reach his mind. You tell Cogadh 'haven't yet. :(' R HP:Bruised, a bandit sentry:seriously weakened> Cogadh chats, 'was only 3' R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> Cogadh chats, 'and I did :)' R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> Cogadh chats, 'full metal...heh' R HP:Bruised, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's constitution! R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. **He doesn't need to know about my visor :-) R HP:Bruised, a bandit sentry:seriously weakened>Unrecognized command. R HP:Bruised, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's concentration! R HP:Bruised, a bandit sentry:seriously weakened>fame cogadh There were found 0 records about Cogadh, total fame 0. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's constitution! fame war R HP:Bruised, a bandit sentry:seriously weakened>+---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 16| | Scan 2| Eniumenav 4| | Soi 1| Naraat 4| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 21| |Total fame for the forces of good: -22| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>sc You have 100/129 hit, 56/56 stamina, 145/145 moves, 4 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>chat ripem? You chat, 'ripem?' R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened>who You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously weakened>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) [ Arata ] Errent Wolfe, Architect of Arda 7 characters displayed. R HP:Bruised, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's intelligence! R HP:Bruised, a bandit sentry:seriously duped> Cogadh chats, 'nah' R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> Cogadh chats, 'couldnt touch em, confused' R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped>chat ah You chat, 'ah' R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You dodge a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You force your Will against a bandit sentry's will! R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped>chat mutter You couldn't reach his mind. You chat, 'mutter' R HP:Bruised, a bandit sentry:seriously duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:seriously duped> Rain falls heavily on the fields. Saving Ainaran. R HP:Bruised, a bandit sentry:seriously duped> You force your Will against a bandit sentry's dexterity! R HP:Bruised, a bandit sentry:seriously duped>chat i'll try to screw em over as soon as I get spirit You deflect a bandit sentry's attack. You force your Will against a bandit sentry's intelligence! R HP:Bruised, a bandit sentry:strongly duped>You chat, 'i'll try to screw em over as soon as I get spirit' R HP:Bruised, a bandit sentry:strongly duped> You force your Will against a bandit sentry's dexterity! R HP:Bruised, a bandit sentry:strongly duped>set tac def You are now employing defensive tactics. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped>diag A bandit sentry looks healthy. A bandit sentry is strongly duped and seriously weakened. A bandit sentry has been here for a long time already. A bandit sentry is not affected by anything. He is moderately sensitive to the spiritual. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped>sc You have 102/129 hit, 56/56 stamina, 133/145 moves, 4 spirit. OB: 39, DB: 28, PB: 84, Speed: 21, Gold: 8, XP Needed: 12K. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> Aggrippa chats, 'Ladies and gentlemen, I proudly announce that I will be looking over your wellfare for the next hour. So enjoy the hunt.' R HP:Bruised, a bandit sentry:strongly duped> You force your Will against a bandit sentry's constitution! R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. pray aggrippa R HP:Bruised, a bandit sentry:strongly duped> You force your Will against a bandit sentry's dexterity! R HP:Bruised, a bandit sentry:strongly duped>You pray to Aggrippa, hoping for his good will. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You force your Will against a bandit sentry's constitution! R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly duped> You force your Will against a bandit sentry's strength! R HP:Bruised, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly duped> You force your Will against a bandit sentry's dexterity! **Love Aggrippa :-) R HP:Bruised, a bandit sentry:strongly clumsy>Unrecognized command. R HP:Bruised, a bandit sentry:strongly clumsy> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly clumsy> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly clumsy> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly clumsy> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's constitution! R HP:Bruised, a bandit sentry:strongly sickly> You force your Will against a bandit sentry's concentration! R HP:Bruised, a bandit sentry:strongly sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly sickly>**He's an awesome guy You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly sickly>Unrecognized command. R HP:Bruised, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly sickly> Rain falls heavily on the fields. R HP:Bruised, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly sickly>**Does a lot of things for the game. You force your Will against a bandit sentry's strength! Unrecognized command. R HP:Bruised, a bandit sentry:strongly sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly sickly> You force your Will against a bandit sentry's learning! R HP:Bruised, a bandit sentry:strongly sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly sickly> You force your Will against a bandit sentry's constitution! R HP:Bruised, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly sickly> You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly sickly> Cogadh chats, 'um, yippy :P' R HP:Bruised, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Bruised, a bandit sentry:strongly sickly>** I can't believe this sentry is still alive. bhel You deflect a bandit sentry's attack. R HP:Bruised, a bandit sentry:strongly sickly>Unrecognized command. R HP:Bruised, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Scratched, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Scratched, a bandit sentry:strongly sickly> You deflect a bandit sentry's attack. R HP:Scratched, a bandit sentry:strongly sickly> You force your Will against a bandit sentry's strength! Your spirit increases by 2. You receive your share of experience -- 710 points. R HP:Scratched>**Bleh rahter** Unrecognized command. R HP:Scratched>smile get coins all.cor You smile happily. R HP:Scratched>You get a small pile of coins from the silent corpse of a bandit sentry. There were 40 copper coins. R HP:Scratched>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Scratched>chat ? You chat, '?' R HP:Scratched>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 16| | Scan 2| Eniumenav 4| | Soi 1| Naraat 4| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 21| |Total fame for the forces of good: -22| +---------------------------------------------------+ |The Shadow's power falls ol ver the land of Arda. | +---------------------------------------------------+ R HP:Scratched>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. You are riding on a horse. R HP:Scratched>get coins all.cor e There doesn't seem to be a coins in the silent corpse of a bandit sentry. R HP:Scratched>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R HP:Scratched>ride s You are riding already. R HP:Scratched>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R HP:Scratched>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. R HP:Scratched>aff e e You are affected by: anger (short) detect hidden (medium) cast evasion cast evasion cast evasion cast evasion R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Scratched>cast evasion cast evasion Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. R HP:Scratched>You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You feel someone protecting you. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. hop \|n /-\You lost your concentration! Are you a little bunny? R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Scratched>e e e The new-born moon shows in the sky. Puddles form in ruts in the road as rain quickly falls. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>s s s Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black deer can barely be made out in the darkness here. R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched> Cogadh tells you 'I'm coming to help with circlet'. R HP:Scratched>rep nod e You tell Cogadh 'nod' R HP:Scratched>A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. R HP:Scratched>s s e You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. R HP:Scratched>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. R HP:Scratched>s Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. R HP:Scratched>s w You cannot go that way. R HP:Scratched>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. R HP:Scratched>s Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Scratched>s Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. A black rabbit scurries about. R HP:Scratched>s Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. R HP:Scratched>n pour water skin Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. A black rabbit scurries about. R HP:Scratched>s There is no room for more. R HP:Scratched>e Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. R>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A massive Mirkwolf stares at you through blood red eyes. e n R>You cannot go that way. R>Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. A black rabbit scurries about. R>n e Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>w You cannot go that way. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>n Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. n R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. e R>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. A flickering ball of pale flame dances through the air. (shadow) R>You cannot go that way. R>k flame You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:in top shape, a ball of pale flame:barely sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:barely sickly>l flame It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:in top shape, a ball of pale flame:barely sickly> You couldn't reach its mind. R HP:Healthy Mind:in top shape, a ball of pale flame:barely sickly> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> a ball of pale flame forces its Will against your concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited>reply come to the pale flaem You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited>You tell Cogadh 'come to the pale flaem' R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> You couldn't reach its mind. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited>set tac def You are now employing defensive tactics. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but loses control! gt found it, getting more spirit R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> You couldn't reach its mind. R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded>You group-say 'found it, getting more spirit' R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded>diag eq You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded>A ball of pale flame looks healthy. A ball of pale flame is somewhat retarded and somewhat sickly. A ball of pale flame has been here for a little while. A ball of pale flame is not affected by anything. It is one with the Wraith-world! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded>You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> a ball of pale flame forces its Will against your dexterity! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat retarded>aff The moon lights your surroundings. You are affected by: evasion (long) anger (short) detect hidden (medium) R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat retarded> The sky is hidden by clouds making this area damp and chill. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat dispirited> a ball of pale flame forces its Will against your dexterity! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat dispirited> You couldn't reach its mind. R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat dispirited>ci ainaran A ball of pale flame tries its Will against your mind, but you resist! You start to concentrate. /-\|/-\ A ball of pale flame tries its Will against your mind, but you resist! Ok. The world seems to gain a few edges for you. R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly>smile A ball of pale flame tries its Will against your mind, but loses control! You force your Will against a ball of pale flame's concentration! sc R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly>You smile happily. R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly>You have 129/129 hit, 56/56 stamina, 131/145 moves, 8 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 11K. R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly>who A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely clumsy, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely clumsy, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely clumsy, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely clumsy, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely clumsy, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely clumsy, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely clumsy, a ball of pale flame:seriously sickly> a ball of pale flame forces its Will against your strength! R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely weakened, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely weakened, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely weakened, a ball of pale flame:strongly sickly> a ball of pale flame forces its Will against your dexterity! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:strongly sickly>who You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly duped>A ball of pale flame tries its Will against your mind, but you resist! Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly duped> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly duped> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly duped> You force your Will against a ball of pale flame's strength! Your spirit increases by 8. You receive your share of experience -- 809 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. sc R>You have 129/129 hit, 56/56 stamina, 131/145 moves, 21 spirit. OB: 39, DB: 25, PB: 84, Speed: 20, Gold: 8, XP Needed: 10K. R>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R>tell cogadh where are you? l You tell Cogadh 'where are you?' R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. You are riding on a horse. R> Cogadh tells you 'at town, be a sec'. R> The sky is hidden by clouds making this area damp and chill. Saving Ainaran. R>rep nod You tell Cogadh 'nod' where R>Players in your Zone -------------------- Ainaran - A Small, Dark Pond R>gro Your group consists of: HP: Healthy, S:Full, MV:Energetic -- Soi (Head of group) HP: Healthy, S:Full, MV:Energetic -- Ainaran HP: Healthy, S:Full, MV:Energetic -- Sesil HP: Healthy, S:Full, MV:Energetic -- Cogadh R>gt how's it going guys? sc You group-say 'how's it going guys?' R>You have 129/129 hit, 56/56 stamina, 134/145 moves, 21 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 10K. R>**I really want to get regen before I start kicking uruk ass on my own. :-) Unrecognized command. R>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R>aff The moon lights your surroundings. You are affected by: insight (long) evasion (long) anger (short) detect hidden (medium) R> A ball of pale flame arrives. R>k flame You force your Will against a ball of pale flame's intelligence! l flame R HP:Healthy Mind:barely clumsy, a ball of pale flame:slightly duped> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly duped> It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly duped>set tac def You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly duped>A ball of pale flame tries its Will against your mind, but loses control! You are now employing defensive tactics. R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> You stop following Soi. You leave the group of Soi. R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> You force your Will against a ball of pale flame's constitution! fame soi R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited>On the 16th Day of Urime, Soi killed Ashburz. On the 30th Day of Urime, Soi killed Someone. There were found 2 records about Soi, total fame 1. R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly dispirited> As the sun sets the marshy area becomes alive with night-time sound. The sky is hidden by clouds making this area damp and chill. R HP:Scratched Mind:in top shape, a ball of pale flame:barely dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:in top shape, a ball of pale flame:barely dispirited> You force your Will against a ball of pale flame's will! R HP:Scratched Mind:in top shape, a ball of pale flame:somewhat dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:in top shape, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's concentration! R HP:Scratched Mind:in top shape, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:in top shape, a ball of pale flame:somewhat dispirited> a ball of pale flame forces its Will against your will! R HP:Scratched Mind:slightly dispirited, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:slightly dispirited, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:slightly dispirited, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's learning! R HP:Scratched Mind:slightly dispirited, a ball of pale flame:somewhat clumsy> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:somewhat clumsy>time It is 6 o'clock pm (18 :00), on Isilya, the 12th Day of Narquelie. The moon is new-born and shining. The sun will rise in about 14 hour(s). R HP:Healthy Mind:slightly dispirited, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's dexterity! fame soi R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously clumsy>On the 16th Day of Urime, Soi killed Ashburz. On the 30th Day of Urime, Soi killed Someone. There were found 2 records about Soi, total fame 1. R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously retarded> a ball of pale flame forces its Will against your dexterity! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded>set tac def You are now employing defensive tactics. R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded>who You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded>A ball of pale flame tries its Will against your mind, but loses control! Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:horribly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:horribly retarded> You force your Will against a ball of pale flame's learning! Your spirit increases by 8. You receive your share of experience -- 600 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>chat soi had to leave? l You chat, 'soi had to leave?' R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. You are riding on a horse. R>exa d You see nothing special. R> Cogadh chats, 'yeah' Sesil chats, 'yes' R>w Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. R>ride You are riding already. R>chat dang You chat, 'dang' R>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>s s Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>s Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>e Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>e s s You cannot go that way. R> Cogadh chats, 'nah, we do mystic stuff' R>Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. A black rabbit scurries about. R>A Mirkwolf attacks YOU! A Mirkwolf hits your body hard. You cannot fathom a Mirkwolf's mind. No way! You're fighting for your life! R HP:Scratched, a Mirkwolf:in top shape>set tac def You cannot fathom a Mirkwolf's mind. f R HP:Scratched, a Mirkwolf:in top shape>You are now employing defensive tactics. R HP:Scratched, a Mirkwolf:in top shape>You flee head over heels. Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A massive Mirkwolf stares at you through blood red eyes. R HP:Scratched>chat nod Cogadh chats, 'come flame?' R HP:Scratched>You chat, 'nod' R HP:Scratched>n n Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. A black rabbit scurries about. R HP:Scratched>Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Scratched>e Night falls over the land. Rain falls heavily on the fields. n w R HP:Bruised S:Surging>You cannot go that way. R HP:Bruised S:Surging>n get tor pack You cannot go that way. R HP:Bruised S:Surging>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Bruised S:Surging>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A wolf approaches you, obhol tor viously abandoned by its pack, hungry and angry. R HP:Bruised S:Surging>You get a torch from a backpack. R HP:Bruised S:Surging> An abandoned wolf attacks YOU! You dodge an abandoned wolf's attack. You cannot fathom an abandoned wolf's mind. R HP:Bruised S:Surging, an abandoned wolf:in top shape>You light a torch and hold it. R HP:Bruised S:Surging, an abandoned wolf:in top shape>f You cannot fathom an abandoned wolf's mind. R HP:Bruised S:Surging, an abandoned wolf:in top shape>You flee head over heels. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Bruised S:Surging>e n n Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Bruised S:Surging>You cannot go that way. R HP:Bruised S:Surging>You cannot go that way. R HP:Bruised S:Surging>w n Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Bruised>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A wolf approaches you, obviously abn andoned by its pack, hungry and angry. R HP:Bruised>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. R HP:Bruised>n e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R HP:Bruised>You cannot go that way. R HP:Bruised>s e Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. R HP:Bruised>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. R HP:Bruised>drink skin You drink the water. You don't feel thirsty any more. R HP:Bruised>drink skin drink skin drink skin drink skin Your stomach can't contain anymore! R HP:Bruised>Your stomach can't contain anymore! R HP:Bruised>Your stomach can't contain anymore! R HP:Bruised>Your stomach can't contain anymore! R HP:Bruised>drink skin Your stomach can't contain anymore! R HP:Scratched>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R HP:Scratched>reply im there You tell Cogadh 'im there' R HP:Scratched>l A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. You are riding on a horse. R HP:Scratched>reply A Small, Dark Pond You tell Cogadh 'A Small, Dark Pond' R HP:Scratched>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R HP:Scratched>eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword R HP:Scratched> Cogadh tells you 'wrong one :P'. R HP:Scratched> The sky is hidden by clouds making this area damp and chill. R HP:Scratched>rep hehe You tell Cogadh 'hehe' R HP:Scratched>rep come to this one then l You tell Cogadh 'come to this one then' R HP:Scratched>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A torch is lying here. A torch is lying here. A torch is lying here. You are riding on a horse. R HP:Scratched>rep it's about to load a ruby You tell Cogadh 'it's about to load a ruby' R HP:Scratched> Cogadh tells you 'heh, not a clue where tis'. who R HP:Scratched>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R HP:Scratched> Cogadh tells you 'I'm new too, remember?'. R HP:Scratched>reply nod, hehe You tell Cogadh 'nod, hehe' R HP:Scratched>w w Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. R HP:Scratched>A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. R HP:Scratched>n n Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R HP:Scratched>You cannot go that way. R HP:Scratched>n You cannot go that way. R HP:Scratched>e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R HP:Scratched>n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A brown fox hunts for food here. R HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Scratched>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A brown fox hunts for food here. R HP:Scratched> Cogadh chats, 'uruk back' R HP:Scratched>chat where sc You chat, 'where' R HP:Scratched>You have 129/130 hit, 56/56 stamina, 143/145 moves, 39 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 10K. R HP:Scratched>l Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A brown fox hunts for food here. You are riding on a horse. R HP:Scratched> Cogadh chats, 'and sesil runs off...' R>chat nod You chat, 'nod' R> Cogadh chats, 'near swamp' R>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R>s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>w w w Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R>You cannot go that way. R>You cannot go that way. R>s s A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. R>You cannot go that way. R> Rain falls heavily on the fields. Saving Ainaran. w w R>Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. R>You cannot go that way. R>n Cogadh chats, 'I getting orcish, try and get a truce with them' R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. A black rabbit scurries about. R>chat grin Cogadh chats, 'like that will happen' e e R>You chat, 'grin' R>e You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R>e e e e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A black rabbit scurries about. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A brown fox hunts for food here. n R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R>You cannot go that way. R>You cannot go that way. R>w n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A brown fox hunts for food here. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>You cannot go that way. R>sit who You sit down. R>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R>chat I'm at the outpost You chat, 'I'm at the outpost' st R>sc Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. You stand up. R>who You have 130/130 hit, 56/56 stamina, 135/145 moves, 39 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 10K. R>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R> Cogadh is leaving south, riding on a nice pony. Sesil is leaving south, riding on a horse. A horse leaves south. R>l Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. You are riding on a horse. R>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A brown fox hunts for food here. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. R> Cogadh beckons for everyone to follow him. R>set men off AutoMental mode is now off. R>fol cogadh You now follow Cogadh. R> Sesil joins the group of Cogadh. R> You join the group of Cogadh. R> A brown fox leaves north. R> Cogadh tells you 'who are you on rots?'. R> Cogadh groans loudly. R> Cogadh says 'freeze' R> Puddles form in ruts in the road as rain quickly falls. Sesil's torch flickers weakly. R> Cogadh begins quietly muttering some strange, powerful words. R> Cogadh utters a strange command, 'insight' R>reply My most popular character (That I never play anymore) is Hexi Cogadh sinks deeply into his own thoughts. R>You tell Cogadh 'My most popular character (That I never play anymore) is Hexi' R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh shrugs. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The slashed corpse of a large wild dog is lying here. The slashed corpse of a large wild dog is lying here. A black rabbit scurries about. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A massive Mirkwolf stares at you through blood red eyes. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Hillside Forest Exits are: E W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: E W U This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and east. Forest surrounds the road now. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh blushes. R> Cogadh says 'too far' R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Hillside Forest Exits are: E W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A massive Mirkwolf stares at you through blood red eyes. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>reply But, sigh, I'm more known as Incanus. *shrug* You tell Cogadh 'But, sigh, I'm more known as Incanus. *shrug*' R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The slashed corpse of a large wild dog is lying here. The slashed corpse of a large wild dog is lying here. A black rabbit scurries about. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Cogadh tells you 'heh'. R> Large drops of water fall from the trees, as heavy rain falls overhead. Cogadh's torch flickers weakly. Sesil's torch went out. R>rep hehe You tell Cogadh 'hehe' R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. l R> Sesil gets a torch from a backpack. R>Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Cogadh is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R> Cogadh tells you 'shoulda known'. Sesil lights a torch and holds it. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>rep shrug You tell Cogadh 'shrug' R> Cogadh grins evilly. R> Cogadh patiently twiddles his thumbs. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Cogadh is riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A fetid black fungus grows here, covering the ground. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. Cogadh is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. R> Sesil stops riding a horse. A horse now follows Sesil. R>dismount Cogadh stops riding a nice pony. A nice pony now follows Cogadh. You stop riding a horse. A horse starts following you. >set tac def Cogadh snaps his fingers. You are now employing defensive tactics. >set men on AutoMental mode is now on. who >Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. m > Cogadh says 'didnt get pick' >+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ > Cogadh says 'I going back' l >Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >gig Cogadh will be right back! >You giggle. >re Sesil sits down and rests. >You sit down and rest your tired bones. > You stop following Cogadh. > Sesil stops following Cogadh. >st Cogadh shrugs. >You stop resting, and stand up. >shrug Cogadh beckons for everyone to follow him. >You shrug. >fol cogadh re You now follow Cogadh. Sesil stops resting, and clambers on his feet. >You sit down and rest your tired bones. > Sesil now follows Cogadh. > Sesil sits down and rests. > Cogadh says 'oh' > Cogadh says 'k' > Cogadh says 'stay' smile >You smile happily. who >Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >sc You have 130/130 hit, 56/56 stamina, 145/145 moves, 39 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 10K. > Rain falls heavily on the fields. Cogadh's torch flickers weakly. >gt got 39 spirit You group-say 'got 39 spirit' > Cogadh appears to be confused! >who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >peer You peer around yourself, uncertain of the things around you. > Cogadh leaves west. A nice pony leaves west. >diag cogadh No-one by that name here. > Cogadh group-says 'hehw' >gt :-) You group-say ':-)' >gt screwy You group-say 'screwy' > Cogadh group-says 'lemme guess, got it highlighted?' >who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >gt shake You group-say 'shake' >gt hehe You group-say 'hehe' >gt going to :-) You group-say 'going to :-)' >afk You go away from keyboard. > You become less aware of surroundings. > Rain falls heavily on the fields. > Cogadh group-says 'I gotta lvl some' > Sesil drinks water from a water skin. > Sesil drinks water from a water skin. > Cogadh group-says '15k tnl' >gt :-) You return to your keyboard. You group-say ':-)' sc >You have 130/130 hit, 56/56 stamina, 145/145 moves, 39 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 10K. >gt 10K tnl You group-say '10K tnl' >st You stop resting, and stand up. > Sesil says 'i need food' >aff The moon lights your surroundings. You are affected by: insight (long) evasion (long) get rat pack get rat pack >There doesn't seem to be a rat in a backpack. Sesil stops resting, and clambers on his feet. >There doesn't seem to be a rat in a backpack. >'get more prepared You say 'get more prepared' >cast detect You start to concentrate. \cast detect |/ Sesil says 'die' -\You lost your concentration! You start to concentrate. \|cast detect /-cast detect \shake You lost your concentration! You start to concentrate. \|/-\ Sesil says 'i didnt have any money' You lost your concentration! You start to concentrate. \|/-\sc Ok. Your feel your awareness improve. You shake your head. >You have 130/130 hit, 56/56 stamina, 130/145 moves, 39 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 8, XP Needed: 10K. >give 3 gold sesil Ok. You give 3 gold coins to Sesil. >who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. > Rain falls heavily on the fields. > Sesil sinks deeply into thought, but seems to be a little lost. who >Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >exam pack When you look inside, you see: backpack (carried) : a torch a torch a torch a torch a torch a torch a large slice of beef a torch a torch a torch a torch a torch a torch > Sesil says 'dude just for now' >get beef pack You get a large slice of beef from a backpack. >give beef sesil You give a large slice of beef to Sesil. Sesil eats a large slice of beef. >'I have none now You say 'I have none now' >exam pack Sesil says '1 more' i >When you look inside, you see: backpack (carried) : a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch >You are carrying: a water skin a torch a battered metal lamp a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a large sack a water skin >exam sack This is a large sack, made to carry things. When you look inside, you see: sack (carried) : Nothing. >exam 2.sack This is a large sack, made to carry things. When you look inside, you see: sack (carried) : a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration >drop sack You drop a large sack. >get rat sack get rat sack You get a soldier ration from a large sack. >You get a soldier ration from a large sack. > Sesil gets a large sack. give rat sesil >You give a soldier ration to Sesil. 'nm >You say 'nm' eat meat >You don't seem to have any. >er Sesil drops a large sack. >You eat a soldier ration. You are full. >who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >aff sc Sesil eats a soldier ration. >The moon lights your surroundings. You are affected by: detect hidden (long) insight (long) evasion (long) >You have 130/130 hit, 56/56 stamina, 145/145 moves, 39 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 5, XP Needed: 10K. >sc You have 130/130 hit, 56/56 stamina, 145/145 moves, 39 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 5, XP Needed: 10K. >op muckyhole Ok. >d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >k hazy You force your Will against a hazy wraith's learning! HP:Healthy Mind:in top shape, a hazy wraith:barely retarded> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:barely clumsy, a hazy wraith:barely retarded> Cogadh group-says 'k, on my way back' HP:Healthy Mind:barely clumsy, a hazy wraith:barely retarded>set tac def You force your Will against a hazy wraith's intelligence! You are now employing defensive tactics. HP:Healthy Mind:barely clumsy, a hazy wraith:barely retarded> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:slightly duped, a hazy wraith:barely retarded>gt nod You force your Will against a hazy wraith's dexterity! f HP:Healthy Mind:in top shape, a hazy wraith:barely clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a hazy wraith:barely clumsy>You group-say 'nod' HP:Healthy Mind:in top shape, a hazy wraith:barely clumsy>PANIC! You couldn't escape! HP:Healthy Mind:in top shape, a hazy wraith:barely clumsy>f You force your Will against a hazy wraith's learning! HP:Healthy Mind:in top shape, a hazy wraith:slightly retarded> a hazy wraith forces its Will against your learning! HP:Healthy Mind:slightly retarded, a hazy wraith:slightly retarded> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:slightly retarded, a hazy wraith:slightly retarded> Sesil enters from above. A horse enters from above. A horse enters from above. HP:Healthy Mind:slightly retarded, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly retarded, a hazy wraith:slightly retarded>a hazy wraith forces its Will against your dexterity! PANIC! You couldn't escape! HP:Healthy Mind:slightly clumsy, a hazy wraith:slightly retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:slightly clumsy, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly clumsy, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly clumsy, a hazy wraith:somewhat retarded>f a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:somewhat clumsy, a hazy wraith:somewhat retarded>You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. > Sesil enters from below. A horse enters from below. A horse enters from below. >sit You sit down. >who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. > Sesil leaves down. A horse leaves down. A horse leaves down. > Sesil enters from below. A horse enters from below. A horse enters from below. >who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 16| | Scan 2| Eniumenav 4| | Soi 1| Naraat 4| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 21| |Total fame for the forces of good: -22| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ >l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >whois sakisur Sakisur the Uruk-Hai is a level 9 Uruk-Hai. > The half-grown moon goes off the sky. Rain falls heavily on the fields. HP:Scratched>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Scratched> Your blood freezes as you hear someone's death cry. HP:Scratched>'emote appears to be confused! l You say 'emote appears to be confused!' HP:Scratched>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>grin You grin evilly. HP:Scratched> Sesil leaves west. A horse leaves west. A horse leaves west. HP:Scratched>w Maybe you should get on your feet first? st w HP:Scratched>ride You stand up. HP:Scratched>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. HP:Scratched>A horse stops following you. You mount a horse and start riding him. R HP:Scratched>where Players in your Zone -------------------- Ainaran - A Rise in the Swamp Sesil - Swampy Ground R>track You start searching the ground for tracks. /-\|/ *an Uruk* is entering from the north, riding on a black warg. -\ You find some tracks of what went past here. The tracks of a black warg lead north. Their condition is fresh R> *an Uruk* is leaving north, riding on a black warg. R>chat uruk You chat, 'uruk' R>e Cogadh chats, '*groan*' R>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. R>close muckyhole Ok. R>chat 1 west of muckyhole l You chat, '1 west of muckyhole' R>Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. You are riding on a horse. R> Rain falls heavily on the fields. Saving Ainaran. R> Cogadh chats, 'nod' R> Sesil enters from the west. A horse enters from the west. A horse enters from the west. R>where Players in your Zone -------------------- Ainaran - Corner of a Swamp Sesil - Corner of a Swamp R>cast curing Sesil snickers softly. R>You start to concentrate. /-\|/- Sesil says 'curing me' \ Ok. You feel yourself becoming healthier. R>cast curing sesil You start to concentrate. /-\|/-\ You lost your concentration! R>sc You have 130/130 hit, 56/56 stamina, 133/145 moves, 38 spirit. OB: 39, DB: 25, PB: 84, Speed: 21, Gold: 5, XP Needed: 10K. R>cast curing sesil sc You start to concentrate. /-\|/-\Ok. You have 130/130 hit, 56/56 stamina, 135/145 moves, 37 spirit. OB: 39, DB: 25, PB: 84, Speed: 21, Gold: 5, XP Needed: 10K. R> Sesil says 'thanx' who R>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. Sesil sits down and rests. R>where Players in your Zone -------------------- Ainaran - Corner of a Swamp Sesil - Corner of a Swamp R>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R>exa w Sesil stops resting, and clambers on his feet. R>To the west you see: It is pitch black... R> Sesil leaves west. A horse leaves west. A horse leaves west. R>time It is 5 o'clock am (5 :00), on Alduya, the 13th Day of Narquelie. The moon is new-born and not shining. The sun will rise in about 3 hour(s). R>chat 3 hrs til sun You chat, '3 hrs til sun' R>st w You are already standing. R>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Sesil leaves east. A horse leaves east. A horse leaves east. R> Rain falls heavily on the fields. R>gt come stand here with me sesil You group-say 'come stand here with me sesil' R>l A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. You are riding on a horse. R> Sesil enters from the east. A horse enters from the east. A horse enters from the east. R>exam cor You see nothing special.. When you look inside, you see: corpse (here) : Nothing. R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ R> Cogadh group-says 'brt' R>l A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>gt nod You group-say 'nod' R>gt just think, far to the north, is laketown. :-) You group-say 'just think, far to the north, is laketown. :-)' R> Rain falls heavily on the fields. R> Cogadh group-says 'hehe' R>gt and Thranduil's Halls.. *sigh* You group-say 'and Thranduil's Halls.. *sigh*' who R>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R> Sesil is leaving north, riding on a horse. A horse leaves north. R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ R> Sesil is entering from the north, riding on a horse. A horse enters from the north. R>who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R>sc You have 130/130 hit, 56/56 stamina, 145/145 moves, 37 spirit. OB: 39, DB: 27, PB: 84, Speed: 21, Gold: 5, XP Needed: 10K. R>aff You are affected by: curing saturation (fast-acting) detect hidden (long) insight (long) evasion (medium) who R>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R>l A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R> Sesil is leaving north, riding on a horse. A horse leaves north. who R>Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R> The sun rises across the fields. Rain falls heavily on the fields. R>chat sun up e You chat, 'sun up' R>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. R>exam d To the down you see: It is pitch black... The muckyhole is open. R>dismount d You stop riding a horse. A horse starts following you. >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >k hazy derf You force your Will against a hazy wraith's strength! HP:Healthy Mind:in top shape, a hazy wraith:slightly weakened> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy>Unrecognized command. HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy>set tac def You are now employing defensive tactics. HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> You force your Will against a hazy wraith's strength! HP:Healthy Mind:in top shape, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your will! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:somewhat duped, a hazy wraith:somewhat weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat duped, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your intelligence! eq HP:Healthy Mind:quite duped, a hazy wraith:somewhat weakened>l You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword HP:Healthy Mind:quite duped, a hazy wraith:somewhat weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:somewhat weakened>You force your Will against a hazy wraith's dexterity! Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy wraith (shadow) is here, fighting YOU! A hazy wraith (shadow) is here, fighting YOU! A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Healthy Mind:quite duped, a hazy wraith:somewhat clumsy>f A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:somewhat clumsy>PANIC! You couldn't escape! HP:Healthy Mind:quite duped, a hazy wraith:somewhat clumsy> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:quite duped, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's will! HP:Healthy Mind:quite duped, a hazy wraith:somewhat clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:somewhat clumsy>f a hazy wraith forces its Will against your strength! HP:Healthy Mind:quite duped, a hazy wraith:somewhat clumsy> You try your Will against a hazy wraith's mind, but lose control! HP:Healthy Mind:quite duped, a hazy wraith:somewhat clumsy>You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. >sc You have 125/125 hit, 52/52 stamina, 129/144 moves, 37 spirit. OB: 35, DB: 24, PB: 81, Speed: 19, Gold: 5, XP Needed: 10K. who >Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. > Cogadh is entering from the west, riding on a nice pony. >where Players in your Zone -------------------- Cogadh - Corner of a Swamp Ainaran - Corner of a Swamp Sesil - Muddy End >bow cogadh You bow before him. >gt come sesil You group-say 'come sesil' > Cogadh group-says 'lag' >l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. A horse is here, gazing at you. Cogadh is riding on a nice pony. > The day has now begun. Rain falls heavily on the fields. HP:Scratched S:Surging>comf cogadh You comfort him. HP:Scratched S:Surging>cr You start to concentrate. /-\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. > Cogadh gets a large sack. >who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. >eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a green cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword > Sesil is entering from the west, riding on a horse. A horse enters from the west. > Cogadh drops a large sack. > Sesil stops riding a horse. A horse now follows Sesil. >aff You are affected by: anger (short) curing saturation (fast-acting) detect hidden (long) insight (medium) evasion (medium) > Cogadh stops riding a nice pony. A nice pony now follows Cogadh. > Cogadh smiles happily. >'k You say 'k' >'let's do this You say 'let's do this' >who Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 6 characters displayed. > Cogadh nods solemnly. > Cogadh says 'you guys kill hazies?' >shake You shake your head. >'waiting for you You say 'waiting for you' > Cogadh nods solemnly. > Cogadh leaves down. A nice pony leaves down. Sesil leaves down. A horse leaves down. A horse leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. > Cogadh attacks a hazy wraith! Cogadh's attack passes clean through a hazy wraith. Sesil says 'just do greys and ghost' > A hazy wraith forces its Will against Cogadh's learning! > A hazy wraith forces its Will against Cogadh's learning! ac > Cogadh forces his Will against a hazy wraith's will! >You join the fight! You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy>shake Cogadh forces his Will against a hazy wraith's dexterity! A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy>You shake your head. HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy> Cogadh says 'xp' HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy> Cogadh forces his Will against a hazy wraith's dexterity! A hazy wraith forces its Will against Cogadh's strength! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's strength! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:somewhat clumsy> Cogadh forces his Will against a hazy wraith's learning! A hazy wraith tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:quite clumsy> Cogadh says 'and spirit' HP:Healthy Mind:somewhat duped, Cogadh:slightly retarded, a hazy wraith:quite clumsy> Sesil tries his Will against a hazy wraith's mind, but loses control! HP:Healthy Mind:slightly duped, Cogadh:barely retarded, a hazy wraith:quite clumsy> Sesil nods solemnly. HP:Healthy Mind:slightly duped, Cogadh:barely retarded, a hazy wraith:quite clumsy> Cogadh forces his Will against a hazy wraith's strength! A hazy wraith forces its Will against Cogadh's intelligence! HP:Healthy Mind:slightly duped, Cogadh:barely retarded, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Cogadh:barely retarded, a hazy wraith:quite clumsy> Cogadh grins evilly. HP:Healthy Mind:slightly duped, Cogadh:barely retarded, a hazy wraith:quite clumsy> Sesil forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Cogadh:barely retarded, a hazy wraith:quite clumsy>'these screw with us if they come in Cogadh forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, Cogadh:barely retarded, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, Cogadh:barely retarded, a hazy wraith:quite clumsy>A hazy wraith turns to fight Ainaran! A hazy wraith tries its Will against your mind, but you resist! You say 'these screw with us if they come in' HP:Healthy Mind:slightly duped, a hazy wraith:quite clumsy> Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> Cogadh forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy>set tac def a hazy wraith forces its Will against your will! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy>You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> Cogadh forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> Cogadh tries his Will against a hazy wraith's mind, but loses control! HP:Healthy Mind:slightly duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:slightly duped, a hazy wraith:strongly clumsy> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> A hazy wraith forces its Will against Cogadh's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> A hazy wraith forces its Will against Cogadh's constitution! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly clumsy> Cogadh forces his Will against a hazy wraith's dexterity! Your spirit increases by 5. You receive your share of experience -- 1262 points. A hazy wraith vanishes into thin air. > Cogadh says 'and they easy anyway' > A hazy wraith tries its Will against Cogadh's mind, but he resists! > Cogadh forces his Will against a hazy wraith's dexterity! >ac Cogadh shrugs. >You join the fight! You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, Cogadh:slightly sickly, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, Cogadh:slightly sickly, a hazy wraith:somewhat clumsy> A hazy wraith forces its Will against Cogadh's strength! HP:Healthy Mind:slightly duped, Cogadh:slightly weakened, a hazy wraith:somewhat clumsy> Cogadh forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, Cogadh:slightly weakened, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Cogadh:slightly weakened, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Cogadh:slightly weakened, a hazy wraith:somewhat clumsy> A hazy wraith forces its Will against Cogadh's concentration! HP:Healthy Mind:slightly duped, Cogadh:slightly weakened, a hazy wraith:somewhat clumsy>conc You force your Will against a hazy wraith's constitution! Cogadh forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat clumsy>You start focusing your mind. A hazy wraith tries its Will against your mind, but you resist! Cogadh forces his Will against a hazy wraith's will! Sesil forces his Will against a hazy wraith's constitution! A hazy wraith tries its Will against Cogadh's mind, but loses control! Cogadh tries his Will against a hazy wraith's mind, but it resists! Sesil forces his Will against a hazy wraith's strength! A hazy wraith tries its Will against Cogadh's mind, but he resists! Cogadh forces his Will against a hazy wraith's will! Sesil forces his Will against a hazy wraith's strength! A hazy wraith forces its Will against Cogadh's dexterity! You attack with extra will power! (4) HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:quite weakened> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:quite weakened> Cogadh forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:quite weakened> Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:quite sickly> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:quite sickly> A hazy wraith tries its Will against Cogadh's mind, but loses control! Cogadh forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:quite sickly> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:seriously retarded>set tac def You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:seriously retarded>You are now employing defensive tactics. HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:seriously retarded> A hazy wraith tries its Will against Cogadh's mind, but he resists! Cogadh forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:seriously retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, Cogadh:slightly clumsy, a hazy wraith:seriously retarded> Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves up. A nice pony leaves up. HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously retarded> Cogadh enters from above. HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously retarded>who You force your Will against a hazy wraith's dexterity! Players ------- [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 6 characters displayed. HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously retarded> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously retarded>set tac def You are now employing defensive tactics. HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously sickly> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously sickly> Sesil forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! conc HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously sickly> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:seriously sickly> Sesil forces his Will against a hazy wraith's strength! Cogadh forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly retarded> Cogadh says 'ack' HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly retarded> Cogadh forces his Will against a hazy wraith's will! A hazy wraith forces its Will against Sesil's concentration! HP:Healthy Mind:slightly duped, Sesil:slightly sickly, a hazy wraith:strongly retarded>You start focusing your mind. Sesil forces his Will against a hazy wraith's constitution! Cogadh forces his Will against a hazy wraith's learning! A hazy wraith forces its Will against Sesil's strength! Sesil forces his Will against a hazy wraith's intelligence! Cogadh forces his Will against a hazy wraith's will! A hazy wraith forces its Will against Sesil's intelligence! Sesil forces his Will against a hazy wraith's constitution! Cogadh forces his Will against a hazy wraith's learning! Your spirit increases by 5. You receive your share of experience -- 1271 points. A hazy wraith vanishes into thin air. You release your concentration. > Cogadh says 'only 1 hazy?' > Cogadh peers around himself, uncertain of the things around him. >snap l PRONTO! You snap your fingers. >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A twisted piece of wire has been abandoned here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, g'killed last one azing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >get wire You say 'killed last one' >You get a twisted piece of wire. >l wire Bent into a strange shape with a couple of twists jutting out at strange angles, this wire did not get into this shape by accident. >ponder You ponder over matters as they appear to you at this moment. >l e You see nothing special. >cd You start to concentrate. /-\|/ Sesil says 'artifact' -\|/-\ Sesil says 'i think' |/-\ Ok. You feel confident about your location. (#22598) [ Floor, DARK INDOORS NORIDE ], Exits are: west: to Crypt in the Muck (#22597) door 'runedslab', key 'a twisted piece of wire'. up: to Corner of a Swamp (#22546) door 'muckyhole', key 'None'. Living beings in the room: a horse, a horse, a horse, Sesil, a horse, a horse, Ainaran, a horse, Cogadh, a nice pony. Objects in the room: None. >shrug You shrug. > Sesil says 'let me have it' >unlock runedslab *click* >op runedlsab smile Nothing here by that name. >You smile happily. >'it's the key You say 'it's the key' l > Sesil says 'oh' >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Sesil says 'its a key' > Sesil snickers softly. > Cogadh panics, and attempts to flee! >op runedslab Ok. >comf cogadh You comfort him. > Cogadh leaves up. A nice pony leaves up. Sesil leaves up. A horse leaves up. A horse leaves up. You follow Cogadh. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >'I got the key You say 'I got the key' smile >who You smile happily. >Players ------- [--- Dwf] Smoke the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >pray smoke You pray to Smoke, hoping for his good will. > Cogadh leaves down. A nice pony leaves down. Sesil leaves down. A horse leaves down. A horse leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >'k greys You say 'k greys' set tac def > Cogadh says 'can I see key?' >You are now employing defensive tactics. > Your torch flickers weakly. >give key cogadh You give a twisted piece of wire to Cogadh. > Cogadh says 'hmm' > Sesil says 'go' > Sesil grabs a horse and starts leading him. A horse now follows Sesil. > Cogadh says 'can I keep?' > Cogadh leaves west. A nice pony leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A soft pair of boots have been left here. A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Cogadh forces his Will against a grey spirit's intelligence! nod > A grey spirit tries its Will against Cogadh's mind, but loses control! >ac You nod solemnly. >Cogadh tries his Will against a grey spirit's mind, but it resists! You join the fight! You force your Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Cogadh:barely weakened, a grey spirit:slightly sickly> A grey spirit forces its Will against Cogadh's dexterity! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly sickly> You force your Will against a grey spirit's will! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly sickly> Cogadh tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly sickly> A grey spirit forces its Will against Cogadh's will! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:slightly sickly> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:somewhat clumsy> A grey spirit turns to fight Sesil! You force your Will against a grey spirit's learning! who HP:Healthy Mind:in top shape, Sesil:barely weakened, a grey spirit:somewhat clumsy> Cogadh forces his Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:quite clumsy> Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:quite clumsy> A grey spirit forces its Will against Cogadh's strength! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:quite clumsy>Players ------- [--- Dwf] Smoke the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:quite clumsy> You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:quite clumsy> Cogadh forces his Will against a grey spirit's strength! HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:quite clumsy> Sesil forces his Will against a grey spirit's intelligence! Sesil gets a pair of soft leather boots. HP:Healthy Mind:in top shape, Cogadh:barely clumsy, a grey spirit:quite clumsy> A grey spirit forces its Will against Cogadh's constitution! HP:Healthy Mind:in top shape, Cogadh:slightly sickly, a grey spirit:quite clumsy> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Cogadh:slightly sickly, a grey spirit:seriously clumsy> Cogadh forces his Will against a grey spirit's learning! HP:Healthy Mind:in top shape, Cogadh:slightly sickly, a grey spirit:seriously clumsy> Sesil forces his Will against a grey spirit's learning! HP:Healthy Mind:in top shape, Cogadh:slightly sickly, a grey spirit:seriously clumsy> A grey spirit tries its Will against Cogadh's mind, but he resists! Sesil drops a pair of soft leather boots. HP:Healthy Mind:in top shape, Cogadh:slightly sickly, a grey spirit:seriously clumsy> A tunnel ghost forces its Will against Cogadh's constitution! You force your Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, Cogadh:slightly sickly, a grey spirit:strongly clumsy> Cogadh forces his Will against a grey spirit's learning! HP:Healthy Mind:in top shape, Cogadh:slightly sickly, a grey spirit:strongly clumsy> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:in top shape, Cogadh:slightly sickly, a grey spirit:strongly clumsy> A grey spirit forces its Will against Cogadh's dexterity! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy>l A tunnel ghost tries its Will against Cogadh's mind, but he resists! Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A soft pair of boots have been left here. A tunnel ghost (shadow) is here, fighting Cogadh. A grey spirit (shadow) is here, fighting Cogadh. A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is here, fighting a grey spirit. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> Sesil forces his Will against a grey spirit's learning! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> Sesil looks at a tunnel ghost. HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> A grey spirit forces its Will against Cogadh's strength! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> A tunnel ghost tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> Cogadh forces his Will against a grey spirit's will! HP:Healthy Mind:in top shape, Cogadh:somewhat clumsy, a grey spirit:strongly clumsy> Sesil forces his Will against a grey spirit's dexterity! Your spirit increases by 3. You receive your share of experience -- 703 points. A grey spirit vanishes into thin air. > A tunnel ghost forces its Will against Cogadh's dexterity! >ac Cogadh forces his Will against a tunnel ghost's will! >You join the fight! You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded> Sesil looks at a grey spirit. HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly dispirited> Cogadh forces his Will against a tunnel ghost's dexterity! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly dispirited>lick You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly dispirited> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly dispirited> A grey spirit forces its Will against Sesil's learning! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly dispirited> A tunnel ghost tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly dispirited> Cogadh forces his Will against a tunnel ghost's strength! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly dispirited> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded>You lick your mouth and smile. HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded> A grey spirit forces its Will against Sesil's dexterity! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded> A tunnel ghost forces its Will against Cogadh's strength! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded> Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:in top shape, Cogadh:quite clumsy, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's learning! Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves east. A nice pony leaves east. HP:Healthy Mind:in top shape, a tunnel ghost:slightly retarded> A grey spirit forces its Will against Sesil's strength! HP:Healthy Mind:in top shape, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:barely clumsy, a tunnel ghost:slightly retarded> Cogadh enters from the east. HP:Healthy Mind:barely clumsy, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> A tunnel ghost tries its Will against your mind, but you resist! Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded>set tac def A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded>You are now employing defensive tactics. HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded>gt come Cogadh forces his Will against a grey spirit's intelligence! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> A grey spirit forces its Will against Cogadh's learning! You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded>You group-say 'come' HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Cogadh group-says 'kill grey's first' HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's learning! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> A grey spirit forces its Will against Cogadh's intelligence! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your will! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's learning! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> A grey spirit forces its Will against Cogadh's strength! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> A grey spirit turns to fight Sesil! A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Sesil forces his Will against a grey spirit's constitution! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded>f A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:barely clumsy, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your will! HP:Healthy Mind:slightly dispirited, a tunnel ghost:somewhat retarded>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. >w ac Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A soft pair of boots have been left here. A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. Cogadh the Dwarf is here, fighting a grey spirit. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >Cogadh forces his Will against a grey spirit's constitution! You join the fight! You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly dispirited, Sesil:slightly weakened, a grey spirit:strongly sickly> A grey spirit forces its Will against Sesil's learning! HP:Healthy Mind:slightly dispirited, Sesil:slightly retarded, a grey spirit:strongly sickly> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:slightly dispirited, Sesil:slightly retarded, a grey spirit:strongly sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly dispirited, Sesil:slightly retarded, a grey spirit:strongly sickly> Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:slightly dispirited, Sesil:slightly retarded, a grey spirit:strongly sickly> Your torch flickers weakly. Saving Ainaran. HP:Healthy Mind:barely dispirited, Sesil:barely retarded, a grey spirit:strongly sickly> Sesil forces his Will against a grey spirit's constitution! A grey spirit forces its Will against Sesil's intelligence! HP:Healthy Mind:barely dispirited, Sesil:slightly duped, a grey spirit:strongly sickly> You force your Will against a grey spirit's learning! HP:Healthy Mind:barely dispirited, Sesil:slightly duped, a grey spirit:strongly retarded> Cogadh forces his Will against a grey spirit's strength! HP:Healthy Mind:barely dispirited, Sesil:slightly duped, a grey spirit:strongly retarded> Sesil forces his Will against a grey spirit's strength! A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:barely dispirited, Sesil:slightly duped, a grey spirit:strongly retarded> You force your Will against a grey spirit's constitution! HP:Healthy Mind:barely dispirited, Sesil:slightly duped, a grey spirit:horribly sickly> Cogadh forces his Will against a grey spirit's strength! HP:Healthy Mind:barely dispirited, Sesil:slightly duped, a grey spirit:horribly sickly> A grey spirit turns to fight Cogadh! HP:Healthy Mind:barely dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly sickly> Sesil forces his Will against a grey spirit's strength! A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:barely dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:barely dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly sickly> Cogadh forces his Will against a grey spirit's dexterity! HP:Healthy Mind:barely dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly sickly> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:barely dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:barely dispirited, Cogadh:somewhat clumsy, a grey spirit:horribly sickly> Cogadh forces his Will against a grey spirit's learning! Your spirit increases by 3. You receive your share of experience -- 703 points. Saving Ainaran. A grey spirit vanishes into thin air. > Cogadh grins evilly. >ac But nobody is fighting him! >k tunnel You force your Will against a tunnel ghost's strength! set tac def HP:Healthy Mind:barely dispirited, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:barely sickly, a tunnel ghost:somewhat retarded>You are now employing defensive tactics. HP:Healthy Mind:barely sickly, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:barely sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:barely sickly, a tunnel ghost:somewhat weakened> Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:barely sickly, a tunnel ghost:somewhat weakened>lick a tunnel ghost forces its Will against your will! You lick your mouth and smile. HP:Healthy Mind:slightly dispirited, a tunnel ghost:somewhat weakened> Sesil tries his Will against a tunnel ghost's mind, but it resists! You force your Will against a tunnel ghost's will! HP:Healthy Mind:slightly dispirited, a tunnel ghost:somewhat weakened>set tac def Cogadh assists you! Cogadh forces his Will against a tunnel ghost's will! You are now employing defensive tactics. HP:Healthy Mind:slightly dispirited, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat weakened> Sesil tries his Will against a tunnel ghost's mind, but loses control! You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat weakened> Cogadh forces his Will against a tunnel ghost's intelligence! set tac def HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat weakened>You are now employing defensive tactics. HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat weakened> Sesil tries his Will against a tunnel ghost's mind, but it resists! You try your Will against a tunnel ghost's mind, but it resists! Cogadh says 'laggy' HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat weakened> Cogadh tries his Will against a tunnel ghost's mind, but loses control! Cogadh groans loudly. HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat weakened> Sesil forces his Will against a tunnel ghost's will! You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:slightly sickly, a tunnel ghost:somewhat dispirited> Cogadh forces his Will against a tunnel ghost's strength! HP:Healthy Mind:slightly sickly, a tunnel ghost:quite weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a tunnel ghost:quite weakened> Sesil forces his Will against a tunnel ghost's concentration! You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:slightly sickly, Sesil:slightly sickly, a tunnel ghost:quite weakened> Cogadh forces his Will against a tunnel ghost's learning! HP:Healthy Mind:slightly sickly, Sesil:slightly sickly, a tunnel ghost:quite weakened> Sesil forces his Will against a tunnel ghost's dexterity! You force your Will against a tunnel ghost's strength! HP:Healthy Mind:slightly sickly, Sesil:slightly sickly, a tunnel ghost:quite weakened> A tunnel ghost forces its Will against Sesil's constitution! HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a tunnel ghost:quite weakened>comf cogadh Cogadh forces his Will against a tunnel ghost's concentration! You comfort him. HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a tunnel ghost:quite weakened> Sesil forces his Will against a tunnel ghost's concentration! You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:slightly sickly, Sesil:somewhat sickly, a tunnel ghost:quite weakened> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> Cogadh tries his Will against a tunnel ghost's mind, but loses control! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> A tunnel ghost forces its Will against Cogadh's intelligence! Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> Cogadh tries his Will against a tunnel ghost's mind, but loses control! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> A tunnel ghost forces its Will against Cogadh's will! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> Sesil forces his Will against a tunnel ghost's intelligence! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> Cogadh forces his Will against a tunnel ghost's constitution! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> A tunnel ghost forces its Will against Cogadh's constitution! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite weakened> Cogadh forces his Will against a tunnel ghost's will! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite dispirited> A tunnel ghost forces its Will against Cogadh's will! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:seriously dispirited> Sesil forces his Will against a tunnel ghost's strength! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:seriously dispirited> Cogadh forces his Will against a tunnel ghost's will! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:seriously dispirited> A tunnel ghost forces its Will against Cogadh's learning! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:seriously dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> Sesil forces his Will against a tunnel ghost's constitution! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> Cogadh forces his Will against a tunnel ghost's constitution! Sesil begins quietly muttering some strange, powerful words. HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> A tunnel ghost tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> Cogadh forces his Will against a tunnel ghost's learning! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> Sesil utters a strange command, 'insight' HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> Sesil forces his Will against a tunnel ghost's constitution! A tunnel ghost forces its Will against Cogadh's constitution! HP:Healthy Mind:slightly sickly, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> You try your Will against a tunnel ghost's mind, but lose control! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:strongly dispirited> Sesil forces his Will against a tunnel ghost's will! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly dispirited> A tunnel ghost forces its Will against Cogadh's strength! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly dispirited> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly dispirited> Cogadh forces his Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly dispirited> Sesil forces his Will against a tunnel ghost's intelligence! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly dispirited> A tunnel ghost forces its Will against Cogadh's concentration! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly dispirited> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly dispirited> Sesil forces his Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly retarded> Cogadh forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly retarded> A tunnel ghost tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat dispirited, Cogadh:somewhat clumsy, a tunnel ghost:horribly retarded> Sesil forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:somewhat dispirited, Sesil:somewhat sickly, a tunnel ghost:horribly retarded> Cogadh forces his Will against a tunnel ghost's learning! Your spirit increases by 6. You receive your share of experience -- 1659 points. The ghost vanishes like a snuffed flame. A tunnel ghost vanishes into thin air. >get silver You get a silver circlet. > Cogadh gets a pair of soft leather boots. >rem hood Cogadh grins evilly. You stop using a green cotton hood. > Sesil shows his approval by clapping his small hands together. >wear silver You wear a silver circlet on your head. >smile l You smile happily. >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >sc A tunnel ghost arrives. A tunnel ghost wears a silver circlet on its head. A grey spirit arrives. A grey spirit arrives. The runedslab closes quietly. You hear a sound of a lock snapping shut. Cogadh smiles happily. >You have 122/122 hit, 54/54 stamina, 129/143 moves, 65 spirit. OB: 39, DB: 23, PB: 84, Speed: 21, Gold: 5, XP Needed: 4K. > Your torch went out. HP:Scratched S:Surging>'ooh You say 'ooh' HP:Scratched S:Surging>'nice You say 'nice' HP:Scratched> A grey spirit tries its Will against Cogadh's mind, but he resists! Cogadh forces his Will against a grey spirit's strength! HP:Scratched> A grey spirit forces its Will against Cogadh's intelligence! pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab HP:Scratched> Cogadh forces his Will against a grey spirit's concentration! Cogadh unlocks the runedslab. HP:Scratched>Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. >Cogadh forces his Will against a grey spirit's constitution! Oh.. it wasn't locked at all. >A grey spirit tries its Will against Cogadh's mind, but he resists! Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. Sesil forces his Will against a grey spirit's intelligence! >A grey spirit forces its Will against Sesil's learning! Cogadh opens the runedslab. You realize that the door is already open. >You realize that the door is already open. >You realize that the door is already open. > Cogadh forces his Will against a grey spirit's intelligence! > Sesil forces his Will against a grey spirit's concentration! A grey spirit tries its Will against Cogadh's mind, but loses control! >op runedslab Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. e A horse leaves east. A horse leaves east. >It's already open! >Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil leaves west. > Cogadh enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. >op muckyhole u It's already open! >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. > Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. >gt we do hazy again? You group-say 'we do hazy again?' d > Cogadh enters from below. >It is pitch black... >u get tor pack a hazy wraith forces its Will against your strength! You force your Will against a hazy wraith's intelligence! No way! You're fighting for your life! HP:Healthy Mind:slightly dispirited, a hazy wraith:barely duped>You get something from something. HP:Healthy Mind:slightly dispirited, a hazy wraith:barely duped>hol tor Cogadh group-says 'sure' HP:Healthy Mind:slightly dispirited, a hazy wraith:barely duped>set tac def a hazy wraith forces its Will against your concentration! You light something and hold it. HP:Healthy Mind:slightly dispirited, a hazy wraith:barely duped>l You force your Will against a hazy wraith's concentration! You are now employing defensive tactics. HP:Healthy Mind:slightly dispirited, a hazy wraith:barely duped>Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy wraith (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Healthy Mind:slightly dispirited, a hazy wraith:barely duped> A hazy wraith tries its Will against your mind, but loses control! gt come then HP:Healthy Mind:slightly dispirited, a hazy wraith:slightly dispirited> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly dispirited, a hazy wraith:slightly dispirited>You group-say 'come then' HP:Healthy Mind:slightly dispirited, a hazy wraith:slightly dispirited>set tac def Cogadh group-says 'do them all again, good xp?' HP:Healthy Mind:slightly dispirited, a hazy wraith:slightly dispirited>close runedslab A hazy wraith tries its Will against your mind, but you resist! You are now employing defensive tactics. HP:Healthy Mind:slightly dispirited, a hazy wraith:slightly dispirited> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly dispirited, a hazy wraith:slightly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly dispirited, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited>Cogadh enters from above. A horse enters from above. A horse enters from above. A horse enters from above. Ok. HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> Sesil group-says 'nod' HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's concentration! 'lock it west Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> A hazy wraith forces its Will against Cogadh's will! You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited>You say 'lock it west' HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> Cogadh forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> A hazy wraith forces its Will against Cogadh's strength! You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> Sesil tries his Will against a hazy wraith's mind, but it resists! a hazy wraith forces its Will against your constitution! Cogadh looks at a hazy wraith. HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> Cogadh forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith forces its Will against Cogadh's constitution! You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> Cogadh forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's intelligence! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> Sesil forces his Will against a hazy wraith's constitution! a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> Cogadh tries his Will against a hazy wraith's mind, but loses control! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against Cogadh's mind, but he resists! You feel less protected. HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> Sesil forces his Will against a hazy wraith's constitution! a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly>set tac def You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly>You are now employing defensive tactics. sc HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> A hazy wraith forces its Will against Cogadh's dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> Sesil tries his Will against a hazy wraith's mind, but it resists! Cogadh tries his Will against a hazy wraith's mind, but loses control! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly>You have 122/122 hit, 55/55 stamina, 128/143 moves, 68 spirit. OB: 39, DB: 24, PB: 84, Speed: 20, Gold: 5, XP Needed: 4K. HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's dexterity! Cogadh locks the runedslab. HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> Sesil forces his Will against a hazy wraith's constitution! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> Cogadh forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded>'4K tnl smile You say '4K tnl' HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's will! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded>Sesil forces his Will against a hazy wraith's constitution! a hazy wraith forces its Will against your concentration! You smile happily. HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded>who Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded>Players ------- [--- Dwf] Smoke the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> Sesil forces his Will against a hazy wraith's dexterity! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded>'now this is sweet Cogadh forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> Sesil tries his Will against a hazy wraith's mind, but loses control! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded>gig You say 'now this is sweet' HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> Cogadh forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded>You force your Will against a hazy wraith's strength! You giggle. HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> A hazy wraith forces its Will against Cogadh's concentration! HP:Scratched Mind:slightly dispirited, a hazy wraith:somewhat retarded> Sesil forces his Will against a hazy wraith's intelligence! A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> You force your Will against a hazy wraith's will! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> Cogadh forces his Will against a hazy wraith's concentration! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's intelligence! a hazy wraith forces its Will against your dexterity! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> A hazy wraith forces its Will against Cogadh's intelligence! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> A hazy wraith turns to fight Sesil! Cogadh forces his Will against a hazy wraith's dexterity! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's intelligence! a hazy wraith forces its Will against your learning! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> A hazy wraith forces its Will against Sesil's strength! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> You force your Will against a hazy wraith's strength! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:slightly dispirited, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's strength! a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> A hazy wraith forces its Will against Sesil's concentration! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> Cogadh forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded>set tac def A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded>You force your Will against a hazy wraith's concentration! You are now employing defensive tactics. eq HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> Cogadh tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded>A hazy wraith forces its Will against Sesil's dexterity! You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> Cogadh forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> A hazy wraith forces its Will against Cogadh's dexterity! Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves up. A nice pony leaves up. HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> A hazy wraith forces its Will against Sesil's concentration! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's strength! A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly clumsy, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's constitution! a hazy wraith forces its Will against your will! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's intelligence! a hazy wraith forces its Will against your learning! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's dexterity! a hazy wraith forces its Will against your strength! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> A hazy wraith tries its Will against Sesil's mind, but loses control! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> set tac def Cogadh group-says 'ack' HP:Healthy Mind:slightly dispirited, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's constitution! a hazy wraith forces its Will against your constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:quite retarded>You force your Will against a hazy wraith's dexterity! You are now employing defensive tactics. HP:Healthy Mind:slightly sickly, a hazy wraith:quite retarded> A hazy wraith forces its Will against Sesil's will! gt ? HP:Healthy Mind:slightly sickly, a hazy wraith:quite retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:quite retarded>You force your Will against a hazy wraith's will! You group-say '?' HP:Healthy Mind:slightly sickly, a hazy wraith:quite retarded> A hazy wraith forces its Will against Sesil's strength! HP:Healthy Mind:slightly sickly, a hazy wraith:quite retarded> Sesil forces his Will against a hazy wraith's intelligence! a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:quite retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously clumsy> Sesil forces his Will against a hazy wraith's learning! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly clumsy> Cogadh group-says 'froze :(' HP:Healthy Mind:slightly sickly, a hazy wraith:strongly clumsy> A hazy wraith forces its Will against Sesil's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your strength! HP:Healthy Mind:somewhat weakened, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat weakened, a hazy wraith:strongly clumsy>gt ah Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat weakened, a hazy wraith:strongly clumsy>A hazy wraith forces its Will against Sesil's dexterity! You group-say 'ah' HP:Healthy Mind:somewhat weakened, a hazy wraith:strongly clumsy>set tac def a hazy wraith forces its Will against your learning! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly clumsy>Sesil tries his Will against a hazy wraith's mind, but it resists! You are now employing defensive tactics. HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly clumsy> A hazy wraith forces its Will against Sesil's dexterity! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your learning! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Sesil's learning! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your learning! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's strength! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Sesil's intelligence! HP:Healthy Mind:somewhat retarded, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your learning! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's learning! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's strength! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> A hazy wraith tries its Will against Sesil's mind, but loses control! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Sesil's concentration! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Sesil's learning! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Sesil's concentration! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Sesil's strength! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your strength! HP:Healthy Mind:quite retarded, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Sesil's intelligence! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's concentration! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Sesil's concentration! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's dexterity! Cogadh group-says '3/10 dex :(' HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's learning! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly>gt :( A hazy wraith tries its Will against Sesil's mind, but loses control! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly>Sesil forces his Will against a hazy wraith's strength! A hazy wraith tries its Will against your mind, but you resist! You group-say ':(' HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Sesil's constitution! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's dexterity! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite retarded, a hazy wraith:horribly weakened> Sesil's torch flickers weakly. HP:Scratched S:Surging Mind:somewhat retarded, a hazy wraith:strongly weakened> A hazy wraith forces its Will against Sesil's concentration! HP:Scratched S:Surging Mind:somewhat retarded, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your strength! HP:Scratched S:Surging Mind:somewhat retarded, a hazy wraith:strongly weakened>get key You force your Will against a hazy wraith's intelligence! HP:Scratched S:Surging Mind:somewhat retarded, a hazy wraith:strongly weakened> Sesil forces his Will against a hazy wraith's constitution! HP:Scratched S:Surging Mind:somewhat retarded, a hazy wraith:strongly weakened>You don't see a key here. HP:Scratched S:Surging Mind:somewhat retarded, a hazy wraith:strongly weakened> A hazy wraith forces its Will against Sesil's concentration! HP:Scratched Mind:somewhat retarded, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:somewhat retarded, a hazy wraith:strongly duped> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat retarded, a hazy wraith:horribly clumsy> Sesil forces his Will against a hazy wraith's strength! HP:Scratched Mind:somewhat retarded, a hazy wraith:horribly clumsy> A hazy wraith forces its Will against Sesil's constitution! HP:Scratched Mind:somewhat retarded, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat retarded, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:somewhat retarded, a hazy wraith:horribly clumsy> Sesil forces his Will against a hazy wraith's concentration! HP:Scratched Mind:somewhat retarded, a hazy wraith:horribly clumsy> A hazy wraith forces its Will against Sesil's learning! You force your Will against a hazy wraith's dexterity! Your spirit increases by 7. You receive your share of experience -- 1106 points. A hazy wraith vanishes into thin air. HP:Scratched>get key Sesil forces his Will against a hazy wraith's strength! HP:Scratched>You don't see a key here. HP:Scratched> A hazy wraith tries its Will against Sesil's mind, but he resists! l > Cogadh group-says 'you both should hit same hazy' > Sesil forces his Will against a hazy wraith's learning! >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting Sesil. A horse is here, gazing at you. Sesil the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > A hazy wraith tries its Will against Sesil's mind, but he resists! > Sesil forces his Will against a hazy wraith's concentration! k hazy > Cogadh group-says '*shrug*' >You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat retarded, Sesil:slightly clumsy, a hazy wraith:horribly sickly> A hazy wraith forces its Will against Sesil's learning! HP:Healthy Mind:somewhat retarded, Sesil:slightly clumsy, a hazy wraith:horribly sickly> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:somewhat retarded, Sesil:slightly clumsy, a hazy wraith:horribly sickly> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat retarded, Sesil:slightly clumsy, a hazy wraith:horribly sickly> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:somewhat retarded, Sesil:slightly clumsy, a hazy wraith:horribly sickly> Sesil forces his Will against a hazy wraith's dexterity! Your spirit increases by 7. You receive your share of experience -- 1106 points. Your spirit grows stronger! A hazy wraith vanishes into thin air. >gt shrug You group-say 'shrug' >get key You don't see a key here. >l Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >'did you get the key? You say 'did you get the key?' >who Cogadh group-says 'might be slightly easier/quicker' >Players ------- [--- Dwf] Smoke the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. >gt nod You group-say 'nod' >gt hehe sc You group-say 'hehe' >You have 122/122 hit, 55/55 stamina, 134/143 moves, 86 spirit. OB: 35, DB: 20, PB: 81, Speed: 18, Gold: 5, XP Needed: 2K. You are getting thirsty. >gt lvl by the by You group-say 'lvl by the by' Sesil says 'no key' who >Players ------- [--- Dwf] Smoke the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. >nod You nod solemnly. > Sesil claps for you. >gt hmm Cogadh group-says 'nice' You group-say 'hmm' > Your regeneration slowed. >gt random key load You group-say 'random key load' >gt that's cool hehe You group-say 'that's cool hehe' > Cogadh group-says 'what was key?' >gt makes getting circlet harder gt piece of wire You group-say 'makes getting circlet harder' >You group-say 'piece of wire' >u Sesil's torch flickers weakly. Saving Ainaran. HP:Scratched>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Scratched> Cogadh group-says 'oh, didnt load?' HP:Scratched>nod You nod solemnly. HP:Scratched>stat Your fatigue is 0; Your willpower is 37; Your statistics are Str: 12/16, Int: 7/ 7, Wil: 18/19, Dex: 17/18, Con: 10/11, Lea: 11/16. HP:Scratched>sc You have 123/127 hit, 56/56 stamina, 129/144 moves, 86 spirit. OB: 35, DB: 22, PB: 81, Speed: 19, Gold: 5, XP Needed: 2K. You are getting thirsty. HP:Scratched> Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. HP:Scratched>inf Cogadh says 'ah' HP:Scratched>Cogadh nods solemnly. You are Ainaran the Wood Elf, a good (184) male Wood Elf. You have reached level 13. You are level 6 Warrior, 4 Ranger, 15 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 0 days and 22 hours. You are 5'10" high, weight 108.0lb and carrying 51.8lb. You have 124/127 hit points, 56/56 stamina, 130/144 moves and 86 spirit. You have 5 gold, 5 silver and 1 copper coins. Your OB is 35, dodge is 22, parry 81, and your attack speed is 19. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 37, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 291388 exp, and need 2612 more to advance. Strength: 12/16, Intelligence: 7/7, Will: 18/19, Dexterity: 17/18 Constitution: 10/11, Learning Ability: 11/16. You are standing. The moon lights your surroundings. You are affected by: anger (short) detect hidden (long) insight (medium) HP:Scratched>'ahh You say 'ahh' HP:Scratched>'mystic level You say 'mystic level' HP:Scratched> Cogadh group-says 'we kill again?' HP:Scratched> Sesil says 'ahhh' HP:Scratched>'no full level Cogadh group-says 'good spirit/xp?' You say 'no full level' Sesil snickers softly. grin HP:Scratched>You grin evilly. HP:Scratched>nod Cogadh says 'nice' HP:Scratched> Cogadh says 'regen' HP:Scratched>You nod solemnly. HP:Scratched>'nice You say 'nice' HP:Scratched>'great spirit/exp gig Cogadh says 'I'm full' who >You say 'great spirit/exp' >You giggle. >Players ------- [--- Dwf] Smoke the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Cogadh says 'kill ghost?' > Cogadh leaves down. A nice pony leaves down. Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil says 'les go finish the rest' > Cogadh leaves up. A nice pony leaves up. Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. You follow Cogadh. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Cogadh says 'hmm' > Cogadh says 'sec' >stat Your fatigue is 0; Your willpower is 37; Your statistics are Str: 12/16, Int: 7/ 7, Wil: 18/19, Dex: 17/18, Con: 10/11, Lea: 11/16. >'I'm so hungry gig You say 'I'm so hungry' >You giggle. >'irl who You say 'irl' >Players ------- [--- Dwf] Smoke the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. >sc You have 127/127 hit, 56/56 stamina, 144/144 moves, 86 spirit. OB: 35, DB: 22, PB: 81, Speed: 19, Gold: 5, XP Needed: 2K. You are getting thirsty. >'I want to level first The sun sets across the fields. Clouds race through the sky above the fields. Cogadh's torch flickers weakly. Sesil's torch went out. HP:Scratched> Cogadh leaves down. A nice pony leaves down. Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. You follow Cogadh. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells who of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>You say 'I want to level first' HP:Scratched>Players ------- [--- Dwf] Smoke the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. HP:Scratched> Cogadh sinks deeply into his own thoughts. HP:Scratched> Sesil says 'how much tnl?' HP:Scratched>op runedslab It seems to be locked. '2k HP:Scratched>You say '2k' HP:Scratched> Cogadh unlocks the runedslab. HP:Scratched>op runedslab Ok. HP:Scratched>set tac def Cogadh says 'how do I use a variable in zmud?' >w You are now employing defensive tactics. >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) >e Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >shrug Cogadh leaves west. A nice pony leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spiritsmile gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >Cogadh forces his Will against a grey spirit's will! You shrug. >A grey spirit tries its Will against Cogadh's mind, but he resists! You smile happily. > Farrakahn tells you 'whats up?'. >k grey rep about to level Cogadh forces his Will against a grey spirit's constitution! > A grey spirit tries its Will against Cogadh's mind, but he resists! Cogadh looks at a tunnel ghost. >You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat retarded, Cogadh:in top shape, a grey spirit:slightly sickly> Sesil forces his Will against a grey spirit's strength! HP:Healthy Mind:somewhat retarded, Cogadh:in top shape, a grey spirit:slightly sickly> Cogadh tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat retarded, Cogadh:in top shape, a grey spirit:slightly sickly> A grey spirit forces its Will against Cogadh's strength! HP:Healthy Mind:somewhat retarded, Cogadh:barely weakened, a grey spirit:slightly sickly> You try your Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat retarded, Cogadh:barely weakened, a grey spirit:slightly sickly> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat retarded, Cogadh:barely weakened, a grey spirit:somewhat duped>Cogadh sinks deeply into his own thoughts. You tell Farrakahn 'about to level' HP:Healthy Mind:somewhat retarded, Cogadh:barely weakened, a grey spirit:somewhat duped> A grey spirit forces its Will against Cogadh's dexterity! Cogadh tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:somewhat duped> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:somewhat duped> You force your Will against a grey spirit's learning! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:somewhat duped> Sesil forces his Will against a grey spirit's constitution! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:somewhat sickly> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:somewhat sickly>rep got a silver circlet Cogadh tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:somewhat sickly> A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:somewhat sickly>You tell Farrakahn 'got a silver circlet' HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:somewhat sickly> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:quite duped> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:quite duped> A grey spirit forces its Will against Cogadh's strength! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:quite duped> Cogadh forces his Will against a grey spirit's intelligence! Farrakahn tells you 'cool'. HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously duped> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously duped> You force your Will against a grey spirit's learning! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously duped> Sesil forces his Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously duped> A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously duped> A tunnel ghost forces its Will against Cogadh's constitution! Cogadh forces his Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously duped> A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously duped> You force your Will against a grey spirit's learning! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously retarded> Sesil forces his Will against a grey spirit's strength! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously retarded> A tunnel ghost tries its Will against Cogadh's mind, but he resists! A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously retarded> Cogadh forces his Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously retarded> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously retarded> You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:seriously retarded> Sesil forces his Will against a grey spirit's learning! HP:Healthy Mind:somewhat retarded, Cogadh:barely clumsy, a grey spirit:strongly retarded> A tunnel ghost forces its Will against Cogadh's intelligence! A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:slightly duped, a grey spirit:strongly retarded> Cogadh forces his Will against a grey spirit's learning! HP:Healthy Mind:somewhat retarded, Cogadh:slightly duped, a grey spirit:strongly retarded> Farrakahn tells you 'how u get that?'. HP:Healthy Mind:somewhat retarded, Cogadh:slightly duped, a grey spirit:strongly retarded> You force your Will against a grey spirit's learning! Your spirit increases by 3. You receive your share of experience -- 425 points. A grey spirit vanishes into thin air. > A tunnel ghost forces its Will against Cogadh's constitution! A grey spirit tries its Will against Cogadh's mind, but loses control! > Cogadh forces his Will against a tunnel ghost's constitution! >rep 3 uruks out earlier too Sesil forces his Will against a grey spirit's dexterity! >A tunnel ghost forces its Will against Cogadh's intelligence! A grey spirit tries its Will against Cogadh's mind, but he resists! You tell Farrakahn '3 uruks out earlier too' >reply same place Sesil tries his Will against a grey spirit's mind, but it resists! Cogadh tries his Will against a tunnel ghost's mind, but it resists! >A tunnel ghost forces its Will against Cogadh's will! A grey spirit tries its Will against Cogadh's mind, but he resists! You tell Farrakahn 'same place' > Sesil forces his Will against a grey spirit's intelligence! Cogadh tries his Will against a tunnel ghost's mind, but it resists! >ac You join the fight! You force your Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> A tunnel ghost forces its Will against Cogadh's dexterity! A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's concentration! Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat clumsy, a tunnel ghost:slightly retarded> A tunnel ghost forces its Will against Cogadh's intelligence! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> Farrakahn tells you 'nod'. HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's constitution! A grey spirit tries its Will against Cogadh's mind, but he resists! Cogadh forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> Sesil says 'flee and come back' HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's will! A tunnel ghost forces its Will against Cogadh's concentration! A grey spirit tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> Cogadh forces his Will against a tunnel ghost's will! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's will! A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> A tunnel ghost forces its Will against Cogadh's learning! Cogadh forces his Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's dexterity! A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> A tunnel ghost forces its Will against Cogadh's learning! Cogadh forces his Will against a tunnel ghost's dexterity! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's strength! A grey spirit forces its Will against Sesil's constitution! HP:Healthy Mind:somewhat retarded, Cogadh:somewhat duped, a tunnel ghost:slightly retarded> A tunnel ghost forces its Will against Cogadh's concentration! Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves east. A nice pony leaves east. HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded> You try your Will against a tunnel ghost's mind, but it resists! Farrakahn tells you 'u spirit xping?'. Cogadh enters from the east. HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded> Sesil forces his Will against a grey spirit's strength! A grey spirit forces its Will against Sesil's learning! HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your intelligence! Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded> Cogadh forces his Will against a grey spirit's dexterity! tell farrakahn nod HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded> A grey spirit forces its Will against Cogadh's will! HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded>set tac def You are thirsty. Cogadh's torch flickers weakly. You tell Farrakahn 'nod' HP:Healthy S:Surging Mind:slightly retarded, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's will! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited>You are now employing defensive tactics. HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Cogadh forces his Will against a grey spirit's learning! Sesil gets a torch from a backpack. HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> A grey spirit forces its Will against Cogadh's constitution! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> a tunnel ghost forces its Will against your will! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> You try your Will against a tunnel ghost's mind, but it resists! Sesil lights a torch and holds it. HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited>tell farrakahn check the news Cogadh forces his Will against a grey spirit's will! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited>A grey spirit tries its Will against Cogadh's mind, but he resists! You tell Farrakahn 'check the news' HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Cogadh peers around himself, uncertain of the things around him. HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited>set tac def Cogadh tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited>You are now employing defensive tactics. HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Sesil forces his Will against a grey spirit's constitution! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> A tunnel ghost tries its Will against your mind, but loses control! A grey spirit tries its Will against Cogadh's mind, but he resists! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Cogadh forces his Will against a grey spirit's intelligence! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> A grey spirit turns to fight Sesil! Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Cogadh forces his Will against a grey spirit's constitution! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Cogadh says 'just getting grey first' 'Farrakahan is on HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited>A grey spirit tries its Will against Sesil's mind, but he resists! You say 'Farrakahan is on' smile HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:slightly retarded, a tunnel ghost:somewhat dispirited>set tac def a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited>Cogadh forces his Will against a grey spirit's strength! You smile happily. HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> A grey spirit forces its Will against Sesil's concentration! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited>You force your Will against a tunnel ghost's dexterity! You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited>f a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting Sesil. Cogadh the Dwarf is here, fighting a grey spirit. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is here, fighting a grey spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. k grey >You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:seriously sickly> Sesil forces his Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:seriously sickly> A grey spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:seriously sickly> Cogadh forces his Will against a grey spirit's strength! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened>spit tunnel Sesil forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened> Cogadh says 'nice even' HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened>Cogadh forces his Will against a grey spirit's constitution! You spit on it. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened> A grey spirit forces its Will against Sesil's concentration! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened>l tunnel You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened> The tunnel ghost is clearly a former attendant of the royalty that once ordered these tunnels to be expanded, as a burial chamber, to some long forgotten king of a long forgotten empire. The ghost still ferociously guards its masters afterlife, as it attended its masters' life. A tunnel ghost looks healthy. a tunnel ghost is using: a silver circlet..It glows blue! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened> Cogadh tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:strongly weakened>gig You force your Will against a grey spirit's constitution! A grey spirit tries its Will against Sesil's mind, but he resists! You giggle. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:horribly sickly> Sesil tries his Will against a grey spirit's mind, but it resists! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:horribly sickly> Cogadh forces his Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:horribly sickly> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:horribly sickly> A grey spirit tries its Will against Sesil's mind, but loses control! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:horribly sickly> Sesil forces his Will against a grey spirit's will! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a grey spirit:horribly sickly> Cogadh forces his Will against a grey spirit's constitution! Your spirit increases by 3. You receive your share of experience -- 431 points. A grey spirit vanishes into thin air. Cogadh grins evilly. >'every time loads a circlet A tunnel ghost forces its Will against Cogadh's constitution! >You say 'every time loads a circlet' >grin You grin evilly. > Cogadh forces his Will against a tunnel ghost's learning! Sesil forces his Will against a tunnel ghost's will! > A tunnel ghost forces its Will against Cogadh's dexterity! >k ghost Sesil forces his Will against a tunnel ghost's constitution! >Cogadh forces his Will against a tunnel ghost's learning! You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat duped, Cogadh:somewhat clumsy, a tunnel ghost:quite dispirited> A tunnel ghost tries its Will against Cogadh's mind, but loses control! HP:Healthy Mind:somewhat duped, Cogadh:somewhat clumsy, a tunnel ghost:quite dispirited> Cogadh pouts. HP:Healthy Mind:somewhat duped, Cogadh:somewhat clumsy, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's constitution! Sesil tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat duped, Cogadh:somewhat clumsy, a tunnel ghost:quite dispirited> Cogadh forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:somewhat duped, Cogadh:somewhat clumsy, a tunnel ghost:quite dispirited> A tunnel ghost turns to fight Ainaran! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> a tunnel ghost forces its Will against your learning! Cogadh looks at a tunnel ghost. HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's strength! Sesil forces his Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> Cogadh tries his Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited>set tac def You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> Sesil forces his Will against a tunnel ghost's constitution! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite sickly> Cogadh forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite sickly> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat duped, a tunnel ghost:seriously dispirited> Sesil forces his Will against a tunnel ghost's strength! a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:quite duped, a tunnel ghost:seriously dispirited> Cogadh forces his Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite duped, a tunnel ghost:seriously dispirited> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Sesil looks at a tunnel ghost. HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Sesil forces his Will against a tunnel ghost's will! a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:quite duped, a tunnel ghost:seriously dispirited> Cogadh forces his Will against a tunnel ghost's constitution! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Sesil forces his Will against a tunnel ghost's dexterity! a tunnel ghost forces its Will against your concentration! 'I wish it were this easy in RotS HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Cogadh forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly>You say 'I wish it were this easy in RotS' HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Cogadh says 'can I get spare circlet?' HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Sesil forces his Will against a tunnel ghost's intelligence! Cogadh shrugs. HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Cogadh forces his Will against a tunnel ghost's dexterity! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Sesil forces his Will against a tunnel ghost's strength! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Cogadh forces his Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Sesil nods solemnly. HP:Healthy Mind:quite duped, a tunnel ghost:seriously sickly> Sesil forces his Will against a tunnel ghost's learning! HP:Healthy Mind:quite duped, a tunnel ghost:seriously retarded> Cogadh forces his Will against a tunnel ghost's will! Cogadh nods his head at you in agreement. HP:Healthy Mind:quite duped, a tunnel ghost:strongly dispirited> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:strongly dispirited>nod Sesil forces his Will against a tunnel ghost's strength! A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a tunnel ghost:strongly dispirited>Cogadh forces his Will against a tunnel ghost's strength! You nod solemnly. HP:Healthy Mind:quite duped, a tunnel ghost:strongly dispirited> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:strongly dispirited> Sesil forces his Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:strongly dispirited> Cogadh forces his Will against a tunnel ghost's learning! HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:strongly dispirited> A tunnel ghost tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:strongly dispirited>'go for it You force your Will against a tunnel ghost's will! HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:horribly dispirited>You say 'go for it' HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:horribly dispirited>set tac def who Sesil forces his Will against a tunnel ghost's intelligence! You are now employing defensive tactics. HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:horribly dispirited> Cogadh forces his Will against a tunnel ghost's strength! HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:horribly dispirited>A tunnel ghost tries its Will against Sesil's mind, but he resists! Players ------- [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:horribly dispirited> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:horribly dispirited> Sesil forces his Will against a tunnel ghost's strength! HP:Healthy Mind:quite duped, Sesil:barely retarded, a tunnel ghost:horribly dispirited> Cogadh forces his Will against a tunnel ghost's strength! Your spirit increases by 6. You receive your share of experience -- 992 points. Saving Ainaran. The ghost vanishes like a snuffed flame. A tunnel ghost vanishes into thin air. > Cogadh gets a silver circlet. >'we do again You say 'we do again' grin > You are thirsty. Cogadh's torch went out. HP:Scratched S:Surging>You grin evilly. HP:Scratched S:Surging> Cogadh says 'thanks' HP:Scratched S:Surging>'and again smile You say 'and again' HP:Scratched S:Surging>You smile happily. HP:Scratched S:Surging> Cogadh grins evilly. HP:Scratched S:Surging>e Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched S:Surging> Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. HP:Scratched> Cogadh enters from the west. HP:Scratched> Cogadh leaves up. A nice pony leaves up. Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. You follow Cogadh. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched> Sesil says '154 spirit' HP:Scratched> Cogadh says 'nice' HP:Scratched>sc You have 129/131 hit, 54/54 stamina, 129/145 moves, 111 spirit. OB: 39, DB: 24, PB: 84, Speed: 20, Gold: 5, XP Needed: 795. You are thirsty. grin HP:Scratched> Sesil snickers softly. HP:Scratched>You grin evilly. HP:Scratched>'111 spirit hop You say '111 spirit' HP:Scratched>Are you a little bunny? HP:Scratched> Cogadh says 'I still only have 57 spirit' Sesil nods solemnly. HP:Scratched> Cogadh pouts. HP:Scratched>'795 tnl Cogadh says 'flame' who HP:Scratched>You say '795 tnl' HP:Scratched>Players ------- [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. HP:Scratched>l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A large sack lies here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched> Cogadh leaves west. A nice pony leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Cogadh. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched> Cogadh leaves north. A nice pony leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A flickering ball of pale flame dances through the air. (shadow) Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched> Cogadh leaves east. A nice pony leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. You follow Cogadh. Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A ruby necklace lies on the ground, reflecting light...It glows blue! A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree herest . A fetid black fungus grows here, covering the ground. A fetid black fungus grows here, covering the ground. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>get ruby ponder You are already standing. HP:Scratched> Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. HP:Scratched>You get a ruby necklace. HP:Scratched> Cogadh leaves west. A nice pony leaves west. You follow Cogadh. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A flickering ball of pale flame dances through the air. (shadow) Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Scratched> Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. HP:Scratched>You ponder over matters as they appear to you at this moment. HP:Scratched> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. > Cogadh sinks deeply into his own thoughts. > Sesil says 'ruby :)' i >You are carrying: a ruby necklace..It glows blue! a green cotton hood a water skin a torch a battered metal lamp a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a water skin >nod Sesil forces his Will against a ball of pale flame's will! > A ball of pale flame forces its Will against Sesil's learning! >You nod solemnly. as k flame > Sesil forces his Will against a ball of pale flame's constitution! > A ball of pale flame tries its Will against Sesil's mind, but loses control! >Sesil forces his Will against a ball of pale flame's concentration! Whom do you wish to assist? > A ball of pale flame tries its Will against Sesil's mind, but he resists! >set tac def Sesil forces his Will against a ball of pale flame's dexterity! >sc You force your Will against a ball of pale flame's will! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited>A ball of pale flame tries its Will against Sesil's mind, but loses control! who You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited>You have 131/131 hit, 54/54 stamina, 113/145 moves, 111 spirit. OB: 39, DB: 24, PB: 84, Speed: 20, Gold: 5, XP Needed: 795. You are thirsty. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited>Players ------- [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's intelligence! Sesil forces his Will against a ball of pale flame's concentration! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited> A ball of pale flame tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's strength! Sesil forces his Will against a ball of pale flame's concentration! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited> A large leech attacks Cogadh! Cogadh deflects a large leech's attack. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited> A ball of pale flame tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's intelligence! Sesil forces his Will against a ball of pale flame's constitution! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's intelligence! Sesil forces his Will against a ball of pale flame's constitution! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:seriously duped>tell farrakahn glad to see you're on :-) A ball of pale flame tries its Will against Sesil's mind, but loses control! You tell Farrakahn 'glad to see you're on :-)' HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:seriously duped> Cogadh deflects a large leech's attack. You force your Will against a ball of pale flame's concentration! Sesil forces his Will against a ball of pale flame's strength! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:seriously duped>sc You have 131/131 hit, 54/54 stamina, 115/145 moves, 112 spirit. OB: 39, DB: 24, PB: 84, Speed: 20, Gold: 5, XP Needed: 795. You are thirsty. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's intelligence! Sesil forces his Will against a ball of pale flame's constitution! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:strongly duped> Cogadh deflects a large leech's attack. You force your Will against a ball of pale flame's dexterity! Sesil forces his Will against a ball of pale flame's strength! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against Sesil's mind, but he resists! Cogadh looks at a ball of pale flame. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:strongly duped> Cogadh slashes a large leech. HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's constitution! Sesil forces his Will against a ball of pale flame's strength! HP:Healthy Mind:somewhat duped, Sesil:barely retarded, a ball of pale flame:horribly weakened>reply hope to see Night on soon A ball of pale flame forces its Will against Sesil's constitution! HP:Healthy Mind:somewhat duped, Sesil:barely sickly, a ball of pale flame:horribly weakened>Cogadh deflects a large leech's attack. You force your Will against a ball of pale flame's learning! Sesil forces his Will against a ball of pale flame's intelligence! You tell Farrakahn 'hope to see Night on soon' HP:Healthy Mind:somewhat duped, Sesil:barely sickly, a ball of pale flame:horribly duped> Cogadh slashes a large leech. A ball of pale flame forces its Will against Sesil's learning! HP:Healthy Mind:somewhat duped, Sesil:slightly retarded, a ball of pale flame:horribly duped> A slight mist rises from the damp land into the cloudless sky. You are thirsty. Saving Ainaran. HP:Healthy S:Surging Mind:slightly retarded, Sesil:barely retarded, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's will! Sesil forces his Will against a ball of pale flame's strength! HP:Healthy S:Surging Mind:slightly retarded, Sesil:barely retarded, a ball of pale flame:horribly weakened> A ball of pale flame tries its Will against Sesil's mind, but he resists! HP:Healthy S:Surging Mind:slightly retarded, Sesil:barely retarded, a ball of pale flame:horribly weakened> Cogadh slashes a large leech. A large leech barely hits Cogadh's head. You force your Will against a ball of pale flame's learning! Sesil forces his Will against a ball of pale flame's constitution! HP:Healthy S:Surging Mind:slightly retarded, Sesil:barely retarded, a ball of pale flame:horribly weakened> A ball of pale flame forces its Will against Sesil's learning! HP:Healthy S:Surging Mind:slightly retarded, Sesil:slightly retarded, a ball of pale flame:horribly weakened> You force your Will against a ball of pale flame's concentration! Sesil forces his Will against a ball of pale flame's constitution! Your spirit increases by 4. You receive your share of experience -- 350 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. S:Surging>rep I think I sent you or him mail last night hehe Cogadh slashes a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 9 points. You tell Farrakahn 'I think I sent you or him mail last night hehe' S:Surging>l The world seems dull again. >Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. A ruby necklace lies on the ground, reflecting light...It glows blue! Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >ci You start to concentrate. /-\|/-\ Ok. The world seems to gain a few edges for you. >sc You have 131/131 hit, 55/55 stamina, 120/145 moves, 116 spirit. OB: 39, DB: 25, PB: 84, Speed: 21, Gold: 5, XP Needed: 436. You are thirsty. >who Players ------- [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. >grin You grin evilly. > Cogadh nods solemnly. > Cogadh says 'mattys?' >shrug Sesil nods solemnly. >You shrug. > A horse stops following Sesil. Sesil mounts a horse and starts riding him. > Sesil says 'sure' 'whatever >smile You say 'whatever' >ride A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. You smile happily. >Cogadh says 'xp' A horse stops following you. You mount a horse and start riding him. R> Sesil says 'lets kill something' R>nod You nod solemnly. who R>Players ------- [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R>set men off AutoMental mode is now off. R> Cogadh drops a pair of soft leather boots. R> Farrakahn tells you 'does circlet always load?'. R>tell farrakahn want a circlet? ;-) You tell Farrakahn 'want a circlet? ;-)' R>rep nod :-) Cogadh gets a belt pouch from a backpack. R>You tell Farrakahn 'nod :-)' R> Cogadh puts a silver circlet in a belt pouch. R> Farrakahn tells you 'nod if u got 1'. R> A slight mist rises from the damp land into the cloudless sky. You are thirsty. R S:Surging>rep we're going to do it again Cogadh sinks deeply into his own thoughts. You tell Farrakahn 'we're going to do it again' R S:Surging> Cogadh gets a soldier ration from a backpack. R S:Surging> Cogadh gets a soldier ration from a backpack. R S:Surging> Cogadh puts a belt pouch in a backpack. R S:Surging> Cogadh eats a soldier ration. R S:Surging> Farrakahn tells you 'who is doing it?'. R S:Surging> Cogadh drinks water from a water skin. R S:Surging> Cogadh drinks water from a water skin. R S:Surging>rep Myself, Cogadh and Sesil You tell Farrakahn 'Myself, Cogadh and Sesil' R S:Surging> Farrakahn tells you 'u and sesil?'. R S:Surging> Farrakahn tells you 'nod'. R S:Surging> Cogadh nods solemnly. R> Cogadh says 'laggy' R>reply it's just a tunnel ghost 2 grey spirits, and 2 hazy wraiths You tell Farrakahn 'it's just a tunnel ghost 2 grey spirits, and 2 hazy wraiths' rep hehe who R> Cogadh stops using a golden bear fur. R>You tell Farrakahn 'hehe' R>Players ------- [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Cogadh is leaving west, riding on a nice pony. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Cogadh. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving west, riding on a nice pony. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Cogadh. Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving north, riding on a nice pony. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving north, riding on a nice pony. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Cogadh. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh is leaving north, riding on a nice pony. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Cogadh. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>reply we're catching up man, whois rusikas You tell Farrakahn 'we're catching up man, whois rusikas' R>whois rusikas Rusikas is a level 17 Dwarf. R>l Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. R>ponder You ponder over matters as they appear to you at this moment. R> Above the fields, not a cloud can be seen in the sky. You are thirsty. R>drink skin Farrakahn tells you 'nod they havent gained any levels in a while'. drink skin drink skin R>drink skin drink skin You drink the water. R>You drink the water. You don't feel thirsty any more. R>Your stomach can't contain anymore! R>Your stomach can't contain anymore! R>Cogadh gets a torch from a large sack. Your stomach can't contain anymore! R> Cogadh lights a torch and holds it. R>rep nod hehe e You tell Farrakahn 'nod hehe' e pour water skin w R>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. A black rabbit scurries about. w R>You cannot go that way. R>You pour some water into the skin. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. R>set men on AutoMental mode is now on. ci man k man R>set tac def You start to concentrate. /-\|/-\Ok. You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly retarded>You are now employing defensive tactics. R HP:Healthy, a bandit sentry:slightly retarded> You couldn't reach his mind. R HP:Healthy, a bandit sentry:slightly retarded> Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:slightly retarded> Farrakahn tells you 'i just wish i had a buffer on :)'. R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly retarded>rep nod :-) You couldn't reach his mind. R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:slightly retarded>You tell Farrakahn 'nod :-)' R HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:somewhat retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat retarded>rep soi was on earlier Cogadh forces his Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:somewhat retarded>You force your Will against a bandit sentry's will! You tell Farrakahn 'soi was on earlier' R HP:Healthy, a bandit sentry:quite dispirited> Sesil forces his Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:quite dispirited> Cogadh forces his Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:quite dispirited> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:quite dispirited> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:quite dispirited> Sesil forces his Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:quite dispirited>who Cogadh forces his Will against a bandit sentry's will! Players ------- [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R HP:Healthy, a bandit sentry:seriously dispirited> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:strongly dispirited> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:strongly dispirited> You force your Will against a bandit sentry's will! Your spirit increases by 2. You receive your share of experience -- 218 points. R>sc You have 131/131 hit, 56/56 stamina, 130/145 moves, 116 spirit. OB: 39, DB: 25, PB: 84, Speed: 21, Gold: 5, XP Needed: 218. R> Cogadh gets a small pile of coins from the silent corpse of a bandit sentry. R>'peer Cogadh opens the ledgewall. R>You say 'peer' R> Cogadh stops riding a nice pony. A nice pony now follows Cogadh. R>'You receive your share of experience -- 218 points You say 'You receive your share of experience -- 218 points' R> Farrakahn tells you 'i hope u still got the golden visor'. R>' XP Needed: 218. You say 'XP Needed: 218.' R>ponder Cogadh giggles. R>You ponder over matters as they appear to you at this moment. R>rep nod :-) Cogadh shrugs. R>You tell Farrakahn 'nod :-)' R>'od Sesil drinks water from a water skin. R>Above the fields, not a cloud can be seen in the sky. You say 'od' R> Sesil drinks water from a water skin. R> Cogadh snickers softly. R>'odd dismount You say 'odd' l R>You stop riding a horse. A horse starts following you. > Cogadh leaves down. A nice pony leaves down. You follow Cogadh. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. A gray wolf is growling at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. A gray wolf is growling at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > A gray wolf attacks Cogadh! Cogadh deflects a gray wolf's attack. >set men off AutoMental mode is now off. >peer Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. >cf wolf Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh leaves up. A nice pony leaves up. Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. You follow Cogadh. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >You peer around yourself, uncertain of the things around you. >Nobody here by that name. >d Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. A gray wolf is growling at you. >cf wolf You start to concentrate. / Cogadh enters from above. A horse enters from above. A horse enters from above. A horse enters from above. -\|/-\ Ok. A gray wolf looks shocked for a brief moment before the panic sets in. > A gray wolf panics, and attempts to flee! A gray wolf flees head over heals! A gray wolf leaves down. >smile You smile happily. > A gray wolf enters from below. > Cogadh grins evilly. > A gray wolf panics, and attempts to flee! A gray wolf flees head over heals! A gray wolf leaves up. Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'insight' set tac def >ac You are now employing defensive tactics. >But nobody is fighting him! >onf set men on Unrecognized command. ac >AutoMental mode is now on. > Cogadh forces his Will against a bandit guard's strength! >A bandit guard cleaves Cogadh's right arm. You join the fight! You force your Will against a bandit guard's dexterity! HP:Healthy, Cogadh:Scratched, a bandit guard:slightly clumsy> Sesil forces his Will against a bandit guard's constitution! HP:Healthy, Cogadh:Scratched, a bandit guard:slightly sickly> You force your Will against a bandit guard's will! HP:Healthy, Cogadh:Scratched, a bandit guard:slightly sickly>set tac def Sesil forces his Will against a bandit guard's constitution! HP:Healthy, Cogadh:Scratched, a bandit guard:somewhat sickly> A bandit guard cleaves Cogadh's left hand. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly> You force your Will against a bandit guard's strength! Cogadh forces his Will against a bandit guard's strength! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly>Sesil forces his Will against a bandit guard's learning! You are now employing defensive tactics. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly> Cogadh begins quietly muttering some strange, powerful words. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly> You force your Will against a bandit guard's will! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly> Cogadh dodges a bandit guard's attack. who HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly> Sesil forces his Will against a bandit guard's intelligence! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly>Players ------- [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 13 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly> You force your Will against a bandit guard's dexterity! Cogadh utters a strange command, 'insight' HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly> Cogadh forces his Will against a bandit guard's concentration! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat sickly> Sesil forces his Will against a bandit guard's constitution! HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> You couldn't reach his mind. Cogadh forces his Will against a bandit guard's strength! HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> Cogadh begins quietly muttering some strange, powerful words. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> Sesil forces his Will against a bandit guard's dexterity! HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> Sesil forces his Will against a bandit guard's concentration! Cogadh utters a strange command, 'confuse' A bandit guard appears to be confused! HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> Cogadh dodges a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously sickly> Sesil forces his Will against a bandit guard's strength! Cogadh forces his Will against a bandit guard's concentration! HP:Healthy, Cogadh:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's constitution! HP:Healthy, Cogadh:Bruised, a bandit guard:strongly sickly>'I knew having a mystic in the tournament would be a good thing You say 'I knew having a mystic in the tournament would be a good thing' HP:Healthy, Cogadh:Bruised, a bandit guard:strongly sickly> Sesil forces his Will against a bandit guard's dexterity! Cogadh deflects a bandit guard's attack. Cogadh forces his Will against a bandit guard's learning! HP:Healthy, Cogadh:Bruised, a bandit guard:strongly sickly> You force your Will against a bandit guard's learning! HP:Healthy, Cogadh:Bruised, a bandit guard:strongly sickly> Sesil forces his Will against a bandit guard's constitution! Cogadh forces his Will against a bandit guard's intelligence! HP:Healthy, Cogadh:Scratched, a bandit guard:horribly sickly> You force your Will against a bandit guard's concentration! HP:Healthy, Cogadh:Scratched, a bandit guard:horribly sickly> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Scratched, a bandit guard:horribly sickly> Sesil forces his Will against a bandit guard's learning! Cogadh forces his Will against a bandit guard's will! HP:Healthy, Cogadh:Scratched, a bandit guard:horribly sickly> You couldn't reach his mind. HP:Healthy, Cogadh:Scratched, a bandit guard:horribly sickly> Sesil forces his Will against a bandit guard's will! Cogadh forces his Will against a bandit guard's strength! HP:Healthy, Sesil:Healthy, a bandit guard:horribly sickly> You force your Will against a bandit guard's learning! Sesil deflects a bandit guard's attack. HP:Healthy, Sesil:Healthy, a bandit guard:horribly sickly> Cogadh forces his Will against a bandit guard's constitution! Your spirit increases by 2. You receive your share of experience -- 424 points. You feel more powerful! You have become better at combat! HP:Scratched>'people said I'd be stupid The ledgewall closes quietly. A bandit guard arrives. A bandit guard slides a sapphire ring on to his right ring finger. A bandit guard wields a hand axe. A bandit guard straps a large, metal shield around his arm as a shield. A bandit guard wears a silk scarf on his head. A bandit guard wears a silk shirt on his body. 'but nooo 'level HP:Scratched>You say 'people said I'd be stupid' HP:Scratched>reply level :-) You say 'but nooo' > Cogadh gets a small pile of coins from the silent corpse of a bandit guard. >Saving Ainaran. Cogadh opens the ledgewall. You say 'level' >You tell Farrakahn 'level :-)' > Cogadh says 'nice' > Cogadh forces his Will against a bandit guard's learning! op ledgewall > Cogadh deflects a bandit guard's attack. >ac Cogadh begins quietly muttering some strange, powerful words. >It's already open! >You join the fight! You couldn't reach his mind. HP:Healthy, Cogadh:Scratched, a bandit guard:slightly retarded> Cogadh utters a strange command, 'insight' Cogadh begins quietly muttering some strange, powerful words. HP:Healthy, Cogadh:Scratched, a bandit guard:slightly retarded> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Scratched, a bandit guard:slightly retarded> You force your Will against a bandit guard's constitution! HP:Healthy, Cogadh:Scratched, a bandit guard:slightly retarded> Sesil forces his Will against a bandit guard's will! HP:Healthy, Cogadh:Scratched, a bandit guard:slightly retarded>reply i can get regen now Cogadh utters a strange command, 'confuse' A bandit guard appears to be confused! You tell Farrakahn 'i can get regen now' HP:Healthy, Cogadh:Scratched, a bandit guard:slightly retarded> Farrakahn tells you 'nice soi is on.. lets xp?'. HP:Healthy, Cogadh:Scratched, a bandit guard:slightly retarded> You force your Will against a bandit guard's learning! HP:Healthy, Cogadh:Scratched, a bandit guard:somewhat retarded> Sesil tries his Will against a bandit guard's mind, but he resists! HP:Healthy, Cogadh:Scratched, a bandit guard:somewhat retarded> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Scratched, a bandit guard:somewhat retarded> You force your Will against a bandit guard's intelligence! HP:Healthy, Cogadh:Scratched, a bandit guard:somewhat retarded> Sesil forces his Will against a bandit guard's learning! HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> Cogadh forces his Will against a bandit guard's constitution! HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> You force your Will against a bandit guard's strength! HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> Sesil tries his Will against a bandit guard's mind, but loses control! Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> Cogadh forces his Will against a bandit guard's strength! HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> You force your Will against a bandit guard's dexterity! HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> Sesil forces his Will against a bandit guard's intelligence! HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> Cogadh forces his Will against a bandit guard's strength! HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> Cogadh dodges a bandit guard's attack. HP:Healthy, Cogadh:Scratched, a bandit guard:quite retarded> You force your Will against a bandit guard's strength! HP:Healthy, Cogadh:Scratched, a bandit guard:seriously weakened> Sesil forces his Will against a bandit guard's will! HP:Healthy, Cogadh:Scratched, a bandit guard:seriously weakened> Cogadh forces his Will against a bandit guard's strength! HP:Healthy, Cogadh:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's intelligence! HP:Healthy, Cogadh:Scratched, a bandit guard:strongly weakened> A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks Cogadh! A bandit guard cleaves Cogadh's body extremely hard. HP:Healthy, Cogadh:Bruised, a bandit guard:strongly weakened> Cogadh dodges a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's strength! Your spirit increases by 2. You receive your share of experience -- 401 points. > Cogadh deflects a bandit guard's attack. > Cogadh gets a small pile of coins from the silent corpse of a bandit guard. >reply sure, as soon as I do circlet again hehe Cogadh begins quietly muttering some strange, powerful words. l >You tell Farrakahn 'sure, as soon as I do circlet again hehe' >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. Stalwart Joey stands here, stiff as a board. A horse is here, gazing at you. Cogadh the Dwarf (busy) is here, fighting a bandit guard. A friendly little pony is hereac , looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A bandit guard is here, fighting Cogadh. >You join the fight! You force your Will against a bandit guard's intelligence! HP:Healthy, Cogadh:Bruised, a bandit guard:slightly duped> Cogadh utters a strange command, 'insight' HP:Healthy, Cogadh:Bruised, a bandit guard:slightly duped> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:slightly duped> You force your Will against a bandit guard's concentration! HP:Healthy, Cogadh:Bruised, a bandit guard:slightly duped> Cogadh forces his Will against a bandit guard's learning! diag HP:Healthy, Cogadh:Bruised, a bandit guard:slightly retarded>A bandit guard looks healthy. A bandit guard is slightly retarded and slightly duped. A bandit guard has just arrived to this place. A bandit guard is affected by: insight (long) He is very perceptive to the Wraith-world. HP:Healthy, Cogadh:Bruised, a bandit guard:slightly retarded> You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, a bandit guard:slightly retarded> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:slightly retarded> Cogadh tries his Will against a bandit guard's mind, but he resists! HP:Healthy, Cogadh:Bruised, a bandit guard:slightly retarded> Cogadh begins quietly muttering some strange, powerful words. HP:Healthy, Cogadh:Bruised, a bandit guard:slightly retarded>cc You force your Will against a bandit guard's learning! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded>You start to concentrate. |/-\| Cogadh utters a strange command, 'confuse' A bandit guard appears to be confused! / Cogadh deflects a bandit guard's attack. Cogadh forces his Will against a bandit guard's strength! -\ Ok. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded> You force your Will against a bandit guard's concentration! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded> Sesil panics, and attempts to flee! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded> Cogadh forces his Will against a bandit guard's dexterity! Cogadh shrugs. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded> You force your Will against a bandit guard's intelligence! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded>set tac def gig who You force your Will against a bandit guard's dexterity! HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded>You are now employing defensive tactics. HP:Healthy, Cogadh:Bruised, a bandit guard:somewhat retarded>Cogadh forces his Will against a bandit guard's intelligence! You giggle. HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped>Players ------- [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped> You couldn't reach his mind. Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped> Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped> Cogadh forces his Will against a bandit guard's concentration! HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped>who Cogadh looks at Sesil. HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped> You force your Will against a bandit guard's strength! HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped> Cogadh peers around himself, uncertain of the things around him. HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:quite duped> You force your Will against a bandit guard's dexterity! HP:Healthy, Cogadh:Bruised, a bandit guard:quite clumsy>Players ------- [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. Sesil forces his Will against a bandit guard's concentration! HP:Healthy, Cogadh:Bruised, a bandit guard:quite clumsy>diag Cogadh forces his Will against a bandit guard's dexterity! HP:Healthy, Cogadh:Bruised, a bandit guard:seriously clumsy>A bandit guard looks healthy. A bandit guard is seriously clumsy and quite duped. A bandit guard has just arrived to this place. A bandit guard is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously clumsy> Sesil forces his Will against a bandit guard's concentration! You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously clumsy>eq Cogadh deflects a bandit guard's attack. Cogadh forces his Will against a bandit guard's intelligence! You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword HP:Healthy, Cogadh:Bruised, a bandit guard:seriously clumsy> Cogadh shrugs. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously clumsy> Sesil forces his Will against a bandit guard's concentration! You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, a bandit guard:seriously clumsy>i You are carrying: a water skin a ruby necklace..It glows blue! a green cotton hood a torch a battered metal lamp a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a water skin HP:Healthy, Cogadh:Bruised, a bandit guard:seriously clumsy> Sesil forces his Will against a bandit guard's learning! You force your Will against a bandit guard's intelligence! HP:Healthy, Cogadh:Bruised, a bandit guard:strongly duped> Cogadh deflects a bandit guard's attack. HP:Healthy, Cogadh:Bruised, a bandit guard:strongly duped> Cogadh tries his Will against a bandit guard's mind, but he resists! HP:Healthy, Cogadh:Bruised, a bandit guard:strongly duped> You force your Will against a bandit guard's dexterity! l visor HP:Healthy, a bandit guard:strongly clumsy> A visor is here, made from gold. It is surprisingly light and can be worn without much conflict or burden. The visor does not offer that much protection from physical combat but it looks as if it has other properties. HP:Healthy, a bandit guard:strongly clumsy> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:strongly clumsy> Sesil forces his Will against a bandit guard's will! You force your Will against a bandit guard's strength! HP:Healthy, a bandit guard:strongly clumsy> Cogadh forces his Will against a bandit guard's intelligence! HP:Healthy, a bandit guard:horribly duped> You force your Will against a bandit guard's learning! HP:Healthy, a bandit guard:horribly duped> Cogadh forces his Will against a bandit guard's intelligence! Your spirit increases by 2. You receive your share of experience -- 195 points. l >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. Stalwart Joey stands here, stiff as a board. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Stalwart Joey gets a hand axe from the silent corpse of a bandit guard. Stalwart Joey gets a large, metal shield from the silent corpse of a bandit guard. Stalwart Joey gets a silk scarf from the silent corpse of a bandit guard. Stalwart Joey gets a silk shirt from the silent corpse of a bandit guard. Stalwart Joey gets a sapphire ring from the silent corpse of a bandit guard. Stalwart Joey slides a sapphire ring on to his left ring finger. Stalwart Joey gets a hand axe from the silent corpse of a bandit guard. Stalwart Joey gets a large, metal shield from the silent corpse of a bandit guard. Stalwart Joey gets a pair of silk sleeves from the silent corpse of a bandit guard. Stalwart Joey wears a pair of silk sleeves on his arms. Stalwart Joey gets a silk scarf from the silent corpse of a bandit guard. Stalwart Joey gets a sapphire ring from the silent corpse of a bandit guard. Stalwart Joey gets a hand axe from the silent corpse of a bandit guard. Stalwart Joey gets a large, metal shield from the silent corpse of a bandit guard. Stalwart Joey gets a silk scarf from the silent corpse of a bandit guard. Stalwart Joey gets a silk shirt from the silent corpse of a bandit guard. Stalwart Joey gets a sapphire ring from the silent corpse of a bandit guard. > Cogadh gets a small pile of coins from the silent corpse of a bandit guard. > Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'insight' Cogadh forces his Will against Stalwart Joey's concentration! > Cogadh deflects Stalwart Joey's attack. >eyepoke joey You poke Stalwart Joey in the eye.. > Cogadh says 'you confuse' > Cogadh giggles. >ac cc You join the fight! You force your Will against Stalwart Joey's concentration! HP:Healthy, Cogadh:Bruised, Stalwart Joey:in top shape> Stalwart Joey slashes Cogadh's right arm. HP:Healthy, Cogadh:Bruised, Stalwart Joey:in top shape>You start to concentrate. |/ Cogadh forces his Will against Stalwart Joey's constitution! -\|/ Cogadh slaps Stalwart Joey. -\ Cogadh deflects Stalwart Joey's attack. Ok. HP:Healthy, Cogadh:Bruised, Stalwart Joey:barely sickly> You force your Will against Stalwart Joey's learning! Cogadh forces his Will against Stalwart Joey's will! HP:Healthy, Cogadh:Bruised, Stalwart Joey:slightly retarded> You force your Will against Stalwart Joey's constitution! HP:Healthy, Cogadh:Bruised, Stalwart Joey:slightly retarded> Cogadh forces his Will against Stalwart Joey's intelligence! HP:Healthy, Cogadh:Bruised, Stalwart Joey:slightly retarded> Stalwart Joey slashes Cogadh's left arm hard. HP:Healthy, Cogadh:Bruised, Stalwart Joey:slightly retarded>cc You couldn't reach his mind. You start to concentrate. | Cogadh forces his Will against Stalwart Joey's intelligence! / Sesil forces his Will against Stalwart Joey's strength! -\ Cogadh deflects Stalwart Joey's attack. |/-\ Ok. Stalwart Joey appears to be confused! HP:Healthy, Cogadh:Bruised, Stalwart Joey:somewhat duped>gasp You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, Stalwart Joey:somewhat duped>You gasp in astonishment. HP:Healthy, Cogadh:Bruised, Stalwart Joey:somewhat duped> Cogadh dodges Stalwart Joey's attack. HP:Healthy, Cogadh:Bruised, Stalwart Joey:somewhat duped> Sesil forces his Will against Stalwart Joey's will! You force your Will against Stalwart Joey's dexterity! Cogadh forces his Will against Stalwart Joey's dexterity! HP:Healthy, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> Cogadh shrugs. HP:Healthy, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> Cogadh begins quietly muttering some strange, powerful words. HP:Healthy, Cogadh:Bruised, Stalwart Joey:somewhat dispirited> Sesil forces his Will against Stalwart Joey's dexterity! You couldn't reach his mind. Cogadh deflects Stalwart Joey's attack. HP:Healthy, Cogadh:Bruised, Stalwart Joey:somewhat clumsy> Cogadh forces his Will against Stalwart Joey's will! HP:Healthy, Cogadh:Bruised, Stalwart Joey:quite dispirited>'didn't hit him first try Sesil forces his Will against Stalwart Joey's constitution! You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, Stalwart Joey:quite dispirited>gig You say 'didn't hit him first try' HP:Healthy, Cogadh:Bruised, Stalwart Joey:quite dispirited> Cogadh deflects Stalwart Joey's attack. Cogadh blushes. HP:Healthy, Cogadh:Bruised, Stalwart Joey:quite dispirited>You giggle. HP:Healthy, Cogadh:Bruised, Stalwart Joey:quite dispirited>set tac def Cogadh forces his Will against Stalwart Joey's will! HP:Healthy, Cogadh:Bruised, Stalwart Joey:seriously dispirited> You force your Will against Stalwart Joey's learning! HP:Healthy, Cogadh:Bruised, Stalwart Joey:seriously dispirited>You are now employing defensive tactics. HP:Healthy, Cogadh:Bruised, Stalwart Joey:seriously dispirited>diag Cogadh deflects Stalwart Joey's attack. HP:Healthy, Cogadh:Bruised, Stalwart Joey:seriously dispirited>Stalwart Joey looks healthy. Stalwart Joey is seriously dispirited and somewhat duped. Stalwart Joey has been here for a very long time. Stalwart Joey is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Healthy, Cogadh:Bruised, Stalwart Joey:seriously dispirited> Sesil forces his Will against Stalwart Joey's learning! You force your Will against Stalwart Joey's dexterity! HP:Healthy, Cogadh:Bruised, Stalwart Joey:seriously dispirited> Cogadh forces his Will against Stalwart Joey's constitution! HP:Healthy, Cogadh:Bruised, Stalwart Joey:seriously dispirited> Stalwart Joey slashes Cogadh's head extremely hard. HP:Healthy, Cogadh:Hurt, Stalwart Joey:seriously dispirited> Sesil forces his Will against Stalwart Joey's intelligence! You force your Will against Stalwart Joey's concentration! HP:Healthy, Stalwart Joey:seriously dispirited> Cogadh forces his Will against Stalwart Joey's learning! set tac def HP:Healthy, Stalwart Joey:seriously dispirited> Sesil forces his Will against Stalwart Joey's will! You force your Will against Stalwart Joey's dexterity! HP:Healthy, Stalwart Joey:strongly dispirited> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:strongly dispirited> Cogadh forces his Will against Stalwart Joey's intelligence! HP:Healthy, Stalwart Joey:strongly dispirited> Cogadh twitches uncontrolablly. HP:Healthy, Stalwart Joey:strongly dispirited> You force your Will against Stalwart Joey's strength! HP:Healthy, Stalwart Joey:strongly dispirited>You deflect Stalwart Joey's attack. You are now employing defensive tactics. HP:Healthy, Stalwart Joey:strongly dispirited> Cogadh forces his Will against Stalwart Joey's learning! HP:Healthy, Stalwart Joey:strongly dispirited> Sesil forces his Will against Stalwart Joey's concentration! You couldn't reach his mind. HP:Healthy, Stalwart Joey:strongly dispirited> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:strongly dispirited> Sesil forces his Will against Stalwart Joey's learning! You couldn't reach his mind. HP:Healthy, Sesil:Healthy, Stalwart Joey:strongly retarded>wav joey Cogadh forces his Will against Stalwart Joey's strength! You wave goodbye to Stalwart Joey. HP:Healthy, Sesil:Healthy, Stalwart Joey:strongly retarded> Sesil forces his Will against Stalwart Joey's learning! You force your Will against Stalwart Joey's will! HP:Healthy, Sesil:Healthy, Stalwart Joey:horribly retarded> Stalwart Joey slashes Sesil's left leg. HP:Healthy, Sesil:Bruised, Stalwart Joey:horribly retarded> Sesil forces his Will against Stalwart Joey's will! Your spirit increases by 2. You receive your share of experience -- 636 points. Stalwart Joey fails in his mission to defend the area, and dies painfully. >get coins all.cor You get a small pile of coins from the silent corpse of Stalwart Joey. There were 1 silver coin. There doesn't seem to be a coins in the silent corpse of a bandit guard. There doesn't seem to be a coins in the silent corpse of a bandit guard. There doesn't seem to be a coins in the silent corpse of a bandit guard. > Cogadh gets a stone ring from the silent corpse of Stalwart Joey. > Cogadh grins evilly. >smile exa d You smile happily. >To the down you see: It is pitch black... >who Players ------- [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. > Cogadh gets a golden bracelet from the silent corpse of Stalwart Joey. > Cogadh shrugs. >pray soi Cogadh says 'curing?' You pray to Soi, hoping for his good will. > Cogadh says 'anyone want?' >cast curing cogadh Cogadh giggles. You start to concentrate. /-\|/-\ Ok. > Cogadh nods solemnly. > Cogadh says 'thanks' > Cogadh says 'got regen yet?' > Squish tells you 'SUP'. Cogadh grins evilly. >'almost You say 'almost' >whois squish Squish the Dwarf. > Cogadh nods solemnly. >peer Cogadh leaves down. A nice pony leaves down. Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. You follow Cogadh. Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. Matty Bumpo stands here, with a stupid smirk on his face. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. You peer around yourself, uncertain of the things around you. > Cogadh begins quietly muttering some strange, powerful words. >ac But nobody is fighting him! >ac Matty Bumpo attacks Cogadh! >You join the fight! You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, Matty Bumpo:in top shape>cc Cogadh utters a strange command, 'insight' HP:Healthy, Cogadh:Bruised, Matty Bumpo:in top shape> Cogadh forces his Will against Matty Bumpo's will! HP:Healthy, Cogadh:Bruised, Matty Bumpo:barely dispirited>ci You force your Will against Matty Bumpo's concentration! You start to concentrate. |/ Cogadh tries his Will against Matty Bumpo's mind, but he resists! -\| Cogadh deflects Matty Bumpo's attack. /-\Ok. You start to concentrate. /-\| Sesil forces his Will against Matty Bumpo's learning! /-\ Matty Bumpo slashes Sesil's body very hard. Ok. He has insight already. HP:Healthy, Sesil:Bruised, Matty Bumpo:slightly retarded> You force your Will against Matty Bumpo's strength! Cogadh forces his Will against Matty Bumpo's will! HP:Healthy, Sesil:Bruised, Matty Bumpo:slightly dispirited> Cogadh glares around him. HP:Healthy, Sesil:Bruised, Matty Bumpo:slightly dispirited> Sesil panics, and attempts to flee! HP:Healthy, Sesil:Bruised, Matty Bumpo:slightly dispirited> You try your Will against Matty Bumpo's mind, but he resists! HP:Healthy, Sesil:Bruised, Matty Bumpo:slightly dispirited>cc Sesil forces his Will against Matty Bumpo's will! Matty Bumpo slashes Sesil's left arm very hard. You start to concentrate. Sesil panics, and attempts to flee! |/-\| Cogadh says 'ouchie' Sesil panics, and attempts to flee! / Sesil panics, and attempts to flee! - Sesil panics, and attempts to flee! \ Sesil forces his Will against Matty Bumpo's constitution! Ok. Matty Bumpo appears to be confused! HP:Healthy, Sesil:Hurt, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's concentration! HP:Healthy, Sesil:Hurt, Matty Bumpo:somewhat dispirited> Matty Bumpo slashes Sesil's head hard. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. HP:Healthy, Matty Bumpo:somewhat dispirited> Cogadh forces his Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:somewhat dispirited>set tac def You force your Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:somewhat dispirited>You are now employing defensive tactics. HP:Healthy, Matty Bumpo:somewhat dispirited> Cogadh forces his Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:somewhat dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's intelligence! Cogadh shivers uncomfortably. HP:Healthy, Matty Bumpo:somewhat dispirited> Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Healthy, Matty Bumpo:somewhat dispirited> Cogadh tries his Will against Matty Bumpo's mind, but he resists! HP:Healthy, Matty Bumpo:somewhat dispirited> You couldn't reach his mind. Cogadh begins quietly muttering some strange, powerful words. HP:Healthy, Matty Bumpo:somewhat dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat dispirited> You couldn't reach his mind. HP:Healthy, Matty Bumpo:somewhat dispirited> Cogadh tries his Will against Matty Bumpo's mind, but he resists! HP:Healthy, Matty Bumpo:somewhat dispirited>reply Not much. :-) You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat dispirited>Sesil forces his Will against Matty Bumpo's intelligence! You tell Squish 'Not much. :-)' HP:Healthy, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's intelligence! HP:Healthy, Matty Bumpo:somewhat dispirited>who Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. HP:Healthy, Matty Bumpo:somewhat dispirited> Sesil forces his Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:somewhat dispirited> Cogadh forces his Will against Matty Bumpo's intelligence! You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat dispirited> Squish tells you 'hehe'. HP:Healthy, Matty Bumpo:somewhat dispirited> Sesil forces his Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:somewhat retarded> You force your Will against Matty Bumpo's learning! Sesil says 'fuckin shit' HP:Healthy, Matty Bumpo:somewhat retarded> Cogadh says 'go def?' HP:Healthy, Matty Bumpo:somewhat retarded> Cogadh grins evilly. HP:Healthy, Matty Bumpo:somewhat retarded> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat retarded> Sesil tries his Will against Matty Bumpo's mind, but he resists! HP:Healthy, Matty Bumpo:somewhat retarded> You force your Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:quite retarded> Cogadh forces his Will against Matty Bumpo's will! HP:Healthy, Cogadh:Bruised, Matty Bumpo:quite retarded>set tac def You are now employing defensive tactics. HP:Healthy, Cogadh:Bruised, Matty Bumpo:quite retarded> Sesil forces his Will against Matty Bumpo's learning! HP:Healthy, Cogadh:Bruised, Matty Bumpo:seriously retarded>'I am You force your Will against Matty Bumpo's will! Cogadh deflects Matty Bumpo's attack. HP:Healthy, Cogadh:Bruised, Matty Bumpo:seriously retarded>You say 'I am' HP:Healthy, Cogadh:Bruised, Matty Bumpo:seriously retarded> Sesil forces his Will against Matty Bumpo's will! HP:Healthy, Cogadh:Bruised, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's will! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Cogadh deflects Matty Bumpo's attack. HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Sesil tries his Will against Matty Bumpo's mind, but he resists! Squish tells you 'so.... know who this is?'. HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's strength! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Cogadh forces his Will against Matty Bumpo's learning! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Sesil forces his Will against Matty Bumpo's constitution! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Cogadh deflects Matty Bumpo's attack. HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> You couldn't reach his mind. HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Cogadh forces his Will against Matty Bumpo's strength! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Sesil forces his Will against Matty Bumpo's constitution! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's will! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Cogadh forces his Will against Matty Bumpo's will! HP:Healthy, Cogadh:Bruised, Matty Bumpo:horribly dispirited> Cogadh deflects Matty Bumpo's attack. HP:Healthy, Cogadh:Bruised, Matty Bumpo:horribly dispirited> Sesil forces his Will against Matty Bumpo's concentration! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's dexterity! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Cogadh forces his Will against Matty Bumpo's constitution! HP:Healthy, Cogadh:Bruised, Matty Bumpo:strongly dispirited> Sesil forces his Will against Matty Bumpo's concentration! Matty Bumpo slashes Sesil's left arm hard. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. HP:Healthy, Matty Bumpo:strongly dispirited>reply I have no clue whatsoever, but I'm taking it you know me. You force your Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:strongly dispirited> Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Healthy, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's dexterity! Cogadh says 'freeze, yet again' HP:Healthy, Matty Bumpo:strongly dispirited>comf cogadh Cogadh forces his Will against Matty Bumpo's concentration! Cogadh sniffs sadly. HP:Healthy, Matty Bumpo:strongly dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:strongly dispirited>You tell Squish 'I have no clue whatsoever, but I'm taking it you know me.' HP:Healthy, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's learning! Sesil forces his Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:strongly dispirited> Cogadh forces his Will against Matty Bumpo's will! Your spirit increases by 4. You receive your share of experience -- 1669 points. Your blood freezes as you hear Matty Bumpo's death cry. >You comfort him. > Squish tells you 'nods i do'. >'I'm getting them too. You say 'I'm getting them too.' set tac def >get coins all.cor You are now employing defensive tactics. >You get a pile of coins from the silent corpse of Matty Bumpo. There were 2 silver and 75 copper coins. > Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. >reply Mind sharing your secret with me then? ;-) l You tell Squish 'Mind sharing your secret with me then? ;-)' >Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. The silent corpse of Matty Bumpo is lying here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >get coins all.cor There doesn't seem to be a coins in the silent corpse of Matty Bumpo. >be You behead the silent corpse of Matty Bumpo. > Squish tells you 'grin'. >drop head You drop A severed head of Matty Bumpo. >exam cor You see nothing special.. When you look inside, you see: corpse (here) : a long shiny blade a large, wooden shield a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a blue marble ring..It glows blue! a wax seal > Squish tells you 'i got a pesty ass hobbit :P'. >get ring cor You get a blue marble ring from the silent corpse of Matty Bumpo. >reply hmmm You tell Squish 'hmmm' >reply That doesn't help much :-) l You tell Squish 'That doesn't help much :-)' >Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. A severed head of Matty Bumpo is lying here. The silent corpse of Matty Bumpo is lying here, its head missing. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > Squish tells you 'he got the FORCE'. >rep gig l You tell Squish 'gig' >Cogadh nods solemnly. Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. A severed head of Matty Bumpo is lying here. The silent corpse of Matty Bumpo is lying here, its head missing. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > You are hungry. Saving Ainaran. >cough Yuck, try to cover your mouth next time! > Squish tells you 'know now?'. >rep nope who You tell Squish 'nope' > Cogadh says 'its the whole mud, apparently' >Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. > Cogadh says 'what?' >rep I have an idea. 'let's leave. gig Squish tells you 'wtf'. Cogadh leaves up. A nice pony leaves up. You follow Cogadh. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Cogadh leaves up. A nice pony leaves up. You follow Cogadh. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. The silent corpse of a bandit sentry is lying here. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >You tell Squish 'I have an idea.' > Squish tells you 'yoda fool :)'. >You say 'let's leave.' >You giggle. > Cogadh eats a soldier ration. > Cogadh grins evilly. >'I'm wanting to prac regen You say 'I'm wanting to prac regen' >reply I knew it You tell Squish 'I knew it' >reply hehe Cogadh drops a green pair of cotton sleeves. You tell Squish 'hehe' reply you on MSN? > Cogadh nods solemnly. >ride Cogadh gets a belt pouch from a backpack. > Squish tells you 'nods'. >You tell Squish 'you on MSN?' > Cogadh puts a stone ring in a belt pouch. >A horse stops following you. You mount a horse and start riding him. R> Cogadh puts a golden bracelet in a belt pouch. R> A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. R> Squish tells you 'i need ya msn for my friend here'. R> Cogadh puts a belt pouch in a backpack. R> Squish tells you 'give me ya addy'. R>reply incanus_is@hotmail.com You tell Squish 'incanus_is@hotmail.com' R>l Cogadh says 'where'd sesil go?' R>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. The silent corpse of a bandit sentry is lying here. Cogadh is riding on a nice pony. You are riding on a horse. R>shrug You shrug. R>'who knows gig You say 'who knows' R>You giggle. R>'prolly with soi Cogadh group-says 'where'd you go sesil?' You say 'prolly with soi' who R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A gray wolf is growling at you. Cogadh is riding on a nice pony. R>Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Cogadh is riding on a nice pony. Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [ 12 Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R> Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Cogadh is riding on a nice pony. R> Not a cloud can be seen in the sky. You are hungry. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Cogadh is riding on a nice pony. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Cogadh is riding on a nice pony. R> Cogadh nods solemnly. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Cogadh is riding on a nice pony. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Cogadh is riding on a nice pony. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Cogadh is riding on a nice pony. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Cogadh is riding on a nice pony. Sesil group-says 'getting food' R> Squish tells you 'k'. Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. Cogadh is riding on a nice pony. R> Cogadh is leaving east, riding on a nice pony. You follow Cogadh. Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. Cogadh is riding on a nice pony. R> Cogadh is leaving west, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. Cogadh is riding on a nice pony. R> Cogadh is leaving north, riding on a nice pony. You follow Cogadh. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Cogadh is riding on a nice pony. R>rep nod Cogadh is leaving south, riding on a nice pony. You follow Cogadh. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. Cogadh is riding on a nice pony. R>You tell Squish 'nod' R> Cogadh grins evilly. R> Cogadh bows deeply. R>rep got popup Cogadh winks suggestively. R>You tell Squish 'got popup' R>bow You bow deeply. R> Cogadh looks at Farrakahn. R> Cogadh looks at Soi. R> Farrakahn says 'u get regen yet ainaran?' R>sc You have 133/133 hit, 56/56 stamina, 123/145 moves, 124 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 5, XP Needed: 40K. You are hungry. R>'going to now l You say 'going to now' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. Cogadh is riding on a nice pony. You are riding on a horse. R> Cogadh smiles happily. R> Farrakahn joins the group of Soi. R> Farrakahn says 'sweet :)' R> Cogadh says 'anyone want to go to maze?' R> Soi raises his hand. R>brb l nod Come back soon! R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. Cogadh is riding on a nice pony. You are riding on a horse. R>You nod solemnly. R>'I do You say 'I do' n R> Farrakahn says 'would love to' R>e Farrakahn giggles. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling e adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>e e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>You cannot go that way. R>n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A scimitar made of bone is lying here. A jovial juggler stands here with a glint in his eye. R>prac Hello, Ainaran! I can teach you these skills: You have 7 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 0% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 0% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) R> Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>prac regen prac regen prac regen prac regen prac regen prac regen You practice it for a while. prac regen R>prac regen You practice it for a while. R>prac regen You practice it for a while. R>You practice it for a while. R>You practice it for a while. The guildmaster bows and tells you 'Sorry, I can not teach you better.' R>You're already perfect in this. R>You're already perfect in this. R>You're already perfect in this. R>You're already perfect in this. R>cac Squish enters from the south. A nice pony enters from the south. R> Squish looks at you. Sesil starts following you. R>You cackle gleefully. R>gt The guildmaster bows and tells you 'Sorry, I can not teach you better.' Not a cloud can be seen in the sky. You are hungry. Your torch flickers weakly. You group-say 'The guildmaster bows and tells you 'Sorry, I can not teach you better.'' R> Squish giggles. R>sc You have 133/133 hit, 56/56 stamina, 123/145 moves, 124 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 5, XP Needed: 40K. You are hungry. R> Sesil says 'what you got?' R>prac 'regen Hello, Ainaran! I can teach you these skills: You have 2 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 100% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 0% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) R>You say 'regen' R>gt 2 pracs left cackle You group-say '2 pracs left cackle' Sesil grins evilly. R>prac rem poison prac rem poison There is no such skill as you seek. R>There is no such skill as you seek. R> Sesil says 'lets go xp' R>prac 'remove poison' Cogadh is entering from the south, riding on a nice pony. There is no such skill as you seek. prac 'remove poison' R>There is no such skill as you seek. R>prac remove prac remove You practice it for a while. R>You practice it for a while. R>gt got remove 2 times Cogadh looks at Squish. You group-say 'got remove 2 times' R>sc You have 133/133 hit, 56/56 stamina, 126/145 moves, 124 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 5, XP Needed: 40K. You are hungry. R>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A scimitar made of bone is lying here. A jovial juggler stands here with a glint in his eye. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Cogadh is riding on a nice pony. R>where Players in your Zone -------------------- Squish - At the Well Cogadh - At the Well Ainaran - At the Well Sesil - At the Well R> A juggler teaches Cogadh for a while. tell farrakahn where are ya? R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>A juggler teaches Cogadh for a while. You tell Farrakahn 'where are ya?' R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>whois soi A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R>A juggler teaches Cogadh for a while. Soi the Human is a level 9 Human. R> A juggler teaches Cogadh for a while. Sesil stops riding a horse. A horse now follows Sesil. R> Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. R> Squish leaves south. A nice pony leaves south. A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> The sun rises behind the buildings. Not a cloud can be seen in the sky. You are hungry. Your torch flickers weakly. A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> A juggler teaches Cogadh for a while. R> Farrakahn tells you 'same room as before 1 south of boys'. R> Cogadh says 'nah' R> Sesil enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. R>w w A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>You cannot go that way. R>e s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A scimitar made of bone is lying here. A jovial juggler stands here with a glint in his eye. Cogadh is riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>w Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil is entering from the north, riding on a horse. w A horse enters from the north. A horse enters from the north. R> Squish gets a soldier ration from a large sack. R>w Squish gets a soldier ration from a large sack. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Sesil is entering from the east, riding s on a horse. A horse enters from the east. A horse enters from the east. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small silken scarf lies on the ground. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Soi eats a soldier ration. R> Soi eats a soldier ration. R> Squish is entering from the north, riding on a nice pony. bow farrakahn R>You bow before him. R> Sesil stops following you. Sesil now follows Soi. R>'yo guys going to maze? smile You say 'yo guys going to maze?' R>You smile happily. R> Squish gets a silk scarf. R>l Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Squish is riding on a nice pony. R> Squish wears a silk scarf around his neck. R>l squish Squish the Dwarf You see nothing special about him. Squish looks healthy. Squish is using: a silk scarf a blue cotton blouse a leather cap a pair of soft leather boots an indigo pair of cotton gloves a green pair of cotton sleeves a large, wooden shield a green robe a black cloth belt a dagger R>exam pack When you look inside, you see: backpack (carried) : a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch R>i Soi says 'ungorpu ainaran:)' You are carrying: a blue marble ring..It glows blue! a water skin a ruby necklace..It glows blue! a green cotton hood a torch a battered metal lamp a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a water skin R>ungro You leave the group of Cogadh. R> Sesil leaves the group of Cogadh. R>fol soi You stop following Cogadh. You now follow Soi. R> Squish frowns. R> Farrakahn says 'guess we taking a big maze group :)' R> You join the group of Soi. R> Sesil joins the group of Soi. R>tell cogadh heading out with soi to maze, wanna come? Sesil says 'group me soi' R>You tell Cogadh 'heading out with soi to maze, wanna come?' R> Sesil nods solemnly. R>l Soi looks at Squish. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Squish is riding on a nice pony. R>'hold The day has now begun. Not a cloud can be seen in the sky. You are hungry. Your torch went out. Saving Ainaran. R>You say 'hold' R>exam n Squish says 'wtf' R>To the north you see: Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R> Soi gives some money to Squish. R> Squish says 'a new map?' R> Squish peers around himself, uncertain of the things around him. R> Soi says 'buy kite and fine dagger' R>m Squish says 'thanks soi' R>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ R>nod You nod solemnly. R>'news Soi says 'np' R>You say 'news' R>brb Come back soon! R>'gotta grab some food n n n n You say 'gotta grab some food' R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R> Cogadh tells you 'am :)'. R>e e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>e Cogadh tells you 'just repracing'. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>s s s Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. A horse is here, gazing at you. rep nod s s s w R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. s R>s You cannot go that way. R>You tell Cogadh 'nod' R>You cannot go that way. R>You cannot go that way. R>s You cannot go that way. R>e Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. R>Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. R>You cannot go that way. R>You cannot go that way. R>Can not go there mounted. R>dismount e You stop riding a horse. A horse starts following you. >Sundries Store Exits are: W This building serves as the output's main source for rations and other edible goods. A large pit has been dug in the center of the room, and chests of dried meats and other rations from the Anduin Valley are stored down next to the cool earth, and away from the sun. A halfelven shopkeeper stands here politely. >buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. buy rat You now have a soldier ration. buy rat buy rat buy rat >a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >put all.rat sack ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat ration : You can't carry that many items. >buy rat buy rat ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >You put a soldier ration in a large sack. You put a soldier ration in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. >a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >put all.rat sack a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. >ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >er er ration : You can't carry that many items. >er ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >ration : You can't carry that many items. >A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. A soldier ration won't fit in a large sack. >You eat a soldier ration. >You eat a soldier ration. You are full. >You are too full to eat more. >put all.rat pack You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. >l Sundries Store Exits are: W This building serves as the output's main source for rations and other edible goods. A large pit has been dug in the center of the room, and chests of dried meats and other rations from the Anduin Valley are stored down next to the cool earth, and away from the sun. A halfelven shopkeeper stands here politely. A horse is here, gazing at you. gig >You giggle. >n w You cannot go that way. >Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. ride n >n n A horse stops following you. You mount a horse and start riding him. R>n Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>gt coming You group-say 'coming' w R>Outpost Dump Exits are: E The collective trash of everyone inside the outpost's gates is gathered here, in one stinking, fetid, messy pile. The stench wafts to your nose, and the insects abound. However, a hardy soul might be able to sift through this garbage and find something of use to someone. A small shield made of wood lies here. A large wooden shield lies discarded on the ground. A heavy dagger has been abandoned here. A wooden club has been dropped here. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A writhing mass of swamp bugs is buzzing through the air here. R>e n Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. e R>You cannot go that way. R>n Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. R>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. A horse is here, gazing at you. R>n Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>w w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>Squish is entering from the west, riding on a nice pony. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. s R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The hacked corpse of a small, green snake is lying here. A brown fox hunts for food here. A black rabbit scurries about. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Soi is riding on a horse. Farrakahn is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Farrakahn says '115 berserk isnt to bad' 'blahhhhhh R>You say 'blahhhhhh' R>'gotta go to the bathroom You say 'gotta go to the bathroom' blush R>Your cheeks are burning. R>who Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [G. Maia] Ornendil the Tree Shepherd. [--- Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. R> Cogadh chats, 'freeze :(' R> Soi giggles. R>'mind waiting a bit? gig You say 'mind waiting a bit?' R>You giggle. R> Soi nods solemnly. R>smile hop You smile happily. R>brb Are you a little bunny? R>afk Come back soon! R>You go away from keyboard. R> Cogadh chats, 'guys, read the News, its got to do with people reconnecting...' R> Soi rolls on the floor laughing. R> Farrakahn stops using a golden bear fur. R> Farrakahn wears a golden bear fur about his body. R> Soi looks at you. R> Not a cloud can be seen in the sky. R> Sesil says 'lets go maze :)' R> A black rabbit leaves south. R> Soi says 'we waiting for cogadh and ainaran' R> Squish narrates, 'blah' R> Sesil begins quietly muttering some strange, powerful words. R> Squish narrates, '3 gold short of fine long' R> Sesil utters a strange command, 'confuse' A large, brown snake appears to be confused! Sesil begins quietly muttering some strange, powerful words. R> Squish narrates, 'anyone?' R> Sesil utters a strange command, 'insight' R> Sesil slashes a large, brown snake very hard. R> A large, brown snake lightly hits Sesil's right hand. R> A large, brown snake lightly hits Sesil's body. R> Sesil slashes a large, brown snake very hard. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves west. R> Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. R> Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R> Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. R> Your blood freezes as you hear someone's death cry. R> Cogadh chats, 'fraid not' R> Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> Sesil attacks a brown fox! Sesil slashes a brown fox's head hard. R> A brown fox barely hits Sesil's right foot. R> A brown fox barely hits Sesil's body. R> Sesil slashes a brown fox's right foreleg very hard. A brown fox is dead! R.I.P. You receive your share of experience -- 5 points. Your blood freezes as you hear a brown fox's death cry. R> Soi narrates, 'fine longs are 15 gold, i gave you 15 gold' R> Sesil attacks a black rabbit! Sesil slashes a black rabbit's head extremely hard. A black rabbit is dead! R.I.P. You receive your share of experience -- 5 points. The rabbit twitches and is still. R> Farrakahn giggles. R> Squish narrates, 'i know but i got kite also :0' R> Not a cloud can be seen in the sky. Sesil's torch flickers weakly. R> Cogadh chats, 'grab stuff just west of there, you can sell that' R>l You return to your keyboard. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The slashed corpse of a black rabbit is lying here. The slashed corpse of a brown fox is lying here. The hacked corpse of a small, green snake is lying here. Soi is riding on a horse. Farrakahn is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>gt I'm going to be a bit longer guys You group-say 'I'm going to be a bit longer guys' R> Sesil says 'we ready?' R>gt I'm going to rent, but I'll be back soon You group-say 'I'm going to rent, but I'll be back soon' R> Sesil says 'ill cleric' R> Soi group-says 'sigh, ok' R>gt as soon as I get back, pick my ass up :-) Sesil says 'lets go' R>You group-say 'as soon as I get back, pick my ass up :-)' R>n Squish narrates, 'bah 14 gold' Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>n You cannot go that way. e R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. n n n e e R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. n n n e R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A scimitar made of bone is lying here. A jovial juggler stands here with a glint in his eye. Cogadh is riding on a nice pony. n n n R>Can not go there mounted. R>Can not go there mounted. R>You cannot go that way. R> A juggler teaches Cogadh for a while. R>Can not go there mounted. R>Can not go there mounted. R>Can not go there mounted. R>dismount n You stop riding a horse. A horse starts following you. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. >read next No such message. > Saving Ainaran. >who Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [--- Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Squish narrates, '14 gold 1 silver 10 copper :(' >exam rack An old battered rack stands here, scratched and worn with age. When you look inside, you see: rack (here) : a sapphire ring..It glows blue! a sapphire ring..It glows blue! a silk shirt a sapphire ring..It glows blue! a long shiny blade a large, wooden shield a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield >i You are carrying: a blue marble ring..It glows blue! a water skin a ruby necklace..It glows blue! a green cotton hood a torch a battered metal lamp a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a water skin >nar anyone need a ruby necklace? You narrate, 'anyone need a ruby necklace?' >sc You have 133/133 hit, 56/56 stamina, 141/145 moves, 124 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 5, XP Needed: 40K. >who Squish narrates, 'yah let me sell it :P' >Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [--- Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. >nar :-) You narrate, ':-)' >sc You have 133/133 hit, 56/56 stamina, 144/145 moves, 124 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 5, XP Needed: 40K. >nar you need gold squish? You narrate, 'you need gold squish?' who >Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [--- Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. >i You are carrying: a blue marble ring..It glows blue! a water skin a ruby necklace..It glows blue! a green cotton hood a torch a battered metal lamp a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a water skin > Squish narrates, 'yah' >nar come to the inn eq You narrate, 'come to the inn' >You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword >i You are carrying: a blue marble ring..It glows blue! a water skin a ruby necklace..It glows blue! a green cotton hood a torch a battered metal lamp a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a golden visor..It glows blue! a backpack a large sack a water skin > Squish enters from the south. A nice pony enters from the south. >give 5 gold squish Ok. You give 5 gold coins to Squish. >exam rack An old battered rack stands here, scratched and worn with age. When you look inside, you see: rack (here) : a sapphire ring..It glows blue! a sapphire ring..It glows blue! a silk shirt a sapphire ring..It glows blue! a long shiny blade a large, wooden shield a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield > Squish cheers. > Squish leaves south. A nice pony leaves south. >tell squish cough You tell Squish 'cough' >tell squish exam rack You tell Squish 'exam rack' > Squish tells you 'i need a fine long :P'. > Squish tells you 'whats in rack?'. >tell squish could've sold all that shit Soi narrates, 'cogadh...where you?' >You tell Squish 'could've sold all that shit' >reply :-) You tell Squish ':-)' >who Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [--- Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. >sc You have 133/133 hit, 56/56 stamina, 145/145 moves, 124 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 40K. > Cogadh chats, 'was standing beside you :)' >who Players ------- [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [ 13 Dwf] Farrakahn the Dwarf [ Vala ] Aggrippa chief engineer of Durthtrax [--- Dwf] Cogadh the Dwarf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Soi chats, 'oh:)' > Squish enters from the south. A nice pony enters from the south. >chat I'll be back guys, take care while I'm gone hehe sc You chat, 'I'll be back guys, take care while I'm gone hehe' >You have 133/133 hit, 56/56 stamina, 145/145 moves, 124 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 40K. >hgrin squish Squish gets a sapphire ring from a weapon rack. Squish gets a sapphire ring from a weapon rack. Squish gets a silk shirt from a weapon rack. Squish gets a sapphire ring from a weapon rack. Squish gets a long shiny blade from a weapon rack. Squish gets a large, wooden shield from a weapon rack. Squish gets a thick pair of leather sleeves from a weapon rack. Squish gets a thick pair of leather pants from a weapon rack. Squish gets a thick leather breastplate from a weapon rack. >You grin happily at Squish. > Squish grins evilly. > The Innkeeper smiles happily. Squish leaves south. A nice pony leaves south. >rent The Innkeeper tells you, 'If rent was enabled (which it is not!), it would cost the following.' The Innkeeper tells you, 'It will cost you 1 gold, 6 silver and 66 copper for the first day.' The Innkeeper tells you, 'You have enough gold for 11 hours of rent.' The Innkeeper stores your belongings and helps you into your private chamber. A horse stops following you. You stop following Soi. You leave the group of Soi. Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: 0 Connected to host future.mit.edu Welcome to RETURN OF THE SHADOW or ARDA: The Fourth Age Based on CircleMud Original concept and code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Currently maintained by Fingolfin, Prami, Seether and others Webpage: http://rots.org *** NEW ADDRESS: future.mit.org 3791 *** By what name do you wish to be known? Ainaran Password: Welcome to Arda: The Fourth age. We'll try to make it the best mud there is. If you are new to the game, please read: HELP START Read the rules by typing: POLICY Read the news by typing: NEWS *** IMPORTANT: The address for the MUD is now rots.org 3791. Port 1024 will *** no longer bring you here, starting April 1st, 1999 (this is not a joke). Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: 1 A horse starts following you. There is no unread news. There is no mail for you. Here we go... Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >mutter You mutter under you breath. >sc You have 133/133 hit, 56/56 stamina, 131/145 moves, 19 spirit. OB: 70, DB: 19, PB: 68, Speed: 21, Gold: 0, XP Needed: 40K. >wpit Unrecognized command. hwo who >Unrecognized command. >Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >chat I still kinda afk guys You chat, 'I still kinda afk guys' >chat I'll be ready soon tho :) You chat, 'I'll be ready soon tho :)' re >You sit down and rest your tired bones. >afk You go away from keyboard. > Soi chats, 'come mountrous leech if you can' >inf afk You return to your keyboard. You are Ainaran the Wood Elf, a good (184) male Wood Elf. You have reached level 14. You are level 7 Warrior, 4 Ranger, 15 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 0 days and 23 hours. You are 5'10" high, weight 108.0lb and carrying 78.7lb. You have 133/133 hit points, 56/56 stamina, 142/145 moves and 19 spirit. You have 8 silver and 26 copper coins. Your OB is 70, dodge is 19, parry 68, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 38, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 297117 exp, and need 40383 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are resting. You are affected by: detect hidden (long) insight (long) >You go away from keyboard. >chat no idea where it is You return to your keyboard. You chat, 'no idea where it is' >afk You go away from keyboard. >whois valian You return to your keyboard. Valian . >whois trace Trace is a level 4 Hobbit. >who Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >af Nah... You feel too relaxed to do that.. >afk You go away from keyboard. > Saving Ainaran. > Squish narrates, 'blah' > Squish narrates, 'uruk :)' > Squish narrates, 'and con is you are mad!' >nar level 10 or so prolly You return to your keyboard. You narrate, 'level 10 or so prolly' >who Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Cogadh chats, 'heh' >afk You go away from keyboard. > Soi narrates, 'where?' > Squish narrates, 'blah' > Squish narrates, 'he can track' > Squish enters from the south. A nice pony enters from the south. > Squish sits down and rests. > Bikk has entered the game. A horse now follows Bikk. A horse now follows Bikk. > Squish looks at Bikk. > Bikk looks at Squish. > Bikk chats, 'Great! one of my team dropped.' >whois bikk Squish drinks water from a water skin. > Squish drinks water from a water skin. >You return to your keyboard. Bikk the Wood Elf is a level 4 Wood Elf. Squish narrates, 'heh' >st bow You stop resting, and stand up. Squish eats a small, raw piece of meat. > Squish eats a small, raw piece of meat. >You bow deeply. Squish eats a raw piece of meat. > Bikk chats, 'lil bitch is he.' > Squish stops resting, and clambers on his feet. > The Innkeeper smiles happily. > Bikk leaves south. A horse leaves south. A horse leaves south. > Squish bows deeply. >cast regen squish You start to concentrate. \|/-\ Squish says 'uruk out close' |/diag squish -\ Ok. >Squish looks healthy. Squish is in top shape. Squish is affected by: regeneration (fast-acting) anger (short) His mind is as well as numb. > Cogadh chats, '*comf*' > Squish says 'insight? ' >sc shake You have 133/133 hit, 56/56 stamina, 145/145 moves, 14 spirit. OB: 70, DB: 19, PB: 68, Speed: 21, Gold: 0, XP Needed: 40K. >You shake your head. > Cogadh chats, 'my whole team drop'd' >'not enough spirit You say 'not enough spirit' Squish nods solemnly. >who Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human (AFK) [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. > Squish says 'thanks' > Cogadh chats, 'more or less' > Squish leaves south. A nice pony leaves south. >pray cogadh You pray to Cogadh, hoping for his good will. > Cogadh prays to you, hoping for your good will. >chat same as mine pretty much You chat, 'same as mine pretty much' > Bikk chats, 'I just wanna play my lhuth now....fucking contest' >pray bikk You pray to Bikk, hoping for his good will. > Cogadh chats, 'heh' > Squish narrates, 'yah no doubt bikk' > Squish narrates, 'id rather die playing lhuth also :)' >sc You have 133/133 hit, 56/56 stamina, 145/145 moves, 14 spirit. OB: 70, DB: 19, PB: 68, Speed: 21, Gold: 0, XP Needed: 40K. who >Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human (AFK) [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. > Cogadh chats, 'I wanna play orc, or uruk - hell fecking anything' > Squish narrates, 'nods besides this :)' > Bikk chats, 'those are too easy.' > Cogadh chats, 'still - I wanna win :P' >chat well, right now, we've got this, so let's have fun :-) You chat, 'well, right now, we've got this, so let's have fun :-)' > Cogadh chats, 'um....right' > Squish narrates, 'smirk ainaran' >tell farrakahn okay where are you guys? st l You tell Farrakahn 'okay where are you guys?' >You are already standing. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >ride s A horse stops following you. You mount a horse and start riding him. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. R>set men off AutoMental mode is now off. R>prac Hello, Ainaran! I can teach you these skills: You have 0 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 101% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 64% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) R>w w w Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. R>You cannot go that way. R>You cannot go that way. R>e s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>alias rem cast 'remove poison' You added the alias 'rem'. R>w w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. s s R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>chat where you guys at soi? w w You chat, 'where you guys at soi?' R>Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R>You cannot go that way. R> Clouds race through the sky above the fields. who R>Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Soi narrates, 'we coming to get you' R>nar nod You narrate, 'nod' R>nar meet at sentry You narrate, 'meet at sentry' R> Bikk chats, 'Whois Balak....fricken quitter.' R>nar I'm going to try to get some spirit again hehe You narrate, 'I'm going to try to get some spirit again hehe' R> Cogadh chats, 'poor guy was getting killed by whities and darkies...' R> Farrakahn narrates, 'shrug he sucked anyway bikk' R>w w w You cannot go that way. R>You cannot go that way. R>You cannot go that way. R> Farrakahn narrates, 'all he did was sit and get gold' whois balak R>s No such player. R>A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. R>w w w Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black deer can barely be made out in the darkness here. R>You cannot go that way. R>You cannot go that way. R>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. R>nar nod w You narrate, 'nod' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A necklace made of strange blue metal balls lies here...It glows blue! w w R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A black rabbit scurries about. R> Soi is entering from the east, riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving north, riding on a horse. Cogadh is leaving north, riding on a nice pony. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. Farrakahn is leaving north, riding on a nice pony. R>n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Sesil chats, 'he attacked me and tried to kill me so me and soi ripped him and he quit' R>w gig Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a gray wolf is lying here. The slashed corpse of a bandit sentry is lying here. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horci man se is here, gazing at you. Farrakahn is riding on a nice pony. R>You giggle. R>Nobody here by that name. k man R>They aren't here. R> Bikk chats, 'Fricken wiener.' R>get coins all.cor Soi eats a leg of lamb. R>Your hands are already full! R>bow You bow deeply. R> Soi eats a leg of lamb. R>fol soi drop rat You now follow Soi. Soi eats a leg of lamb. drop rat R>drop rat drop rat Clouds race through the sky above the fields. You drop a soldier ration. R>You drop a soldier ration. R>You drop a soldier ration. R>You drop a soldier ration. R>er er er You eat a soldier ration. You are full. R>You are too full to eat more. R>You are too full to eat more. R>drop rat drop rat drop rat drop rat Soi gets a soldier ration. Soi gets a soldier ration. Soi gets a soldier ration. Soi gets a soldier ration. R>You drop a soldier ration. R>You don't seem to have a rat. R>You don't seem to have a rat. R>You don't seem to have a rat. R>who Soi gets a soldier ration. R>Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Soi giggles. R> Bikk chats, 'I now declare myself a SOLO team. wankers are they.' R> Soi is leaving east, riding on a horse. You follow Soi. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R>'group me gig You say 'group me' R>You giggle. R> Squish narrates, 'hehe' R> Soi is leaving south, riding on a horse. You follow Soi. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A black rabbit scurries about. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. A gray wolf is growling at you. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> A gray wolf attacks Soi! Soi dodges a gray wolf's attack. Soi slashes a gray wolf's right foreleg. R>who Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. You join the group of Soi. ac R>set men off But nobody is fighting him! set tac ag R>A gray wolf deflects Soi's attack. AutoMental mode is now off. R>s Soi dodges a gray wolf's attack. You are now employing aggressive tactics. as R>Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. R>Whom do you wish to assist? R>n as Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. A gray wolf is here, fighting Soi. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is here, fighting a gray wolf, riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is here, fighting a gray wolf, riding on a nice pony. R> Soi deflects a gray wolf's attack. R>You join the fight! You attack a gray wolf! You slash a gray wolf's right forefoot. R HP:Healthy, Soi:Healthy, a gray wolf:Hurt> Soi slashes a gray wolf's right foreleg. R HP:Healthy, Soi:Healthy, a gray wolf:Hurt>set tac ag You are now employing aggressive tactics. R HP:Healthy, Soi:Healthy, a gray wolf:Hurt> Farrakahn cleaves a gray wolf's right hindleg extremely hard. R HP:Healthy, Soi:Healthy, a gray wolf:Bloodied> You slash a gray wolf's body. Soi dodges a gray wolf's attack. R HP:Healthy, Soi:Healthy, a gray wolf:Bloodied> Soi slashes a gray wolf's left foreleg. R HP:Healthy, Soi:Healthy, a gray wolf:Awful> You slash a gray wolf's left foreleg. A gray wolf is dead! R.I.P. You receive your share of experience -- 107 points. Your blood freezes as you hear a gray wolf's death cry. R> Soi is leaving south, riding on a horse. You follow Soi. Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Medium Forest Exits are: E W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Grassy Forest Exits are: S W Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Pass in the Ridge Exits are: N S Some ancient inhabitants of this region have taken this natural hilly pass and widened it so that the road could pass through. To the north, a small forest and sunny plains lie. To the south, inhospitable deserts and sharp craggy mountains dominate. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. A Narrow Pass Exits are: N E S The hills divide slightly here, forming a narrow pass. A small trail runs through here, leading north over the ridge, and south into the swamp. It looks as if at one point this trail may have actually been a road, but only a few paving stone seem to have weathered the raging forces of nature. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Trail Through the Swamp. Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads east and north from here. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Cogadh groans loudly. R> Soi is leaving east, riding on a horse. You follow Soi. Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R>'gotta get some more spirit on the way guys You say 'gotta get some more spirit on the way guys' R> Soi is leaving east, riding on a horse. You follow Soi. A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Cogadh says 'fricking lagging here' R> Cogadh sniffs sadly. R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. A mountain goat is here, eating grass. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>'so sesil, insight if at all possible Clouds race across the sky above the hills. You are thirsty. A mountain wolf attacks Soi! A mountain wolf hits Soi's head. R>Soi lightly slashes a mountain wolf's body. You say 'so sesil, insight if at all possible' R> Bikk chats, 'god thats irritating "cmon lets get a team, wana be on our team?" then they don't do shit.' R>as Cogadh assists Soi. Cogadh attacks a mountain wolf! Cogadh cleaves a mountain wolf's right foreleg very hard. R>Soi slashes a mountain wolf's head. You join the fight! You attack a mountain wolf! You slash a mountain wolf's right foreleg. R HP:Healthy, Soi:Scratched, a mountain wolf:Hurt> Soi deflects a mountain wolf's attack. Farrakahn says 'yea its a little big slow' R HP:Healthy, Soi:Scratched, a mountain wolf:Hurt> Farrakahn assists Soi. Farrakahn attacks a mountain wolf! Farrakahn cleaves a mountain wolf's right forefoot very hard. R HP:Healthy, Soi:Scratched, a mountain wolf:Bloodied> Soi slashes a mountain wolf's left hindleg. R HP:Healthy, Soi:Scratched, a mountain wolf:Bloodied> You slash a mountain wolf's body. R HP:Healthy, Soi:Scratched, a mountain wolf:Awful> Soi deflects a mountain wolf's attack. R HP:Healthy, Soi:Scratched, a mountain wolf:Awful> Cogadh cleaves a mountain wolf's left foreleg extremely hard. A mountain wolf is dead! R.I.P. You receive your share of experience -- 116 points. The wolf growls once more before falling limp. R> Sesil chats, 'nod' R>l Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The hacked corpse of a mountain wolf is lying here. A mountain goat is here, eating grass. Soi is riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. R> Cogadh says 'gonan be overkill in maze' R> Farrakahn says 'whatever a little big slow is' R> Soi is leaving north, riding on a horse. You follow Soi. Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Cogadh chats, 'I know what you mean' R> Soi is leaving north, riding on a horse. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A massive Mirkwolf stares at you through blood red eyes. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The hacked corpse of a mountain wolf is lying here. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The hacked corpse of a mountain wolf is lying here. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. A Narrow Ridge Exits are: E W The hills squeeze together here, forming a very narrow ridge. The only exits are to the east and west, though one could probably take the fast way down to the north and south if they had no desire to live. Off to the south the beginnings of a murky swamp can be seen, though the mists hide everything within their veil of secrecy. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Cogadh says 'mirk?' R> Soi is leaving east, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Cogadh shrugs. R> Soi is leaving west, riding on a horse. You follow Soi. A Narrow Ridge Exits are: E W The hills squeeze together here, forming a very narrow ridge. The only exits are to the east and west, though one could probably take the fast way down to the north and south if they had no desire to live. Off to the south the beginnings of a murky swamp can be seen, though the mists hide everything within their veil of secrecy. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W ac Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The hacked corpse of a mountain wolf is lying here. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>But nobody is fighting him! R> Soi is leaving north, riding on a horse. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like set tac ag a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A massive Mirkwolf stares at you through blood red eyes. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>ac You are now employing aggressive tactics. R>But nobody is fighting him! R> Soi attacks a Mirkwolf! Soi lightly slashes a Mirkwolf's body. R>ac A Mirkwolf hits Soi's body hard. Farrakahn assists Soi. Farrakahn attacks a Mirkwolf! Farrakahn cleaves a Mirkwolf's left hindfoot very hard. Sesil assists Soi. Sesil attacks a Mirkwolf! Sesil slashes a Mirkwolf's right hindleg hard. R>But nobody is fighting him! Cogadh assists Soi. Cogadh attacks a Mirkwolf! Cogadh cleaves a Mirkwolf's right hindfoot hard. R>ac A Mirkwolf hits Soi's right leg. R> Soi slashes a Mirkwolf's body. R>You join the fight! You attack a Mirkwolf! You slash a Mirkwolf's right foreleg. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Bikk is entering from the north, riding on a horse. A horse enters from the north. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Farrakahn sends a Mirkwolf sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Sesil slashes a Mirkwolf's right hindfoot hard. set tac ag R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised>You are now employing aggressive tactics. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> A Mirkwolf dodges Soi's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> A Mirkwolf deflects your attack. as R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Farrakahn cleaves a Mirkwolf's right hindleg extremely hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> Cogadh cleaves a Mirkwolf's body extremely hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt>You're already fighting! How can you assist someone else? R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> Bikk says 'wholly shit' R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> Sesil slashes a Mirkwolf's body hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> A Mirkwolf dodges Soi's attack. A Mirkwolf has recovered from a bash! R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> You lightly slash a Mirkwolf's head. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> Soi deflects a Mirkwolf's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> Cogadh says '?' R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> A Mirkwolf deflects Cogadh's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> Soi slashes a Mirkwolf's head. Cogadh looks at Bikk. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> You slash a Mirkwolf's left foreleg hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> Farrakahn sends a Mirkwolf sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> Sesil slashes a Mirkwolf's head hard. Cogadh licks his mouth and smiles. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> Farrakahn cleaves a Mirkwolf's left forefoot very hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> You slash a Mirkwolf's right forefoot. Cogadh cleaves a Mirkwolf's right foreleg hard. A Mirkwolf deflects Soi's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bloodied>l Sesil slashes a Mirkwolf's body very hard. Farrakahn cleaves a Mirkwolf's right foreleg very hard. Bikk says 'taking on mirks' R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful>Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A Mirkwolf (busy) is here, fighting Soi. Soi is here, fighting a Mirkwolf, riding on a horse. You are here, fighting a Mirkwolf, riding on a horse. Cogadh is here, fighting a Mirkwolf, riding on a nice pony. Sesil is here, fighting a Mirkwolf, riding on a horse. who -r A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is here, fighting a Mirkwolf, riding on a nice pony. Bikk is riding on a horse. A horse is here, gazing at you. R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful> You slash a Mirkwolf's body hard. A Mirkwolf dodges Soi's attack. A Mirkwolf has recovered from a bash! R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful>Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human 6 characters displayed. R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful> Soi deflects a Mirkwolf's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful> Cogadh cleaves a Mirkwolf's head very hard. A Mirkwolf is dead! R.I.P. You receive your share of experience -- 931 points. R> Sesil looks at Bikk. R>gig Soi giggles. R>You giggle. R> Sesil nods solemnly. R> Soi says 'easy' R> The thick trees almost block out the sky, though it appears cloudless. You are thirsty. Saving Ainaran. Cogadh says 'pouch is minus dod' R>sc You have 133/133 hit, 56/56 stamina, 120/145 moves, 14 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 39K. You are thirsty. R> Soi tries to butcher the hacked corpse of a Mirkwolf but only spoils it. R> Bikk snickers softly. Cogadh says 'or par' R> Cogadh shrugs. R> Soi screams loudly! R> Soi is leaving east, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A large wild dog watches you carefully. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Seas sil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Squish narrates, 'ack' R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A large wild dog watches you carefully. Bikk is riding on a horse. A horse is here, gazing at you. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Bikk is leaving north, riding on a horse. A horse leaves north. R> Soi attacks a large wild dog! Soi lightly slashes a large wild dog's head. Farrakahn assists Soi. Farrakahn attacks a large wild dog! Farrakahn cleaves a large wild dog's body very hard. R> Soi deflects a large wild dog's attack. Squish narrates, '3 uruks' R> Sesil assists Soi. Sesil attacks a large wild dog! Sesil slashes a large wild dog's body very hard. R>You join the fight! You attack a large wild dog! You slash a large wild dog's right foreleg. R HP:Healthy, Soi:Bruised, a large wild dog:Hurt>as Soi deflects a large wild dog's attack. A large wild dog dodges Soi's attack. R HP:Healthy, Soi:Bruised, a large wild dog:Hurt> You slash a large wild dog's left foreleg. R HP:Healthy, Soi:Bruised, a large wild dog:Hurt> Sesil slashes a large wild dog's body hard. R HP:Healthy, Soi:Bruised, a large wild dog:Wounded>You're already fighting! How can you assist someone else? Sesil chats, 'kool' R HP:Healthy, Soi:Bruised, a large wild dog:Wounded> A large wild dog deflects Soi's attack. R HP:Healthy, Soi:Bruised, a large wild dog:Wounded> Farrakahn sends a large wild dog sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a large wild dog:Wounded> Soi narrates, '*sigh*' R HP:Healthy, Soi:Bruised, a large wild dog:Wounded> Farrakahn deeply wounds a large wild dog's left foreleg with his cleave. R HP:Healthy, Soi:Bruised, a large wild dog:Bloodied> You slash a large wild dog's body. R HP:Healthy, Soi:Bruised, a large wild dog:Awful> Sesil says 'time to have fu' R HP:Healthy, Soi:Bruised, a large wild dog:Awful> Cogadh assists Soi. Cogadh attacks a large wild dog! Cogadh cleaves a large wild dog's right hindleg extremely hard. A large wild dog is dead! R.I.P. You receive your share of experience -- 233 points. R> Squish is entering from the north, riding on a nice pony. butem R>Unrecognized command. Soi cuts a raw piece of meat from the hacked corpse of a large wild dog. R> Squish is leaving west, riding on a nice pony. Cogadh chats, 'hmm' R>but eat meat It has already been butchered. R> Bikk chats, 'whoops' R>You don't seem to have any. R> Sesil says 'lets go rock em' R> Squish narrates, 'get them' R> Squish narrates, 'u guys' R>l Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The hacked corpse of a large wild dog is lying here. Soi is riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. Farrakahn yawns. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>comf ainaran Soi is leaving north, riding on a horse. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>You make a vain attempt to comfort yourself. R> Soi is leaving north, riding on a horse. You follow Soi. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entercomb ainaran ing from the south, riding on a nice pony. R>You pull your hair, but it will not be combed. R> Squish is entering from the south, riding on a nice pony. Soi is leaving north, riding on a horse. You follow Soi. Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. The slashed corpse of *an Elf* is lying here. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Squish is entering from the south, riding on a nice pony. Soi attacks *an Uruk*! Soi slashes *an Uruk*'s left leg. R> Soi deflects *an Uruk*'s attack. R> Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s right leg extremely hard. R> *an Uruk* gets a soldier ration from the slashed corpse of *an Elf*. *an Uruk* gets a backpack from the slashed corpse of *an Elf*. *an Uruk* gets a dagger from the slashed corpse of *an Elf*. *an Uruk* gets a leather belt from the slashed corpse of *an Elf*. *an Uruk* gets a pair of soft leather boots from the slashed corpse of *an Elf*. R> *an Uruk* is leaving south, riding on a black warg. *an Uruk* is leaving south, riding on a black warg. Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s body extremely hard. R> *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* panics, and attempts to flee! R> Bikk chats, 'heheheh I just got smashed to hell' R> Squish panics, and attempts to flee! *an Uruk* is leaving south, riding on a black warg. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R>kill uruk *an Uruk* is leaving south, riding on a black warg. R>They aren't here. Soi is leaving south, riding on a horse. You follow Soi. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. set tac def R> Squish is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Cogadh chats, 'I'm bloody frozen :(' R>You are now employing defensive tactics. R>chat blah Squish is entering from the north, riding on a nice pony. Soi is leaving south, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesichat same l is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Squish is entering from the north, riding on a nice pony. R> Farrakahn is entering from the north, riding on a nice pony. R> Clouds can be seen above in the sky. You are thirsty. Squish's torch went out. Soi's torch flickers weakly. Squish now follows Sesil. R>You chat, 'blah' R> Soi is leaving south, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The hacked corpse of a large wild dog is lying here. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The hacked corpse of a Mirkwolf is lying here. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R>You chat, 'same' R> Farrakahn narrates, 'insta runners :)' R> Cogadh chats, 'ouchie' R> Cogadh chats, 'they spam'd yah' R> Soi yells 'weiner' who -r R>Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human 6 characters displayed. R> Soi is leaving east, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The hacked corpse of a large wild dog is lying here. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R>yell Wanker! Bikk chats, 'they did?' Soi is leaving north, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>You yell, 'Wanker!' R> Soi is leaving north, riding on a horse. You follow Soi. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. The slashed corpse of *an Elf* is lying here. A horse is here, gazing at you. A horse is here, gazing at you. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>exam cor You see nothing special.. When you look inside, you see: corpse (here) : Nothing. R>sigh You sigh. R>'nothing in cor Sesil beheads the slashed corpse of *an Elf*. R>You say 'nothing in cor' R> Sesil drops A severed head of Bikk. R>whois bikk Bikk chats, 'herm.... wankers' R> Soi is leaving south, riding on a horse. You follow Soi. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R>Bikk the Wood Elf. R> Soi is leaving south, riding on a horse. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Cogadh cringes in terror! R> Soi attacks a Mirkwolf! A Mirkwolf deflects Soi's attack. R> A Mirkwolf hits Soi's body. R> Farrakahn assists Soi. Farrakahn attacks a Mirkwolf! Farrakahn cleaves a Mirkwolf's right foreleg extremely hard. R> Sesil assists Soi. Sesil attacks a Mirkwolf! Sesil slashes a Mirkwolf's body hard. R> Cogadh assists Soi. Cogadh attacks a Mirkwolf! Cogadh cleaves a Mirkwolf's body very hard. R>as Soi deflects a Mirkwolf's attack. R>set tac ag You join the fight! You attack a Mirkwolf! A Mirkwolf deflects your attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> A Mirkwolf dodges Soi's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised>You are now employing aggressive tactics. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Farrakahn sends a Mirkwolf sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> A Mirkwolf deflects your attack. Cogadh cleaves a Mirkwolf's body very hard. A Mirkwolf dodges Soi's attack. Bikk chats, 'spose it's a dog eat dog worl' R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Sesil slashes a Mirkwolf's left hindleg hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt>ci Farrakahn cleaves a Mirkwolf's body very hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt>You start to concentrate. /-\ Cogadh chats, 'consider yourself, the first victim of spam looting' | A Mirkwolf dodges Soi's attack. / A Mirkwolf has recovered from a bash! -\ A Mirkwolf deflects Cogadh's attack. A Mirkwolf hits Soi's right hand very hard. Ok. R HP:Healthy, Soi:Hurt, a Mirkwolf:Hurt> A Mirkwolf deflects Sesil's attack. R HP:Healthy, Soi:Hurt, a Mirkwolf:Hurt> You slash a Mirkwolf's right hindleg. Squish attacks a Mirkwolf! A Mirkwolf dodges Squish's attack. R HP:Healthy, Soi:Hurt, a Mirkwolf:Hurt> Farrakahn deeply wounds a Mirkwolf's head with his cleave. R HP:Healthy, Soi:Hurt, a Mirkwolf:Wounded> A Mirkwolf dodges Soi's attack. R HP:Healthy, Soi:Hurt, a Mirkwolf:Wounded> Soi deflects a Mirkwolf's attack. R HP:Healthy, Soi:Hurt, a Mirkwolf:Wounded> Cogadh cleaves a Mirkwolf's body extremely hard. R HP:Healthy, Soi:Hurt, a Mirkwolf:Wounded> You slash a Mirkwolf's right hindleg. R HP:Healthy, Soi:Hurt, a Mirkwolf:Wounded> Squish lightly slashes a Mirkwolf's right foreleg. R HP:Healthy, Soi:Hurt, a Mirkwolf:Wounded> Sesil slashes a Mirkwolf's left foreleg hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bloodied> A Mirkwolf deflects Soi's attack. Farrakahn sends a Mirkwolf sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bloodied> You slash a Mirkwolf's right foreleg hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bloodied> A Mirkwolf deflects Squish's attack. Cogadh cleaves a Mirkwolf's head very hard. Cogadh looks at Squish. R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful> Farrakahn cleaves a Mirkwolf's body very hard. A Mirkwolf is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 549 points. R>set tac def sc You are now employing defensive tactics. R>You have 133/133 hit, 56/56 stamina, 109/145 moves, 15 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 38K. You are thirsty. R> Soi tries to butcher the hacked corpse of a Mirkwolf but only spoils it. R> Squish says 'thanks guys :)' R> Clouds can be seen above in the sky. You are thirsty. Soi's torch flickers weakly. R> Soi is leaving south, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish isprac entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R>You have 0 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 8 time, 2 spirit) fear (Mastered) ( 8 time, 5 spirit) divination (very good) ( 16 time, 2 spirit) vitality (Mastered) ( 8 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 10 time, 5 spirit) revive (Mastered) ( 8 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) R> Soi is leaving east, riding on a horse. You follow Soi. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. The slashed corpse of a black rabbit is lying here. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R>prac You have 0 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 8 time, 2 spirit) fear (Mastered) ( 8 time, 5 spirit) divination (very good) ( 16 time, 2 spirit) vitality (Mastered) ( 8 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 10 time, 5 spirit) revive (Mastered) ( 8 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) R> Soi is leaving west, riding on a horse. You follow Soi. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A black rabbit scurries about. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The hacked corpse of a large wild dog is lying here. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R>man power insight INSIGHT [Syntax ] cast 'insight' [Group ] Mystic [Level ] 6 [Minimum Cost] 2 [Offensive ] No [Description ] ---Casting "Insight" will increase the perception of chosen target, bringing one closer to the wraith-world. R> Soi is leaving east, riding on a horse. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. The hacked corpse of a large wild dog is lying here. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. '2 to cast insight R>'got 3 You say '2 to cast insight' R> Soi is leaving east, riding on a horse. You follow Soi. Barren Hills Exits are: N W The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R>You say 'got 3' R> Soi is leaving north, riding on a horse. You follow Soi. Forest Exits are: S Trees grow thickly above you. Mosses and lichens grow on the trunks of hoary oak and ancient pine alike. Small plants and fungi grow in their shade. It is impossible to travel in a straight line, though you try. Only the sounds of the wind in the trees and of the activity of the forest life disturb the quiet. A huge wolf stares at you intently. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> A huge wolf attacks Soi! Soi deflects a huge wolf's attack. Soi slashes a huge wolf's head. R> Cogadh says '?' R>'so i'm proffiting 1 spirit gig Sesil assists Soi. Sesil attacks a huge wolf! Sesil slashes a huge wolf's left foreleg hard. R>You say 'so i'm proffiting 1 spirit' R>Soi slashes a huge wolf's body. You giggle. R> Farrakahn assists Soi. Farrakahn attacks a huge wolf! Farrakahn cleaves a huge wolf's right hindleg extremely hard. as R> Soi deflects a huge wolf's attack. R>ci You join the fight! You attack a huge wolf! You slash a huge wolf's right foreleg. R HP:Healthy, Soi:Bruised, a huge wolf:Hurt>You start to concentrate. /-\|/ A huge wolf dodges Soi's attack. Cogadh assists Soi. Cogadh attacks a huge wolf! Cogadh cleaves a huge wolf's head extremely hard. -\ Squish stops riding a nice pony. A nice pony now follows Squish. Squish lies down and falls asleep. Sesil slashes a huge wolf's body hard. Ok. R HP:Healthy, Soi:Bruised, a huge wolf:Bloodied> Soi deflects a huge wolf's attack. R HP:Healthy, Soi:Bruised, a huge wolf:Bloodied>set tac ag sc Farrakahn sends a huge wolf sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a huge wolf:Bloodied> A huge wolf dodges Soi's attack. R HP:Healthy, Soi:Bruised, a huge wolf:Bloodied> You slash a huge wolf's left foreleg. R HP:Healthy, Soi:Bruised, a huge wolf:Bloodied> Cogadh cleaves a huge wolf's body very hard. A huge wolf is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 341 points. Your blood freezes as you hear a huge wolf's death cry. Cogadh grins evilly. R> Squish awakes, and clambers on his feet. R> A nice pony stops following Squish. Squish mounts a nice pony and starts riding him. R>You are now employing aggressive tactics. R>You have 133/133 hit, 56/56 stamina, 103/145 moves, 14 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 37K. You are thirsty. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N W The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R>sc Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. A mountain goat is here, eating grass. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R>A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. You have 133/133 hit, 56/56 stamina, 101/145 moves, 14 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 37K. You are thirsty. R> Soi lightly slashes a mountain wolf's right hindleg. an ac R> Cogadh says 'dont bother, insighting - not with this group' R> Cogadh assists Soi. Cogadh attacks a mountain wolf! Cogadh cleaves a mountain wolf's right hindfoot extremely hard. R>Whom do you wish to assist? Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's left hindleg hard. R> Farrakahn assists Soi. Farrakahn attacks a mountain wolf! Farrakahn cleaves a mountain wolf's body extremely hard. R> Squish attacks a mountain wolf! Squish slashes a mountain wolf's body. A mountain wolf is dead! R.I.P. The wolf growls once more before falling limp. R>But nobody is fighting him! R>as But nobody is fighting him! R>as But nobody is fighting him! R>as But nobody is fighting him! R>l Soi is leaving east, riding on a horse. You follow Soi. Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R>A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. A mountain wolf (busy) is here, fighting Soi. Soi is here, fighting a mountain wolf, riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. Squish is riding on a nice pony. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. R> Soi slashes a mountain wolf's left forefoot hard. R> Cogadh assists Soi. Cogadh attacks a mountain wolf! Cogadh deeply wounds a mountain wolf's head with his cleave. R>as You join the fight! You attack a mountain wolf! You slash a mountain wolf's body hard. Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's right foreleg hard. R HP:Healthy, Soi:Bruised, a mountain wolf:Awful>ci Farrakahn assists Soi. Farrakahn attacks a mountain wolf! Farrakahn severely wounds a mountain wolf's body with his cleave! A mountain wolf is dead! R.I.P. You receive your share of experience -- 107 points. The wolf growls once more before falling limp. R>Clouds race across the sky above the hills. You are thirsty. Soi's torch went out. You start to concentrate. Soi is leaving south, riding on a horse. You are busy with something else. Cogadh is leaving south, riding on a nice pony. /-\|/-\ Ok. He has insight already. R>s A Morbid Scene Exits are: N Tall trees grow here, their branches blotting out the sky above and casting the ground into darkness. However, the darkness is not enough to hide what happened here even if it did not smell so bad. Clearly something died here, and not a pleasant death for sure. A dark wolf crouches in the shadows, preparing to attack. A dark wolf crouches in the shadows, preparing to attack. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. Squish is riding on a nice pony. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. R> as Soi gets a torch from a backpack. R> The world seems dull again. Soi lights a torch and holds it. R>But nobody is fighting him! R>as Squish drops a dagger. R> Squish drops a dagger. R>But nobody is fighting him! R>aff A dark, vicious wolf attacks Soi! Soi deflects a dark, vicious wolf's attack. A dark, vicious wolf deflects Soi's attack. Sesil assists Soi. Sesil attacks a dark, vicious wolf! Sesil slashes a dark, vicious wolf's head hard. R> Cogadh assists Soi. Cogadh attacks a dark, vicious wolf! Cogadh cleaves a dark, vicious wolf's right foreleg extremely hard. R> Farrakahn assists Soi. Farrakahn attacks a dark, vicious wolf! Farrakahn cleaves a dark, vicious wolf's body extremely hard. as R>You are affected by: anger (short) detect hidden (long) R>You join the fight! You attack a dark, vicious wolf! You lightly slash a dark, vicious wolf's right forefoot. ci R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Hurt>Soi lightly slashes a dark, vicious wolf's body. You start to concentrate. / Soi deflects a dark, vicious wolf's attack. -\|/- Cogadh cleaves a dark, vicious wolf's right hindleg very hard. \ Sesil slashes a dark, vicious wolf's left hindleg hard. Farrakahn sends a dark, vicious wolf sprawling with a powerful bash. Ok. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Hurt> A dark, vicious wolf dodges Soi's attack. Squish attacks a dark, vicious wolf! Squish lightly slashes a dark, vicious wolf's head. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Hurt> A dark, vicious wolf hits Squish's right foot. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Hurt> You slash a dark, vicious wolf's right hindleg. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Wounded> Farrakahn cleaves a dark, vicious wolf's left foreleg extremely hard. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Wounded> Cogadh cleaves a dark, vicious wolf's left hindleg extremely hard. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bloodied> A dark, vicious wolf deflects Soi's attack. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bloodied> Squish deflects a dark, vicious wolf's attack. A dark, vicious wolf deflects Sesil's attack. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bloodied> A dark, vicious wolf deflects Squish's attack. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bloodied> A dark, vicious wolf has recovered from a bash! R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bloodied> You slash a dark, vicious wolf's body. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bloodied> Soi deflects a dark, vicious wolf's attack. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bloodied> Farrakahn cleaves a dark, vicious wolf's body extremely hard. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Awful> A dark, vicious wolf dodges Soi's attack. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Awful> A dark, vicious wolf hits Squish's head hard. Cogadh cleaves a dark, vicious wolf's right forefoot very hard. A dark, vicious wolf is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 661 points. Your blood freezes as you hear a dark, vicious wolf's death cry. R> A dark, vicious wolf deflects Squish's attack. R>as ci But nobody is fighting him! R>A dark, vicious wolf hits Squish's left arm. A dark, vicious wolf deflects Squish's attack. You start to concentrate. / Soi attacks a dark, vicious wolf! Soi lightly slashes a dark, vicious wolf's left foreleg. -\|/-\ Ok. The world seems to gain a few edges for you. R> Farrakahn assists Soi. Farrakahn attacks a dark, vicious wolf! Farrakahn cleaves a dark, vicious wolf's body very hard. Cogadh assists Soi. Cogadh attacks a dark, vicious wolf! Cogadh cleaves a dark, vicious wolf's left foreleg very hard. R> Sesil assists Soi. Sesil attacks a dark, vicious wolf! Sesil slashes a dark, vicious wolf's right forefoot very hard. R> Squish deflects a dark, vicious wolf's attack. A dark, vicious wolf dodges Squish's attack. R>as ci A dark, vicious wolf deflects Soi's attack. R>You join the fight! You attack a dark, vicious wolf! You slash a dark, vicious wolf's right hindleg. R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Hurt>You start to concentrate. /-\| Squish deflects a dark, vicious wolf's attack. Squish slashes a dark, vicious wolf's right forefoot. /- Farrakahn sends a dark, vicious wolf sprawling with a powerful bash. \ A dark, vicious wolf deflects Soi's attack. Cogadh cleaves a dark, vicious wolf's right forefoot very hard. Ok. R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Hurt> Sesil slashes a dark, vicious wolf's left foreleg hard. R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Wounded>sc You have 133/133 hit, 56/56 stamina, 105/145 moves, 8 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 37K. You are thirsty. R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Wounded> A dark, vicious wolf dodges Squish's attack. R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Wounded>'arg Farrakahn deeply wounds a dark, vicious wolf's left foreleg with his cleave. Bikk chats, 'anybody gotten the artifacts?' R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Bloodied> You slash a dark, vicious wolf's head hard. Soi slashes a dark, vicious wolf's body. R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Bloodied>You say 'arg' R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Bloodied>who Cogadh cleaves a dark, vicious wolf's left forefoot very hard. R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Awful>A dark, vicious wolf has recovered from a bash! Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R HP:Healthy, Squish:Wounded, a dark, vicious wolf:Awful> Sesil slashes a dark, vicious wolf's right hindleg extremely hard. A dark, vicious wolf is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 608 points. Your blood freezes as you hear a dark, vicious wolf's death cry. R>'8 spirit left gig l You say '8 spirit left' R>You giggle. R>A Morbid Scene Exits are: N Tall trees grow here, their branches blotting out the sky above and casting the ground into darkness. However, the darkness is not enough to hide what happened here even if it did not smell so bad. Clearly something died here, and not a pleasant death for sure. The slashed corpse of a dark, vicious wolf is lying here. The hacked corpse of a dark, vicious wolf is lying here. A dagger has been left here. A dagger has been left here. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. Squish is riding on a nice pony. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. You are riding on a horse. R> Farrakahn says 'link freezing' R> Cogadh says 'mystic lvl' R>'same here Cogadh smiles happily. smile cogadh R>You say 'same here' R> Cogadh says 'vit' R>You smile at him. R> Cogadh throws back his head and cackles with insane glee! R>hop Are you a little bunny? R> Cogadh looks at Soi. R> Farrakahn drinks water from a water skin. R> Farrakahn drinks water from a water skin. R> Clouds can be seen above in the sky. You are thirsty. R> Soi is leaving north, riding on a horse. You follow Soi. Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. The hacked corpse of a mountain wolf is lying here. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. Cogadh looks at Squish. R> Soi drinks water from a water skin. R>drink skin Soi drinks water from a water skin. Farrakahn gets a soldier ration from a backpack. drink skin drink skin drink skin R> Farrakahn gets a soldier ration from a backpack. R>It's empty. R>It's empty. R>It's empty. R>It's empty. R> Farrakahn eats a soldier ration. R> Soi is leaving west, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The slashed corpse of a mountain wolf is lying here. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R>pat squish Soi is leaving south, riding on a horse. You follow Soi. Cattails Exits are: N E W The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R>You pat Squish on his head. R> Soi is leaving east, riding on a horse. You follow Soi. Muddy Forest Exits are: S W This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. A monstrous leech slithers towards you. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Farrakahn says 'leech :)' R> Soi attacks a monstrous leech! A monstrous leech dodges Soi's attack. R> Soi deflects a monstrous leech's attack. R>as Farrakahn assists Soi. Farrakahn attacks a monstrous leech! A monstrous leech deflects Farrakahn's attack. R>You join the fight! You attack a monstrous leech! A monstrous leech dodges your attack. R HP:Healthy, Soi:Bruised, a monstrous leech:Healthy> A monstrous leech hits Soi's right leg extremely hard. R HP:Healthy, Soi:Hurt, a monstrous leech:Healthy> A monstrous leech dodges Soi's attack. R HP:Healthy, Soi:Hurt, a monstrous leech:Healthy>ci Squish attacks a monstrous leech! A monstrous leech dodges Squish's attack. R HP:Healthy, Soi:Hurt, a monstrous leech:Healthy>You start to concentrate. / A monstrous leech hits Soi's head extremely hard. -\ Sesil assists Soi. Sesil attacks a monstrous leech! A monstrous leech deflects Sesil's attack. | Farrakahn sends a monstrous leech sprawling with a powerful bash. / Soi says 'conf!' Farrakahn says 'confuse it' - A monstrous leech deflects Soi's attack. set tac ag \ Ok. Sesil begins quietly muttering some strange, powerful words. R HP:Healthy, Soi:Wounded, a monstrous leech:Healthy>cc You are now employing aggressive tactics. Cogadh assists Soi. Cogadh attacks a monstrous leech! A monstrous leech deflects Cogadh's attack. R HP:Healthy, Soi:Wounded, a monstrous leech:Healthy> A monstrous leech deflects your attack. R HP:Healthy, Soi:Wounded, a monstrous leech:Healthy>Squish slashes a monstrous leech. You start to concentrate. |/ Cogadh begins quietly muttering some strange, powerful words. -\| A monstrous leech dodges Soi's attack. Sesil utters a strange command, 'confuse' / A monstrous leech deflects Farrakahn's attack. -\ Ok. A monstrous leech appears to be confused! R HP:Healthy, Soi:Wounded, a monstrous leech:Scratched> Squish lightly slashes a monstrous leech. A monstrous leech has recovered from a bash! R HP:Healthy, Soi:Wounded, a monstrous leech:Scratched> Cogadh cleaves a monstrous leech very hard. Cogadh says 'ack' R HP:Healthy, Soi:Wounded, a monstrous leech:Scratched> Soi lightly slashes a monstrous leech. R HP:Healthy, Soi:Wounded, a monstrous leech:Scratched> Sesil slashes a monstrous leech extremely hard. A monstrous leech hits Soi's left hand hard. Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving west, riding on a horse. R HP:Healthy, Cogadh:Healthy, a monstrous leech:Bruised> You slash a monstrous leech. Farrakahn deeply wounds a monstrous leech with his cleave. R HP:Healthy, Cogadh:Healthy, a monstrous leech:Bruised> Squish slashes a monstrous leech. R HP:Healthy, Cogadh:Healthy, a monstrous leech:Bruised> A monstrous leech deeply wounds Cogadh's right hand with its hit. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Bruised> You slash a monstrous leech. A monstrous leech avoids being bashed by Cogadh who loses his balance and falls! Cogadh stops using an indigo cotton shirt. Cogadh stops using an indigo pair of cotton pants. Cogadh stops using an indigo pair of cotton gloves. Cogadh stops using a green pair of cotton sleeves. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Bruised> Cogadh stops using a silver circlet. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Bruised> Cogadh stops using a pair of soft leather boots. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Bruised> Cogadh wears a pair of metal arm braces on his arms. Cogadh puts a pair of metal gauntlets on his hands. Cogadh wears a pair of metal boots on his feet. Cogadh puts a pair of metal leg plates on his legs. Cogadh wears a metal helmet on his head. Cogadh wears a metal breastplate on his body. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Bruised> A monstrous leech deflects Squish's attack. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Bruised> Sesil slashes a monstrous leech hard. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> Farrakahn sends a monstrous leech sprawling with a powerful bash. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> Cogadh cleaves a monstrous leech hard. You slash a monstrous leech hard. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> Farrakahn cleaves a monstrous leech extremely hard. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> Squish slashes a monstrous leech. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt>set tac ag Soi group-says 'ouch' R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> Soi is entering from the west, riding on a horse. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt>You are now employing aggressive tactics. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> Sesil slashes a monstrous leech hard. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> You slash a monstrous leech hard. R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> A monstrous leech has recovered from a bash! R HP:Healthy, Cogadh:Bruised, a monstrous leech:Hurt> A monstrous leech hits Cogadh's left hand extremely hard. R HP:Healthy, Cogadh:Hurt, a monstrous leech:Hurt> Cogadh cleaves a monstrous leech hard. Soi is leaving north, riding on a horse. R HP:Healthy, Cogadh:Hurt, a monstrous leech:Hurt>'it's confused Squish slashes a monstrous leech. R HP:Healthy, Cogadh:Hurt, a monstrous leech:Wounded>Farrakahn cleaves a monstrous leech extremely hard. You say 'it's confused' R HP:Healthy, Cogadh:Hurt, a monstrous leech:Wounded> Soi is entering from the north, riding on a horse. R HP:Healthy, Cogadh:Hurt, a monstrous leech:Wounded> You slash a monstrous leech. A monstrous leech hits Cogadh's body extremely hard. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Wounded> Sesil slashes a monstrous leech very hard. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Wounded> Squish slashes a monstrous leech. Soi attacks a monstrous leech! Soi slashes a monstrous leech. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Wounded> Farrakahn sends a monstrous leech sprawling with a powerful bash. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Wounded> You slash a monstrous leech hard. Sesil begins quietly muttering some strange, powerful words. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Wounded>con leech You ARE mad! A monstrous leech has been here for a very long time. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Wounded> A monstrous leech deflects Squish's attack. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Wounded> A monstrous leech dodges Soi's attack. Cogadh cleaves a monstrous leech very hard. Sesil utters a strange command, 'insight' R HP:Healthy, Cogadh:Wounded, a monstrous leech:Bloodied> Cogadh panics, and attempts to flee! R HP:Healthy, Cogadh:Wounded, a monstrous leech:Bloodied> Farrakahn cleaves a monstrous leech very hard. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Bloodied> You slash a monstrous leech. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Bloodied> Sesil says 'hes a mean mofo' R HP:Healthy, Cogadh:Wounded, a monstrous leech:Bloodied> A monstrous leech deflects Squish's attack. nod R HP:Healthy, Cogadh:Wounded, a monstrous leech:Bloodied> Sesil slashes a monstrous leech hard. R HP:Healthy, Cogadh:Wounded, a monstrous leech:Bloodied> Soi slashes a monstrous leech. A monstrous leech has recovered from a bash! R HP:Healthy, Cogadh:Wounded, a monstrous leech:Bloodied> A monstrous leech deeply wounds Cogadh's left arm with its hit. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving north, riding on a nice pony. R HP:Healthy, Soi:Wounded, a monstrous leech:Bloodied>You slash a monstrous leech. You nod solemnly. R HP:Healthy, Soi:Wounded, a monstrous leech:Awful>l leech This hulking monstrousity can only be the work of some evil magic of the shadow. It's slick jellylike frame inches toward you, and its gaping, sucking maw would drain a full grown cow in a matter of minutes. A monstrous leech is almost dead. a monstrous leech is using: a skull ring R HP:Healthy, Soi:Wounded, a monstrous leech:Awful> Squish slashes a monstrous leech. R HP:Healthy, Soi:Wounded, a monstrous leech:Awful> A monstrous leech hits Soi's body very hard. Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving north, riding on a horse. R HP:Healthy, Someone:Healthy, Someone:Awful> You slash someone. R HP:Healthy, Someone:Healthy, Someone:Awful> Someone slashes someone hard. R HP:Healthy, Someone:Healthy, Someone:Awful>get tor pack hol tor l Cogadh group-says 'ouchie' R HP:Healthy, Someone:Healthy, Someone:Awful> Someone deeply wounds someone's head with its hit. R HP:Healthy, Someone:Hurt, Someone:Awful> Someone dodges someone's attack. R HP:Healthy, Someone:Hurt, Someone:Awful> You slash someone. R HP:Healthy, Someone:Hurt, Someone:Awful> The setting sun can just be seen through the thick trees. The thick trees almost block out the sky, though it appears cloudless. You are thirsty. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. R HP:Healthy, a monstrous leech:Awful> Farrakahn cleaves a monstrous leech extremely hard. A monstrous leech is dead! R.I.P. Your spirit increases by 11. You receive your share of experience -- 2040 points. Your blood freezes as you hear a monstrous leech's death cry. R>Your hands are already full! R>You light a torch and hold it. R>Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. The hacked corpse of a monstrous leech is lying here. You are riding on a horse. Squish is riding on a nice pony. Farrakahn is riding on a nice pony. R> Squish lights a torch and holds it. R> Farrakahn gets a skull ring from the hacked corpse of a monstrous leech. R>gt rip it smile Cogadh is entering from the north, riding on a nice pony. R> Soi is entering from the north, riding on a horse. R>You group-say 'rip it' R>You smile happily. R> Soi says 'no xp:(' R> Farrakahn group-says 'got the ring :)' R> Sesil group-says 'yeah thanx' R> Cogadh snaps his fingers. R> Soi says 'regen' R> Cogadh says '0?' R> Cogadh stomps around angrily. R> Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. gt considered it -- you ARE mad!! R> Farrakahn group-says '1.9k xp' R> Cogadh says 'regen?' R>You group-say 'considered it -- you ARE mad!!' R> Sesil says 'butch it' dismount R>You stop riding a horse. A horse starts following you. l >Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. The hacked corpse of a monstrous leech is lying here. A horse is here, gazing at you. Squish is riding on a nice pony. Farrakahn is riding on a nice pony. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. >ride A horse stops following you. You mount a horse and start riding him. R> Cogadh chats, 'can buffers have eq? :P' R> Farrakahn group-says 'frozen :(' R> Cogadh says 'regen?' R>cast regen cogadh sc You start to concentrate. \| Cogadh drinks water from a water skin. / Cogadh drinks water from a water skin. - Cogadh stops using a metal breastplate. Cogadh stops using a metal helmet. Cogadh stops using a pair of metal leg plates. Cogadh stops using a pair of metal boots. Cogadh stops using a pair of metal gauntlets. Cogadh stops using a pair of metal arm braces. \ Cogadh wears a silver circlet on his head. | Cogadh wears a green pair of cotton sleeves on his arms. Cogadh puts an indigo pair of cotton gloves on his hands. Cogadh puts an indigo pair of cotton pants on his legs. Cogadh wears an indigo cotton shirt on his body. / Soi chats, 'i buffed it' Cogadh wears a pair of soft leather boots on his feet. -\Ok. You have 133/133 hit, 56/56 stamina, 115/145 moves, 12 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 34K. You are thirsty. R> Squish drinks water from a water skin. R> Squish drinks water from a water skin. R>drink skin drink skin drink skin drink skin It's empty. R>It's empty. R>It's empty. R>It's empty. R>sigh Cogadh chats, 'so did I :P' R>You sigh. R> Farrakahn lights a torch and holds it. R>'empty skin sniff You say 'empty skin' R>You sniff sadly. *SNIFF* R> Soi chats, 'whats it do?' R> Farrakahn stops using a blue marble ring. R> Cogadh begins quietly muttering some strange, powerful words. R>who Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. Farrakahn slides a blue marble ring on to his right ring finger. R> Cogadh utters a strange command, 'insight' Cogadh shrugs. R> The thick trees almost block out the sky, though it appears cloudless. You are thirsty. Cogadh's torch flickers weakly. R> Cogadh says 'can I see?' R>l Cogadh stops using a stone ring. R>Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. The hacked corpse of a monstrous leech is lying here. You are riding on a horse. Squish is riding on a nice pony. Farrakahn is riding on a nice pony. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Farrakahn says 'yea 1 sec' R> Farrakahn stops using a blue marble ring. R> Cogadh nods solemnly. R> Sesil looks at Farrakahn. R> Bikk chats, 'well, I'm not enjoying thsi contest, so I think I'll explore.' R> Cogadh looks at Farrakahn. R> Sesil says 'when is contest over?' R> Soi group-says 'if it a def ring lemme have' R> Farrakahn slides a skull ring on to his right ring finger. R>ponder You ponder over matters as they appear to you at this moment. R> Cogadh says 'if its agg, can I have it?' R> Cogadh says 'since we buff'd' 'mOnday at 5 Eastern R> Cogadh grins evilly. R>You say 'mOnday at 5 Eastern' R> Farrakahn says 'doesnt appear to do anything' R> Cogadh says 'we get some more latter' R> Cogadh says 'can I see it' R> Sesil says 'oh' R>'not an artifact You say 'not an artifact' R> Soi sighs loudly. R> Sesil says 'tommorrow' R> Sesil snickers softly. R> Farrakahn says 'maybe a key' R> Farrakahn stops using a skull ring. R> The thick trees almost block out the sky, though it appears cloudless. You are thirsty. Cogadh's torch flickers weakly. no R> Farrakahn slides a blue marble ring on to his right ring finger. R>Muddy Forest Exits are: S W This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. R>s nod Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. The hacked corpse of a monstrous leech is lying here. Squish is riding on a nice pony. Farrakahn is riding on a nice pony. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>You nod solemnly. R>exam d You see nothing special. R> Soi is leaving north, riding on a horse. You follow Soi. Muddy Forest Exits are: S W This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>exa u You see nothing special. R> Soi is leaving south, riding on a horse. You follow Soi. Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. The hacked corpse of a monstrous leech is lying here. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Cattails Exits are: E S The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. A leech is here, oozing towards you. A leech is here, oozing towards you. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Squish narrates, 'bah' R> A leech attacks Soi! Soi dodges a leech's attack. Soi slashes a leech. R> Sesil assists Soi. Sesil attacks a leech! Sesil slashes a leech very hard. A leech is dead! R.I.P. You receive your share of experience -- 0 points. R> Soi stops riding a horse. A horse now follows Soi. R> Farrakahn gives a skull ring to Cogadh. R> Squish stops riding a nice pony. A nice pony now follows Squish. R>ac But nobody is fighting him! R>l Cattails Exits are: E S The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. The slashed corpse of a leech is lying here. A leech is here, oozing towards you. Soi the Human (busy) is standing here. A horse is here, gazing at you. You are riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. R> Squish attacks a leech! Squish slashes a leech. R> Squish deflects a leech's attack. R>as Soi searches for something to below. R>But nobody is fighting him! R> Sesil attacks a leech! Sesil slashes a leech very hard. A leech is dead! R.I.P. You receive your share of experience -- 0 points. Saving Ainaran. R> Cogadh says 'coui' R> Sesil stops riding a horse. A horse now follows Sesil. R>as But nobody is fighting him! R>sc set tac ag You have 133/133 hit, 56/56 stamina, 119/145 moves, 12 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 34K. You are thirsty. R>You are now employing aggressive tactics. R> Soi searches for something to below. l R>Cattails Exits are: E S The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. The slashed corpse of a leech is lying here. The slashed corpse of a leech is lying here. Soi the Human is standing here. A horse is here, gazing at you. You are riding on a horse. Cogadh is riding on a nice pony. Sesil the Human is standing here. A horse is here, gazing at you. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. R> Sesil says 'DANGER!' R> Cogadh slides a skull ring on to his left ring finger. R> Soi searches for something to below. R>'? Farrakahn searches for something to below. R>You say '?' R>who Soi searches for something to below. R>Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Farrakahn searches for something to below. R> Soi searches for something to below. R> Sesil opens the scummyreeds. R> Soi searches for something to below. R> Cogadh says 'forzen' R>smile Cogadh sniffs sadly. R>You smile happily. Sesil says 'losers' R>exam d Farrakahn searches for something to below. R>To the down you see: It is pitch black... The scummyreeds is open. R> Sesil giggles. R>dismount You stop riding a horse. A horse starts following you. > Soi leaves down. A horse leaves down. You follow Soi. Leech Den Exits are: U You are in a mud filled hole that serves as the home for a family of rather large and fattened leeches. Just as you wonder how they got to be so big, they start squirming towards you . . . . A large leech is here, oozing towards you. A large leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from above. Squish enters from above. A nice pony enters from above. A horse enters from above. A horse enters from above. > Soi leaves up. A horse leaves up. You follow Soi. Cattails Exits are: E S D The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. The slashed corpse of a leech is lying here. The slashed corpse of a leech is lying here. Cogadh is riding on a nice pony. Farrakahn is riding on a nice pony. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from below. Squish enters from below. A nice pony enters from below. A horse enters from below. A horse enters from below. > Farrakahn stops riding a nice pony. A nice pony now follows Farrakahn. > Farrakahn leaves down. A nice pony leaves down. > Farrakahn enters from below. A nice pony enters from below. > A nice pony stops following Squish. Squish mounts a nice pony and starts riding him. >'leeches You say 'leeches' > Cogadh groans loudly. > Farrakahn leaves down. A nice pony leaves down. > Farrakahn enters from below. A nice pony enters from below. > Farrakahn leaves down. A nice pony leaves down. giggle >'lowbie exp exam d Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. >You giggle. > A slight mist rises from the damp land into the cloudless sky. You are thirsty. Cogadh's torch went out. Saving Ainaran. > Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. > Squish stops riding a nice pony. A nice pony now follows Squish. > Squish leaves down. A nice pony leaves down. > Soi leaves down. A horse leaves down. You follow Soi. Leech Den Exits are: U You are in a mud filled hole that serves as the home for a family of rather large and fattened leeches. Just as you wonder how they got to be so big, they start squirming towards you . . . . A large leech is here, oozing towards you. A large leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from above. A horse enters from above. A horse enters from above. >You say 'lowbie exp' >A leech attacks Farrakahn! Farrakahn dodges a leech's attack. Farrakahn deeply wounds a leech with his cleave. A leech is dead! R.I.P. You receive your share of experience -- 2 points. Saving Ainaran. You see nothing special. > Squish leaves up. A nice pony leaves up. > Sesil attacks a large leech! Sesil slashes a large leech very hard. > A large leech lightly hits Sesil's left arm. > Squish enters from above. A nice pony enters from above. >as Cogadh enters from above. A nice pony enters from above. >But nobody is fighting him! > A large leech attacks Farrakahn! A large leech barely hits Farrakahn's body. Farrakahn deeply wounds a large leech with his cleave. A large leech is dead! R.I.P. You receive your share of experience -- 4 points. Saving Ainaran. Sesil deflects a large leech's attack. Squish attacks a large leech! Squish slashes a large leech. A large leech is dead! R.I.P. as as >But nobody is fighting him! >But nobody is fighting him! Farrakahn group-says 'no other exits :(' > Sesil attacks a leech! Sesil slashes a leech very hard. A leech is dead! R.I.P. You receive your share of experience -- 1 points. >as Squish attacks a leech! Squish slashes a leech. > Squish deflects a leech's attack. >as But nobody is fighting him! >But nobody is fighting him! > Soi says 'no secret exits' Cogadh panics, and attempts to flee! > Soi leaves up. A horse leaves up. You follow Soi. Cattails Exits are: E S D The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. The slashed corpse of a leech is lying here. The slashed corpse of a leech is lying here. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from below. A nice pony enters from below. A horse enters from below. A horse enters from below. A horse enters from below. Farrakahn enters from below. A nice pony enters from below. >nod You nod solemnly. > A horse stops following Sesil. Sesil mounts a horse and starts riding him. > A nice pony stops following Farrakahn. Farrakahn mounts a nice pony and starts riding him. > Cogadh stops using an indigo cotton shirt. Cogadh stops using an indigo pair of cotton pants. Cogadh stops using an indigo pair of cotton gloves. Cogadh stops using a green pair of cotton sleeves. >'not worth doing Cogadh stops using a silver circlet. > Cogadh wears a pair of metal arm braces on his arms. Cogadh puts a pair of metal gauntlets on his hands. Cogadh puts a pair of metal leg plates on his legs. Cogadh wears a metal helmet on his head. Cogadh wears a metal breastplate on his body. >You say 'not worth doing' >ride A horse stops following you. You mount a horse and start riding him. R> A horse stops following Soi. Soi mounts a horse and starts riding him. R> Farrakahn narrates, 'hmm skull ring seems to suck' R> Squish enters from below. A nice pony enters from below. Soi is leaving south, riding on a horse. You follow Soi. Medium Woods Exits are: N E S The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south west, huge hills lie. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. Squish enters from the north. A nice pony enters from the north. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> A nice pony stops following Squish. Squish mounts a nice pony and starts riding him. R> Sesil says 'let me have' R>nar keep it anyway Farrakahn says 'maybe it gave evasion i didnt check that' R>You narrate, 'keep it anyway' Soi is leaving east, riding on a horse. You follow Soi. Barren Rocky Plain Exits are: S W The exposed rock that frequently emerges from the hard earth looks as if some gigantic claw had raked it in the distant past, as the granite has been furrowed in a consistently north-south fashion. The plains slope upward to the southwest to form a broad plateau, and somewhere to the northwest lie the marshes. Soi is riding on a horse. Cogadh enters from the west. A nice pony enters from the west. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Windswept Plains Exits are: N S Dense scrubs eke out a meager existence on the hard earth. Brisk winds frequently sweep across the plains, often bringing a chill from the south. The plains continue to the south, becoming dryer as well. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Outside Rocky Ruins Exits are: N W It appears as if some ancient culture took advantage of the natural outcropping of rocks here and built a small town or group of houses. Whatever happened to the people here is anyone's guess, but it is a good assumption they moved on when the plains stopped being fertile and became a dry wasteland. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Rocky Ruins Exits are: E W It appears as if some ancient culture took advantage of the natural outcropping of rocks here and built a small town or group of houses. Whatever happened to the people here is anyone's guess, but it is a good assumption they moved on when the plains stopped being fertile and became a dry wasteland. A fierce dog is resting here. A black deer can barely be made out in the darkness here. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi attacks a wardog! Soi slashes a wardog. R> Soi deflects a wardog's attack. Farrakahn assists Soi. Farrakahn attacks a wardog! Farrakahn cleaves a wardog extremely hard. R> Sesil assists Soi. Sesil attacks a wardog! Sesil slashes a wardog extremely hard. R> Squish attacks a wardog! A wardog dodges Squish's attack. Cogadh assists Soi. Cogadh attacks a wardog! Cogadh cleaves a wardog hard. R>as A wardog hits Soi's left leg hard. Soi lightly slashes a wardog. R>You join the fight! You attack a wardog! A wardog deflects your attack. R HP:Healthy, Soi:Wounded, a wardog:Hurt>ci Farrakahn sends a wardog sprawling with a powerful bash. R HP:Healthy, Soi:Wounded, a wardog:Hurt> Sesil slashes a wardog hard. R HP:Healthy, Soi:Wounded, a wardog:Wounded>You start to concentrate. /- A wardog dodges Squish's attack. Soi slashes a wardog. \|/ Cogadh cleaves a wardog very hard. - Farrakahn cleaves a wardog very hard. \ Ok. R HP:Healthy, Soi:Wounded, a wardog:Bloodied> A wardog deflects your attack. Squish slashes a wardog. R HP:Healthy, Soi:Wounded, a wardog:Bloodied> Soi slashes a wardog hard. R HP:Healthy, Soi:Wounded, a wardog:Awful> Sesil slashes a wardog hard. A wardog is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 361 points. Saving Ainaran. With an frightening howl the creature dies. R>sc You have 134/134 hit, 56/56 stamina, 108/145 moves, 12 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 33K. You are thirsty. R> Sesil says 'regen soi' R>who Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Cogadh stops using a metal breastplate. Cogadh stops using a metal helmet. Cogadh stops using a pair of metal leg plates. Cogadh stops using a pair of metal gauntlets. Cogadh stops using a pair of metal arm braces. R> Cogadh wears a silver circlet on his head. R> Cogadh wears a green pair of cotton sleeves on his arms. Cogadh puts an indigo pair of cotton gloves on his hands. Cogadh puts an indigo pair of cotton pants on his legs. Cogadh wears an indigo cotton shirt on his body. R> Clouds race through the sky above the fields. You are thirsty. cast regen soi R>You start to concentrate. \|/-\|'need spirit bad /-\ Ok. R>sigh You say 'need spirit bad' R>You sigh. R>who Soi is leaving west, riding on a horse. You follow Soi. Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R>Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Sesil looks at Soi. R> Soi smiles happily. R> Soi is leaving south, riding on a horse. You follow Soi. Fading Road Exits are: N E S W The Old Dusty Road that travels far from the north begins to fade at this point, as it enters some large and assuming mountains to the south and west. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Weathered Plains Exits are: S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. Soi is riding on a horse. Cogadh enters from the west. A nice pony enters from the west. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. A Dark Forest Exits are: N E U The forest is pitch dark here, the canopy overhead blocking out all light that may trickle in from the sky. The trees are close together and underbrush makes the going difficult. Many strange noises echo through the trees eerily. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Squish stops using a light kite shield. R> Soi is leaving east, riding on a horse. You follow Soi. A Dark Forest Exits are: N W The trees here are ominously dark and close together. Only a few strange sounds can be heard, and those sound muffled and fearful. The trees give way to the north, while they continue to the west. Soi is riding on a horse. Cogadh enters from the west. A nice pony enters from the west. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Dead Rock Plains Exits are: S The land levels off here, forming a large plateau. To the northwest, it drops steadily, descending into the depression occupied by a great marsh.. There are little signs of life besides a few patches of brush and signs of rabbits, as nothing large could subsist on the the harsh landscape. A fierce dog is resting here. Soi is riding on a horse. Cogadh enters from the south. A nice pony enters from the south. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>inf You are Ainaran the Wood Elf, a good (184) male Wood Elf. You have reached level 14. You are level 7 Warrior, 4 Ranger, 15 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 0 days and 23 hours. You are 5'10" high, weight 108.0lb and carrying 70.0lb. You have 134/134 hit points, 56/56 stamina, 104/145 moves and 7 spirit. You have 8 silver and 26 copper coins. Your OB is 79, dodge is 15, parry 58, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 38, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 303570 exp, and need 33930 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. You are thirsty. The moon lights your surroundings. You are affected by: insight (long) detect hidden (medium) R> Soi sits down and rests. R> A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. R>l Dead Rock Plains Exits are: S The land levels off here, forming a large plateau. To the northwest, it drops steadily, descending into the depression occupied by a great marsh.. There are little signs of life besides a few patches of brush and signs of rabbits, as nothing large could subsist on the the harsh landscape. A fierce dog is resting here. Soi is resting here, riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. Squish is riding on a nice pony. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. R> Sesil looks at a wardog. R> Soi says 'biiiiig group:)' R>eyepoke dog You poke a wardog in the eye.. R>nod You nod solemnly. R> Soi stops resting, and clambers on his feet. Sesil giggles at a wardog's silliness. R> Soi attacks a wardog! Soi lightly slashes a wardog. R> A wardog hits Soi's left leg hard. R> Farrakahn assists Soi. Farrakahn attacks a wardog! Farrakahn cleaves a wardog extremely hard. R> Soi deflects a wardog's attack. Squish attacks a wardog! Squish lightly slashes a wardog. as R> A wardog dodges Soi's attack. R>You join the fight! You attack a wardog! You slash a wardog. ci R HP:Healthy, Soi:Wounded, a wardog:Bruised>You start to concentrate. /-\|/ A wardog hits Soi's body. - A wardog deflects Soi's attack. \ Squish lightly slashes a wardog. Cogadh assists Soi. Cogadh attacks a wardog! Cogadh deeply wounds a wardog with his cleave. Ok. R HP:Healthy, Soi:Wounded, a wardog:Hurt> Farrakahn sends a wardog sprawling with a powerful bash. set tac ag R HP:Healthy, Soi:Wounded, a wardog:Hurt> Sesil assists Soi. Sesil attacks a wardog! Sesil slashes a wardog very hard. R HP:Healthy, Soi:Wounded, a wardog:Hurt> Farrakahn cleaves a wardog extremely hard. R HP:Healthy, Soi:Wounded, a wardog:Hurt>You are now employing aggressive tactics. R HP:Healthy, Soi:Wounded, a wardog:Hurt> You slash a wardog. A wardog dodges Soi's attack. R HP:Healthy, Soi:Wounded, a wardog:Wounded> A wardog dodges Squish's attack. R HP:Healthy, Soi:Wounded, a wardog:Wounded> Cogadh cleaves a wardog hard. R HP:Healthy, Soi:Wounded, a wardog:Wounded> A wardog has recovered from a bash! R HP:Healthy, Soi:Wounded, a wardog:Wounded> You slash a wardog. Farrakahn cleaves a wardog extremely hard. R HP:Healthy, Soi:Wounded, a wardog:Bloodied> A wardog deflects Soi's attack. R HP:Healthy, Soi:Wounded, a wardog:Bloodied> Squish lightly slashes a wardog. R HP:Healthy, Soi:Wounded, a wardog:Bloodied> Sesil slashes a wardog very hard. Sesil says 'were smobbing :P' R HP:Healthy, Soi:Wounded, a wardog:Bloodied> Soi deflects a wardog's attack. R HP:Healthy, Soi:Wounded, a wardog:Bloodied> Cogadh cleaves a wardog extremely hard. R HP:Healthy, Soi:Wounded, a wardog:Awful> You lightly slash a wardog. A wardog is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 360 points. With an frightening howl the creature dies. R> Bikk chats, 'anybody wanna tell me where uruk caves are? :)' R> Soi giggles. R>chat all the way south You chat, 'all the way south' R> Sesil chats, 'just head south' R> Clouds race through the sky above the fields. You are thirsty. R>chat at slab. :-) You chat, 'at slab. :-)' R> Soi is leaving south, riding on a horse. You follow Soi. A Dark Forest Exits are: N W The trees here are ominously dark and close together. Only a few strange sounds can be heard, and those sound muffled and fearful. The trees give way to the north, while they continue to the west. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. A Dark Forest Exits are: N E U The forest is pitch dark here, the canopy overhead blocking out all light that may trickle in from the sky. The trees are close together and underbrush makes the going difficult. Many strange noises echo through the trees eerily. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Bikk chats, 'gotcha :)' R> Soi is leaving up, riding on a horse. You follow Soi. A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Soi is riding on a horse. Cogadh is entering from below, riding on a nice pony. Sesil is entering from below, riding on a horse. Squish is entering from below, riding on a nice pony. A horse enters from below. A horse enters from below. Farrakahn is entering from below, riding on a nice pony. R>chat careful though You chat, 'careful though' R> Sesil says 'i miss my legend' R> Soi says 'is maze west or east of road?' R> Soi is leaving north, riding on a horse. You follow Soi. Fading Road Exits are: N E S W The Old Dusty Road that travels far from the north begins to fade at this point, as it enters some large and assuming mountains to the south and west. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Brush Filled Scarp Exits are: N S The steep scarp immediately to the south is here cut by a deep and narrow gully. The bottom of the gully is choked with brush, and it appears to have been dry for years. Following the floor of the gully to the south will lead one to the narrow path that follows the foot of the scarp. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Bikk chats, '?' R> Farrakahn says 'dont know' R> Soi is leaving south, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Sesil says 'its at the place MURDER!' R>chat Morgoth's Luetenant is in the room below slab. You chat, 'Morgoth's Luetenant is in the room below slab.' Farrakahn says 'do exp thief :)' R> Farrakahn giggles. R>chat :-) Cogadh says 'do experienced thief?' R>You chat, ':-)' Soi says 'i know' R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>nod You nod solemnly. R>'exp thief Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. Squish is entering from the west, riding on a nice pony. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. Sesil sings, 'DANGA' R> Bikk chats, 'spam' R>You say 'exp thief' R> Soi stops riding a horse. A horse now follows Soi. R> Farrakahn stops riding a nice pony. A nice pony now follows Farrakahn. R>dismount Soi attacks a black gorcrow! Soi lightly slashes a black gorcrow's left claw. Sesil stops riding a horse. A horse now follows Sesil. R> Soi deflects a black gorcrow's attack. R>You stop riding a horse. A horse starts following you. >as Squish stops riding a nice pony. A nice pony now follows Squish. > Sesil assists Soi. Sesil attacks a black gorcrow! Sesil slashes a black gorcrow's left leg very hard. >You join the fight! You attack a black gorcrow! You slash a black gorcrow's body. HP:Healthy, Soi:Hurt, a black gorcrow:Wounded> A black gorcrow deflects Soi's attack. HP:Healthy, Soi:Hurt, a black gorcrow:Wounded> A black gorcrow lightly hits Soi's head. HP:Healthy, Soi:Hurt, a black gorcrow:Wounded> You slash a black gorcrow's body hard. HP:Healthy, Soi:Hurt, a black gorcrow:Bloodied> Soi lightly slashes a black gorcrow's left wing. A black gorcrow panics, and attempts to flee! A black gorcrow flees head over heals! A black gorcrow leaves west. > Farrakahn says 'kill muggers first' > Soi nods solemnly. > Sesil leaves west. A horse leaves west. Squish leaves west. A nice pony leaves west. A horse leaves west. A horse leaves west. > You hear a strange, ghastly croaking sound. > Sesil enters from the west. A horse enters from the west. Squish enters from the west. A nice pony enters from the west. A horse enters from the west. A horse enters from the west. >l Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is riding on a nice pony. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. > Farrakahn says 'all dism' > A nice pony stops following Squish. Squish mounts a nice pony and starts riding him. >gig Soi leaves south. A horse leaves south. You follow Soi. Arid Plains Exits are: N E The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. A large campfire is here, glowing brightly. A experienced thief looks at you with contempt. A gruff-looking man stands here, a smirk resting on his lips. A gruff-looking man stands here, a smirk resting on his lips. A gruff-looking man stands here, a smirk resting on his lips. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the north. A horse enters from the north. A horse enters from the north. Farrakahn enters from the north. A nice pony enters from the north. as > Soi attacks a cruel mugger! Soi slashes a cruel mugger's right hand. > Soi dodges a cruel mugger's attack. >You giggle. >You join the fight! You attack a cruel mugger! You slash a cruel mugger's body. Squish enters from the north. A nice pony enters from the north. HP:Healthy, Soi:Hurt, a cruel mugger:Bruised> Sesil assists Soi. Sesil attacks a cruel mugger! Sesil slashes a cruel mugger's body extremely hard. HP:Healthy, Soi:Hurt, a cruel mugger:Wounded>ci Farrakahn attacks a cruel mugger! Farrakahn cleaves a cruel mugger's right arm extremely hard. HP:Healthy, Soi:Hurt, a cruel mugger:Bloodied>A cruel mugger attacks Soi! Soi deflects a cruel mugger's attack. You start to concentrate. /- Soi slashes a cruel mugger's left arm. \ Soi dodges a cruel mugger's attack. |/- Squish assists Soi. Squish attacks a cruel mugger! Squish slashes a cruel mugger's right foot hard. A cruel mugger is dead! R.I.P. You receive your share of experience -- 136 points. \ Farrakahn assists Soi. Farrakahn attacks a cruel mugger! You need to fight somebody for this. > You are thirsty. Soi gets a small pile of coins from the slashed corpse of a cruel mugger. > Cogadh enters from the north. A nice pony enters from the north. > Sesil assists Soi. Sesil attacks a cruel mugger! > A cruel mugger dodges Soi's attack. >as Soi deflects a cruel mugger's attack. Sesil slashes a cruel mugger's head very hard. > Farrakahn cleaves a cruel mugger's head extremely hard. >ci You join the fight! You attack a cruel mugger! You slash a cruel mugger's right leg. HP:Healthy, Soi:Hurt, a cruel mugger:Bloodied> Sesil looks at an experienced thief. HP:Healthy, Soi:Hurt, a cruel mugger:Bloodied>You start to concentrate. Squish looks at a cruel mugger. / Cogadh assists Soi. Cogadh attacks a cruel mugger! Cogadh cleaves a cruel mugger's head very hard. A cruel mugger is dead! R.I.P. You receive your share of experience -- 122 points. -\| Squish gets a small pile of coins from the hacked corpse of a cruel mugger. /-\ Cogadh says 'forzen' You need to fight somebody for this. > Soi leaves north. A horse leaves north. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from the south. A nice pony enters from the south. A horse enters from the south. Squish enters from the south. A nice pony enters from the south. A horse enters from the south. A horse enters from the south. Farrakahn enters from the south. A nice pony enters from the south. >'dang so fat You say 'dang so fat' Soi leaves south. A horse leaves south. You follow Soi. Arid Plains Exits are: N E The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. A large campfire is here, glowing brightly. The hacked corpse of a cruel mugger is lying here. The slashed corpse of a cruel mugger is lying here. A experienced thief looks at you with contempt. A gruff-looking man stands here, a smirk resting on his lips. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from the north. A nice pony enters from the north. A horse enters from the north. Squish enters from the north. A nice pony enters from the north. A horse enters from the north. A horse enters from the north. Farrakahn enters from the north. A nice pony enters from the north. > Soi attacks a cruel mugger! A cruel mugger dodges Soi's attack. Cogadh cringes in terror! >'fast Soi deflects a cruel mugger's attack. > Squish assists Soi. Squish attacks a cruel mugger! Squish slashes a cruel mugger's right arm. Farrakahn assists Soi. Farrakahn attacks a cruel mugger! Farrakahn cleaves a cruel mugger's body extremely hard. >You say 'fast' as >You join the fight! You attack a cruel mugger! You slash a cruel mugger's left arm hard. ci HP:Healthy, Soi:Hurt, a cruel mugger:Hurt>You start to concentrate. /-\| Soi lightly slashes a cruel mugger's left leg. / Soi deflects a cruel mugger's attack. - A cruel mugger deflects Squish's attack. \ Farrakahn cleaves a cruel mugger's head extremely hard. Ok. HP:Healthy, Soi:Hurt, a cruel mugger:Awful> Sesil assists Soi. Sesil attacks a cruel mugger! Sesil slashes a cruel mugger's right arm very hard. A cruel mugger is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 108 points. >hop get coins all.cor Soi gets a small pile of coins from the slashed corpse of a cruel mugger. > Soi attacks an experienced thief! An experienced thief dodges Soi's attack. Farrakahn assists Soi. Farrakahn attacks an experienced thief! Farrakahn cleaves an experienced thief's body very hard. >An experienced thief pierces Soi's right arm very hard. Are you a little bunny? Sesil looks at an experienced thief. >Your hands are already full! as > Cogadh assists Soi. Cogadh attacks an experienced thief! An experienced thief deflects Cogadh's attack. > Soi says 'conf!' ci >You join the fight! You attack an experienced thief! An experienced thief deflects your attack. HP:Healthy, Soi:Wounded, an experienced thief:Scratched>Soi deflects an experienced thief's attack. You start to concentrate. cc / An experienced thief dodges Soi's attack. Sesil assists Soi. Sesil attacks an experienced thief! Sesil slashes an experienced thief's right leg hard. - Squish looks at an experienced thief. \ Squish assists Soi. Squish attacks an experienced thief! An experienced thief dodges Squish's attack. | Farrakahn cleaves an experienced thief's head extremely hard. /- Sesil begins quietly muttering some strange, powerful words. \Ok. You start to concentrate. |/- An experienced thief pierces Soi's right hand hard. \| An experienced thief dodges Soi's attack. /-\ Sesil utters a strange command, 'confuse' An experienced thief deflects Squish's attack. Farrakahn sends an experienced thief sprawling with a powerful bash. Ok. HP:Healthy, Soi:Wounded, an experienced thief:Bruised>cc An experienced thief deflects Cogadh's attack. Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Wounded, an experienced thief:Bruised> An experienced thief dodges Soi's attack. HP:Healthy, Soi:Wounded, an experienced thief:Bruised>You start to concentrate. |/- Squish slashes an experienced thief's body hard. \ Farrakahn cleaves an experienced thief's body hard. |/-\ Sesil utters a strange command, 'confuse' Ok. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> You slash an experienced thief's head. An experienced thief deflects Soi's attack. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> An experienced thief has recovered from a bash! HP:Healthy, Soi:Wounded, an experienced thief:Hurt> Cogadh cleaves an experienced thief's body very hard. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> Sesil slashes an experienced thief's head hard. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> An experienced thief deflects Squish's attack. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> Soi deflects an experienced thief's attack. diag HP:Healthy, Soi:Wounded, an experienced thief:Hurt>An experienced thief is somewhat hurt. An experienced thief is in top shape. An experienced thief has been here for a very long time. An experienced thief is affected by: insight (long) He is well aware of the Wraith-world. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> An experienced thief deflects your attack. HP:Healthy, Soi:Wounded, an experienced thief:Hurt>cc An experienced thief dodges Soi's attack. Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> An experienced thief avoids being bashed by Farrakahn who loses his balance and falls! Squish looks at Sesil. HP:Healthy, Soi:Wounded, an experienced thief:Hurt>You can't summon enough energy to cast the spell. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> Squish slashes an experienced thief's body. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> Cogadh cleaves an experienced thief's body very hard. Soi deflects an experienced thief's attack. Cogadh looks at an experienced thief. HP:Healthy, Soi:Wounded, an experienced thief:Hurt>'arr Sesil utters a strange command, 'confuse' You say 'arr' HP:Healthy, Soi:Wounded, an experienced thief:Hurt> An experienced thief deflects your attack. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> An experienced thief dodges Soi's attack. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> An experienced thief avoids being bashed by Farrakahn who loses his balance and falls! HP:Healthy, Soi:Wounded, an experienced thief:Hurt> Squish looks at Soi. HP:Healthy, Soi:Wounded, an experienced thief:Hurt>cc An experienced thief dodges Squish's attack. HP:Healthy, Soi:Wounded, an experienced thief:Hurt>Soi deflects an experienced thief's attack. You can't summon enough energy to cast the spell. HP:Healthy, Soi:Wounded, an experienced thief:Hurt> Sesil slashes an experienced thief's left arm hard. HP:Healthy, Soi:Wounded, an experienced thief:Wounded>'arg cc Cogadh begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Wounded, an experienced thief:Wounded> Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Wounded, an experienced thief:Wounded> An experienced thief deflects your attack. HP:Healthy, Soi:Wounded, an experienced thief:Wounded>You say 'arg' HP:Healthy, Soi:Wounded, an experienced thief:Wounded> An experienced thief deflects Soi's attack. HP:Healthy, Soi:Wounded, an experienced thief:Wounded> An experienced thief avoids being bashed by Farrakahn who loses his balance and falls! HP:Healthy, Soi:Wounded, an experienced thief:Wounded>You can't summon enough energy to cast the spell. HP:Healthy, Soi:Wounded, an experienced thief:Wounded> An experienced thief dodges Squish's attack. HP:Healthy, Soi:Wounded, an experienced thief:Wounded> An experienced thief pierces Soi's left leg hard. Soi panics, and attempts to flee! Soi flees head over heals! Soi leaves east. A horse leaves east. HP:Healthy, Squish:Healthy, an experienced thief:Wounded> Cogadh utters a strange command, 'confuse' HP:Healthy, Squish:Healthy, an experienced thief:Wounded> Cogadh cleaves an experienced thief's left leg very hard. Sesil utters a strange command, 'confuse' HP:Healthy, Squish:Healthy, an experienced thief:Wounded> An experienced thief deflects your attack. HP:Healthy, Squish:Healthy, an experienced thief:Wounded> Farrakahn sends an experienced thief sprawling with a powerful bash. cc HP:Healthy, Squish:Healthy, an experienced thief:Wounded> Squish looks at an experienced thief. HP:Healthy, Squish:Healthy, an experienced thief:Wounded>An experienced thief dodges Squish's attack. You can't summon enough energy to cast the spell. HP:Healthy, Squish:Healthy, an experienced thief:Wounded> Farrakahn cleaves an experienced thief's left hand very hard. HP:Healthy, Squish:Healthy, an experienced thief:Wounded> You slash an experienced thief's body. HP:Healthy, Squish:Healthy, an experienced thief:Wounded> An experienced thief deflects Sesil's attack. Sesil says 'damnit' HP:Healthy, Squish:Healthy, an experienced thief:Wounded> Cogadh cleaves an experienced thief's right arm very hard. HP:Healthy, Squish:Healthy, an experienced thief:Bloodied> Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Squish:Healthy, an experienced thief:Bloodied> An experienced thief deflects Squish's attack. gt no spirit! HP:Healthy, Squish:Healthy, an experienced thief:Bloodied>You group-say 'no spirit!' set tac def HP:Healthy, Squish:Healthy, an experienced thief:Bloodied> An experienced thief deflects your attack. HP:Healthy, Squish:Healthy, an experienced thief:Bloodied> An experienced thief has recovered from a bash! HP:Healthy, Squish:Healthy, an experienced thief:Bloodied> Farrakahn deeply wounds an experienced thief's left leg with his cleave. Sesil utters a strange command, 'confuse' HP:Healthy, Squish:Healthy, an experienced thief:Awful>An experienced thief pierces Squish's left arm extremely hard. You are now employing defensive tactics. HP:Healthy, Squish:Hurt, an experienced thief:Awful> Cogadh cleaves an experienced thief's right arm hard. HP:Healthy, Squish:Hurt, an experienced thief:Awful>set tac ag An experienced thief deflects Squish's attack. HP:Healthy, Squish:Hurt, an experienced thief:Awful>You are now employing aggressive tactics. Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Squish:Hurt, an experienced thief:Awful> An experienced thief dodges your attack. Soi group-says 'ack' HP:Healthy, Squish:Hurt, an experienced thief:Awful> Squish gets a golden necklace from the slashed corpse of a cruel mugger. Soi enters from the east. HP:Healthy, Squish:Hurt, an experienced thief:Awful> An experienced thief pierces Squish's right arm very hard. An experienced thief avoids being bashed by Farrakahn who loses his balance and falls! HP:Healthy, Squish:Wounded, an experienced thief:Awful> Cogadh stops using an indigo cotton shirt. Cogadh stops using an indigo pair of cotton pants. Cogadh stops using an indigo pair of cotton gloves. Cogadh stops using a green pair of cotton sleeves. HP:Healthy, Squish:Wounded, an experienced thief:Awful> An experienced thief dodges Squish's attack. Sesil utters a strange command, 'confuse' An experienced thief appears to be confused! Cogadh stops using a silver circlet. HP:Healthy, Squish:Wounded, an experienced thief:Awful> An experienced thief deflects Cogadh's attack. HP:Healthy, Squish:Wounded, an experienced thief:Awful> Soi attacks an experienced thief! An experienced thief dodges Soi's attack. Cogadh wears a pair of metal arm braces on his arms. Cogadh puts a pair of metal gauntlets on his hands. Cogadh puts a pair of metal leg plates on his legs. Cogadh wears a metal helmet on his head. Cogadh wears a metal breastplate on his body. HP:Healthy, Squish:Wounded, an experienced thief:Awful> You slash an experienced thief's body. HP:Healthy, Squish:Wounded, an experienced thief:Awful> Sesil slashes an experienced thief's head very hard. An experienced thief is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 819 points. > Soi gets a pile of coins from the slashed corpse of an experienced thief. Soi gets a small pile of coins from the slashed corpse of an experienced thief. >get coins all.cor Your hands are already full! >exam cor You are thirsty. drop all.rat >You see nothing special.. When you look inside, you see: corpse (here) : a silk sash a long steel knife a golden bracelet..It glows blue! a golden bear fur a light kite shield a pair of silk sleeves a pair of white cotton gloves a pair of thick, fur boots a pair of white cotton pants a silk scarf a silk shirt a golden necklace..It glows blue! a golden necklace..It glows blue! a blue marble ring..It glows blue! a sapphire ring..It glows blue! a long, wooden spear a feathered hat a pair of thick, fur boots a small, metal shield a stiletto a floppy black hat a pair of silk sleeves a large, metal shield a golden bear fur a fine shortsword a painted, white key a silk sash a white cotton shirt a loose, white cotton tunic a pair of white cotton sleeves a wool cloak a long, wooden spear a feathered hat a small, metal shield a stiletto a large, metal shield >You don't seem to have any rats. >er er er You don't seem to have any. Soi says 'sweet!' >You don't seem to have any. >You don't seem to have any. > Squish gets a golden necklace from the slashed corpse of an experienced thief. > Farrakahn gets a painted, white key from the slashed corpse of an experienced thief. exam cor > Squish gets a golden necklace from the slashed corpse of an experienced thief. >You see nothing special.. When you look inside, you see: corpse (here) : a silk sash a long steel knife a golden bracelet..It glows blue! a golden bear fur a light kite shield a pair of silk sleeves a pair of white cotton gloves a pair of thick, fur boots a pair of white cotton pants a silk scarf a silk shirt a blue marble ring..It glows blue! a sapphire ring..It glows blue! a long, wooden spear a feathered hat a pair of thick, fur boots a small, metal shield a stiletto a floppy black hat a pair of silk sleeves a large, metal shield a golden bear fur a fine shortsword a silk sash a white cotton shirt a loose, white cotton tunic a pair of white cotton sleeves a wool cloak a long, wooden spear a feathered hat a small, metal shield a stiletto a large, metal shield > Sesil gets a fine shortsword from the slashed corpse of an experienced thief. > Cogadh stops using a pair of soft leather boots. >i Cogadh wears a pair of metal boots on his feet. >You are carrying: a water skin a large sack a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a backpack a golden visor..It glows blue! a stone ring..It glows blue! a blue marble ring..It glows blue! a torch a battered metal lamp a torch a green cotton hood a ruby necklace..It glows blue! a water skin a blue marble ring..It glows blue! >exam pack When you look inside, you see: backpack (carried) : Nothing. > Squish wears a golden necklace around his neck. >ponder Sesil gets a light kite shield from the slashed corpse of an experienced thief. >You ponder over matters as they appear to you at this moment. Cogadh grins evilly. >l Arid Plains Exits are: N E The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. A large campfire is here, glowing brightly. The slashed corpse of an experienced thief is lying here. The slashed corpse of a cruel mugger is lying here. The hacked corpse of a cruel mugger is lying here. The slashed corpse of a cruel mugger is lying here. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. > Cogadh gets a golden bear fur from the slashed corpse of an experienced thief. Cogadh gets a pair of thick, fur boots from the slashed corpse of an experienced thief. Cogadh gets a pair of thick, fur boots from the slashed corpse of an experienced thief. Cogadh gets a golden bear fur from the slashed corpse of an experienced thief. > Soi gets a golden bracelet from the slashed corpse of an experienced thief. > Sesil leaves east. A horse leaves east. Squish leaves east. A nice pony leaves east. A horse leaves east. A horse leaves east. chat ponder >You chat, 'ponder' > Sesil enters from the east. A horse enters from the east. Squish enters from the east. A nice pony enters from the east. A horse enters from the east. A horse enters from the east. > Cogadh gets a blue marble ring from the slashed corpse of an experienced thief. > Cogadh sniffs sadly. > Sesil gets a pair of white cotton gloves from the slashed corpse of an experienced thief. Sesil gets a pair of white cotton pants from the slashed corpse of an experienced thief. Sesil gets a white cotton shirt from the slashed corpse of an experienced thief. Sesil gets a loose, white cotton tunic from the slashed corpse of an experienced thief. Sesil gets a pair of white cotton sleeves from the slashed corpse of an experienced thief. >chat my pack was emptied into my inventory Cogadh drops a pair of thick, fur boots. > Cogadh drops a pair of thick, fur boots. >You chat, 'my pack was emptied into my inventory' > Sesil wears a pair of white cotton sleeves on his arms. Sesil wears a loose, white cotton tunic on his body. >l Soi gets a sapphire ring from the slashed corpse of an experienced thief. >Arid Plains Exits are: N E The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. A large campfire is here, glowing brightly. A pair of thick, fur boots are standing here. A pair of thick, fur boots are standing here. The slashed corpse of an experienced thief is lying here. The slashed corpse of a cruel mugger is lying here. The hacked corpse of a cruel mugger is lying here. The slashed corpse of a cruel mugger is lying here. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. > Bikk chats, 'sweet I got a ruby' >i Farrakahn group-says 'doesnt load anything cool :(' >You are carrying: a water skin a large sack a torch a torch a torch a torch a torch a torch a torch a torch a torch a torch a backpack a golden visor..It glows blue! a stone ring..It glows blue! a blue marble ring..It glows blue! a torch a battered metal lamp a torch a green cotton hood a ruby necklace..It glows blue! a water skin a blue marble ring..It glows blue! > Sesil drops a white cotton shirt. Sesil drops a pair of white cotton pants. Sesil drops a pair of white cotton gloves. >put ring pack put ring pack put ring pack You put a stone ring in a backpack. >You put a blue marble ring in a backpack. >You put a blue marble ring in a backpack. >put all.tor pack You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. >l Arid Plains Exits are: N E The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. A large campfire is here, glowing brightly. A pair of cotton gloves have been discarded here. A pair of cotton pants lies crumpled in a heap on the ground. A shirt made of cotton lies in a crumpled heap on the ground. A pair of thick, fur boots are standing here. A pair of thick, fur boots are standing here. The slashed corpse of an experienced thief is lying here. The slashed corpse of a cruel mugger is lying here. The hacked corpse of a cruel mugger is lying here. The slashed corpse of a cruel mugger is lying here. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. > Farrakahn group-says 'wish i knew where this painted key worked' > Soi leaves east. A horse leaves east. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from the west. A nice pony enters from the west. A horse enters from the west. Squish enters from the west. A nice pony enters from the west. A horse enters from the west. A horse enters from the west. Farrakahn enters from the west. A nice pony enters from the west. >get ring pack get ring pack get ring pack You get a blue marble ring from a backpack. nod >You get a blue marble ring from a backpack. >You get a stone ring from a backpack. > Squish stops using a silk scarf. >You nod solemnly. > A horse stops following Soi. Soi mounts a horse and starts riding him. >sc You have 134/134 hit, 56/56 stamina, 107/145 moves, 3 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 32K. You are thirsty. eq > Cogadh chats, 'he aint worth it' > Squish wears a golden necklace around his neck. Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi is riding on a horse. Cogadh enters from the south. A nice pony enters from the south. A horse enters from the south. Squish enters from theride south. A nice pony enters from the south. A horse enters from the south. A horse enters from the south. Farrakahn enters from the south. A nice pony enters from the south. >You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword > A nice pony stops following Squish. Squish mounts a nice pony and starts riding him. >A horse stops following you. You mount a horse and start riding him. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. A horse enters from the east. Squish is sc entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn enters from the east. A nice pony enters from the east. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. The slashed corpse of a black gorcrow is lying here. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. A horse enters from the east. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn enters from the east. A nice pony enters from the east. Sesil rolls his eyes in disgust. R>You have 134/134 hit, 56/56 stamina, 105/145 moves, 3 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 32K. You are thirsty. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. Soi is riding on a horse. Cogadh enters from the south. A nice pony enters from the south. A horse enters from the south. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn enters from the south. A nice pony enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. A long-eared hare bounds heavily across the forested ground. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Cogadh enters from the south. A nice pony enters from the south. A horse enters from the south. Squish is entering from the south, riding on a nice pony. A horse enters from the south. A horse enters from the south. Farrakahn enters from the south. A nice pony enters from the south. R> Soi is leaving west, riding on a horse. You follow Soi. Muddy Forest Exits are: N E S This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. A leech is here, oozing towards you. A leech is here, oozing towards you. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. A horse enters from the east. Squish is entering from the east, riding on a nice pony. A horse enters from the east. A horse enters from the east. Farrakahn enters from the east. A nice pony enters from the east. A horse stops following Sesil. Sesil mounts a horse and starts riding him. R> A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. set spam off R>Spam mode now off. R>l The thick trees almost block out the sky, though it appears cloudless. You are thirsty. Muddy Forest Exits are: N E S A leech is here, oozing towards you. A leech is here, oozing towards you. Soi is riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. Squish is riding on a nice pony. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. R> A nice pony stops following Farrakahn. Farrakahn mounts a nice pony and starts riding him. R> A leech attacks Soi! Soi slashes a leech hard. A leech is dead! R.I.P. You receive your share of experience -- 0 points. R> Squish gets a soldier ration from a large sack. R>as Squish gets a soldier ration from a large sack. R> Soi is leaving south, riding on a horse. You follow Soi. Dry Plain Exits are: N S W A large wild bull snorts and paws at the ground. *an Uruk* (busy) is standing here. A dark warg stands here, its eyes glowing like a flame. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. Soi is riding on a horse. Squish is entering from the north, riding on a nice pony. A horse enters from the north. A horse enters from the north. R>But nobody is fighting him! Squish eats a soldier ration. R> Squish eats a soldier ration. R> Soi attacks *an Uruk*! R> Sesil attacks *an Uruk*! R> Farrakahn attacks *an Uruk*! R> Squish attacks *an Uruk*! R>kill uruk *an Uruk* attacks Cogadh! *an Uruk* slashes Cogadh's body. R> Cogadh cleaves *an Uruk*'s left leg very hard. Sesil begins quietly muttering some strange, powerful words. R>cc You attack *an Uruk*! R HP:Healthy, Soi:Wounded, *an Uruk*:Healthy>You start to concentrate. *an Uruk* attacks Soi! Sesil utters a strange command, 'confuse' *an Uruk* appears to be confused! *an Uruk* begins quietly muttering some strange, powerful words. *an Uruk* avoids being bashed by Farrakahn who loses his balance and falls! Ok. R HP:Healthy, Soi:Wounded, *an Uruk*:Healthy> Cogadh cleaves *an Uruk*'s body hard. R HP:Healthy, Soi:Wounded, *an Uruk*:Healthy> *an Uruk* sends Cogadh sprawling with a powerful bash. R HP:Healthy, Soi:Wounded, *an Uruk*:Healthy> *an Uruk* utters a strange command, 'confuse' Soi appears to be confused! R HP:Healthy, Soi:Wounded, *an Uruk*:Healthy> There is too much activity in the way for you to hurt Ainaran. R HP:Healthy, Soi:Wounded, *an Uruk*:Healthy> Squish tried to wound *an Uruk* but could not get close enough. Sesil tried to wound *an Uruk* but could not get close enough. R HP:Healthy, Soi:Wounded, *an Uruk*:Healthy> Squish narrates, 'cackle' R HP:Healthy, Soi:Wounded, *an Uruk*:Healthy> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving north, riding on a horse. R HP:Healthy, *an Uruk*:Healthy> *an Uruk* slashes Cogadh's left arm very hard. R HP:Healthy, *an Uruk*:Healthy> *an Uruk* avoids being bashed by Farrakahn who loses his balance and falls! R HP:Healthy, *an Uruk*:Healthy> Soi is entering from the north, riding on a horse. R HP:Healthy, *an Uruk*:Healthy> *an Uruk* attacks Sesil! *an Uruk* slashes Sesil's right hand. R HP:Healthy, *an Uruk*:Healthy> Squish tried to wound *an Uruk* but could not get close enough. Cogadh has recovered from a bash! Squish stops fighting *an Uruk*. R HP:Healthy, *an Uruk*:Healthy> Soi attacks *an Uruk*! R HP:Healthy, *an Uruk*:Healthy> Sesil tried to wound *an Uruk* but could not get close enough. R HP:Healthy, *an Uruk*:Healthy> Farrakahn tried to wound *an Uruk* but could not get close enough. R HP:Healthy, *an Uruk*:>set tac def There is too much activity in the way for you to hurt Ainaran. R HP:Healthy, *an Uruk*:> Farrakahn tried to wound *an Uruk* but could not get close enough. Cogadh sends *an Uruk* sprawling with a powerful bash. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. R HP:Healthy, *an Uruk*:>You are now employing defensive tactics. R HP:Healthy, *an Uruk*:> Cogadh stops using a pair of metal boots. R HP:Healthy, *an Uruk*:> Cogadh wears a pair of metal boots on his feet. R HP:Healthy, *an Uruk*:> A wild bull attacks *an Uruk*! A wild bull hits *an Uruk*'s right arm hard. R HP:Healthy, *an Uruk*:Bruised> *an Uruk* leaves north. A black warg leaves north. R HP:Healthy, *an Uruk*:Bruised> Cogadh chats, 'hit 2/3 uruk' R HP:Healthy, *an Uruk*:Bruised>cc Cogadh cleaves *an Uruk*'s head very hard. R HP:Healthy, *an Uruk*:Bruised> Squish attacks *an Uruk*! R HP:Healthy, *an Uruk*:Bruised> Cogadh begins quietly muttering some strange, powerful words. R HP:Healthy, *an Uruk*:Scratched>You can't summon enough energy to cast the spell. R HP:Healthy, *an Uruk*:Scratched> Farrakahn cleaves *an Uruk*'s left arm hard. R HP:Healthy, *an Uruk*:Bruised> A wild bull hits *an Uruk*'s left leg very hard. *an Uruk* has recovered from a bash! R HP:Healthy, *an Uruk*:Hurt> *an Uruk* has recovered from a bash! R HP:Healthy, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves north. A black warg leaves north. R> Cogadh utters a strange command, 'confuse' *an Uruk* appears to be confused! R> Squish slashes *an Uruk*'s body hard. R>kill uruk You attack *an Uruk*! R HP:Healthy, Cogadh:Bruised, *an Uruk*:Hurt> *an Uruk* slashes Cogadh's head hard. Farrakahn narrates, 'confuse 1.uruk' R HP:Healthy, Cogadh:Bruised, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves west. A black warg leaves west. R> Soi is leaving west, riding on a horse. You follow Soi. Lightening Forest Exits are: E S W Soi is riding on a horse. R>nar no spirit! Squish narrates, '2 of them confused' R>You narrate, 'no spirit!' R> Squish is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Dry Plain Exits are: N E W A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Soi is (busy) riding on a horse. R> Cogadh chats, 'one that hit me is too' R> Soi is leaving west, riding on a horse. You follow Soi. Medium Forest Exits are: N E Soi is (busy) riding on a horse. R>set spam on Spam mode now on. R> Soi is leaving north, riding on a horse. You follow Soi. Grove of Trees Exits are: N E S You are in the middle of a small grove of trees. The trees here are covered with a light green moss, indicating that there is some wet ground or a swamp nearby. The trees to continue to the north and to the south. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R> Cogadh stops using a metal breastplate. Cogadh stops using a metal helmet. R>l Cogadh wears a silver circlet on his head. R> Cogadh wears an indigo cotton shirt on his body. R>Grove of Trees Exits are: N E S You are in the middle of a small grove of trees. The trees here are covered with a light green moss, indicating that there is some wet ground or a swamp nearby. The trees to continue to the north and to the south. Soi is riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Farrakahn is riding on a nice pony. Cogadh stops using a pair of metal leg plates. Cogadh stops using a pair of metal boots. R> Cogadh puts an indigo pair of cotton pants on his legs. R> Cogadh wears a pair of soft leather boots on his feet. R> Soi is leaving north, riding on a horse. You follow Soi. A Huge Boulder Exits are: E S Twisted trees stand all around here, as if trying to hide a massive boulder which sits in the misdt of them. Piles of leaves and moss coat the rock as well, evidense of the effort the forest is exerting to hide this anomally. The trees continue their way off in every direction, though they appear to be thinner to the east. A black bear, covered in filth, drinks from the lake. A black bear, covered in filth, drinks from the lake. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R>set tac ag You are now employing aggressive tactics. R> Soi is leaving east, riding on a horse. You follow Soi. Dark Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R>set men off Soi is leaving north, riding on a horse. You follow Soi. Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R>AutoMental mode is now off. R> Soi is leaving south, riding on a horse. You follow Soi. Dark Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Cogadh stops using a pair of metal gauntlets. Cogadh stops using a pair of metal arm braces. R> Cogadh wears a green pair of cotton sleeves on his arms. Cogadh puts an indigo pair of cotton gloves on his hands. R> Soi is leaving east, riding on a horse. You follow Soi. Eerie Swamp Exits are: N E S W The thick blanket of fog that veils this swamp is pale and moves as if it had a will of its own. Its pale arms twist and dance in some unfelt breeze, looking not unlike ghosts or shades. The only thing that can be seen clearly in this fog is the murky water underfoot, and the thick slime that grows on its surface. A writhing mass of swamp bugs is buzzing through the air here. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Farrakahn says 'they slab by now' sc R> Soi is leaving east, riding on a horse. You follow Soi. A Floating Log Exits are: E S W The vile waters of the swamp grudingly part for a large old log that floats about aimlessly. As it moves about in the water it stirs up clouds of mud and other less innocent things. Oddly enough it seems comforting that it isn't only the mist that moves about apparently of its own free will. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R>You have 134/134 hit, 56/56 stamina, 98/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 32K. You are thirsty. R> Soi is leaving south, riding on a horse. You follow Soi. Muddy Forest Exits are: N E S This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. The slashed corpse of a leech is lying here. A leech is here, oozing towards you. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Dry Plain Exits are: N S W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. A large wild bull snorts and paws at the ground. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R>nar screw em Soi is leaving south, riding on a horse. You follow Soi. Barren Plain Exits are: N W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. A large wild bull snorts and paws at the ground. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R>You narrate, 'screw em' R> Clouds race through the sky above the fields. You are thirsty. R> Soi is leaving west, riding on a horse. You follow Soi. Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. The slashed corpse of a mountain wolf is lying here. The slashed corpse of a wild bull is lying here. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R> Cogadh chats, 'bah, they gone slab, leave em' R> Soi is leaving south, riding on a horse. You follow Soi. Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. The slashed corpse of a wild bull is lying here. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R>nar if they don't feel like playing A mountain wolf enters from the east. A mountain wolf attacks Soi! Soi dodges a mountain wolf's attack. R> Soi slashes a mountain wolf's left hindleg. R>You narrate, 'if they don't feel like playing' R>as A mountain wolf dodges Soi's attack. R>set tac ag Soi deflects a mountain wolf's attack. You join the fight! You attack a mountain wolf! You slash a mountain wolf's body. R HP:Healthy, Soi:Hurt, a mountain wolf:Bruised> Farrakahn assists Soi. Farrakahn attacks a mountain wolf! Farrakahn deeply wounds a mountain wolf's body with his cleave. R HP:Healthy, Soi:Hurt, a mountain wolf:Awful>You are now employing aggressive tactics. Cogadh chats, 'steal their xp :P' R HP:Healthy, Soi:Hurt, a mountain wolf:Awful> A mountain wolf dodges Soi's attack. R HP:Healthy, Soi:Hurt, a mountain wolf:Awful> You slash a mountain wolf's body. A mountain wolf is dead! R.I.P. You receive your share of experience -- 126 points. The wolf growls once more before falling limp. R> Soi yells ':P' R> Farrakahn group-says 'just do mobs while they sit in slab' R> Soi is leaving west, riding on a horse. You follow Soi. High Hills Exits are: N E S W To the west, the land rises into a large hill, while in the south the hills become mountainous. To the north and east nothing but more plains can be discerned. Frequently boulders are scattered about, like they had been carelessly tossed away by a gigantic child. Besides the wiry grass that covers the hard soil, patches of thorny brush sometimes are seen. Soi is (busy) riding on a horse. Cogadh is ennod tering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R>You nod solemnly. R> Soi is leaving west, riding on a horse. You follow Soi. High Point Exits are: N E S The plains here form a hill whose southern and western slopes appear to have been shorn off, leaving behind a sheer cliff about sixty feet from top to bottom. To the east, a small trail leads around the barren plainsr, and then through the swamps to the north. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Rocky Mountain Exits are: N E You are standing on a rocky hilltop. There is nothing but solid rock around here. Not even a tiny little green bush is to be seen, making this place look very barren. Below you to the east, a trail leads northwards. Further north, you see a dark forest, and to the west you can see rising mountains. To the south is a very dark place. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Rocky Mountain Exits are: N E W U You are standing on a rocky hilltop. There is nothing but solid rock around here. Not even a tiny little green bush is to be seen, making this place look very barren. Below you to the east, a trail leads northwards. Further north, you see a dark forest, and to the west you can see rising mountains. To the south is a very dark place. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R>gt I need spirit anyway You group-say 'I need spirit anyway' R>sc Soi is leaving up, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. A phantom, a spirit of discontent, moans as it floats here. (shadow) A mountain wolf growls and bares its teeth. Soi is (busy) riding on a horse. Cogadh is entering from below, riding on a nice pony. Farrakahn is entering from below, riding on a nice pony. R>A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. You have 134/134 hit, 56/56 stamina, 92/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 32K. You are thirsty. R> Soi slashes a mountain wolf's body. Cogadh assists Soi. Cogadh attacks a mountain wolf! Cogadh cleaves a mountain wolf's left hindleg very hard. R> Farrakahn assists Soi. Farrakahn attacks a mountain wolf! Farrakahn cleaves a mountain wolf's left foreleg extremely hard. R>'ahh You say 'ahh' likc R> Soi lightly slashes a mountain wolf's left forefoot. R>Soi deflects a mountain wolf's attack. Unrecognized command. R>set men on Cogadh cleaves a mountain wolf's body extremely hard. R>AutoMental mode is now on. R> Farrakahn cleaves a mountain wolf's head very hard. A mountain wolf is dead! R.I.P. You receive your share of experience -- 132 points. The wolf growls once more before falling limp. R>k phantom You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:in top shape, an uneasy phantom:slightly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:slightly retarded> Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. Farrakahn is leaving west, riding on a nice pony. R HP:Healthy Mind:in top shape, an uneasy phantom:slightly retarded> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> Sesil chats, 'where the hell are yall?' R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded>gt spirit You group-say 'spirit' R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> Soi is entering from the west, riding on a horse. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> Squish narrates, 'i gotta go' R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> an uneasy phantom forces its Will against your intelligence! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's intelligence! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's concentration! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded>sc An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded>You have 134/134 hit, 55/55 stamina, 94/145 moves, 3 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 32K. You are thirsty. R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> Soi narrates, 'come 1e of slab sesil' hop R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded>You force your Will against an uneasy phantom's dexterity! Are you a little bunny? R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's will! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded>'getting some You say 'getting some' R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's concentration! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> Squish narrates, 'one here small pond' R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but loses control! l R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's intelligence! R HP:Healthy Mind:slightly duped, an uneasy phantom:strongly retarded> Higher still than the mountains are the thick clouds which cover the sky. You are thirsty. R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:seriously retarded>A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. The hacked corpse of a mountain wolf is lying here. An uneasy phantom (shadow) is here, fighting YOU! You are here, fighting an uneasy phantom, riding on a horse. Soi is riding on a horse. Cogadh is riding on a nice pony. Farrakahn is riding on a nice pony. R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's strength! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's dexterity! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's will! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's intelligence! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's dexterity! tap R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>Have a little patience! sc R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's intelligence! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>You have 134/134 hit, 56/56 stamina, 97/145 moves, 5 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 32K. You are thirsty. R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's dexterity! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>'5 spirit now gig You force your Will against an uneasy phantom's constitution! You say '5 spirit now' R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>You giggle. R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's will! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's concentration! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's strength! Squish narrates, 'blah' R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> Squish narrates, 'im lost' R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarl ded> You force your Will against an uneasy phantom's will! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded>A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. The hacked corpse of a mountain wolf is lying here. An uneasy phantom (shadow) is here, fighting YOU! You are here, fighting an uneasy phantom, riding on a horse. Soi is riding on a horse. Cogadh is riding on a nice pony. Farrakahn is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's concentration! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> Sesil forces his Will against an uneasy phantom's learning! Your spirit increases by 1. You receive your share of experience -- 69 points. An uneasy phantom vanishes into thin air. R> Sesil chats, 'just head north' set men off R>AutoMental mode is now off. R> Cogadh giggles. R> Soi narrates, 'just run north' R>'k You say 'k' R>sc You have 134/134 hit, 56/56 stamina, 99/145 moves, 10 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 31K. You are thirsty. R> Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. R>'10 spirit now Soi is leaving east, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on l a horse. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R>You say '10 spirit now' R> Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. R>Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Farrakahn is riding on a nice pony. R> Soi is leaving down, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Cogadh is entering from above, riding on a nice pony. Farrakahn is entering from above, riding on a nice pony. R> Soi is leaving up, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Cogadh is entering from below, riding on a nice pony. Farrakahn is entering from below, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. The hacked corpse of a mountain wolf is lying here. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R> Squish narrates, 'blah' R> Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> Soi is leaving west, riding on a horse. You follow Soi. A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. The hacked corpse of a mountain wolf is lying here. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Squish narrates, 'ran into him again' R> Soi is leaving down, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Cogadh is entering from above, riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. Farrakahn is entering from above, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving down, riding on a horse. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Soi is riding on a horse. Cogadh is entering from above, riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. Farrakahn is entering from above, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>who Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi narrates, 'where?' R> Not a cloud can be seen in the sky. You are thirsty. Saving Ainaran. Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. The slashed corpse of a black gorcrow is lying here. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled who in a small dry area between the scarp and marsh. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. A long-eared hare bounds heavily across the forested ground. A long-eared hare bounds heavily across the forested ground. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Cogadh says 'we ever gonna hit maze?' R> Cogadh giggles. R> Soi is leaving west, riding on a horse. You follow Soi. Muddy Forest Exits are: N E S This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. The slashed corpse of a leech is lying here. A leech is here, oozing towards you. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R>Players ------- [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Squish narrates, 'waft' Soi is leaving north, riding on a horse. You follow Soi. A Floating Log Exits are: E S W The vile waters of the swamp grudingly part for a large old log that floats about aimlessly. As it moves about in the water it stirs up clouds of mud and other less innocent things. Oddly enough it seems comforting that it isn't only the mist that moves about apparently of its own free will. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>lick Soi says 'looking for it:)' R>You lick your mouth and smile. R> Soi is leaving west, riding on a horse. You follow Soi. Eerie Swamp Exits are: N E S W The thick blanket of fog that veils this swamp is pale and moves as if it had a will of its own. Its pale arms twist and dance in some unfelt breeze, looking not unlike ghosts or shades. The only thing that can be seen clearly in this fog is the murky water underfoot, and the thick slime that grows on its surface. The slashed corpse of a swarm of bugs is lying here. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R>who Farrakahn says 'go do those bulls or something' R>Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R> Soi is leaving west, riding on a horse. You follow Soi. Dark Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering fronod set men off m the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Farrakahn giggles. R> Soi is leaving west, riding on a horse. You follow Soi. A Huge Boulder Exits are: E S Twisted trees stand all around here, as if trying to hide a massive boulder which sits in the misdt of them. Piles of leaves and moss coat the rock as well, evidense of the effort the forest is exerting to hide this anomally. The trees continue their way off in every direction, though they appear to be thinner to the east. A black bear, covered in filth, drinks from the lake. A black bear, covered in filth, drinks from the lake. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R>You nod solemnly. R>AutoMental mode is now off. R> Soi attacks a black, dirty bear! A black, dirty bear deflects Soi's attack. as R> Soi deflects a black, dirty bear's attack. R> Squish narrates, 'growl i gonna die' Farrakahn assists Soi. Farrakahn attacks a black, dirty bear! Farrakahn cleaves a black, dirty bear's body extremely hard. R>You join the fight! You attack a black, dirty bear! You slash a black, dirty bear's right foreleg. ci R HP:Healthy, Soi:Bruised, a black, dirty bear:Bruised> Cogadh assists Soi. Cogadh attacks a black, dirty bear! Cogadh cleaves a black, dirty bear's right hindleg extremely hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> Soi deflects a black, dirty bear's attack. R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> A black, dirty bear deflects Soi's attack. R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt>You start to concentrate. /-\|/-\ Ok. R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> You slash a black, dirty bear's body. Farrakahn sends a black, dirty bear sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> A black, dirty bear dodges Soi's attack. R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> Cogadh chats, 'to uruks?' R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> Cogadh cleaves a black, dirty bear's left hindleg very hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Wounded> Farrakahn cleaves a black, dirty bear's right hindleg extremely hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Wounded> You slash a black, dirty bear's body hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Bloodied> Soi slashes a black, dirty bear's body. R HP:Healthy, Soi:Bruised, a black, dirty bear:Bloodied> Squish narrates, 'nods ' R HP:Healthy, Soi:Bruised, a black, dirty bear:Bloodied> Sesil assists Soi. Sesil attacks a black, dirty bear! Sesil slashes a black, dirty bear's left hindleg extremely hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Awful> Cogadh cleaves a black, dirty bear's body extremely hard. A black, dirty bear is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 448 points. Your blood freezes as you hear a black, dirty bear's death cry. R> Soi attacks a black, dirty bear! A black, dirty bear dodges Soi's attack. Farrakahn assists Soi. Farrakahn attacks a black, dirty bear! Farrakahn cleaves a black, dirty bear's right foreleg extremely hard. as R> Soi deflects a black, dirty bear's attack. R>You join the fight! You attack a black, dirty bear! You slash a black, dirty bear's head hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Bruised>ci You start to concentrate. sc /-\ Sesil assists Soi. Sesil attacks a black, dirty bear! Sesil slashes a black, dirty bear's left foreleg very hard. |/ Soi deflects a black, dirty bear's attack. A black, dirty bear dodges Soi's attack. -\Ok. You have 134/134 hit, 56/56 stamina, 84/145 moves, 7 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 31K. You are thirsty. R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> Squish narrates, 'i very low moves' R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> You slash a black, dirty bear's right hindfoot. Soi slashes a black, dirty bear's head. R HP:Healthy, Soi:Bruised, a black, dirty bear:Hurt> Soi deflects a black, dirty bear's attack. Farrakahn sends a black, dirty bear sprawling with a powerful bash. Cogadh assists Soi. Cogadh attacks a black, dirty bear! Cogadh cleaves a black, dirty bear's right foreleg very hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Wounded> Farrakahn cleaves a black, dirty bear's left foreleg very hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Wounded> Sesil slashes a black, dirty bear's body hard. R HP:Healthy, Soi:Bruised, a black, dirty bear:Bloodied> You slash a black, dirty bear's body. R HP:Healthy, Soi:Bruised, a black, dirty bear:Bloodied> Soi slashes a black, dirty bear's right foreleg. R HP:Healthy, Soi:Bruised, a black, dirty bear:Awful> Farrakahn says 'afk a sec' R HP:Healthy, Soi:Bruised, a black, dirty bear:Awful> Cogadh cleaves a black, dirty bear's left hindleg very hard. A black, dirty bear is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 297 points. Saving Ainaran. Your blood freezes as you hear a black, dirty bear's death cry. R>whois fingoflin No such player. R>who Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R> Soi cuts a hefty cut of bear meat from the hacked corpse of a black, dirty bear. R> Soi is leaving east, riding on a horse. You follow Soi. Dark Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R>whois fingolfin Fingolfin is an Implementor. R> Soi is leaving north, riding on a horse. You follow Soi. Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Barren Ridge Exits are: E S D The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. A mountain goat is here, eating grass. A phantom, a spirit of discontent, moans as it floats here. (shadow) Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Dark Forest Exits are: N E The trees grow close together here, their roots twisting about each other in a slow motion fight for dominance. The canopy over head is dense and lets no light down so there is very little in the way of undergrowth. Despite this, travel is difficult over the large mounds of leaves and roots. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R>who Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R> Soi is leaving north, riding on a horse. You follow Soi. Barren Ridge Exits are: E S D The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. A mountain goat is here, eating grass. A phantom, a spirit of discontent, moans as it floats here. (shadow) Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving down, riding on a horse. You follow Soi. Hilly Ridge Exits are: E U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from above, riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. Farrakahn is entering from above, riding on a nice pony. R> No clouds can be seen in the sky. You are thirsty. R>an Whom do you wish to assist? R> Soi is leaving east, riding on a horse. You follow Soi. Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R>an Whom do you wish to assist? R>who Soi is leaving up, riding on a horse. You follow Soi. Crest of the Hill Exits are: D You've reached the crest of this hilly ridge, and can see the lands below both to the north and south. To the north, a dark forest slowly fades away into grassy plains. However, to the south of this dividing ridge, broken lands filled with harsh deserts lie, that abruptly end with a large mountain formation. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from below, riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from below. A horse enters from below. Farrakahn is entering from below, riding on a nice pony. R>Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. as R>But nobody is fighting him! Soi is leaving down, riding on a horse. You follow Soi. Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Soi is riding on a horse. Cogadh is entering from above, riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. Farrakahn is entering from above, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. *an Uruk* is (busy) riding on a black warg. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R> *an Uruk* attacks Cogadh! *an Uruk* slashes Cogadh's body hard. R> Cogadh cleaves *an Uruk*'s head hard. Soi attacks *an Uruk*! *an Uruk* distracts Soi into missing him. R>kill uruk *an Uruk* assists *an Uruk*. *an Uruk* attacks Cogadh! *an Uruk* lightly slashes Cogadh's right arm. *an Uruk* assists *an Uruk*. *an Uruk* attacks Cogadh! *an Uruk* slashes Cogadh's body extremely hard. R>You attack *an Uruk*! You slash *an Uruk*'s right leg. cc R HP:Healthy, Cogadh:Bruised, *an Uruk*:Bruised>You start to concentrate. |/- *an Uruk* begins quietly muttering some strange, powerful words. diag \ Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s body hard. |/ *an Uruk* slashes Cogadh's left arm. Cogadh stops using an indigo cotton shirt. Cogadh stops using an indigo pair of cotton pants. - *an Uruk* dodges Soi's attack. \*an Uruk* deflects Cogadh's attack. *an Uruk* sends Cogadh sprawling with a powerful bash. Ok. *an Uruk* has some bruises. *an Uruk* is in top shape. *an Uruk* is affected by: anger (medium) evasion (short) He is moderately sensitive to the spiritual. R HP:Healthy, Cogadh:Hurt, *an Uruk*:Bruised> Sesil begins quietly muttering some strange, powerful words. R HP:Healthy, Cogadh:Hurt, *an Uruk*:Bruised> *an Uruk* utters a strange command, 'confuse' Cogadh appears to be confused! set tac ag cc nar arg nar frozen R HP:Healthy, Cogadh:Hurt, *an Uruk*:Bruised> *an Uruk* slashes Cogadh's right hand hard. R HP:Healthy, Cogadh:Hurt, *an Uruk*:Bruised> Soi tried to wound *an Uruk* but could not get close enough. R HP:Healthy, Cogadh:Hurt, *an Uruk*:Bruised> *an Uruk* deflects your attack. R HP:Healthy, Cogadh:Hurt, *an Uruk*:Bruised> set tac def *an Uruk* slashes Cogadh's right arm extremely hard. Cogadh panics, and attempts to flee! Cogadh panics, and attempts to flee! Sesil utters a strange command, 'confuse' *an Uruk* appears to be confused! R HP:Healthy, Cogadh:Wounded, *an Uruk*:Bruised> *an Uruk* slashes Cogadh's left leg extremely hard. Cogadh panics, and attempts to flee! Cogadh panics, and attempts to flee! R HP:Healthy, Cogadh:Bloodied, *an Uruk*:Bruised> Cogadh has recovered from a bash! Cogadh puts a pair of metal leg plates on his legs. Cogadh wears a metal breastplate on his body. R HP:Healthy, Cogadh:Bloodied, *an Uruk*:Bruised> Cogadh stops using an indigo pair of cotton gloves. Cogadh stops using a green pair of cotton sleeves. R HP:Healthy, Cogadh:Bloodied, *an Uruk*:Bruised> Bikk chats, 'hmmm...I got stench :) I must be close' R HP:Healthy, Cogadh:Bloodied, *an Uruk*:Bruised> *an Uruk* slashes Cogadh's head. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving east, riding on a nice pony. R HP:Healthy, Sesil:Healthy, *an Uruk*:Bruised> You lightly slash *an Uruk*'s body. R HP:Healthy, Sesil:Healthy, *an Uruk*:Hurt> Sesil slashes *an Uruk*'s head. R HP:Healthy, Sesil:Healthy, *an Uruk*:Hurt> *an Uruk* avoids being bashed by Soi who loses his balance and falls! R HP:Healthy, Sesil:Healthy, *an Uruk*:Hurt>You are now employing aggressive tactics. Cogadh is entering from the east, riding on a nice pony. *an Uruk* is leaving east, riding on a black warg. R HP:Healthy, Sesil:Healthy, *an Uruk*:Hurt> *an Uruk* lightly slashes Sesil's body. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving east, riding on a nice pony. Cogadh is entering from the east, riding on a nice pony. R HP:Healthy, Sesil:Scratched, *an Uruk*:Hurt> Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving north, riding on a nice pony. R HP:Healthy, Sesil:Scratched, *an Uruk*:Hurt> Cogadh is entering from the north, riding on a nice pony. R HP:Healthy, Sesil:Scratched, *an Uruk*:Hurt> *an Uruk* sends Cogadh sprawling with a powerful bash. Cogadh panics, and attempts to flee! Cogadh panics, and attempts to flee! Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s left arm extremely hard. R HP:Healthy, Sesil:Scratched, *an Uruk*:Wounded> There is too much activity in the way for you to hurt Ainaran. R HP:Healthy, Sesil:Scratched, *an Uruk*:Wounded> *an Uruk* dodges Soi's attack. *an Uruk* is entering from the east, riding on a black warg. R HP:Healthy, Sesil:Scratched, *an Uruk*:Wounded> *an Uruk* attacks Farrakahn! *an Uruk* slashes Farrakahn's head. R HP:Healthy, Sesil:Scratched, *an Uruk*:Wounded>You start to concentrate. | *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. /-\|/ *an Uruk* slashes Cogadh's left foot hard. Cogadh panics, and attempts to flee! Cogadh panics, and attempts to flee! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. -You could not concentrate anymore! Soi attacks *an Uruk*! R> *an Uruk* deflects Soi's attack. R> Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. R>Cogadh has recovered from a bash! You narrate, 'arg' R> Cogadh cleaves *an Uruk*'s right leg very hard. R> Farrakahn says 'fuck u' R> *an Uruk* is entering from the east, riding on a black warg. R>You narrate, 'frozen' *an Uruk* is entering from the west, riding on a black warg. *an Uruk* attacks Farrakahn! *an Uruk* lightly slashes Farrakahn's left leg. R> Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving south, riding on a nice pony. R> Soi deflects *an Uruk*'s attack. Cogadh is entering from the south, riding on a nice pony. R>You are now employing defensive tactics. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving east, riding on a nice pony. R> Farrakahn cleaves *an Uruk*'s body extremely hard. Soi slashes *an Uruk*'s body. R>kill uruk *an Uruk* attacks Farrakahn! R> Farrakahn dodges *an Uruk*'s attack. *an Uruk* begins quietly muttering some strange, powerful words. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> Sesil attacks *an Uruk*! R>You attack *an Uruk*! You lightly slash *an Uruk*'s body. R HP:Healthy, Soi:Bruised, *an Uruk*:Hurt>diag Sesil slashes *an Uruk*'s body very hard. Soi slashes *an Uruk*'s body. Cogadh chats, 'fuck' R HP:Healthy, Soi:Bruised, *an Uruk*:Hurt> *an Uruk* is entering from the east, riding on a black warg. R HP:Healthy, Soi:Bruised, *an Uruk*:Hurt> Soi deflects *an Uruk*'s attack. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R>cc *an Uruk* utters a strange command, 'confuse' *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R>Diagnose who? Farrakahn attacks *an Uruk*! R> *an Uruk* lightly slashes Farrakahn's left arm. R>Your victim is not here! R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. kill uruk cc R>They aren't here. R>Your victim is not here! Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. R> Soi is leaving south, riding on a horse. You follow Soi. Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. R> *an Uruk* is entering from the west, riding on a black warg. R> Cogadh chats, 'I'm awful :(' R>kill uruk *an Uruk* is leaving east, riding on a black warg. cc R>They aren't here. R> *an Uruk* is entering from the west, riding on a black warg. *an Uruk* is entering from the west, riding on a black warg. R>Your victim is not here! kill uruk R>You attack *an Uruk*! *an Uruk* dodges your attack. cc R HP:Healthy, *an Uruk*:Wounded> You dodge *an Uruk*'s attack. Soi attacks *an Uruk*! *an Uruk* dodges Soi's attack. R HP:Healthy, *an Uruk*:Wounded> Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. *an Uruk* assists *an Uruk*. *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Wounded>You start to concentrate. |/ *an Uruk* panics, and attempts to flee! You turn to face your next enemy. *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. - Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s body extremely hard. \| Farrakahn narrates, 'lagg!' /-\ You could not find your opponent. R HP:Healthy, *an Uruk*:Wounded> Soi attacks *an Uruk*! *an Uruk* is entering from the east, riding on a black warg. R HP:Healthy, *an Uruk*:Wounded> Soi slashes *an Uruk*'s body. R HP:Healthy, *an Uruk*:Wounded> *an Uruk* sends you sprawling with a powerful bash. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R HP:Scratched> Sesil attacks *an Uruk*! R HP:Scratched> *an Uruk* slashes Sesil's head. R HP:Scratched> Cogadh chats, 'confused :(' R HP:Scratched> Farrakahn narrates, 'major lag' R HP:Scratched> Soi attacks *an Uruk*! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. R HP:Scratched> Bikk chats, 'they all out chacing you guys?' Soi is leaving south, riding on a horse. You are busy with something else. Sesil is leaving south, riding on a horse. set tac def A horse leaves south. A horse leaves south. R HP:Scratched> You have regained your balance! R HP:Scratched>You are now employing defensive tactics. R HP:Scratched>nar damn You narrate, 'damn' R HP:Scratched>l Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. You are riding on a horse. nar nod R HP:Scratched> Squish narrates, 'christ freezin now' R HP:Scratched>You narrate, 'nod' R HP:Scratched>n n Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. Farrakahn is here, fighting *an Uruk*, riding on a nice pony. *an Uruk* is here, fighting Farrakahn, riding on a black warg. R HP:Scratched>Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. *an Uruk* is riding on a black warg. R HP:Scratched>n Farrakahn is entering from the south, riding on a nice pony. R HP:Scratched>You cannot go that way. kill uruk R HP:Scratched>cc *an Uruk* is leaving south, riding on a black warg. R HP:Scratched>No clouds can be seen in the sky. You are thirsty. They aren't here. R HP:Scratched> Squish narrates, 'growl' R HP:Scratched>Your victim is not here! R HP:Scratched>s kill uruk Farrakahn is leaving south, riding on a nice pony. cc R HP:Scratched>Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. *an Uruk* is riding on a black warg. Farrakahn is riding on a nice pony. Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s right hand extremely hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. R HP:Scratched>They aren't here. R HP:Scratched>Your victim is not here! R HP:Scratched> Squish narrates, 'they on me' R HP:Scratched> Cogadh chats, 'I@m bout to rip' R HP:Scratched> You become less aware of surroundings. Cogadh is entering from the south, riding on a nice pony. R HP:Scratched> Cogadh is leaving north, riding on a nice pony. R HP:Scratched> Farrakahn is leaving north, riding on a nice pony. R HP:Scratched>kill uruk They aren't here. R HP:Scratched> Cogadh chats, 'and me' R HP:Scratched>fol farrakahn I see no person by that name here! R HP:Scratched>gig l You giggle. R HP:Scratched>Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. You are riding on a horse. Farrakahn narrates, 'i almost killed 1' R HP:Scratched> Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched> Farrakahn is leaving south, riding on a nice pony. R HP:Scratched>e A Narrow Ridge Exits are: E W The hills squeeze together here, forming a very narrow ridge. The only exits are to the east and west, though one could probably take the fast way down to the north and south if they had no desire to live. Off to the south the beginnings of a murky swamp can be seen, though the mists hide everything within their veil of secrecy. R HP:Scratched>w s Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. R HP:Scratched>Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. R HP:Scratched> Cogadh chats, 'bloodied tired :(' R HP:Scratched> Squish narrates, 'im by some bandit' R HP:Scratched>s Dark Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. s s R HP:Scratched>Grove of Trees Exits are: N E S W You are in the middle of a small grove of trees. The trees here are covered with a light green moss, indicating that there is some wet ground or a swamp nearby. The trees to continue to the north and to the south. R HP:Scratched>Dry Plain Exits are: N E W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. R HP:Scratched>e *an Uruk* is entering from the west, riding on a black warg. R HP:Scratched> *an Uruk* is leaving east, riding on a black warg. R HP:Scratched>Lightening Forest Exits are: E S W The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south, huge hills lie. *an Uruk* is riding on a black warg. *an Uruk* is leaving south, riding on a black warg. kill uruk R HP:Scratched>They aren't here. R HP:Scratched>s kill uruk Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. The slashed corpse of a mountain wolf is lying here. The slashed corpse of a wild bull is lying here. R HP:Scratched>They aren't here. R HP:Scratched>s Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. The slashed corpse of a mountain wolf is lying here. The slashed corpse of a wild bull is lying here. s s s R HP:Scratched> Cogadh chats, 'I'm near there' R HP:Scratched>Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... The slashed corpse of a mountain wolf is lying here. The slashed corpse of a mountain wolf is lying here. The slashed corpse of a mountain wolf is lying here.nar come slab R HP:Scratched>Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Bikk the Wood Elf is standing here. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Scratched>You cannot go that way. R HP:Scratched>You narrate, 'come slab' R HP:Scratched> Cogadh chats, 'come ainaran?' R HP:Scratched>n Bikk leaves north. A horse leaves north. A horse leaves north. R HP:Scratched>Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... The slashed corpse of a mountain wolf is lying here. The slashed corpse of a mountain wolf is lying here. The slashed corpse of a mountain wolf is lying here. R HP:Scratched>chat where n n n You chat, 'where' R HP:Scratched>Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. The slashed corpse of a mountain wolf is lying here. The slashed corpse of a wild bull is lying here. Bikk is riding on a horse. A horse is here, gazing at you. R HP:Scratched>Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. The slashed corpse of a mountain wolf is lying here. The slashed corpse of a wild bull is lying here. R HP:Scratched>Lightening Forest Exits are: E S W The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south, huge hills lie. R HP:Scratched>n n w n n n You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched> Bikk chats, 'eheheheh' R HP:Scratched> Farrakahn is entering from the east, riding on a nice pony. R HP:Scratched> Farrakahn is leaving west, riding on a nice pony. R HP:Scratched>Dry Plain Exits are: N E W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. Farrakahn is riding on a nice pony. R HP:Scratched>Grove of Trees Exits are: N E S W You are in the middle of a small grove of trees. The trees here are covered with a light green moss, indicating that there is some wet ground or a swamp nearby. The trees to continue to the north and to the south. R HP:Scratched>Dark Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. R HP:Scratched>Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. R HP:Scratched>n n Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. R HP:Scratched>Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. R HP:Scratched>d Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. n R HP:Scratched>n n Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. R HP:Scratched MV:Weary>In a Light Forest Exits are: E S You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. e R HP:Scratched MV:Weary>You cannot go that way. R HP:Scratched MV:Weary>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. R HP:Scratched MV:Weary> Bikk chats, 'I just played with the uruk....kinda crazy' n R HP:Scratched MV:Weary>Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. The slashed corpse of a gray wolf is lying here. A gray wolf is growling at you. R HP:Scratched MV:Weary> A gray wolf attacks YOU! You deflect a gray wolf's attack. You lightly slash a gray wolf's body. R HP:Scratched MV:Weary, a gray wolf:Scratched>set tac def You are now employing defensive tactics. f R HP:Scratched MV:Weary, a gray wolf:Scratched>cv The sun rises across the fields. Clouds race through the sky above the fields. You are thirsty. Farrakahn narrates, 'get north i guess' R HP:Scratched MV:Weary, a gray wolf:Scratched>You flee head over heels. Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. R HP:Scratched MV:Weary>You start to concentrate. /-\nar nod |/-\ Ok. You feel yourself becoming much lighter. R HP:Scratched MV:Weary>nar i on odr You narrate, 'nod' R HP:Scratched MV:Weary> Cogadh chats, 'my moves are fucked :(' R HP:Scratched MV:Weary>You narrate, 'i on odr' sc R HP:Scratched>You have 133/134 hit, 56/56 stamina, 59/145 moves, 1 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 31K. You are getting hungry. You are thirsty. R HP:Scratched>nar mine too drink skin You narrate, 'mine too' drink skin drink skin R HP:Scratched>It's empty. R HP:Scratched>It's empty. R HP:Scratched>l It's empty. R HP:Scratched>Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. You are riding on a horse. R HP:Scratched>w w w Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. The slashed corpse of a gray wolf is lying here. A gray wolf is growling at you. R HP:Scratched>In a Light Forest Exits are: N E W You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. The slashed corpse of a gray wolf is lying here. A gray wolf is growling at you. R HP:Scratched>In a Light Forest Exits are: N E You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. R HP:Scratched>n Grassy Plains Exits are: N E S The plain where you stand seems to go to infinity, you follow a small path made by steps of other adventurers. All around you is silence and grass. A forest begins to the south, and an abandonded farmyard lies to the north. R HP:Scratched>n Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. R HP:Scratched>w w w You cannot go that way. n n R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>Grassy Field Exits are: N E S You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. R HP:Scratched>Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. R HP:Scratched>n n You cannot go that way. s R HP:Scratched>You cannot go that way. R HP:Scratched>n Grassy Field Exits are: N E S You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. R HP:Scratched>e Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. R HP:Scratched>Bikk chats, 'I'm going in uruk caves...' Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. e R HP:Scratched>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A bandit sentry stands vigil here, slouching against his weapon. R HP:Scratched>e e e pour water skin drink skin drink skin drink skin drink skin Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R HP:Scratched>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. pour water skin R HP:Scratched>You cannot go that way. R HP:Scratched>You pour some water into the skin. R HP:Scratched>You drink the water. R HP:Scratched>You drink the water. You don't feel thirsty any more. R HP:Scratched>Your stomach can't contain anymore! R HP:Scratched>Your stomach can't contain anymore! R HP:Scratched>You pour some water into the skin. R HP:Scratched>get rat pack Cogadh chats, 'I'm at town :)' get rat pack R>er er There doesn't seem to be a rat in a backpack. R>There doesn't seem to be a rat in a backpack. R>You don't seem to have any. R>You don't seem to have any. R>w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A phantom, a spirit of discontent, moans as it floats here. (shadow) e R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A black rabbit scurries about. A black rabbit scurries about. w R>w Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A phantom, a spirit of discontent, moans as it floats here. (shadow) R>An uneasy phantom tries its Will against your mind, but you resist! You cannot go that way. R> Squish narrates, 'woohoo' R>e Farrakahn narrates, 'snicker i sat in room and kicked 2 of there asses :)' R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A black rabbit scurries about. A black rabbit scurries about. w R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A phantom, a spirit of discontent, moans as it floats here. (shadow) R> Soi narrates, 'where you guys?' set men on R> Squish narrates, 'im at the inn' R>AutoMental mode is now on. R>k phantom You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:in top shape, an uneasy phantom:slightly weakened> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:slightly weakened>nar woo nar found a phantom You force your Will against an uneasy phantom's dexterity! R HP:Healthy Mind:in top shape, an uneasy phantom:slightly clumsy> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:slightly clumsy>You narrate, 'woo' R HP:Healthy Mind:in top shape, an uneasy phantom:slightly clumsy> You force your Will against an uneasy phantom's dexterity! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy>You narrate, 'found a phantom' R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> You force your Will against an uneasy phantom's constitution! Squish narrates, 'me and cogadh are' R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> You force your Will against an uneasy phantom's learning! nar gonna get spirit and screw em over R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy>The day has now begun. Clouds race through the sky above the fields. Saving Ainaran. You narrate, 'gonna get spirit and screw em over' R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> Cogadh chats, 'yeah, they cant handle dwarves, thats what they targeted me' R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> You force your Will against an uneasy phantom's will! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy>set tac def You force your Will against an uneasy phantom's intelligence! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy>sc You are now employing defensive tactics. R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy>You have 134/134 hit, 56/56 stamina, 89/145 moves, 1 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 31K. R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat clumsy> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat sickly> You force your Will against an uneasy phantom's concentration! who R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat sickly>Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat sickly> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat sickly> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously sickly> You force your Will against an uneasy phantom's constitution! Cogadh chats, 'and squish' R HP:Healthy Mind:in top shape, an uneasy phantom:strongly sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly sickly> Squish narrates, 'shit im level 4 and was buffin the one :)' R HP:Healthy Mind:in top shape, an uneasy phantom:strongly sickly> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly sickly> You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly sickly> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly sickly> You force your Will against an uneasy phantom's constitution! Your spirit increases by 6. You receive your share of experience -- 497 points. An uneasy phantom vanishes into thin air. R>nar ;-) l You narrate, ';-)' R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. You are riding on a horse. R>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. A gray wolf is growling at you. R>n w Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>You cannot go that way. e R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A black rabbit scurries about. A black rabbit scurries about. e R> Squish narrates, 'the little "tank"' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A necklace made of strange blue metal balls lies here...It glows blue! R> Squish narrates, 'roar' R>w w w Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A black rabbit scurries about. A black rabbit scurries about. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>nar gig You cannot go that way. R>s You narrate, 'gig' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. A gray wolf is growling at you. w R>Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. The slashed corpse of a gray wolf is lying here. R>w w Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing grows here except weeds and crab grass. The soil apparently hasn't been tilled in many years. The fields continue to the east. To the south you see a decrepit farm building. There is a well to the west. R>Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. R>n Squish narrates, 'well im gone' R>n Grassy Field Exits are: N E S You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. R>nar wave Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. R>You narrate, 'wave' w R>e You cannot go that way. R>Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. R>e Bikk chats, 'uru on me :)' R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A bandit sentry stands vigil here, slouching against his weapon. R>ci man You start to concentrate. k man /-\|set tac def /-\Ok. You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:slightly dispirited> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly dispirited>You are now employing defensive tactics. R HP:Healthy, a bandit sentry:slightly dispirited>who Farrakahn narrates, 'where u at bikk?' R HP:Healthy, a bandit sentry:slightly dispirited> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:slightly retarded>Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Healthy, a bandit sentry:slightly retarded> Clouds race through the sky above the fields. R HP:Healthy, a bandit sentry:barely retarded> You couldn't reach his mind. R HP:Healthy, a bandit sentry:barely retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:barely retarded> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:slightly duped> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:slightly duped> You deflect a bandit sentry's attack. nar get that one R HP:Healthy, a bandit sentry:slightly duped> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:slightly sickly>Bikk chats, 'FUcking around uruk caves for shits and giggles' You narrate, 'get that one' R HP:Healthy, a bandit sentry:slightly sickly>nar he wounded You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:slightly sickly>You deflect a bandit sentry's attack. You narrate, 'he wounded' R HP:Healthy, a bandit sentry:slightly sickly> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:somewhat duped> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:somewhat duped> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat duped> You force your Will against a bandit sentry's strength! nar confused too R HP:Healthy, a bandit sentry:somewhat duped>You narrate, 'confused too' R HP:Healthy, a bandit sentry:somewhat duped> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat duped> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:quite duped> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. nar everyone that's confused -- concentrate, and it'll go away faster R HP:Healthy, a bandit sentry:seriously weakened>You force your Will against a bandit sentry's learning! You narrate, 'everyone that's confused -- concentrate, and it'll go away faster' R HP:Healthy, a bandit sentry:seriously weakened> You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:seriously sickly> Bikk chats, 'if I didn't lag so dman bad I'd confuse em' R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:seriously sickly> You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's learning! nar I confused 2 R HP:Healthy, a bandit sentry:seriously retarded>You deflect a bandit sentry's attack. You narrate, 'I confused 2' R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:strongly sickly>who Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Healthy, a bandit sentry:strongly sickly> You couldn't reach his mind. R HP:Healthy, a bandit sentry:strongly sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:strongly sickly> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:strongly sickly> A bandit sentry hits your left arm. You force your Will against a bandit sentry's concentration! R HP:Scratched, a bandit sentry:strongly sickly> Farrakahn narrates, 'shrug i would just prefer to xp :)' R HP:Scratched, a bandit sentry:strongly sickly> You force your Will against a bandit sentry's dexterity! R HP:Scratched, a bandit sentry:strongly sickly>set tac def You deflect a bandit sentry's attack. R HP:Scratched, a bandit sentry:strongly sickly>nar that fun too You are now employing defensive tactics. R HP:Scratched, a bandit sentry:strongly sickly> You force your Will against a bandit sentry's constitution! Your spirit increases by 5. You receive your share of experience -- 328 points. R HP:Scratched>You narrate, 'that fun too' R HP:Scratched>nar that's what I'm wanting get coins all.cor You narrate, 'that's what I'm wanting' R HP:Scratched>You get a small pile of coins from the silent corpse of a bandit sentry. There were 40 copper coins. There doesn't seem to be a coins in the slashed corpse of a bandit sentry. R HP:Scratched> Rain falls heavily on the fields. Your torch flickers weakly. R HP:Scratched> Bikk narrates, 'Pk is more fun than xp' R HP:Scratched>l Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. The slashed corpse of a bandit sentry is lying here. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. You are riding on a horse. R HP:Scratched> Sesil chats, 'fuck i froze im bloodied now :(' R HP:Scratched>nar levels are more fun than pk You narrate, 'levels are more fun than pk' R HP:Scratched> Farrakahn narrates, 'shrug not when i cant damage them and they got 1 zone to run safe' R HP:Scratched>nar and more levels into pk is really fun l You narrate, 'and more levels into pk is really fun' R HP:Scratched>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. The slashed corpse of a bandit sentry is lying here. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. You are riding on a horse. e R HP:Scratched>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. sc R HP:Scratched>You have 132/134 hit, 56/56 stamina, 144/145 moves, 17 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 30K. You are getting hungry. Farrakahn narrates, 'i need more ob to constantly hit them' R HP:Scratched>e Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R HP:Scratched>e You cannot go that way. nar nod R HP:Scratched>You narrate, 'nod' R HP:Scratched>we Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. e R HP:Scratched>pour water skin Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R>There is no room for more. R>w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>where Players in your Zone -------------------- Knraith - Old Dirt Road Ainaran - Hillock Soi - Short Grass Farrakahn - Old Ruins Sesil - Old Dirt Road Bends R>gt where is everyone? l You group-say 'where is everyone?' R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. You are riding on a horse. R>s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A black rabbit scurries about. R>e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A black rabbit scurries about. R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A necklace made of strange blue metal balls lies here...It glows blue! R>e e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. R>You cannot go that way. R>s Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. R>e e A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black deer can barely be made out in the darkness here. A black rabbit scurries about. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Soi group-says 'i juggler' R>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) R>k flame You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded>nar nod, i'm gettin spirit sc You narrate, 'nod, i'm gettin spirit' R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded>a ball of pale flame forces its Will against your concentration! You have 134/134 hit, 56/56 stamina, 130/145 moves, 17 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 30K. You are getting hungry. R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded>l flaem A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded>You force your Will against a ball of pale flame's intelligence! The sky is hidden by clouds making this area damp and chill. Your torch flickers weakly. You do not see that here. R HP:Healthy Mind:in top shape, a ball of pale flame:quite retarded>l flame It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:in top shape, a ball of pale flame:quite retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:quite retarded>set tac def You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded>You are now employing defensive tactics. who R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded>Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. Farrakahn narrates, 'im sitting at ruins' R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> a ball of pale flame forces its Will against your concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! nar who wants to be they at the swamp place? R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded>You narrate, 'who wants to be they at the swamp place?' R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! Your spirit increases by 8. You receive your share of experience -- 726 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. nar :) R>You narrate, ':)' R>nar that's where they were picking on me earlier l You narrate, 'that's where they were picking on me earlier' R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. R> Cogadh chats, 'me too, farrakahn' R>w Cogadh chats, 'not this kind of pk' R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Cogadh group-says 'I'm at town' R>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. n R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. gt nod gt I coming sc R> Farrakahn narrates, 'i fucked a uruk up tho :)' R>You group-say 'nod' R>You group-say 'I coming' R>You have 134/134 hit, 56/56 stamina, 141/145 moves, 30 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 29K. You are getting hungry. R> Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>pray farrakahn You pray to Farrakahn, hoping for his good will. R>e e e Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. The pierced corpse of a small, green snake is lying here. R>You cannot go that way. R>You cannot go that way. R> Cogadh chats, 'heh, didnt realise I was concentrating :)' R>w n Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. n R>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>You cannot go that way. R>You cannot go that way. Farrakahn narrates, 'he ran now bikk after him :)' R>e e e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>n Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Soi is riding on a horse. R> Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Sesil sits down and rests. dismount R>You stop riding a horse. A horse starts following you. >tip soio Nobody here by that name. > Clouds cover the sky Your torch went out. Sesil's torch went out. Saving Ainaran. >diag soi Soi has some bruises. Soi is in top shape. Soi is not affected by anything. He is moderately sensitive to the spiritual. > Bikk chats, 'WOof woof! THe big bad mystic elf' >diag sesil Sesil has a lot of wounds. Sesil is in top shape. Sesil is affected by: insight (long) anger (short) He is one with the Wraith-world! >chat *growl* :-) You chat, '*growl* :-)' who >Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Sesil says 'vit regen?' >sc st You have 134/134 hit, 56/56 stamina, 140/145 moves, 30 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 29K. You are getting hungry. >You are already standing. >diag sesil Sesil is somewhat hurt. Sesil is in top shape. Sesil is affected by: insight (long) anger (short) He is one with the Wraith-world! >'you'll be okay You say 'you'll be okay' >re You sit down and rest your tired bones. > Soi eats a hefty cut of bear meat. > Soi eats a raw piece of meat. > Sesil stops riding a horse. A horse now follows Sesil. Sesil lies down and falls asleep. >sc You have 134/134 hit, 56/56 stamina, 145/145 moves, 30 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 29K. You are getting hungry. > Farrakahn tells you 'whats exit at ruins?'. >reply entrancetotheruinsbelowthatishiddenfromview You tell Farrakahn 'entrancetotheruinsbelowthatishiddenfromview' > Sesil awakes, and clambers on his feet. > Sesil sits down and rests. >rep that takes a long time to type :-0 You tell Farrakahn 'that takes a long time to type :-0' >rep :-) rather who You tell Farrakahn ':-) rather' >Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf (AFK) [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Sesil says 'we gonna go back out?' > Clouds cover the sky You are hungry. > Sesil stops resting, and clambers on his feet. >nod You nod solemnly. > Sesil says 'lets go xp' >'eventually You say 'eventually' diag soi >You feel heavier again. Soi has some bruises. Soi is in top shape. Soi is not affected by anything. He is moderately sensitive to the spiritual. > Sesil says 'vit me' >who Sesil says 'thats it' >Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf (AFK) [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Sesil says 'just a vit' >cv sesil Nah... You feel too relaxed to do that.. >st You stop resting, and stand up. >cv sesil You start to concentrate. /-\|/-\ Ok. > Farrakahn narrates, 'well i got wrong key :(' Sesil says 'than' > Sesil says 'x' > Soi stops riding a horse. A horse now follows Soi. > Soi leaves north. A horse leaves north. You follow Soi. Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. Squish the Dwarf (linkless) (AFK) is resting here. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf (AFK) is resting here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the south. A horse enters from the south. A horse enters from the south. > Sesil sinks deeply into thought, but seems to be a little lost. > Farrakahn narrates, 'we re-grouping?' >gt guys if we go out again, I need to get some spirit You group-say 'guys if we go out again, I need to get some spirit' > Sesil says 'soi whare you doing?' >read next Soi says 'getting cogadh:P' >No such message. >gig Cogadh chats, 'we going to maze or what?' >You giggle. >l cogadh Cogadh the Dwarf You see nothing special about him. Cogadh has a few scratches. Cogadh is using: a torch..It glows brightly. a blue marble ring..It glows blue! a skull ring a ruby necklace..It glows blue! a ruby necklace..It glows blue! an indigo cotton shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a green pair of cotton sleeves a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine two-handed battle axe a torch A severed head of a white rabbit > Soi chats, 'i cant find it' >who The Innkeeper yawns. Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Farrakahn narrates, 'sure lets find the way to it' >exam rack Sesil says 'lets go' >An old battered rack stands here, scratched and worn with age. When you look inside, you see: rack (here) : Nothing. > Soi chats, 'nods' >nar good idea You are hungry. Cogadh's torch flickers weakly. You narrate, 'good idea' l >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. Squish the Dwarf (linkless) (AFK) is resting here. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Cogadh says 'sec' > Cogadh stops resting, and clambers on his feet. > Cogadh leaves south. A nice pony leaves south. > Bikk chats, 'May I tag along?' > Soi leaves south. A horse leaves south. You follow Soi. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here,nar three of us are at inn gazing at you. A horse enters from the north. A horse enters from the north. A horse enters from the north. >You narrate, 'three of us are at inn' > Soi chats, 'no:)' >who -n Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. >who -r Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human 4 characters displayed. > Cogadh chats, 'hmmm, big enough group already?' > A juggler teaches Cogadh for a while. >nar well, 4 us You narrate, 'well, 4 us ' > Cogadh sits down and rests. > Cogadh goes away from keyboard. > Farrakahn is entering from the south, riding on a nice pony. > Cogadh group-says 'I just be a sec' >smile You smile happily. > Cogadh group-says 'munchies' >grin You grin evilly. >'Shouldn't smoke pot You say 'Shouldn't smoke pot' > Cogadh group-says 'skull ring does nada' > Farrakahn says 'got wrong key to ruins :(' >'it's bad for you lungs. Cogadh group-says '*pout*' >You say 'it's bad for you lungs.' Cogadh stops resting, and clambers on his feet. > Cogadh leaves north. A nice pony leaves north. > Bikk chats, '*sniffle* back to the uruk harassing then' >'worse than ciggaretes. smile You say 'worse than ciggaretes.' >You smile happily. > Cogadh chats, 'The Innkeeper tells you, 'You cannot store a skull ring.'' > Cogadh enters from the north. A nice pony enters from the north. > Farrakahn says 'no u should not smoke pot.. i got pulled over and my friend got a ticket last night for that' > Cogadh stops using a blue marble ring. > Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. > Sesil enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. >sigh Cogadh slides a blue marble ring on to his right ring finger. >You sigh. > Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. > Cogadh stops using a skull ring. > Clouds cover the sky You are hungry. Cogadh's torch went out. > Sesil enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. >get rat asck You don't have an asck. >get rat sack Farrakahn says 'and the cop took all 3 of our bowls :(' >You get a soldier ration from a large sack. > Soi says 'all fol' >er You eat a soldier ration. Farrakahn says 'it sucked :(' Cogadh sits down and rests. fol soi >You are already following him. >nod You nod solemnly. > Farrakahn says 'luckily i didnt get anything' > Farrakahn says 'which was very lucky' >nar pot has more poisons in it than chewing tobacco or cigarettes. You narrate, 'pot has more poisons in it than chewing tobacco or cigarettes.' > Soi says 'all stand/fol' >st You are already standing. nod >You nod solemnly. > Cogadh chats, 'combined' > Farrakahn says 'am' >who Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Sesil says 'les go' > Cogadh says 'one sec, gotta start chip pan' > Bikk chats, 'an yer point is?' > Cogadh blinks his eyes innocently. > Soi says 'cogadh' > Clouds cover the sky Saving Ainaran. > Farrakahn pours some water into a skin. > Cogadh needs munchies. >chat ya shouldn't smoke da pot. You chat, 'ya shouldn't smoke da pot.' > Cogadh chats, 'no point, just useless info :P' > Cogadh goes away from keyboard. >grin cogadh You grin evilly at him. > Soi chats, 'you shouldnt smoke da anything' > Farrakahn narrates, 'shrug people shouldnt drink beer either' > Farrakahn narrates, 'but they do it' >nod soi You nod your head at him in agreement. >nar that's because it's socially acceptable to drink You narrate, 'that's because it's socially acceptable to drink' > Farrakahn narrates, 'alcohol causes just as many bad problems as does pot' > Farrakahn narrates, 'because its a white mans drug' >nar alcohol is a major part of our society. hehe You narrate, 'alcohol is a major part of our society. hehe' >who Players ------- [ 8 Hum] Knraith the Human [--- WdE] Bikk the Wood Elf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf (AFK) [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Knraith narrates, 'ill agree with farrakahn (but only because im hungover)' >nar :-) You narrate, ':-)' > Farrakahn narrates, 'pot is a south american drug primarily' > The sun sets behind the buildings. Clouds cover the sky > Bikk chats, 'wee! 3 uurks' > Soi drinks water from a water skin. > Soi drinks water from a water skin. > Bikk chats, 'vrromo' >whois bikk Bikk the Wood Elf. > Soi narrates, 'i hate them, i cant lvl with them running around!' > Sesil says 'lets go damnit' > Cogadh says 'how do I stop zMUD highlights from covering whole line?' nod soi >You nod your head at him in agreement. > Farrakahn narrates, 'and it was made illegal primarly because minorities useing it were taking jobs away from white people' >'hmm You say 'hmm' >'go up to the trigger You say 'go up to the trigger' >'then disable it gig You say 'then disable it' >You giggle. > Sesil looks at you. > Cogadh peers around himself, uncertain of the things around him. > Soi narrates, 'i think its death aggrippa and errent' > Soi narrates, 'on their uruks' > Cogadh thinks Ainaran has attacked some pot. > Cogadh blinks his eyes innocently. > Sesil chats, 'snicker' > Farrakahn says 'death is playing a uruk?' > Night falls over the land. The slightly wane moon shows in the sky. Clouds cover the sky >cough Yuck, try to cover your mouth next time! >'nahh You say 'nahh' > Farrakahn says 'i doubt he playing a uruk' > Bikk chats, 'bah, I don't think imms involved in making this contest should be in it.' Soi says 'imms playing uruk to get pk going' Sesil says 'night time lets go' > Knraith narrates, 'they are doin it to balance it out' Soi says 'stand!!!!' > Farrakahn says 'lets move?' > Cogadh chats, 'they arent involved, just pk'ing' > Soi looks at Cogadh and sighs. Cogadh stops resting, and clambers on his feet. > Farrakahn says 'am standing' > Sesil screams loudly! >'try this You say 'try this' > Farrakahn giggles. > Soi slaps Cogadh. Cogadh blinks his eyes innocently. say #AC 'chats' '#COLOR red' > Sesil says 'lets go' > Soi leaves south. A horse leaves south. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from the north. A nice pony enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. A horse stops following Sesil. Sesil mounts a horse and starts riding him. > Soi leaves west. A horse leaves west. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. >You say '#AC 'chats' '#COLOR red'' '#COLOR > Soi leaves west. A horse leaves west. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Soi leaves west. A horse leaves west. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Soi leaves south. A horse leaves south. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Soi the Human is standing here. A horse is here, gazing at you. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > A horse stops following Soi. Soi mounts a horse and starts riding him. > Soi is leaving south, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Soi is riding on a horse. Cogadh enters from the south. A nice pony enters from the south. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. > Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The cleanly slain corpse of a young highwayman is lying here. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A necklace made of strange blue metal balls lies here...It glows blue! Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. The pierced corpse of an abandoned wolf is lying here. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving west, riding on a horse. You follow Stell codagh #AC 'chats' '#COLOR red' oi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The pierced corpse of an abandoned wolf is lying here. Soi is riding on a horse. Cogadh enters from the east. A nice pony enters from the east. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A ruby necklace lies on the ground, reflecting light...It glows blue! A large wild dog watches you carefully. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. Cogadh puts a golden bear fur in a backpack. > Soi is leaving south, riding on a horse. You follow Soi. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Soi is riding on a horse. Cogadh enters from the north. A nice pony enters from the north. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. >You say '#COLOR' > A nice pony stops following Cogadh. Cogadh mounts a nice pony and starts riding him. > Soi is leaving north, riding on a horse. You follow Soi. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. > Farrakahn says 'hopefully doesnt lag this time we run into uruk-hai' > Soi is leaving north, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A ruby necklace lies on the ground, reflecting light...It glows blue! A large wild dog watches you carefully. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. > Soi is leaving west, riding on a horse. You follow Soi. Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Cogadh says '?' >Nobody by that name. Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving west, riding on a horse. You follow Soi. Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. The pierced corpse of a gray wolf is lying here. A gray wolf is growling at you. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Soi is leaving west, riding on a horse. You follow Soi. In a Light Forest Exits are: N E W You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. A gray wolf is growling at you. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Large drops of water fall from the trees, as heavy rain falls overhead. Knraith narrates, 'uruk at slab' > Soi is leaving west, riding on a horse. You follow Soi. In a Light Forest Exits are: N E You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Bikk chats, 'well...I'm done getting smacked around :) later' Soi is leaving north, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S The plain where you stand seems to go to infinity, you follow a small path made by steps of other adventurers. All around you is silence and grass. A forest begins to the south, and an abandonded farmyard lies to the north. A phantom, a spirit of discontent, moans as it floats here. (shadow) Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. >tell codagh #AC 'chats' '#COLOR red' Soi is leaving north, riding on a horse. You follow Soi. Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. >Nobody by that name. > Soi is leaving north, riding on a horse. You follow Soi. Grassy Field Exits are: N E S You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. > Soi is leaving north, riding on a horse. You follow Soi. Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. A black rabbit scurries about. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. > Cogadh chats, '3 of them out, watch yourself' > Soi is leaving south, riding on a horse. You follow Soi. Grassy Field Exits are: N E S You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S The plain where you stand seems to go to infinity, you follow a small path made by steps of other adventurers. All around you is silence and grass. A forest begins to the south, and an abandonded farmyard lies to the north. A phantom, a spirit of discontent, moans as it floats here. (shadow) Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. In a Light Forest Exits are: N E You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving east, riding on a horse. You follow Soi. In a Light Forest Exits are: N E W You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. A gray wolf is growling at you. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. > Soi is leaving east, riding on a horse. You follow Soi. Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. The pierced corpse of a gray wolf is lying here. A gray wolf is growling at you. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and east. Forest surrounds the road now. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving west, riding on a horse. You follow Soi. Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. tell cogadh #AC 'chats' '#COLOR red' Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. >You tell Cogadh '#AC 'chats' '#COLOR red'' > Soi is leaving west, riding on a horse. You follow Soi. Hillside Forest Exits are: N E U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. > Soi is leaving north, riding on a horse. You follow Soi. Medium Forest Exits are: N E S Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. > Soi is leaving north, riding on a horse. You follow Soi. Light Forest Exits are: S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... The forest continues to the south. A misty flame flickers eerily above the swamp here. (shadow) Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. > Bikk chats, 'cya all tomorrow 4pm Central time *craving Lhuth*' > A corpse candle forces its Will against Soi's will! > Soi's attack passes clean through a corpse candle. > Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving south, riding on a horse. You follow Soi. Medium Forest Exits are: N E S Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving south, riding on a horse. You follow Soi. Hillside Forest Exits are: N E U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the 'ahhh north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. > Soi is leaving east, riding on a horse. You follow Soi. Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. >You say 'ahhh' >set men on AutoMental mode is now on. > Soi is leaving up, riding on a horse. You follow Soi. Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Soi is riding on a horse. Cogadh is entering from below, riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from b'lemme lemee lmme smile elow. A horse enters from below. Farrakahn is entering from below, riding on a nice pony. MV:Weary>You say 'lemme lemee lmme' MV:Weary>You smile happily. MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. The pierced corpse of a mountain goat is lying here. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. MV:Weary>'if you want regen You say 'if you want regen' MV:Weary> Soi snickers softly. MV:Weary>'lemme get that candle Soi is leaving north, riding on a horse. You follow Soi. Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. MV:Weary>You say 'lemme get that candle' MV:Weary> Soi is leaving down, riding on a horse. You follow Soi. Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from above, riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. Farrakahn is entering from above, riding on a nice pony. MV:Weary> Soi is leaving west, riding on a horse. You follow Soi. Hillside Forest Exits are: N E U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Medium Forest Exits are: N E S Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A hors'please gig set tac def e enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. MV:Weary>You say 'please' MV:Weary>You giggle. MV:Weary> Soi says 'n' MV:Weary>You are now employing defensive tactics. MV:Weary>set men on n AutoMental mode is now on. MV:Weary>Light Forest Exits are: S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... The forest continues to the south. A misty flame flickers eerily above the swamp here. (shadow) k candle MV:Weary>You try your Will against a corpse candle's mind, but it resists! HP:Healthy MV:Weary Mind:in top shape, a corpse candle:in top shape> a corpse candle forces its Will against your dexterity! HP:Healthy MV:Weary Mind:barely clumsy, a corpse candle:in top shape> Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. con candle set tac def HP:Healthy MV:Weary Mind:barely clumsy, a corpse candle:in top shape> You force your Will against a corpse candle's dexterity! HP:Healthy MV:Weary Mind:barely clumsy, a corpse candle:slightly clumsy> a corpse candle forces its Will against your will! HP:Healthy MV:Weary Mind:barely clumsy, a corpse candle:slightly clumsy> Large drops of water fall from the trees, as heavy rain falls overhead. HP:Healthy MV:Weary Mind:in top shape, a corpse candle:barely clumsy> You force your Will against a corpse candle's learning! HP:Healthy MV:Weary Mind:in top shape, a corpse candle:slightly retarded> a corpse candle forces its Will against your learning! HP:Healthy MV:Weary Mind:barely retarded, a corpse candle:slightly retarded>The perfect match! A corpse candle has been here for a very long time. HP:Healthy MV:Weary Mind:barely retarded, a corpse candle:slightly retarded> You force your Will against a corpse candle's strength! HP:Healthy MV:Weary Mind:barely retarded, a corpse candle:slightly retarded>a corpse candle forces its Will against your constitution! You are now employing defensive tactics. HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:slightly retarded> You force your Will against a corpse candle's intelligence! HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:slightly retarded> A corpse candle tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:slightly retarded> Sesil gets a torch from a backpack. HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:slightly retarded> You force your Will against a corpse candle's dexterity! HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:slightly retarded> a corpse candle forces its Will against your concentration! HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:slightly retarded> A corpse candle tries its Will against your mind, but you resist! Sesil lights a torch and holds it. HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:slightly retarded> You force your Will against a corpse candle's concentration! HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:slightly retarded> You force your Will against a corpse candle's intelligence! HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:somewhat duped> a corpse candle forces its Will against your will! HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:somewhat duped> You force your Will against a corpse candle's strength! HP:Healthy MV:Weary Mind:barely sickly, a corpse candle:somewhat duped> a corpse candle forces its Will against your constitution! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat duped> Soi group-says 'ainaran needs spirit, let him solo' HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat duped> You force your Will against a corpse candle's concentration! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat duped> Sesil forces his Will against a corpse candle's will! HP:Healthy MV:Weary Mind:slightly sickly, Sesil:in top shape, a corpse candle:somewhat duped> A corpse candle forces its Will against Sesil's learning! HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:somewhat duped> You force your Will against a corpse candle's will! HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:somewhat dispirited> Sesil forces his Will against a corpse candle's dexterity! HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:somewhat clumsy> A corpse candle forces its Will against Sesil's intelligence! HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:somewhat clumsy>tell codagh that'll only make the word chats red You force your Will against a corpse candle's will! Nobody by that name. HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:somewhat dispirited> Sesil forces his Will against a corpse candle's constitution! Soi is entering from the south, riding on a horse. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> a corpse candle forces its Will against your will! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> You force your Will against a corpse candle's concentration! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> Sesil forces his Will against a corpse candle's constitution! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> Cogadh puts a skull ring in a large sack. HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> A corpse candle tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> You force your Will against a corpse candle's strength! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> Sesil forces his Will against a corpse candle's concentration! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> A corpse candle tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:somewhat dispirited> You force your Will against a corpse candle's will! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite dispirited> Sesil forces his Wiltell cogadh that'll only make the word chats red l against a corpse candle's concentration! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite dispirited>You force your Will against a corpse candle's constitution! You tell Cogadh 'that'll only make the word chats red' HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite dispirited> A corpse candle tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite dispirited> Sesil forces his Will against a corpse candle's constitution! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite sickly> You force your Will against a corpse candle's dexterity! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite sickly> A corpse candle tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite sickly> Sesil forces his Will against a corpse candle's strength! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite sickly> You force your Will against a corpse candle's strength! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite weakened> A corpse candle tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite weakened> Sesil forces his Will against a corpse candle's concentration! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:quite weakened> You force your Will against a corpse candle's constitution! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:seriously sickly> Sesil forces his Will against a corpse candle's constitution! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:seriously sickly> A corpse candle tries its Will against your mind, but loses control! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly> You force your Will against a corpse candle's will! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly> Sesil forces his Will against a corpse candle's learning! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly> a corpse candle forces its Will against your dexterity! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly> You force your Will against a corpse candle's dexterity! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly>set tac def Sesil forces his Will against a corpse candle's learning! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly> A corpse candle tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly>You are now employing defensive tactics. HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly> You force your Will against a corpse candle's concentration! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly>sc Sesil forces his Will against a corpse candle's will! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly> A corpse candle tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly>ci You force your Will against a corpse candle's will! You have 125/125 hit, 55/55 stamina, 52/143 moves, 32 spirit. OB: 42, DB: 24, PB: 87, Speed: 21, Gold: 0, XP Needed: 29K. HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly>Sesil forces his Will against a corpse candle's learning! You start to concentrate. /-\ A corpse candle tries its Will against your mind, but you resist! |/-\ Sesil forces his Will against a corpse candle's strength! Ok. HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly sickly> You force your Will against a corpse candle's will! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly dispirited> A corpse candle tries its Will against your mind, but loses control! HP:Healthy MV:Weary Mind:slightly sickly, a corpse candle:strongly dispirited> Sesil forces his Will against a corpse candle's strength! You force your Will against a corpse candle's dexterity! sc HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:strongly dispirited> A corpse candle tries its Will against Sesil's mind, but he resists! HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:strongly dispirited>Sesil forces his Will against a corpse candle's strength! You force your Will against a corpse candle's constitution! You have 125/125 hit, 55/55 stamina, 55/143 moves, 30 spirit. OB: 42, DB: 24, PB: 87, Speed: 21, Gold: 0, XP Needed: 29K. HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:horribly sickly> A corpse candle tries its Will against Sesil's mind, but he resists! HP:Healthy MV:Weary Mind:slightly sickly, Sesil:slightly retarded, a corpse candle:horribly sickly> Sesil forces his Will against a corpse candle's learning! You force your Will against a corpse candle's will! Your spirit increases by 5. You receive your share of experience -- 882 points. The flame flickers, and dies. A corpse candle vanishes into thin air. '5 spirit smile l MV:Weary>You say '5 spirit' >You smile happily. >Light Forest Exits are: S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... The forest continues to the south. A horse is here, gazing at you. Soi is riding on a horse. Cogadh is riding on a nice pony. Farrakahn is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh begins quietly muttering some strange, powerful words. > Cogadh utters a strange command, 'insight' Cogadh drinks water from a water skin. > Cogadh drinks water from a water skin. > Cogadh grins evilly. > Soi is leaving south, riding on a horse. You follow Soi. Medium Forest Exits are: N E S Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Hillside Forest Exits are: N E U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. MV:Weary> It is almost impossible to see the sky here, though it appears to be cloudy. HP:Scratched MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. HP:Scratched MV:Weary> Soi is leaving up, riding on a horse. You follow Soi. Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Soi is riding on a horse. Cogadh is entering from below, riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from below. A horse enters from below. Farrakahn is entering from below, riding on a nice pony. HP:Scratched MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. The pierced corpse of a mountain goat is lying here. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. HP:Scratched MV:Weary>'should be some spirit mines here or something gig Soi is leaving west, riding on a horse. You follow Soi. Barren Ridge Exits are: E S D The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. A phantom, a spirit of discontent, moans as it floats here. (shadow) A mountain goat is here, eating grass. A mountain goat is here, eating grass. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. ride HP:Scratched MV:Weary>You say 'should be some spirit mines here or something' HP:Scratched MV:Weary>You giggle. HP:Scratched MV:Weary>A horse stops following you. You mount a horse and start riding him. R HP:Scratched MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Dark Forest Exits are: N E The trees grow close together here, their roots twisting about each other in a slow motion fight for dominance. The canopy over head is dense and lets no light down so there is very little in the way of undergrowth. Despite this, travel is difficult over the large mounds of leaves and roots. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Barren Ridge Exits are: E S D The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. A phantom, a spirit of discontent, moans as it floats here. (shadow) A mountain goat is here, eating grass. A mountain goat is here, eating grass. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R HP:Scratched MV:Weary> Soi is leaving down, riding on a horse. You follow Soi. Hilly Ridge Exits are: E U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Soi is riding on a horse. Cogadh is entering from above, riding on a nice pony. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. Farrakahn is entering from above, riding on a nice pony. R HP:Scratched MV:Weary> Knraith narrates, 'ah four on me' R HP:Scratched MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Soi is riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. Sesil says 'kill everything' R HP:Scratched MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. The pierced corpse of a mountain goat is lying here. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice p'damn ony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched MV:Weary>'4 You say 'damn' Soi is leaving west, riding on a horse. You follow Soi. Barren Ridge Exits are: E S D The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. A phantom, a spirit of discontent, moans as it floats here. (shadow) A mountain goat is here, eating grass. A mountain goat is here, eating grass. A mountain goat is here, eating grass. Soi is riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R HP:Scratched MV:Weary>You say '4' R HP:Scratched MV:Weary> An uneasy phantom forces its Will against Soi's will! Soi's attack passes clean through an uneasy phantom. R MV:Weary> Sesil assists Soi. Sesil attacks an uneasy phantom! Sesil's attack passes clean through an uneasy phantom. R MV:Weary> The world seems dull again. set men on R MV:Weary> Soi's attack passes clean through an uneasy phantom. R MV:Weary>AutoMental mode is now on. R MV:Weary>k phantom You force your Will against an uneasy phantom's will! set tac def R HP:Healthy MV:Weary Mind:barely sickly, Soi:slightly dispirited, an uneasy phantom:slightly dispirited> Soi's attack passes clean through an uneasy phantom. R HP:Healthy MV:Weary Mind:barely sickly, Soi:slightly dispirited, an uneasy phantom:slightly dispirited>You are now employing defensive tactics. Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving down, riding on a horse. Cogadh is leaving down, riding on a nice pony. Sesil is leaving down, riding on a horse. A horse leaves down. who A horse leaves down. Farrakahn is leaving down, riding on a nice pony. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:slightly dispirited> You force your Will against an uneasy phantom's strength! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:slightly dispirited>Players ------- [ 8 Hum] Knraith the Human [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder 8 characters displayed. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:slightly dispirited> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:slightly dispirited> You force your Will against an uneasy phantom's will! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> an uneasy phantom forces its Will against your learning! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> Soi is entering from below, riding on a horse. Cogadh is entering from below, riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from below. A horse enters from below. Farrakahn is entering from below, riding on a nice pony. exa d R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> You force your Will against an uneasy phantom's intelligence! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> Knraith narrates, 'at ruins' R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited>An uneasy phantom tries its Will against your mind, but you resist! To the down you see: Hilly Ridge Exits are: E U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> You force your Will against an uneasy phantom's learning! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> Soi attacks a mountain goat! Soi slashes a mountain goat's left hindleg. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> Soi deflects a mountain goat's attack. An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> You force your Will against an uneasy phantom's intelligence! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> Soi slashes a mountain goat's left forefoot. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> Soi deflects a mountain goat's attack. You force your Will against an uneasy phantom's dexterity! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat dispirited>m Sesil forces his Will against an uneasy phantom's dexterity! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:somewhat clumsy> You force your Will against an uneasy phantom's intelligence! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:quite duped> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:quite duped> Soi slashes a mountain goat's body. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:quite duped> Sesil forces his Will against an uneasy phantom's dexterity! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:seriously clumsy> Soi deflects a mountain goat's attack. Farrakahn assists Soi. Farrakahn attacks a mountain goat! Farrakahn cleaves a mountain goat's right hindleg extremely hard. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:seriously clumsy> You force your Will against an uneasy phantom's will! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:seriously clumsy> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:seriously clumsy> Sesil forces his Will against an uneasy phantom's will! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:strongly dispirited> A mountain goat deflects Soi's attack. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:strongly dispirited> You force your Will against an uneasy phantom's concentration! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:strongly dispirited>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:strongly dispirited> Sesil forces his Will against an uneasy phantom's constitution! Soi deflects a mountain goat's attack. An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:strongly dispirited> Farrakahn cleaves a mountain goat's body very hard. R HP:Healthy MV:Weary Mind:barely sickly, an uneasy phantom:strongly dispirited> You force your Will against an uneasy phantom's will! Your spirit increases by 1. You receive your share of experience -- 92 points. An uneasy phantom vanishes into thin air. R MV:Weary> Soi slashes a mountain goat's head. R MV:Weary> Cogadh assists Soi. R MV:Weary> Soi deflects a mountain goat's attack. R MV:Weary> Farrakahn cleaves a mountain goat's head very hard. A mountain goat is dead! R.I.P. You receive your share of experience -- 103 points. Your blood freezes as you hear a mountain goat's death cry. set men off R MV:Weary>an as AutoMental mode is now off. R MV:Weary>Whom do you wish to assist? R MV:Weary>But nobody is fighting him! Sesil attacks a mountain goat! Sesil deeply wounds a mountain goat's right hindleg with his slash. R MV:Weary> A mountain goat hits Sesil's left arm. Soi attacks a mountain goat! Soi lightly slashes a mountain goat's body. *an Uruk* is (busy) entering from the east, riding on a black warg. kill uruk cc R MV:Weary> Cogadh chats, 'mine aint :(' R MV:Weary>You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy MV:Weary, *an Uruk*:Healthy> You deflect *an Uruk*'s attack. R HP:Healthy MV:Weary, *an Uruk*:Healthy> Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s body very hard. R HP:Healthy MV:Weary, *an Uruk*:Bruised>Soi slashes a mountain goat's right foreleg. A mountain goat lightly hits Sesil's left leg. You start to concentrate. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. |/-set tac def \ Sesil slashes a mountain goat's left foreleg hard. |/-\A mountain goat leaves east. You could not find your opponent. You are now employing defensive tactics. R MV:Weary> Soi slashes a mountain goat's head hard. A mountain goat is dead! R.I.P. You receive your share of experience -- 50 points. Saving Ainaran. Your blood freezes as you hear a mountain goat's death cry. sigh R MV:Weary>l Rain falls heavily on the hills, forming little streams as it runs away. R HP:Scratched MV:Weary>You sigh. R HP:Scratched MV:Weary>Barren Ridge Exits are: E S D The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. The slashed corpse of a mountain goat is lying here. The hacked corpse of a mountain goat is lying here. You are riding on a horse. Soi is riding on a horse. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. Soi is leaving south, riding on a horse. You follow Soi. Dark Forest Exits are: N E The trees grow close together here, their roots twisting about each other in a slow motion fight for dominance. The canopy over head is dense and lets no light down so there is very little in the way of undergrowth. Despite this, travel is difficult over the large mounds of leaves and roots. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched MV:Weary>'tried to confuse Soi is leaving east, riding on a horse. You follow Soi. Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R HP:Scratched MV:Weary>Knraith narrates, 'nuts' You say 'tried to confuse' R HP:Scratched MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. Rancid Waters Exits are: S W The land drops into a shallow swamp here, as if trying to take refuse under the cover of the putrid waters. A thick layer of scum floats on the surface, attesting to the rancidity of the water. A thick haze of mist and fog hangs in the air, blocking out all but the most persistant of lights. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R HP:Scratched MV:Weary>drink skin drink skin You drink the water. You don't feel thirsty any more. R HP:Scratched MV:Weary>Your stomach can't contain anymore! R HP:Scratched MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Eerie Swamp Exits are: N E S W The thick blanket of fog that veils this swamp is pale and moves as if it had a will of its own. Its pale arms twist and dance in some unfelt breeze, looking not unlike ghosts or shades. The only thing that can be seen clearly in this fog is the murky water underfoot, and the thick slime that grows on its surface. A long-eared hare bounds heavily across the forested ground. A writhing mass of swamp bugs is buzzing through the air here. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched MV:Weary> Knraith narrates, 'i ripped at the boys' Soi is leaving south, riding on a horse. You follow Soi. Muddy Flat Exits are: N W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. A writhing mass of swamp bugs is buzzing through the air here. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R MV:Weary>nar one near swamp Soi is leaving north, riding on a horse. You follow Soi. Eerie Swamp Exits are: N E S W The thick blanket of fog that veils this swamp is pale and moves as if it had a will of its own. Its pale arms twist and dance in some unfelt breeze, looking not unlike ghosts or shades. The only thing that can be seen clearly in this fog is the murky water underfoot, and the thick slime that grows on its surface. A long-eared hare bounds heavily across the forested ground. A writhing mass of swamp bugs is buzzing through the air here. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R MV:Weary>You narrate, 'one near swamp' R MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. A Floating Log Exits are: E S W The vile waters of the swamp grudingly part for a large old log that floats about aimlessly. As it moves about in the water it stirs up clouds of mud and other less innocent things. Oddly enough it seems comforting that it isn't only the mist that moves about apparently of its own free will. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R MV:Weary>fame knraith On the 17th Day of Narquelie, Knraith was slain by Eniumenav. On the 17th Day of Narquelie, Knraith was slain by Sakisur. There were found 2 records about Knraith, total fame 0. R MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. In the Mists Exits are: N E W Thick arms of mist billow about, looking rather like shimmering spirits. They hover over the water, twisting and writhing for a few seconds before disappating into nothingness, only to be replaced by newer copies that do the same thing. The fog makes it hard to determine anything specific of the surroundings, though it is definitely water underfoot. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Trail Through the Swamp. Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads east and north from here. A mountain goat is here, eating grass. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. A Narrow Pass Exits are: N E S The hills divide slightly here, forming a narrow pass. A small trail runs through here, leading north over the ridge, and south into the swamp. It looks as if at one point this trail may have actually been a road, but only a few paving stone seem to have weathered the raging forces of nature. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R MV:Weary>nar it's eniumenav and sakisar You narrate, 'it's eniumenav and sakisar' R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Pass in the Ridge Exits are: N S Some ancient inhabitants of this region have taken this natural hilly pass and widened it so that the road could pass through. To the north, a small forest and sunny plains lie. To the south, inhospitable deserts and sharp craggy mountains dominate. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R MV:Weary>drink skin drink skin Your stomach can't contain anymore! R MV:Weary>Your stomach can't contain anymore! R MV:Weary> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W U This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and east. Forest surrounds the road now. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R MV:Weary> Knraith narrates, 'and two others' R MV:Weary> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and east. Forest surrounds the road now. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R MV:Weary> Soi is leaving west, riding on a horse. You follow Soi. Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R MV:Weary> Soi is leaving west, riding on a horse. You follow Soi. Hillside Forest Exits are: N E U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R MV:Weary> Soi is leaving up, riding on a horse. You follow Soi. Hilly Ridge Exits are: E U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Soi is (busy) riding on a horse. Cogadh is entering from below, riding on a nice pony. Sesil is entering from below, riding on a horse. A horse entnar probably drengist ers from below. A horse enters from below. Farrakahn is entering from below, riding on a nice pony. Farrakahn says 'sakisur level 11 now' R MV:Weary> Farrakahn giggles. R MV:Weary>You narrate, 'probably drengist' R MV:Weary> Soi is leaving up, riding on a horse. You follow Soi. Barren Ridge Exits are: E S D The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. The slashed corpse of a mountain goat is lying here. The hacked corpse of a mountain goat is lying here. Soi is (busy) riding on a horse. Cogadh is entering from below, riding on a nice pony. Sesil is entering from below, riding on a horse. A horse enters from below. A horse enters from below. Farrakahn is entering from below, riding on a nice pony. R MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. The pierced corpse of a mountain goat is lying here. A mountain goat is here, eating grass. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R MV:Weary>whois sakisaur Soi is leaving west, riding on a horse. You follow Soi. Barren Ridge Exits are: E S D The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. The slashed corpse of a mountain goat is lying here. The hacked corpse of a mountain goat is lying here. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R MV:Weary>No such player. R MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Dark Forest Exits are: N E The trees grow close together here, their roots twisting about each other in a slow motion fight for dominance. The canopy over head is dense and lets no light down so there is very little in the way of undergrowth. Despite this, travel is difficult over the large mounds of leaves and roots. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R MV:Weary>whois sakisar Soi is leaving east, riding on a horse. You follow Soi. Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R MV:Weary>No such player. R MV:Weary> Farrakahn says 'drengist 12 heh' R MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. Rancid Waters Exits are: S W The land drops into a shallow swamp here, as if trying to take refuse under the cover of the putrid waters. A thick layer of scum floats on the surface, attesting to the rancidity of the water. A thick haze of mist and fog hangs in the air, blocking out all but the most persistant of lights. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Eerie Swamp Exits are: N E S W The thick blanket of fog that veils this swamp is pale and moves as if it had a will of its own. Its pale arms twist and dance in some unfelt breeze, looking not unlike ghosts or shades. The only thing that can be seen clearly in this fog is the murky water underfoot, and the thick slime that grows on its surface. A long-eared hare bounds heavily across the forested ground. A writhing mass of swamp bugs is buzzing through the air here. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R MV:Weary> The sky is hidden by clouds making this area damp and chill. R MV:Weary>nod Soi is leaving east, riding on a horse. You follow Soi. A Floating Log Exits are: E S W The vile waters of the swamp grudingly part for a large old log that floats about aimlessly. As it moves about in the water it stirs up clouds of mud and other less innocent things. Oddly enough it seems comforting that it isn't only the mist that moves about apparently of its own free will. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R MV:Weary>You nod solemnly. R MV:Weary>sc Soi is leaving east, riding on a horse. You follow Soi. In the Mists Exits are: N E W Thick arms of mist billow about, looking rather like shimmering spirits. They hover over the water, twisting and writhing for a few seconds before disappating into nothingness, only to be replaced by newer copies that do the same thing. The fog makes it hard to determine anything specific of the surroundings, though it is definitely water underfoot. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R MV:Weary>You have 135/135 hit, 56/56 stamina, 47/145 moves, 38 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 28K. R MV:Weary>set men off AutoMental mode is now off. R MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. R MV:Weary>sc Farrakahn says 'keep xping so uruks dont get bigger than us' R MV:Weary> Farrakahn giggles. R MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R MV:Weary>You have 135/135 hit, 56/56 stamina, 49/145 moves, 38 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 28K. R MV:Weary> Soi is leaving west, riding on a horse. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. A long-eared hare bounds heavily across the forested ground. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R MV:Weary> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. A long-eared hare bounds heavily across the forested ground. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Farrakahn is entering from the north, riding on a nice pony. R MV:Weary> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Farrakahn is entering from the west, riding on a nice pony. Sesil attacks *an Uruk*! *an Uruk* deflects Sesil's attack. R MV:Weary> Sesil deflects *an Uruk*'s attack. R MV:Weary> Soi attacks *an Uruk*! *an Uruk* dodges Soi's attack. R MV:Weary>kill uruk *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. *an Uruk* is leaving west, riding on a black warg. *an Uruk* is leaving west, riding on a black warg. R MV:Weary>cc They aren't here. R MV:Weary>Your victim is not here! Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. A long-eared hare bounds heavily across the forested ground. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Farrakahn is entering from the east, riding on a nice pony. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. A long-eared hare bounds heavily across the forested ground. Soi is (busy) riding on a horse. Cogadh is entering from the soutmutter h, riding on a nice pony. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Farrakahn is entering from the south, riding on a nice pony. R MV:Weary> *an Uruk* is entering from the north, riding on a black warg. *an Uruk* is entering from the north, riding on a black warg. *an Uruk* is entering from the north, riding on a black warg. R MV:Weary>You mutter under you breath. Sesil attacks *an Uruk*! *an Uruk* deflects Sesil's attack. R MV:Weary>kill uruk *an Uruk* slashes Sesil's right leg. R MV:Weary> Sesil begins quietly muttering some strange, powerful words. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. *an Uruk* is riding on a black warg. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding cc on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R MV:Weary>You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy MV:Weary, *an Uruk*:Healthy> You deflect *an Uruk*'s attack. R HP:Healthy MV:Weary, *an Uruk*:Healthy>You start to concentrate. |/-\ Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s right leg extremely hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. |/-\ You could not find your opponent. R MV:Weary>mutter kill uruk You mutter under you breath. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. R MV:Weary>You attack *an Uruk*! *an Uruk* dodges your attack. R HP:Healthy MV:Weary, *an Uruk*:Healthy> You deflect *an Uruk*'s attack. *an Uruk* assists *an Uruk*. *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. R HP:Healthy MV:Weary, *an Uruk*:Healthy>cc You start to concentrate. Farrakahn attacks *an Uruk*! *an Uruk* deflects Farrakahn's attack. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. | *an Uruk* assists *an Uruk*. *an Uruk* attacks YOU! /set tac def -\| Soi attacks *an Uruk*! *an Uruk* dodges Soi's attack. /- You deflect *an Uruk*'s attack. \ Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. *an Uruk* begins quietly muttering some strange, powerful words. Ok. *an Uruk* appears to be confused! You are now employing defensive tactics. R HP:Healthy MV:Weary, *an Uruk*:Healthy> Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Healthy MV:Weary, *an Uruk*:Healthy> You avoid a bash from *an Uruk*, who loses his balance and falls! Cogadh chats, 'hmmmm' R HP:Healthy MV:Weary, *an Uruk*:Healthy> *an Uruk* deflects your attack. Farrakahn sends *an Uruk* sprawling with a powerful bash. R HP:Healthy MV:Weary, *an Uruk*:Scratched> *an Uruk* utters a strange command, 'confuse' Strange thoughts stream through your mind, making it hard to concentrate. R HP:Healthy MV:Weary, *an Uruk*:Scratched> *an Uruk* deflects Soi's attack. Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s body hard. R HP:Healthy MV:Weary, *an Uruk*:Bruised> Sesil begins quietly muttering some strange, powerful words. R HP:Healthy MV:Weary, *an Uruk*:Bruised> *an Uruk* lightly slashes your left arm. R HP:Scratched MV:Weary, *an Uruk*:Bruised> *an Uruk* sends you sprawling with a powerful bash. R HP:Scratched MV:Weary, *an Uruk*:Bruised>nar 1 confused Farrakahn tried to wound *an Uruk* but could not get close enough. *an Uruk* slashes your body hard. R HP:Bruised MV:Weary, *an Uruk*:Bruised> *an Uruk* dodges Soi's attack. R HP:Bruised MV:Weary, *an Uruk*:Bruised> *an Uruk* slashes your head. *an Uruk* has recovered from a bash! R HP:Bruised MV:Weary, *an Uruk*:Bruised>set tac def You deflect *an Uruk*'s attack. R HP:Bruised MV:Weary, *an Uruk*:Bruised>f Sesil begins quietly muttering some strange, powerful words. R HP:Bruised MV:Weary, *an Uruk*:Bruised> *an Uruk* dodges Soi's attack. Farrakahn tried to wound *an Uruk* but could not get close enough. R HP:Bruised MV:Weary, *an Uruk*:Bruised> *an Uruk* slashes your left foot hard. R HP:Hurt MV:Weary, *an Uruk*:Bruised> *an Uruk* slashes your head hard. You deflect *an Uruk*'s attack. R HP:Hurt MV:Weary, *an Uruk*:Bruised>You have regained your balance! You narrate, '1 confused' R HP:Hurt MV:Weary, *an Uruk*:Bruised>f You are now employing defensive tactics. R HP:Hurt MV:Weary, *an Uruk*:Bruised>*an Uruk* dodges your attack. You flee head over heels. Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. A long-eared hare bounds heavily across the forested ground. R HP:Hurt MV:Weary>You flee head over heels. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. Soi is here, fighting *an Uruk*, riding on a horse. Cogadh is riding on a nice pony. Farrakahn is (busy) here, fighting *an Uruk*, riding on a nice pony. *an Uruk* is here, fighting Sesil, riding on a black warg. *an Uruk* is riding on a black warg. *an Uruk* is riding on a black warg. Sesil is here, fighting *an Uruk*, riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Hurt MV:Weary>n Sesil slashes *an Uruk*'s body. R HP:Hurt MV:Weary>n *an Uruk* slashes Sesil's body. *an Uruk* assists *an Uruk*. *an Uruk* attacks Sesil! *an Uruk* assists *an Uruk*. *an Uruk* attacks Sesil! *an Uruk* slashes Sesil's body extremely hard. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. R HP:Hurt MV:Weary>You cannot go that way. R HP:Hurt MV:Weary>You cannot go that way. R HP:Hurt MV:Weary>w *an Uruk* deflects Soi's attack. *an Uruk* assists *an Uruk*. *an Uruk* attacks Soi! R HP:Hurt MV:Weary>set tac def Farrakahn sends *an Uruk* sprawling with a powerful bash. R HP:Hurt MV:Weary>Muddy Forest Exits are: N E S This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. A leech is here, oozing towards you. A leech is here, oozing towards you. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Hurt MV:Weary>You are now employing defensive tactics. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. R HP:Hurt MV:Weary>n n A Floating Log Exits are: E S W The vile waters of the swamp grudingly part for a large old log that floats about aimlessly. As it moves about in the water it stirs up clouds of mud and other less innocent things. Oddly enough it seems comforting that it isn't only the mist that moves about apparently of its own free will. R HP:Hurt MV:Weary>You cannot go that way. R HP:Hurt MV:Weary> Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Hurt MV:Weary>w Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. R HP:Hurt MV:Weary>Eerie Swamp Exits are: N E S W The thick blanket of fog that veils this swamp is pale and moves as if it had a will of its own. Its pale arms twist and dance in some unfelt breeze, looking not unlike ghosts or shades. The only thing that can be seen clearly in this fog is the murky water underfoot, and the thick slime that grows on its surface. A writhing mass of swamp bugs is buzzing through the air here. R HP:Hurt MV:Weary>cast regen You start to concentrate. set tac def \ride | Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. /-\|/cv -\You lost your concentration! You are now employing defensive tactics. R HP:Hurt MV:Weary>You are riding already. R HP:Hurt MV:Weary>You start to concentrate. /-\|/- The sky is hidden by clouds making this area damp and chill. Saving Ainaran. Sesil says 'regen me please' \ You lost your concentration! R HP:Hurt MV:Weary>cast regen Cogadh chats, 'argh' R HP:Hurt MV:Weary>You start to concentrate. \|/cast regen sesil -\|/-\Ok. You feel yourself becoming much healthier. You start to concentrate. \|/-\|/-\ Ok. R HP:Hurt>l Sesil says 'thanx' sc R HP:Hurt>Eerie Swamp Exits are: N E S W The thick blanket of fog that veils this swamp is pale and moves as if it had a will of its own. Its pale arms twist and dance in some unfelt breeze, looking not unlike ghosts or shades. The only thing that can be seen clearly in this fog is the murky water underfoot, and the thick slime that grows on its surface. A writhing mass of swamp bugs is buzzing through the air here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. set tac def A horse is here, gazing at you. R HP:Hurt>You have 82/135 hit, 56/56 stamina, 64/145 moves, 22 spirit. OB: 33, DB: 16, PB: 78, Speed: 21, Gold: 0, XP Needed: 28K. R HP:Hurt> Soi group-says 'all go town' R HP:Hurt> Sesil starts following you. R HP:Hurt>You are now employing defensive tactics. R HP:Hurt>n n n Rancid Waters Exits are: S W The land drops into a shallow swamp here, as if trying to take refuse under the cover of the putrid waters. A thick layer of scum floats on the surface, attesting to the rancidity of the water. A thick haze of mist and fog hangs in the air, blocking out all but the most persistant of lights. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>nar to town w You narrate, 'to town' R HP:Hurt>Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Hurt>n n Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. The pierced corpse of a mountain goat is lying here. A mountain goat is here, eating grass. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Hurt>Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Hurt>n d n n You cannot go that way. n n R HP:Hurt>Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. R HP:Hurt>Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. n n n n R HP:Hurt>In a Light Forest Exits are: E S You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. e R HP:Hurt>You cannot go that way. R HP:Hurt>n n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Hurt>Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. A gray wolf is growling at you. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>w In a Light Forest Exits are: N E W You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. A gray wolf is growling at you. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. n n n R HP:Hurt>Can not go there mounted. R HP:Hurt>Can not go there mounted. R HP:Hurt>Can not go there mounted. R HP:Hurt>exa n To the north you see: It is pitch black... R HP:Bruised>w In a Light Forest Exits are: N E You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised>n n Grassy Plains Exits are: N E S The plain where you stand seems to go to infinity, you follow a small path made by steps of other adventurers. All around you is silence and grass. A forest begins to the south, and an abandonded farmyard lies to the north. A phantom, a spirit of discontent, moans as it floats here. (shadow) Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Bruised>Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Bruised>e e Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing grows here except weeds and crab grass. The soil apparently hasn't been tilled in many years. The fields continue to the east. To the south you see a decrepit farm building. There is a well to the west. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>s e e e Old Junkyard Exits are: N W This appears to be the old dumping ground for the family that used to live in the farmhouse. Scattered around are bits of broken boards and scraps of metal that used to be plows or other farming implements. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. e R HP:Bruised>n You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Bruised> You feel less confused. R HP:Bruised>e e e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>You cannot go that way. R HP:Bruised>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A necklace made of strange blue metal balls lies here...It glows blue! Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Soi is entering from the west, riding on a horse. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R HP:Bruised> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Soi is riding on a horse. Sesil e is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on e a nice pony. Farrakahn is entering from the west, riding on a nice pony. R HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. e A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters fe rom the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R HP:Bruised> Soi is leaving north, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R HP:Bruised MV:Weary>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised MV:Weary>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised MV:Weary>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. gig n pour water skin R HP:Bruised MV:Weary>You cannot go that way. R HP:Bruised MV:Weary>You giggle. R HP:Bruised MV:Weary>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Bruised MV:Weary> Clouds cover the sky R HP:Bruised MV:Weary>You pour some water into the skin. R HP:Bruised MV:Weary>s w Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Sesil sits down and rests. w R HP:Bruised MV:Weary>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R HP:Bruised MV:Weary>w Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R HP:Bruised MV:Weary>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Cogadh is riding on a nice pony. Farrakahn is resting here, riding on a nice pony. R HP:Bruised MV:Weary>dismount exam cor You stop riding a horse. A horse starts following you. HP:Bruised MV:Weary>You see nothing special.. When you look inside, you see: corpse (here) : Nothing. HP:Bruised MV:Weary>fame war Cogadh stops using an indigo cotton shirt. Cogadh stops using an indigo pair of cotton pants. Cogadh stops using an indigo pair of cotton gloves. Cogadh stops using a green pair of cotton sleeves. HP:Bruised> Cogadh stops using a silver circlet. HP:Bruised>+---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 17| | Scan 2| Eniumenav 6| | Soi 1| Naraat 5| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 25| |Total fame for the forces of good: -24| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. HP:Bruised> Cogadh wears a pair of metal arm braces on his arms. Cogadh puts a pair of metal gauntlets on his hands. Cogadh puts a pair of metal leg plates on his legs. Cogadh wears a metal helmet on his head. Cogadh wears a metal breastplate on his body. HP:Bruised> Cogadh stops using a pair of soft leather boots. HP:Bruised> Cogadh wears a pair of metal boots on his feet. HP:Bruised> Cogadh stops using a pair of metal boots. HP:Bruised> Cogadh wears a pair of metal boots on his feet. HP:Bruised>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 17| | Scan 2| Eniumenav 6| | Soi 1| Naraat 5| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 25| |Total fame for the forces of good: -24| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ HP:Bruised>aff l The moon lights your surroundings. You are affected by: regeneration (fast-acting) HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Cogadh is riding on a nice pony. Farrakahn is resting here, riding on a nice pony. A horse is here, gazing at you. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>conc You start focusing your mind. 'damn them 'pissed me off. 'we can't friggn exp with them around. Clouds cover the sky Sesil looks at a frightened boy. 'good, confuse wore off. You release your concentration. You say 'damn them' >You say 'pissed me off.' >You say 'we can't friggn exp with them around.' >You say 'good, confuse wore off.' >>sc You have 135/135 hit, 56/56 stamina, 87/145 moves, 22 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 28K. >aff The moon lights your surroundings. You are affected by: regeneration (fast-acting) >diag soi l Soi looks healthy. Soi is in top shape. Soi is affected by: anger (medium) He is moderately sensitive to the spiritual. > Cogadh stops using a metal breastplate. Cogadh stops using a metal helmet. Cogadh stops using a pair of metal leg plates. Cogadh stops using a pair of metal boots. Cogadh stops using a pair of metal gauntlets. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Cogadh is riding on a nice pony. Farrakahn is resting here, riding on a nice pony. A horse is here, gazing at you. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh wears a silver circlet on his head. > Cogadh puts an indigo pair of cotton gloves on his hands. Cogadh puts an indigo pair of cotton pants on his legs. Cogadh wears an indigo cotton shirt on his body. > Cogadh wears a pair of soft leather boots on his feet. >diag farrakahn Farrakahn looks healthy. Farrakahn is in top shape. Farrakahn is affected by: anger (medium) His mind is as well as numb. > Farrakahn stops resting, and clambers on his feet. >nar all three on me at once :P You narrate, 'all three on me at once :P' >nar got me to hurt who You narrate, 'got me to hurt' >set tac def st Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. >You are now employing defensive tactics. >You are already standing. >cast evasion You start to concentrate. \|/- Cogadh chats, 'omg, what a freeze :(' \ You lost your concentration! >cast evasion You start to concentrate. cast evasion \|/-\Ok. You feel someone protecting you. You start to concentrate. \| Soi says 'we cant xp which means we cant get enough points which means we cant win' /-\ You lost your concentration! > Soi sighs loudly. >cast detect You start to concentrate. \|/-\ You lost your concentration! >cast detect You start to concentrate. \|/-\ You lost your concentration! >cast detect cast detect You start to concentrate. \|/- Sesil says 'lets xp off of them' \Ok. Your feel your awareness improve. You start to concentrate. \|/sc -\ Ok. > Clouds cover the sky Soi's torch flickers weakly. >You have 135/135 hit, 56/56 stamina, 108/145 moves, 22 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 28K. >'bleh You say 'bleh' who > Sesil drinks water from a water skin. >Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. >'damn Errent and Death gig who You say 'damn Errent and Death' >You giggle. >Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Farrakahn says 'they a little harder to kill than mobs' who nod > Farrakahn says 'its not death' >Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. >You nod solemnly. >'they flee and regen Farrakahn says 'death cant pk' gig >You say 'they flee and regen' > Farrakahn peers around himself, uncertain of the things around him. >You giggle. >nod farrakahn You nod your head at him in agreement. Soi says 'y?' >'but still, damn them for teaming You say 'but still, damn them for teaming' >who Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Farrakahn says 'well go out and continue to xp' > Farrakahn says 'we need xp' > Clouds cover the sky Soi's torch flickers weakly. Saving Ainaran. >st nod You are already standing. > Farrakahn says '16k tnl 3 more ob' >You nod solemnly. > Farrakahn giggles. >ride sc A horse stops following you. You mount a horse and start riding him. R>You have 135/135 hit, 56/56 stamina, 133/145 moves, 22 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 28K. You are getting hungry. R> Your regeneration slows again. Soi says '7k tnl' R>'28K tnl You say '28K tnl' R>aff The moon lights your surroundings. You are affected by: detect hidden (long) evasion (long) R>sc You have 135/135 hit, 56/56 stamina, 132/145 moves, 22 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 28K. You are getting hungry. R> Soi says 'all rise' 'need more mystic levels R>You say 'need more mystic levels' R> Farrakahn says 'well lets do it' R> Farrakahn giggles. R>'to make regen better smile You say 'to make regen better' sc R>You smile happily. R>'i'm riding l You have 135/135 hit, 56/56 stamina, 136/145 moves, 22 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 28K. You are getting hungry. R>You say 'i'm riding' R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Cogadh is riding on a nice pony. Farrakahn is riding on a nice pony. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>'everyone's up You say 'everyone's up' R> Soi giggles. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A necklace made of strange blue metal balls lies here...It glows blue! Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A ruby necklace lies on the ground, reflecting light...It glows blue! A large wild dog watches you carefully. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R>nar to the maze? Soi is leaving north, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A ruby necklace lies on the ground, reflecting light...It glows blue! A large wild dog watches you carefully. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R>You narrate, 'to the maze?' R> Soi gets a ruby necklace. R> The sky is hidden by clouds making this area damp and chill. Soi's torch went out. Farrakahn's torch flickers weakly. R> Soi attacks a large wild dog! A large wild dog deflects Soi's attack. Farrakahn assists Soi. Farrakahn attacks a large wild dog! Farrakahn cleaves a large wild dog's left hindleg extremely hard. R> Soi deflects a large wild dog's attack. R>as set men off You join the fight! You attack a large wild dog! A large wild dog deflects your attack. as R HP:Healthy, Soi:Healthy, a large wild dog:Bruised> Sesil assists Soi. Sesil attacks a large wild dog! Sesil slashes a large wild dog's body extremely hard. R HP:Healthy, Soi:Healthy, a large wild dog:Hurt> Soi deflects a large wild dog's attack. Soi slashes a large wild dog's head. R HP:Healthy, Soi:Healthy, a large wild dog:Hurt>AutoMental mode is now off. R HP:Healthy, Soi:Healthy, a large wild dog:Hurt>Farrakahn cleaves a large wild dog's right hindleg extremely hard. You're already fighting! How can you assist someone else? R HP:Healthy, Soi:Healthy, a large wild dog:Wounded>ci You start to concentrate. /-\ A large wild dog dodges Soi's attack. Farrakahn says 'kill this shit to on way' | Soi deflects a large wild dog's attack. /- Soi gets a torch from a backpack. \ Farrakahn cleaves a large wild dog's head very hard. Ok. R HP:Healthy, Soi:Healthy, a large wild dog:Wounded> Sesil slashes a large wild dog's left forefoot extremely hard. R HP:Healthy, Soi:Healthy, a large wild dog:Awful> You slash a large wild dog's body. Soi lights a torch and holds it. R HP:Healthy, Soi:Healthy, a large wild dog:Awful>nod A large wild dog deflects Soi's attack. R HP:Healthy, Soi:Healthy, a large wild dog:Awful>You nod solemnly. R HP:Healthy, Soi:Healthy, a large wild dog:Awful> Soi deflects a large wild dog's attack. R HP:Healthy, Soi:Healthy, a large wild dog:Awful> You slash a large wild dog's body. A large wild dog is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 342 points. but R> Soi is leaving west, riding on a horse. You follow Soi. Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. Farraeat meat kahn is entering from the east, riding on a nice pony. R>You see no corpse here. Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R>You don't seem to have any. R>sc Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R>You have 135/135 hit, 56/56 stamina, 130/145 moves, 21 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 28K. You are getting hungry. R>who Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R>Players ------- [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Squish the Dwarf (linkless) (AFK) [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and east. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W U This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and east. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Hillside Forest Exits are: E W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. A massive Mirkwolf stares at you through blood red eyes. A black rabbit scurries about. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi attacks a Mirkwolf! A Mirkwolf dodges Soi's attack. R> A Mirkwolf hits Soi's right leg hard. Farrakahn assists Soi. Farrakahn attacks a Mirkwolf! Farrakahn cleaves a Mirkwolf's head very hard. R> Sesil assists Soi. Sesil attacks a Mirkwolf! A Mirkwolf deflects Sesil's attack. R>lick ac You lick your mouth and smile. R>as But nobody is fighting him! R> A Mirkwolf hits Soi's body. R> A Mirkwolf dodges Soi's attack. R> Farrakahn sends a Mirkwolf sprawling with a powerful bash. Soi beams a smile at a Mirkwolf. R>You join the fight! You attack a Mirkwolf! A Mirkwolf deflects your attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Scratched>ci Sesil slashes a Mirkwolf's body hard. cc R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised>You start to concentrate. / A Mirkwolf dodges Soi's attack. -\|set tac ag / Farrakahn cleaves a Mirkwolf's head extremely hard. -\Ok. You start to concentrate. |/-\ A Mirkwolf has recovered from a bash! | A Mirkwolf dodges Soi's attack. / Sesil slashes a Mirkwolf's left foreleg hard. -\Ok. A Mirkwolf appears to be confused! You are now employing aggressive tactics. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Soi deflects a Mirkwolf's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> You slash a Mirkwolf's head hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Farrakahn sends a Mirkwolf sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> A Mirkwolf dodges Soi's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bruised> Sesil slashes a Mirkwolf's head hard. Farrakahn cleaves a Mirkwolf's right hindfoot very hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> You slash a Mirkwolf's right foreleg. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> Soi slashes a Mirkwolf's right hindleg. R HP:Healthy, Soi:Bruised, a Mirkwolf:Hurt> Farrakahn deeply wounds a Mirkwolf's right hindleg with his cleave. A Mirkwolf has recovered from a bash! R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> You slash a Mirkwolf's left foreleg. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> Sesil slashes a Mirkwolf's body extremely hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> Soi slashes a Mirkwolf's left hindleg. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> A Mirkwolf hits Soi's head hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> You slash a Mirkwolf's body. diag R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> Farrakahn sends a Mirkwolf sprawling with a powerful bash. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> A Mirkwolf deflects Soi's attack. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded>A Mirkwolf has a lot of wounds. A Mirkwolf is in top shape. A Mirkwolf has been here for quite a while. A Mirkwolf is affected by: confuse (fast-acting) insight (long) It is well aware of the Wraith-world. R HP:Healthy, Soi:Bruised, a Mirkwolf:Wounded> Sesil slashes a Mirkwolf's body extremely hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bloodied> You slash a Mirkwolf's head hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Bloodied> Farrakahn cleaves a Mirkwolf's body extremely hard. R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful> Soi slashes a Mirkwolf's right forefoot. R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful> A Mirkwolf has recovered from a bash! R HP:Healthy, Soi:Bruised, a Mirkwolf:Awful> You slash a Mirkwolf's left foreleg. A Mirkwolf is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 721 points. Saving Ainaran. R> It is almost impossible to see the sky here, though it appears to be cloudy. Farrakahn's torch flickers weakly. R>but Soi tries to butcher the slashed corpse of a Mirkwolf but only spoils it. R>It has already been butchered. R> Soi is leaving east, riding on a horse. You follow Soi. Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horsc se enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R>You have 135/135 hit, 56/56 stamina, 133/145 moves, 19 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 27K. You are getting hungry. R> Soi is leaving east, riding on a horse. You follow Soi. Barren Hills Exits are: N W The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R>get rat pack Soi is leaving north, riding on a horse. You follow Soi. Forest Exits are: S Trees grow thickly above you. Mosses and lichens grow on the trunks of hoary oak and ancient pine alike. Small plants and fungi grow in their shade. It is impossible to travel in a straight line, though you try. Only the sounds of the wind in the trees and of the activity of the forest life disturb the quiet. A huge wolf stares at you intently. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R>er There doesn't seem to be a rat in a backpack. R>You don't seem to have any. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N W The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi iget rat asck s riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R>You don't have an asck. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. A Morbid Scene Exits are: N Tall trees grow here, their branches blotting out the sky above and casting the ground into darkness. However, the darkness is not enough to hide what happened here even if it did not smell so bad. Clearly something died here, and not a pleasant death for sure. A dagger has been left here. A dagger has been left here. A dark wolf crouches in the shadows, preparing to attack. A dark wolf crouches in the shadows, preparing to attack. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. R> Soi slashes a mountain wolf's head. R>as Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's left foreleg very hard. R>You join the fight! You attack a mountain wolf! You slash a mountain wolf's body. Farrakahn assists Soi. Farrakahn attacks a mountain wolf! Farrakahn deeply wounds a mountain wolf's right hindleg with his cleave. R HP:Healthy, Soi:Bruised, a mountain wolf:Bloodied> Soi slashes a mountain wolf's right foreleg. R HP:Healthy, Soi:Bruised, a mountain wolf:Bloodied> Soi deflects a mountain wolf's attack. R HP:Healthy, Soi:Bruised, a mountain wolf:Bloodied> Soi lightly slashes a mountain wolf's right hindleg. alias rat get rat sack R HP:Healthy, Soi:Bruised, a mountain wolf:Bloodied> You slash a mountain wolf's right foreleg. R HP:Healthy, Soi:Bruised, a mountain wolf:Awful> Farrakahn deeply wounds a mountain wolf's left hindleg with his cleave. A mountain wolf is dead! R.I.P. You receive your share of experience -- 121 points. The wolf growls once more before falling limp. R>You added the alias 'rat'. R>l Soi attacks a dark, vicious wolf! Farrakahn assists Soi. Farrakahn attacks a dark, vicious wolf! as R> A dark, vicious wolf hits Soi's left hand hard. R>ci A Morbid Scene Exits are: N Tall trees grow here, their branches blotting out the sky above and casting the ground into darkness. However, the darkness is not enough to hide what happened here even if it did not smell so bad. Clearly something died here, and not a pleasant death for sure. The hacked corpse of a mountain wolf is lying here. A dagger has been left here. A dagger has been left here. A dark, vicious wolf is here, fighting Soi. A dark wolf crouches in the shadows, preparing to attack. Soi is here, fighting a dark, vicious wolf, riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is riding on a nice pony. Farrakahn is here, fighting a dark, vicious wolf, riding on a nice pony. R> A dark, vicious wolf deflects Soi's attack. R>You join the fight! You attack a dark, vicious wolf! You lightly slash a dark, vicious wolf's head. Sesil assists Soi. Sesil attacks a dark, vicious wolf! Sesil slashes a dark, vicious wolf's left forefoot extremely hard. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bruised>You start to concentrate. /- Soi deflects a dark, vicious wolf's attack. \| Soi slashes a dark, vicious wolf's head. /set tac ag -\ Farrakahn sends a dark, vicious wolf sprawling with a powerful bash. Ok. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Bruised> Farrakahn cleaves a dark, vicious wolf's right foreleg very hard. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Hurt> Sesil slashes a dark, vicious wolf's body very hard. Soi lightly slashes a dark, vicious wolf's body. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Hurt> You slash a dark, vicious wolf's left hindleg. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Hurt>You are now employing aggressive tactics. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Hurt> Farrakahn cleaves a dark, vicious wolf's right forefoot extremely hard. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Wounded> A dark, vicious wolf dodges Soi's attack. R HP:Healthy, Soi:Bruised, a dark, vicious wolf:Wounded> A dark, vicious wolf attacks Soi! A dark, vicious wolf hits Soi's right hand hard. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Wounded> You lightly slash a dark, vicious wolf's head. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Wounded> A dark, vicious wolf has recovered from a bash! R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Wounded> Sesil slashes a dark, vicious wolf's left hindleg extremely hard. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bloodied> Soi deflects a dark, vicious wolf's attack. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bloodied> Soi lightly slashes a dark, vicious wolf's body. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bloodied> You slash a dark, vicious wolf's right hindleg. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bloodied> A dark, vicious wolf hits Soi's body. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bloodied> A dark, vicious wolf avoids being bashed by Farrakahn who loses his balance and falls! R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bloodied> A dark, vicious wolf hits Soi's head hard. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied> Sesil slashes a dark, vicious wolf's body hard. Farrakahn deeply wounds a dark, vicious wolf's right hindleg with his cleave. A dark, vicious wolf is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 477 points. Your blood freezes as you hear a dark, vicious wolf's death cry. R> A dark, vicious wolf deflects Soi's attack. R> Soi dodges a dark, vicious wolf's attack. R>as A dark, vicious wolf arrives. R>ci You join the fight! You attack a dark, vicious wolf! You lightly slash a dark, vicious wolf's head. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Scratched>You start to concentrate. Sesil assists Soi. Sesil attacks a dark, vicious wolf! pat dark / Soi lightly slashes a dark, vicious wolf's right forefoot. -\| Soi deflects a dark, vicious wolf's attack. Farrakahn assists Soi. Farrakahn attacks a dark, vicious wolf! Farrakahn cleaves a dark, vicious wolf's right hindleg very hard. / Sesil slashes a dark, vicious wolf's body hard. -\ Ok. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bruised>You pat a dark, vicious wolf on his head. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bruised> A dark, vicious wolf deflects Soi's attack. R HP:Healthy, Soi:Hurt, a dark, vicious wolf:Bruised> A dark, vicious wolf hits Soi's left leg. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bruised> Farrakahn sends a dark, vicious wolf sprawling with a powerful bash. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bruised> A dark, vicious wolf deflects your attack. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bruised> Sesil slashes a dark, vicious wolf's body hard. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> The sun rises behind the trees. Large drops of water fall from the trees, as heavy rain falls overhead. You are hungry. Farrakahn's torch went out. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> Soi slashes a dark, vicious wolf's head. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> You slash a dark, vicious wolf's head. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> Farrakahn deeply wounds a dark, vicious wolf's head with his cleave. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Wounded> Soi lightly slashes a dark, vicious wolf's body. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Wounded> Sesil slashes a dark, vicious wolf's right hindfoot extremely hard. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Wounded> You lightly slash a dark, vicious wolf's left forefoot. A dark, vicious wolf has recovered from a bash! R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Wounded> Soi slashes a dark, vicious wolf's head. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied> Soi deflects a dark, vicious wolf's attack. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied> You slash a dark, vicious wolf's head. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied> Sesil slashes a dark, vicious wolf's body very hard. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Awful> Farrakahn sends a dark, vicious wolf sprawling with a powerful bash. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Awful> Farrakahn deeply wounds a dark, vicious wolf's head with his cleave. A dark, vicious wolf is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 477 points. Your blood freezes as you hear a dark, vicious wolf's death cry. R> A dark, vicious wolf attacks Soi! A dark, vicious wolf hits Soi's body. Soi lightly slashes a dark, vicious wolf's body. R> Sesil assists Soi. Sesil attacks a dark, vicious wolf! R> A dark, vicious wolf deflects Soi's attack. Farrakahn assists Soi. Farrakahn attacks a dark, vicious wolf! Farrakahn cleaves a dark, vicious wolf's left foreleg extremely hard. as R> Sesil slashes a dark, vicious wolf's head very hard. R>ci A dark, vicious wolf hits Soi's head. Soi panics, and attempts to flee! R>You join the fight! You attack a dark, vicious wolf! You slash a dark, vicious wolf's right foreleg hard. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt>You start to concentrate. /-\|/-\ A dark, vicious wolf dodges Soi's attack. Ok. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> Soi deflects a dark, vicious wolf's attack. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> Sesil slashes a dark, vicious wolf's right hindleg extremely hard. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> Farrakahn sends a dark, vicious wolf sprawling with a powerful bash. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> A dark, vicious wolf deflects your attack. Soi slashes a dark, vicious wolf's body. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Hurt> Farrakahn cleaves a dark, vicious wolf's head extremely hard. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Wounded> You slash a dark, vicious wolf's body hard. Soi lightly slashes a dark, vicious wolf's body. Sesil slashes a dark, vicious wolf's left hindleg very hard. 'frozen R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied> A dark, vicious wolf has recovered from a bash! R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied>'bleh You say 'frozen' R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied> Soi deflects a dark, vicious wolf's attack. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied>You lightly slash a dark, vicious wolf's head. Soi lightly slashes a dark, vicious wolf's body. You say 'bleh' R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Bloodied> Sesil slashes a dark, vicious wolf's right hindleg hard. diag R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Awful> Farrakahn sends a dark, vicious wolf sprawling with a powerful bash. R HP:Healthy, Soi:Wounded, a dark, vicious wolf:Awful> Farrakahn cleaves a dark, vicious wolf's head extremely hard. A dark, vicious wolf is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 333 points. Your blood freezes as you hear a dark, vicious wolf's death cry. R>Diagnose who? R>but You fumble and waste the hacked corpse of a dark, vicious wolf. R>drink skin sc You drink the water. You don't feel thirsty any more. R> Soi tries to butcher the hacked corpse of a dark, vicious wolf but only spoils it. R>You have 136/136 hit, 56/56 stamina, 130/145 moves, 19 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. You are getting hungry. R> Soi is leaving north, riding on a horse. You follow Soi. Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R> A mountain wolf attacks Soi! A mountain wolf hits Soi's head. Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving west, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R>cast regen soi You start to concentrate. \|/-\|/-\ Ok. R> Soi is leaving east, riding on a horse. You follow Soi. Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. A mountain wolf growls and bares its teeth. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi attacks a mountain wolf! A mountain wolf deflects Soi's attack. R> A mountain wolf hits Soi's right leg. Soi panics, and attempts to flee! Soi panics, and attempts to flee! R>as Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's right foreleg hard. R>You join the fight! You attack a mountain wolf! You slash a mountain wolf's body. R HP:Healthy, Soi:Bloodied, a mountain wolf:Bruised> A mountain wolf deflects Soi's attack. cc R HP:Healthy, Soi:Bloodied, a mountain wolf:Bruised> Soi deflects a mountain wolf's attack. Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving south, riding on a horse. Cogadh is leaving south, riding on a nice pony. Farrakahn is leaving south, riding on a nice pony. ci R HP:Healthy, a mountain wolf:Bruised>You start to concentrate. set tac def |/-\|/-\Sesil slashes a mountain wolf's right foreleg hard. Ok. A mountain wolf appears to be confused! You start to concentrate. *an Uruk* is (busy) entering from the west, riding on a black warg. *an Uruk* is entering from the west, riding on a black warg. *an Uruk* is entering from the west, riding on a black warg. /-\ You dodge a mountain wolf's attack. | Soi is entering from the south, riding on a horse. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. *an Uruk* attacks Cogadh! *an Uruk* slashes Cogadh's body. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving west, riding on a nice pony. /- Soi attacks a mountain wolf! Soi slashes a mountain wolf's body. Farrakahn assists Soi. Farrakahn attacks a mountain wolf! Farrakahn deeply wounds a mountain wolf's body with his cleave. A mountain wolf is dead! R.I.P. You receive your share of experience -- 137 points. Saving Ainaran. The wolf growls once more before falling limp. \nar uruks You need to fight somebody for this. You are now employing defensive tactics. R> *an Uruk* attacks Farrakahn! R> *an Uruk* assists *an Uruk*. *an Uruk* attacks Farrakahn! *an Uruk* slashes Farrakahn's right arm hard. *an Uruk* assists *an Uruk*. *an Uruk* attacks Farrakahn! *an Uruk* slashes Farrakahn's left arm extremely hard. R> Soi is leaving west, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Cogadh is riding on a nice pony. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. nar 3 R>You narrate, 'uruks' R> Rain falls heavily on the hills, forming little streams as it runs away. You are hungry. Saving Ainaran. R>You narrate, '3' R>l Soi narrates, 'i bloody' R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Cogadh is riding on a nice pony. Soi is riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Sesil says 'get em' R> Soi is leaving north, riding on a horse. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R>where Players in your Zone -------------------- Ainaran - Scattered Woods Soi - Scattered Woods Cogadh - Scattered Woods Sesil - Scattered Woods R> Soi narrates, 'run town' R> Soi is leaving north, riding on a horse. You follow Soi. Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. The slashed corpse of a large wild dog is lying here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. nar farrakahn okay? A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> An abandoned wolf attacks Soi! Soi deflects an abandoned wolf's attack. An abandoned wolf dodges Soi's attack. R>You narrate, 'farrakahn okay?' R> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving south, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. The slashed corpse of a large wild dog is lying here. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A black rabbit scurries about. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A necklace made of strange blue metal balls lies here...It glows blue! Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. R> Farrakahn narrates, 'i gonna die' R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. R> Soi is leaving north, riding on a horse. You follow Soi. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Cogadh is entering from the south, riding on a nice pony. R> Farrakahn narrates, 'freezing' R> Farrakahn narrates, 'i boys' R>**sigh, won't stay and fight.... all 3 of us... versus 3 of them... bleh. Farrakahn narrates, 'bloodied :(' R>Unrecognized command. R>d s w w Soi narrates, 'dont they get it?!?!we dont wanna pk!!!!' R>You cannot go that way. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Farrakahn narrates, 'fucking freeze sucks' R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. Tow the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is riding on a nice pony. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>cast regen farrakahn You start to concentrate. \|/-\|/cast curing farrakahn -\ Ok. R>You start to concentrate. /-\|/-\ Ok. R> Clouds cover the sky You are hungry. R>cv farrakahn sc rat er drink skin drink skin You start to concentrate. /-\|/-\Ok. You have 136/136 hit, 56/56 stamina, 109/145 moves, 1 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 25K. You are hungry. R> Farrakahn narrates, 'nod they like that we dont wann pk and take advantage of us xping' R>You get a soldier ration from a large sack. R> Farrakahn gets a soldier ration from a backpack. R> Farrakahn gets a soldier ration from a backpack. R>You eat a soldier ration. R> Farrakahn eats a soldier ration. R> Farrakahn eats a soldier ration. R>You drink the water. You don't feel thirsty any more. R>Your stomach can't contain anymore! R> Cogadh chats, '**OVERFLOW**' R>nar I'm freezing You narrate, 'I'm freezing' R> Farrakahn narrates, 'shrug at least they learned to target me :)' R> *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* attacks Farrakahn! *an Uruk* slashes Farrakahn's left arm hard. Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn is leaving south, riding on a nice pony. R> A frightened boy attacks *an Uruk*! *an Uruk* deflects a frightened boy's attack. A frightened boy says 'V mpqh uvxtsta qc ypeuch!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! *an Uruk* dodges a frightened boy's attack. R> *an Uruk* slashes a frightened boy's left foot. R> *an Uruk* is leaving south, riding on a black warg. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. *an Uruk* is leaving south, riding on a black warg. kill uruk R>st They aren't here. R> Farrakahn is entering from the south, riding on a nice pony. R>You are already standing. R> Cogadh chats, 'game froze for so long, then it all comes at once - I get an overflow :(' R> *an Uruk* is entering from the south, riding on a black warg. nar I agree R> *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* attacks Farrakahn! Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn is leaving south, riding on a nice pony. kill uruk R> Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s head hard. R> *an Uruk* lightly slashes Sesil's head. R>cc A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s left arm hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. A frightened boy attacks *an Uruk*! *an Uruk* deflects a frightened boy's attack. You narrate, 'I agree' R>A frightened boy deflects *an Uruk*'s attack. You attack *an Uruk*! *an Uruk* dodges your attack. R HP:Healthy, a frightened boy:Healthy, *an Uruk*:Healthy> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. *an Uruk* is leaving east, riding on a black warg. R>You can't summon enough energy to cast the spell. R> *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. R> *an Uruk* is leaving south, riding on a black warg. *an Uruk* is leaving south, riding on a black warg. R>kill uruk Farrakahn is entering from the south, riding on a nice pony. R>They aren't here. R>nar shit Soi is entering from the east, riding on a horse. Cogadh is entering from the east, riding on a nice pony. Farrakahn is leaving east, riding on a nice pony. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. Sesil attacks *an Uruk*! *an Uruk* deflects Sesil's attack. R> *an Uruk* slashes Sesil's right arm. R> *an Uruk* attacks Cogadh! *an Uruk* slashes Cogadh's left hand very hard. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving east, riding on a nice pony. R>A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s head. A frightened boy says 'T auiu hpbncwd vu azfuzt!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! *an Uruk* deflects a frightened boy's attack. You narrate, 'shit' R> *an Uruk* is entering from the south, riding on a black warg. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. *an Uruk* is leaving south, riding on a black warg. R> Soi attacks *an Uruk*! Soi slashes *an Uruk*'s body. R>nar out of spirit kill uruk set tac ag Soi deflects *an Uruk*'s attack. R> Sesil attacks *an Uruk*! R>A frightened boy attacks *an Uruk*! A frightened boy says 'J ftih czfpqhx uh cwvvte!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! You narrate, 'out of spirit' *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. kill uruk R>You attack *an Uruk*! You lightly slash *an Uruk*'s left arm. R HP:Healthy, Soi:Hurt, *an Uruk*:Scratched>You are now employing aggressive tactics. R HP:Healthy, Soi:Hurt, *an Uruk*:Scratched> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R>You attack *an Uruk*! R HP:Healthy, *an Uruk*:Scratched> You deflect *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Scratched> Sesil attacks *an Uruk*! R HP:Healthy, *an Uruk*:Scratched> Farrakahn narrates, 'im lagged to hell' R HP:Healthy, *an Uruk*:Scratched>set tac ag Sesil slashes *an Uruk*'s body hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. *an Uruk* is leaving east, riding on a black warg. R> Cogadh is entering from the east, riding on a nice pony. R>You are now employing aggressive tactics. R>kill uruk kill uruk *an Uruk* is entering from the south, riding on a black warg. R>You attack *an Uruk*! You slash *an Uruk*'s right hand. *an Uruk* panics, and attempts to flee! Sesil attacks *an Uruk*! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R> *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. *an Uruk* attacks Cogadh! Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving south, riding on a nice pony. kill uruk kill uruk R>You attack *an Uruk*! Sesil attacks *an Uruk*! R HP:Healthy, *an Uruk*:Bruised> You deflect *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Bruised> Soi attacks *an Uruk*! *an Uruk* distracts Soi into missing him. R HP:Healthy, *an Uruk*:Bruised> A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s head. A frightened boy says 'W rgiw zsdcpuz fa nxcvxl!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s body hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R HP:Healthy, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. *an Uruk* is leaving east, riding on a black warg. kill uruk R> Farrakahn narrates, 'does juggler agg?' R>They aren't here. R>They aren't here. R> Cogadh is entering from the south, riding on a nice pony. R>kill uruk kill uruk *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. R>You attack *an Uruk*! *an Uruk* deflects your attack. Soi attacks *an Uruk*! *an Uruk* dodges Soi's attack. Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s right foot hard. R HP:Healthy, *an Uruk*:Hurt> A frightened boy attacks *an Uruk*! You deflect *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Hurt>You do the best you can! R HP:Healthy, *an Uruk*:Hurt>*an Uruk* deflects a frightened boy's attack. You do the best you can! R HP:Healthy, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. *an Uruk* is leaving east, riding on a black warg. R> *an Uruk* is entering from the south, riding on a black warg. R> Soi attacks *an Uruk*! Sesil attacks *an Uruk*! R> Soi deflects *an Uruk*'s attack. R> A frightened boy attacks *an Uruk*! A frightened boy says 'T ocuc fnhsjql ng mgxcnk!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s body. kill uruk R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R> *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. R>You attack *an Uruk*! Sesil attacks *an Uruk*! R HP:Healthy, *an Uruk*:Hurt> You deflect *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Hurt> You slash *an Uruk*'s body. R HP:Healthy, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. *an Uruk* is leaving east, riding on a black warg. R> *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. nar shrug R> Soi attacks *an Uruk*! Soi lightly slashes *an Uruk*'s head. Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s right hand very hard. R> Soi deflects *an Uruk*'s attack. R>kill uruk kill uruk You narrate, 'shrug' R> *an Uruk* attacks Cogadh! *an Uruk* slashes Cogadh's right arm hard. Cogadh panics, and attempts to flee! Cogadh flees head over heals! Cogadh is leaving east, riding on a nice pony. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. *an Uruk* is leaving east, riding on a black warg. R>They aren't here. R>They aren't here. R> Clouds cover the sky R>kill uruk kill uruk They aren't here. R>They aren't here. R>nar come boys kill uruk You narrate, 'come boys' R>They aren't here. R> Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. l R> Farrakahn is entering from the east, riding on a nice pony. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. Soi is riding on a horse. Farrakahn is riding on a nice pony. Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Cogadh is riding on a nice pony. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Farrakahn is entering from the west, riding on a nice pony. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. R>kill uruk They aren't here. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Soi is (busy) riding on a horse. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R>kill uruk Soi is leaving west, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The slashed corpse of *a Human* is lying here, its head missing. A severed head of Matty Bumpo is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R>They aren't here. R>kill uruk Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. *an Uruk* is riding on a black warg. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. kill uruk R>You attack *an Uruk*! You slash *an Uruk*'s right arm very hard. R HP:Healthy, *an Uruk*:Bruised> *an Uruk* lightly slashes your left arm. R HP:Scratched, *an Uruk*:Bruised> Farrakahn says 'sit here' R HP:Scratched, *an Uruk*:Bruised> Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s body extremely hard. R HP:Scratched, *an Uruk*:Hurt>You do the best you can! Soi is leaving west, riding on a horse. Cogadh is leaving west, riding on a nice pony. R HP:Scratched, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R HP:Scratched> Soi is (busy) entering from the west, riding on a horse. Cogadh is entering from the west, riding on a nice pony. *an Uruk* is entering from the east, riding on a black warg. R HP:Scratched> Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. kill uruk R HP:Scratched> Soi attacks *an Uruk*! Soi slashes *an Uruk*'s left foot. Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s head extremely hard. R HP:Scratched> Soi deflects *an Uruk*'s attack. R HP:Scratched>Farrakahn sends *an Uruk* sprawling with a powerful bash. You attack *an Uruk*! You slash *an Uruk*'s body hard. R HP:Scratched, Soi:Hurt, *an Uruk*:Wounded>kill uruk You do the best you can! R HP:Scratched, Soi:Hurt, *an Uruk*:Wounded>nar sit here Soi tried to wound *an Uruk* but could not get close enough. R HP:Scratched, Soi:Hurt, *an Uruk*:Wounded>Farrakahn tried to wound *an Uruk* but could not get close enough. You narrate, 'sit here' R HP:Scratched, Soi:Hurt, *an Uruk*:Wounded>kill uruk There is too much activity in the way for you to hurt Ainaran. R HP:Scratched, Soi:Hurt, *an Uruk*:Wounded> Sesil tried to wound *an Uruk* but could not get close enough. R HP:Scratched, Soi:Hurt, *an Uruk*:Wounded>You do the best you can! R HP:Scratched, Soi:Hurt, *an Uruk*:Wounded> *an Uruk* has recovered from a bash! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R HP:Scratched>set tac ag Soi is leaving south, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding kill uruk on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched> Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. R HP:Scratched>You are now employing aggressive tactics. R HP:Scratched>They aren't here. R HP:Scratched> Soi is leaving south, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black rabbit scurries about. *an Uruk* is here, fighting Sesil, riding on a black warg. Sesil is here, fighting *an Uruk*, riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is (busy) riding on a horse. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched> Sesil slashes *an Uruk*'s body hard. R HP:Scratched>kill uruk Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s body very hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. R HP:Scratched>They aren't here. R HP:Scratched>kill uruk They aren't here. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. R HP:Scratched> Soi is leaving north, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is (busy) riding on a horse. Cogadh is entering from the south, riding on a nice pony. Farrakahn is entering from the south, riding on a nice pony. R HP:Scratched> Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. R HP:Scratched> Soi is leaving west, riding on a horse. You follow Soi. Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. Soi is (busy) riding on a horse. Cogadh is entering from the east, riding on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R HP:Scratched> Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Scratched>drink skin drink skin drink skin Soi is leaving south, riding on a horse. You follow Soi. A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black deer can barely be made out in the darkness here. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched>You drink the water. You don't feel thirsty any more. R HP:Scratched>Your stomach can't contain anymore! R HP:Scratched>sc Your stomach can't contain anymore! R HP:Scratched> Soi is leaving east, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black rabbit scurries about. Soi is (busy) riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. Farrakahn is entering from the west, riding on a nice pony. R HP:Scratched>You have 134/136 hit, 56/56 stamina, 134/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R HP:Scratched> Soi is leaving south, riding on a horse. You follow Soi. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched> Soi is leaving south, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A black rabbit scurries about. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R HP:Scratched>set men on Soi is leaving south, riding on a horse. You follow Soi. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R>AutoMental mode is now on. R> Soi is leaving south, riding on a horse. You follow Soi. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Soi is (busy) riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, ridingsc nar someone insight em on a nice pony. Farrakahn is entering from the east, riding on a nice pony. R>nar i gonna try to get spirit You have 136/136 hit, 56/56 stamina, 135/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R> Soi is leaving south, riding on a horse. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Soinar in the middle of the freezing :-) Connected to host future.mit.edu Welcome to RETURN OF THE SHADOW or ARDA: The Fourth Age Based on CircleMud Original concept and code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Currently maintained by Fingolfin, Prami, Seether and others Webpage: http://rots.org *** NEW ADDRESS: future.mit.org 3791 *** By what name do you wish to be known? Ainaran Password: You take over your own body, already in use! 'shit l ride 'friggin lagged out R>You say 'shit' R>Soi deflects a mountain wolf's attack. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. A mountain wolf is here, fighting Soi. Soi is here, fighting a mountain wolf, riding on a horse. You are riding on a horse. Sesil is here, fighting a mountain wolf, riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is riding on a nice pony. R>You are riding already. R>You say 'friggin lagged out' R> Sesil slashes a mountain wolf's head hard. R>as Soi slashes a mountain wolf's body. R>set tac ag You join the fight! You cannot fathom a mountain wolf's mind. R HP:Healthy, Soi:Hurt, a mountain wolf:in top shape>You are now employing aggressive tactics. R HP:Healthy, Soi:Hurt, a mountain wolf:in top shape> Soi deflects a mountain wolf's attack. R HP:Healthy, Soi:Hurt, a mountain wolf:in top shape> You cannot fathom a mountain wolf's mind. R HP:Healthy, Soi:Hurt, a mountain wolf:in top shape>set men off Sesil slashes a mountain wolf's head very hard. R HP:Healthy, Soi:Hurt, a mountain wolf:in top shape>set tac ag Soi slashes a mountain wolf's body hard. AutoMental mode is now off. R HP:Healthy, Soi:Hurt, a mountain wolf:Awful>You slash a mountain wolf's head. You are now employing aggressive tactics. R HP:Healthy, Soi:Hurt, a mountain wolf:Awful> Soi deflects a mountain wolf's attack. R HP:Healthy, Soi:Hurt, a mountain wolf:Awful> Soi slashes a mountain wolf's left foreleg. A mountain wolf is dead! R.I.P. You receive your share of experience -- 168 points. The wolf growls once more before falling limp. R>but Farrakahn narrates, 'being frozen sucks :(' R> Soi is leaving south, riding on a horse. You follow Soi. A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a hoeat meat rse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R>You see no corpse here. R>You don't seem to have any. Soi is leaving west, riding on a horse. You follow Soi. Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. Soi is (busy) riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R>sc Soi is leaving south, riding on a horse. You follow Soi. Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R>You have 136/136 hit, 56/56 stamina, 130/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R>m Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Soi is leaving west, riding on a horse. You follow Soi. Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. Soi is (busy) riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Muddy Forest Exits are: N E S This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. The slashed corpse of a leech is lying here. A leech is here, oozing towards you. Soi is (busy) riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R> Farrakahn narrates, 'especially when im frozen and 3 uruks are spamming' R> Soi is leaving south, riding on a horse. You follow Soi. Dry Plain Exits are: N S W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. Lightening Forest Exits are: E S W The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south, huge hills lie. Soi is (busy) riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. A large wild bull snorts and paws at the ground. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R> A mountain wolf enters from the west. A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. R> Soi slashes a mountain wolf's body. R> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving east, riding on a horse. You follow Soi. Dead Plains Exits are: E W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Cogadh is entering from the west, riding on a nice pony. R> Rain falls heavily on the fields. Saving Ainaran. R>nar Duel of the Fates just started playing :-) Soi is leaving west, riding on a horse. You follow Soi. Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. A mountain wolf growls and bares its teeth. Soi is (busy) riding on a horse. Sesil is nar this is intense entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R>You narrate, 'Duel of the Fates just started playing :-)' R> Soi is leaving south, riding on a horse. You follow Soi. Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... A mountain wolf growls and bares its teeth. Soi is (busy) riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R> A mountain wolf attacks Soi! Soi deflects a mountain wolf's attack. R> Soi lightly slashes a mountain wolf's body. R>You narrate, 'this is intense' R>aas Soi deflects a mountain wolf's attack. Sesil assists Soi. Sesil attacks a mountain wolf! Sesil slashes a mountain wolf's body very hard. R>as Soi slashes a mountain wolf's right hindfoot. R>Unrecognized command. R> Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving south, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Cogadh is entering from the north, riding on a nice pony. R>But nobody is fighting him! R> Soi is leaving north, riding on a horse. You follow Soi. Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... A mountain wolf is here, fighting Sesil. Sesil is here, fighting a mountain wolf, riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Cogadh is entering from the south, riding on a nice pony. R>as But nobody is fighting him! as R> A mountain wolf lightly hits Sesil's body. Soi attacks a mountain wolf! Soi slashes a mountain wolf's body. R>You join the fight! You attack a mountain wolf! You slash a mountain wolf's body. R HP:Healthy, Sesil:Bruised, a mountain wolf:Wounded> Sesil slashes a mountain wolf's left hindleg hard. R HP:Healthy, Sesil:Bruised, a mountain wolf:Bloodied> Soi slashes a mountain wolf's head. A mountain wolf hits Sesil's left arm. R HP:Healthy, Sesil:Bruised, a mountain wolf:Awful>set tac ag You slash a mountain wolf's body hard. A mountain wolf is dead! R.I.P. You receive your share of experience -- 146 points. The wolf growls once more before falling limp. R>You are now employing aggressive tactics. R>but eat meat You cut a raw piece of meat from the slashed corpse of a mountain wolf. l R>You eat a raw piece of meat. R>Mountains Exits are: N E S W The thick dust of the mountains makes your way difficult. Both to your north and south, the way is rocky. It appears that you can climb to yet another peak of these mountains from here. Perhaps from there you can find your destination, and a way to get there... The slashed corpse of a mountain wolf is lying here. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. R> Soi is leaving south, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the nosc nar still need spirit sigh sc rth. A horse enters from the north. Cogadh is entering from the north, riding on a nice pony. R> Soi is leaving down, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. Cogadh is entering from above, riding on a nice pony. R>You have 136/136 hit, 56/56 stamina, 133/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R> Soi is leaving up, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. Sesil is entering from below, riding on a horse. A horse enters from below. A horse enters from below. Cogadh is entering from below, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. Cogadh is entering from the east, riding on a nice pony. R>You narrate, 'still need spirit sigh' R>You have 136/136 hit, 56/56 stamina, 133/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R> Sesil stops riding a horse. A horse now follows Sesil. R> Soi says 'we just stay here' R> Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. R> Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. R> Farrakahn group-says 'shrug im sitting boys regenning' sc l R>gt nod Sesil says 'three down' R>You have 136/136 hit, 56/56 stamina, 138/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R> The slab closes quietly. R>A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Soi says 'i know' R>You group-say 'nod' R>gt soak up my regen :) You group-say 'soak up my regen :)' R> The slab is opened from the other side. R>gt it may be last one you get for a while hehe l You group-say 'it may be last one you get for a while hehe' R>A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Cogadh is riding on a nice pony. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is leaving east, riding on a nice pony. R> Cogadh is entering from the east, riding on a nice pony. R>exa d To the down you see: It is pitch black... The slab is open. R> Sesil's torch flickers weakly. R>kn slab You knocked on the slab. R> Soi group-says 'that was dumb, coming into our place' R>l A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is riding on a nice pony. R> Cogadh begins quietly muttering some strange, powerful words. R> Cogadh utters a strange command, 'vitality' R>gt nod You group-say 'nod' Sesil gets a soldier ration from a backpack. R> Sesil eats a soldier ration. R> Sesil gets a soldier ration from a backpack. R> Sesil eats a soldier ration. R>gt stupids You group-say 'stupids' R>exa d To the down you see: It is pitch black... The slab is open. sc R>You have 136/136 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R>gt I have 1 spirit You group-say 'I have 1 spirit' gt shit R>You group-say 'shit' R>gt i wish I had my human's spirit You group-say 'i wish I had my human's spirit' R> Cogadh says 'I cant move' R> Cogadh sniffs sadly. R>gt he has 8k of useless spirit l Cogadh gets a soldier ration from a backpack. R> Cogadh gets a soldier ration from a backpack. R>You group-say 'he has 8k of useless spirit' Cogadh eats a soldier ration. R>A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is riding on a nice pony. R> Cogadh eats a soldier ration. R> Cogadh says 'ok, now I can - kinda' R>gig You giggle. sc R>You have 136/136 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R>l A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is riding on a nice pony. R> The slab closes quietly. R> Sesil's torch flickers weakly. R> Cogadh says 'It kep freezing, then all come at once and overflow' R>who Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R> You hear a knock on the slab. nod R>You nod solemnly. The slab is opened from the other side. R> Cogadh says 'can we not stand here?' 'I had that R>You say 'I had that' R> Cogadh says 'they can see up' R> Cogadh says 'we cant see down' R> Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. R>nar You hear a knock on the slab :-) Cogadh is leaving east, riding on a nice pony. R>You narrate, 'You hear a knock on the slab :-)' R>l A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. R>exa e To the east you see: A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh is riding on a nice pony. R> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R> Soi knocked on the slab. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. R>who Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R> Cogadh chats, 'how am I hurt?' R> Cogadh chats, 'heh' R> Soi is leaving east, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Cogadh is riding on a nice pony. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Cogadh is leaving east, riding on a nice pony. R>chat poison? You chat, 'poison?' R> Soi is leaving east, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. Soi is riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. R> Soi is leaving down, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is riding on a horse. A horse enters from above. A horse enters from above. A horse enters from above. Cogadh chats, 'I going to diag codagh rent' R>No-one by that name here. R> Soi is leaving east, riding on a horse. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. Soi is riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. R> Soi is leaving down, riding on a horse. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. The slashed corpse of a black deer is lying here. Soi is riding on a horse. A horse enters from above. A horse enters from above. A horse enters from above. R>diag cogadh Soi is leaving east, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. Soi is riding on a horse. A horse enters from the west. A horse enters from the west. A horse enters from the west. R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>No-one by that name here. R> Soi is leaving north, riding on a horse. You follow Soi. Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Soi is leaving east, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. A black bat, cloaked in darkness is waiting here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> A large vampire bat attacks Soi! A large vampire bat hits Soi's body hard. R> A large vampire bat deflects Soi's attack. R>shiv Brrrrrrrrr. R> A large vampire bat hits Soi's right foot extremely hard. R>nar fuck Puddles form in ruts in the road as rain quickly falls. Sesil's torch went out. R> A large vampire bat deflects Soi's attack. Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving south, riding on a horse. You follow Soi. Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>You narrate, 'fuck' R> Soi is leaving north, riding on a horse. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. A black bat, cloaked in darkness is waiting here. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Brush Filled Scarp Exits are: N S The steep scarp immediately to the south is here cut by a deep and narrow gully. The bottom of the gully is choked with brush, and it appears to have been dry for years. Following the floor of the gully to the south will lead one to the narrow path that follows the foot of the scarp. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>nar vampire bat loose Soi is leaving north, riding on a horse. You follow Soi. Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>You narrate, 'vampire bat loose' R> Soi narrates, 'vamp bat!?' R>l Cogadh chats, 'ouchie' R>Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Soi is riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Soi is leaving west, riding on a horse. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>diag soi Soi is leaving north, riding on a horse. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. A dagger has been left here. A soft pair of boots have been left here. A large sack lies here. A heavy dagger has been abandoned here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A large sack lies here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. The slashed corpse of *an Elf* is lying here, its head missing. A writhing mass of swamp bugs is buzzing through the air here. A writhing mass of swamp bugs is buzzing through the air here. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Cogadh chats, 'found an uruk, he aint at slab' R>Soi has a lot of wounds. Soi is in top shape. Soi is not affected by anything. He is moderately sensitive to the spiritual. R>ponder You ponder over matters as they appear to you at this moment. R>l Soi chats, 'where?' R>Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. A dagger has been left here. A soft pair of boots have been left here. A large sack lies here. A heavy dagger has been abandoned here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A large sack lies here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. The slashed corpse of *an Elf* is lying here, its head missing. A writhing mass of swamp bugs is buzzing through the air here. A writhing mass of swamp bugs is buzzing through the air here. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh chats, 'stay at slab, spam it closed' R>exam cor You see nothing special.. When you look inside, you see: corpse (here) : Nothing. R>be Cogadh chats, 'just a few nw' R>It was beheaded already. R>drop head Soi is leaving south, riding on a horse. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>You don't seem to have a head. R> Soi is leaving south, riding on a horse. You follow Soi. Bleak Plain Exits are: N W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Soi is leaving west, riding on a horse. You follow Soi. Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. A large underground spider is sneaking along the dusty floor here. (hiding) Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R> Soi is leaving east, riding on a horse. You follow Soi. Bleak Plain Exits are: N W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>nar god, i'm freezing Soi is leaving west, riding on a horse. You follow Soi. Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. A large underground spider is sneaking along the dusty floor here. (hiding) Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>You narrate, 'god, i'm freezing' R> Soi narrates, 'found maze!' R> Sesil grins evilly. R> Soi narrates, ':)' R>nar found maze :-) l Cogadh chats, 'woohoo' R>You narrate, 'found maze :-)' R>Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings exa d and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. A large underground spider is sneaking along the dusty floor here. (hiding) Soi is riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Cogadh chats, 'where?' R>A badly beaten corpse of a dwarf is here, completely ravaged by something. R>m Soi is leaving east, riding on a horse. You follow Soi. Bleak Plain Exits are: N W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> Soi is leaving north, riding on a horse. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Soi is leaving north, riding on a horse. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. A dagger has been left here. A soft pair of boots have been left here. A large sack lies here. A heavy dagger has been abandoned here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A large sack lies here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. The slashed corpse of *an Elf* is lying here, its head missing. A writhing mass of swamp bugs is buzzing through the air here. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Soi is leaving east, riding on a horse. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. A torch is lying here. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A backpack lies here. A large black snake is coiled up here, gazing at you intently. A large black snake is coiled up here, gazing at you intently. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> Soi is leaving west, riding on a horse. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. A dagger has been left here. A soft pair of boots have been left here. A large sack lies here. A heavy dagger has been abandoned here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A large sack lies here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. The slashed corpse of *an Elf* is lying here, its head missing. A writhing mass of swamp bugs is buzzing through the air here. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R> The sky is hidden by clouds making this area damp and chill. Saving Ainaran. R>nar 3rd zone s on map Soi narrates, 'from snakes w alls w' R>You narrate, '3rd zone s on map' Soi is leaving south, riding on a horse. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi l is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Soi is leaving south, riding on a horse. You follow Soi. Bleak Plain Exits are: N W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Soi is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>Bleak Plain Exits are: N W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Soi is riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Soi is leaving west, riding on a horse. You follow Soi. Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. A large underground spider is sneaking along the dusty floor here. (hiding) Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Soi opens the ravagedcorpse. R>sc You have 136/136 hit, 56/56 stamina, 133/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R> Soi grins evilly. R> Soi says 'regen' R> Soi sits down and rests. R>gt gotta pick up Farrakahn and get me some spirit You group-say 'gotta pick up Farrakahn and get me some spirit' R>gt i can't regen anything worth a shit with 1 spirit Cogadh group-says 'I'm with him' R>You group-say 'i can't regen anything worth a shit with 1 spirit' R>who Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R> Soi group-says 'k' R>st You are already standing. R>nar damn the spirit bug! The ravagedcorpse closes quietly. R> Cogadh group-says 'I give it a few mins, if I@m still laggy I'm renting - if not, I come if you want' R>You narrate, 'damn the spirit bug!' R>nar damn it to hell! :-) You narrate, 'damn it to hell! :-)' R> The sun sets behind the trees. Large drops of water fall from the trees, as heavy rain falls overhead. R> Soi drinks water from a water skin. R>nar hmm... damn it to Thangorodrim!! You narrate, 'hmm... damn it to Thangorodrim!!' R> Sesil says '1k tnl' R> Soi drinks water from a water skin. R> Sesil says 'kill spider' l R> Soi drinks water from a water skin. R> Cogadh chats, 'just dont rent' R>Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. Soi is resting here, riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>set men off AutoMental mode is now off. R>chat nod, sigh who You chat, 'nod, sigh' R>Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R> Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. R>st Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. l R>You are already standing. R>Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. Soi is resting here, riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Sesil gets a torch from a backpack. R> Farrakahn narrates, 'hehe i wonder if thror is in maze to protect us :)' R> Sesil lights a torch and holds it. R> Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. R>nar :-) You narrate, ':-)' R> Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>nar that'd be screwed up You narrate, 'that'd be screwed up' R> Soi says 'had 5k tnl for like 20 min' R>nar 2 thror's hehe who You narrate, '2 thror's hehe' R>Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R> Large drops of water fall from the trees, as heavy rain falls overhead. R>nar our home is just far north and west You narrate, 'our home is just far north and west' R> Cogadh chats, 'nah, he'd have moved for a little while' R> Soi narrates, 'this place is so easy to find, dont know why i couldnt find it:P' R> Cogadh chats, 'or maybe twin brother' R>nar is this his summer home? You narrate, 'is this his summer home?' R>nar :-) You narrate, ':-)' R>l Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. Soi is resting here, riding on a horse. 'let's go get some spirit man You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>'can't sit here and freeze You say 'let's go get some spirit man' R> Cogadh chats, 'I guess' R>You say 'can't sit here and freeze' R>set tac def You are now employing defensive tactics. R>who Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R> Cogadh chats, 'I still a bit laggy' R> Large drops of water fall from the trees, as heavy rain falls overhead. R>chat same here You chat, 'same here' R> Cogadh chats, 'but I'm good to go' R> Soi says 'go swamp real quick' R>chat I freezing a bit You chat, 'I freezing a bit' R> Soi eats a raw piece of meat. R>st l You are already standing. R>Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. Soi is resting here, riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>e e e Soi eats a raw piece of meat. R>Bleak Plain Exits are: N W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>You cannot go that way. R>You cannot go that way. R>n Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>e e e e Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>s Brush Filled Scarp Exits are: N S The steep scarp immediately to the south is here cut by a deep and narrow gully. The bottom of the gully is choked with brush, and it appears to have been dry for years. Following the floor of the gully to the south will lead one to the narrow path that follows the foot of the scarp. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. n n R>w Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>You cannot go that way. R>Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Sesil is entering from the east, riding on a horse. A horse enters from tn n he east. A horse enters from the east. R>Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. A dagger has been left here. A soft pair of boots have been left here. A large sack lies here. A heavy dagger has been abandoned here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A large sack lies here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. The slashed corpse of *an Elf* is lying here, its head missing. A horse is here, gazing at you. A horse is here, gazing at you. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>You cannot go that way. R> Soi narrates, 'ill just sit maze:)' R>e Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. A torch is lying here. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A backpack lies here. A large black snake is coiled up here, gazing at you intently. A large black snake is coiled up here, gazing at you intently. A writhing mass of swamp bugs is buzzing through the air here. A writhing mass of swamp bugs is buzzing through the air here. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>e Cattails Exits are: N E W The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>e Muddy Forest Exits are: S W This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. e s R>You cannot go that way. R>Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>e w You cannot go that way. R>Cattails Exits are: E S The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. A leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>s Medium Woods Exits are: N E S The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south west, huge hills lie. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>e Barren Rocky Plain Exits are: S W The exposed rock that frequently emerges from the hard earth looks as if some gigantic claw had raked it in the distant past, as the granite has been furrowed in a consistently north-south fashion. The plains slope upward to the southwest to form a broad plateau, and somewhere to the northwest lie the marshes. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> Farrakahn narrates, 'we go maze then?' Cogadh chats, 'yeah, uruks come to you and kick your ass cos you there solo' R>ponder w n You ponder over matters as they appear to you at this moment. n R>Medium Woods Exits are: N E S The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south west, huge hills lie. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>Cattails Exits are: E S The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. A leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. A leech is here, oozing towards you. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>You cannot go that way. R>w e A leech attacks YOU! You dodge a leech's attack. You slash a leech hard. A leech is stunned, but will probably regain consciousness again. R HP:Healthy, a leech:Dying>No way! You're fighting for your life! R HP:Healthy, a leech:Dying>No way! You're fighting for your life! R HP:Healthy, a leech:Dying>set tac def Farrakahn narrates, 'once im done freezing ? :)' R HP:Healthy, a leech:Dying>You are now employing defensive tactics. R HP:Healthy, a leech:Dying>set tac ag You slash a leech hard. A leech is dead! R.I.P. You receive your share of experience -- 2 points. R>You are now employing aggressive tactics. R>nar good idea A leech attacks YOU! You dodge a leech's attack. You slash a leech. Cogadh chats, 'I will, if we can find it again' R HP:Healthy, a leech:Wounded>You narrate, 'good idea' R HP:Healthy, a leech:Wounded>sc The sky is hidden by clouds making this area damp and chill. R HP:Healthy, a leech:Wounded> You slash a leech. A leech is dead! R.I.P. You receive your share of experience -- 2 points. R>You have 136/136 hit, 56/56 stamina, 133/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 25K. R>nar we can find it again You narrate, 'we can find it again' nar just 4 zones guys m R> Soi chats, 'from coiled snakes w 3s w' R>You narrate, 'just 4 zones guys' R>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R>l Cattails Exits are: E S The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. The slashed corpse of a leech is lying here. The slashed corpse of a leech is lying here. A leech is here, oozing towards you. A leech is here, oozing towards you. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>e Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from then west. R>Muddy Forest Exits are: S W This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>w Cogadh chats, 'what exits?' R>Cattails Exits are: N E W The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>n n Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Soi chats, 'e' s set tac def R>k bugs Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>You are now employing defensive tactics. R>You attack a swarm of bugs! You lightly slash a swarm of bugs. R HP:Healthy, a swarm of bugs:Scratched> You deflect a swarm of bugs's attack. R HP:Healthy, a swarm of bugs:Scratched> You slash a swarm of bugs. R HP:Healthy, a swarm of bugs:Bruised> You deflect a swarm of bugs's attack. R HP:Healthy, a swarm of bugs:Bruised> Soi chats, 'room name Murder!' R HP:Healthy, a swarm of bugs:Bruised> You slash a swarm of bugs. R HP:Healthy, a swarm of bugs:Bruised> A swarm of bugs lightly hits your right arm. R HP:Scratched, a swarm of bugs:Bruised> You slash a swarm of bugs. R HP:Scratched, a swarm of bugs:Hurt> You deflect a swarm of bugs's attack. R HP:Scratched, a swarm of bugs:Hurt>nar Murder! is easy to distingusih You slash a swarm of bugs. who R HP:Scratched, a swarm of bugs:Hurt>You narrate, 'Murder! is easy to distingusih' R HP:Scratched, a swarm of bugs:Hurt>Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Scratched, a swarm of bugs:Hurt> You deflect a swarm of bugs's attack. A swarm of bugs deflects your attack. R HP:Scratched, a swarm of bugs:Hurt> You lightly slash a swarm of bugs. R HP:Scratched, a swarm of bugs:Wounded> You deflect a swarm of bugs's attack. R HP:Scratched, a swarm of bugs:Wounded> A swarm of bugs deflects your attack. R HP:Scratched, a swarm of bugs:Wounded> You deflect a swarm of bugs's attack. R HP:Scratched, a swarm of bugs:Wounded> A swarm of bugs deflects your attack. R HP:Scratched, a swarm of bugs:Wounded> You deflect a swarm of bugs's attack. sc R HP:Scratched, a swarm of bugs:Wounded> You slash a swarm of bugs. R HP:Scratched, a swarm of bugs:Wounded>You have 132/136 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 25K. R HP:Scratched, a swarm of bugs:Wounded> A swarm of bugs dodges your attack. R HP:Scratched, a swarm of bugs:Wounded> You dodge a swarm of bugs's attack. R HP:Scratched, a swarm of bugs:Wounded> Cogadh chats, '*giggle* whats the name of the exit to maze?' R HP:Scratched, a swarm of bugs:Wounded> You slash a swarm of bugs very hard. A swarm of bugs is stunned, but will probably regain consciousness again. R HP:Scratched, a swarm of bugs:Dying> Cogadh chats, 'where are snakes...hehe' R HP:Scratched, a swarm of bugs:Dying> You slash a swarm of bugs hard. A swarm of bugs is dead! R.I.P. You receive your share of experience -- 63 points. Your blood freezes as you hear a swarm of bugs's death cry. R HP:Scratched>chat ravagedcorpse The sky is hidden by clouds making this area damp and chill. l R HP:Scratched>You chat, 'ravagedcorpse' R HP:Scratched>Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. The slashed corpse of a swarm of bugs is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Scratched>n n Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Scratched>Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. A mountain goat is here, eating grass. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Scratched>'wher the hell are spirits n You say 'wher the hell are spirits' R HP:Scratched>Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Scratched>e e w You cannot go that way. sigh R>You cannot go that way. R>Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>You sigh. R>n n Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Soi chats, 'e n w w of mountrous leech' R>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>n n Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A severed head of Bikk is lying here. A horse is here, gazing at you. A horse is here, gazing at you. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>sniff Cogadh chats, 'hmmm' R>You sniff sadly. *SNIFF* R>s Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>s Cogadh chats, 'doesnt narrow it down much' R>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>w w A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>w w Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>You cannot go that way. R>k elk set tac def You attack a medium elk! You slash a medium elk's left foreleg. who R HP:Healthy, a medium elk:Bruised> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bruised>You are now employing defensive tactics. R HP:Healthy, a medium elk:Bruised>Players ------- [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy, a medium elk:Bruised> You slash a medium elk's body. R HP:Healthy, a medium elk:Bruised> You dodge a medium elk's attack. R HP:Healthy, a medium elk:Bruised>'inisght it l You say 'inisght it' R HP:Healthy, a medium elk:Bruised>You lightly slash a medium elk's left foreleg. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium elk is here, fighting YOU! A medium-sized elk grazes here. You are here, fighting a medium elk, riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Healthy, a medium elk:Bruised> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bruised> You slash a medium elk's body. R HP:Healthy, a medium elk:Hurt> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Hurt>sc You slash a medium elk's body. R HP:Healthy, a medium elk:Hurt>You have 136/136 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 25K. R HP:Healthy, a medium elk:Hurt> You deflect a medium elk's attack. A medium elk deflects your attack. R HP:Healthy, a medium elk:Hurt>poke sesil You poke him in the ribs. R HP:Healthy, a medium elk:Hurt> A medium elk deflects your attack. R HP:Healthy, a medium elk:Hurt> You evade a medium elk's attack. R HP:Healthy, a medium elk:Hurt> You slash a medium elk's right foreleg. R HP:Healthy, a medium elk:Wounded> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Wounded> Large drops of water fall from the trees, as heavy rain falls overhead. R HP:Healthy, a medium elk:Wounded> A medium elk deflects your attack. R HP:Healthy, a medium elk:Wounded>aff You deflect a medium elk's attack. R HP:Healthy, a medium elk:Wounded>You slash a medium elk's left foreleg. The moon lights your surroundings. You are affected by: anger (short) detect hidden (long) evasion (medium) R HP:Healthy, a medium elk:Wounded>who Players ------- [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human (AFK) [ 13 Dwf] Farrakahn the Dwarf [--- Dwf] Cogadh the Dwarf [ 9 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. R HP:Healthy, a medium elk:Wounded>nar dammit You lightly slash a medium elk's right foreleg. R HP:Healthy, a medium elk:Bloodied> You dodge a medium elk's attack. R HP:Healthy, a medium elk:Bloodied>You slash a medium elk's right forefoot. You narrate, 'dammit' R HP:Healthy, a medium elk:Awful> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Awful> Sesil attacks a medium elk! Sesil slashes a medium elk's body very hard. A medium elk is dead! R.I.P. You receive your share of experience -- 130 points. Your blood freezes as you hear a medium elk's death cry. k elk R> Cogadh chats, '?' R>You attack a medium elk! You slash a medium elk's left forefoot. R HP:Healthy, a medium elk:Bruised> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bruised> You slash a medium elk's right hindleg hard. R HP:Healthy, a medium elk:Bruised>nar wtf is this lag coming from? You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bruised> Sesil begins quietly muttering some strange, powerful words. R HP:Healthy, a medium elk:Bruised> You slash a medium elk's head. R HP:Healthy, a medium elk:Hurt> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Hurt> Sesil utters a strange command, 'insight' R HP:Healthy, a medium elk:Hurt> You slash a medium elk's body. R HP:Healthy, a medium elk:Hurt> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Hurt> A medium elk deflects your attack. R HP:Healthy, a medium elk:Hurt> Farrakahn narrates, 'blah freeze' R HP:Healthy, a medium elk:Hurt> You deflect a medium elk's attack. You slash a medium elk's right hindleg. R HP:Healthy, a medium elk:Wounded> You slash a medium elk's head. R HP:Healthy, a medium elk:Wounded>You narrate, 'wtf is this lag coming from?' R HP:Healthy, a medium elk:Wounded> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Wounded> A medium elk deflects your attack. nar people better stop reconnecting :) R HP:Healthy, a medium elk:Wounded> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Wounded> Cogadh chats, 'read the news' R HP:Healthy, a medium elk:Wounded> You lightly slash a medium elk's head. R HP:Healthy, a medium elk:Bloodied> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bloodied> A medium elk dodges your attack. R HP:Healthy, a medium elk:Bloodied>You narrate, 'people better stop reconnecting :)' R HP:Healthy, a medium elk:Bloodied> You slash a medium elk's body. R HP:Healthy, a medium elk:Bloodied> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bloodied> You slash a medium elk's left foreleg. R HP:Healthy, a medium elk:Awful> You dodge a medium elk's attack. R HP:Healthy, a medium elk:Awful> A medium elk deflects your attack. R HP:Healthy, a medium elk:Awful> You dodge a medium elk's attack. R HP:Healthy, a medium elk:Awful> You slash a medium elk's left hindleg. A medium elk is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 130 points. Your blood freezes as you hear a medium elk's death cry. R> A medium elk arrives. k elk R>You attack a medium elk! You slash a medium elk's body. R HP:Healthy, a medium elk:Bruised> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bruised> Large drops of water fall from the trees, as heavy rain falls overhead. R HP:Healthy, a medium elk:Bruised> Sesil begins quietly muttering some strange, powerful words. R HP:Healthy, a medium elk:Bruised>l A medium elk deflects your attack. R HP:Healthy, a medium elk:Bruised> You deflect a medium elk's attack. Sesil utters a strange command, 'insight' R HP:Healthy, a medium elk:Bruised>Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. You are here, fighting a medium elk, riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A medium elk is here, fighting YOU! R HP:Healthy, a medium elk:Bruised> Sesil attacks a medium elk! Sesil slashes a medium elk's left hindfoot very hard. R HP:Healthy, a medium elk:Hurt> You slash a medium elk's right forefoot. R HP:Healthy, a medium elk:Hurt> Farrakahn narrates, 'we going maze?' R HP:Healthy, a medium elk:Hurt> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Hurt> You lightly slash a medium elk's head. R HP:Healthy, a medium elk:Wounded> Sesil slashes a medium elk's left hindleg hard. R HP:Healthy, a medium elk:Bloodied> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bloodied> You lightly slash a medium elk's head. R HP:Healthy, a medium elk:Bloodied> Soi narrates, 'yes' R HP:Healthy, a medium elk:Bloodied> Sesil slashes a medium elk's body hard. A medium elk is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 56 points. Your blood freezes as you hear a medium elk's death cry. R> Sesil chats, 'yesh' R>nar as soon as i get some samn spirit Farrakahn narrates, 'where meet?' R>You narrate, 'as soon as i get some samn spirit' R> Sesil giggles. R> Sesil says '191 spirit here' R>l sigh l Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>You sigh. R>Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing atn you. R>Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. n R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. set men on R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>AutoMental mode is now on. R> Sesil taunts you. It really hurts your feelings. R>w Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>w You cannot go that way. R>lose sesil wn n Sesil stops following you. R>Unrecognized command. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. R>gig sesil Nobody here by that name. R>n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>w Lightning lights up the fields as the rain continues. Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. A black rabbit scurries about. R>ciman Unrecognized command. R>ci man set tac def You start to concentrate. /-\|/-\Ok. You are now employing defensive tactics. R>tell sesil where you go? You tell Sesil 'where you go?' R>k man You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:slightly weakened> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly weakened> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:somewhat weakened> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously weakened> Sesil tells you 'ball of flame'. R HP:Healthy, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:seriously weakened>rep nod You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously weakened>You tell Sesil 'nod' R HP:Healthy, a bandit sentry:seriously weakened> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:seriously weakened> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:seriously retarded> Cogadh chats, 'anyone know how to set variables in zMUD?' R HP:Healthy, a bandit sentry:seriously retarded> You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> Sesil tells you 'i dont know my way to maze though :P'. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:strongly retarded> Sesil tells you 'come'. R HP:Healthy, a bandit sentry:strongly retarded> You force your Will against a bandit sentry's learning! Your spirit increases by 5. You receive your share of experience -- 511 points. R> Cogadh chats, 'like %1 in Jmc' R>rep same l You tell Sesil 'same' R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. A black rabbit scurries about. You are riding on a horse. R>get coins all.cor get coins all.cor e e You get a small pile of coins from the silent corpse of a bandit sentry. There were 40 copper coins. R>There doesn't seem to be a coins in the silent corpse of a bandit sentry. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R>pour water skin w s You pour some water into the skin. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>rep where You tell Sesil 'where' R>whe Players in your Zone -------------------- Ainaran - Thick Grassy Field Sesil - Muddy End R>e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>e Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. s s w R>s You cannot go that way. R>You cannot go that way. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>s e Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. n e R>e You cannot go that way. R> Strider narrates, 'you guys need another for maze?' R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A ball of pale flame (shadow) is here, fighting Sesil. Sesil is (busy) here, fighting a ball of pale flame, riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A fetid black fungus grows here, covering the ground. R>w Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, fighting Sesil. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A ball of pale flame (shadow) is here, fighting Sesil. as Sesil is here, fighting a ball of pale flame, riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Rain falls heavily on the already saturated ground making movement difficuilt. R>Whom do you wish to assist? R> Sesil forces his Will against a ball of pale flame's will! R> A ball of pale flame tries its Will against Sesil's mind, but he resists! R> Sesil dodges a large leech's attack. R>k flame Sesil forces his Will against a ball of pale flame's learning! R> A ball of pale flame tries its Will against Sesil's mind, but loses control! R>set tac def You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:seriously sickly>'insight it You are now employing defensive tactics. R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:seriously sickly> Sesil forces his Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:seriously retarded>A ball of pale flame tries its Will against Sesil's mind, but loses control! You say 'insight it' R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:seriously retarded> Sesil deflects a large leech's attack. 'hurry R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:seriously retarded> Sesil forces his Will against a ball of pale flame's constitution! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly sickly>You say 'hurry' R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against Sesil's mind, but he resists! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly sickly> Sesil forces his Will against a ball of pale flame's learning! 'more spirit set tac def R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against Sesil's mind, but he resists! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly retarded>A large leech attacks Sesil! A large leech scratches Sesil's left arm with its hit. A large leech attacks Sesil! A large leech scratches Sesil's body with its hit. You say 'more spirit' R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly retarded> A large leech barely hits Sesil's left hand. R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly retarded>Sesil forces his Will against a ball of pale flame's concentration! You are now employing defensive tactics. R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against Sesil's mind, but he resists! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:strongly retarded> Sesil forces his Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly dispirited> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly dispirited> Sesil deflects a large leech's attack. R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly dispirited> A large leech barely hits Sesil's left leg. A large leech barely hits Sesil's head. R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly dispirited> A ball of pale flame tries its Will against Sesil's mind, but he resists! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly dispirited> Sesil forces his Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly dispirited>diag You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly sickly>A ball of pale flame looks healthy. A ball of pale flame is horribly sickly and horribly dispirited. A ball of pale flame has been here for quite a while. A ball of pale flame is not affected by anything. It is one with the Wraith-world! ci R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly sickly> A ball of pale flame tries its Will against Sesil's mind, but he resists! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly sickly> Sesil forces his Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, Sesil:barely dispirited, a ball of pale flame:horribly sickly>You force your Will against a ball of pale flame's strength! You start to concentrate. /-\ A large leech barely hits Sesil's left leg. | A large leech barely hits Sesil's right arm. A large leech scratches Sesil's left arm with its hit. / A ball of pale flame tries its Will against Sesil's mind, but loses control! Your spirit increases by 4. You receive your share of experience -- 465 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. -\ You need to fight somebody for this. R> R>l sc Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. You are riding on a horse. set men off k leech R>You have 136/136 hit, 56/56 stamina, 131/145 moves, 14 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 23K. Soi narrates, 'you guys coming maze soon?' R> Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> Sesil starts following you. R>AutoMental mode is now off. R> A large leech attacks YOU! You deflect a large leech's attack. A large leech deflects your attack. R HP:Healthy, a large leech:Healthy>You already have a fight to worry about. R HP:Healthy, a large leech:Healthy> You slash a large leech. R HP:Healthy, a large leech:Hurt> You deflect a large leech's attack. R HP:Healthy, a large leech:Hurt> You lightly slash a large leech. R HP:Healthy, a large leech:Wounded> A large leech attacks YOU! You evade a large leech's attack. R HP:Healthy, a large leech:Wounded> k leech You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> You slash a large leech. R HP:Healthy, a large leech:Bloodied>You turn to fight a large leech. R HP:Healthy, a large leech:Healthy> You deflect a large leech's attack. R HP:Healthy, a large leech:Healthy> You slash a large leech. R HP:Healthy, a large leech:Hurt> A large leech attacks YOU! You dodge a large leech's attack. A large leech attacks YOU! You evade a large leech's attack. R HP:Healthy, a large leech:Hurt> You dodge a large leech's attack. R HP:Healthy, a large leech:Hurt> You lightly slash a large leech. nar as soon as I get spirit :P sc R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded>Farrakahn narrates, 'i guess if i can figure out where its at' You narrate, 'as soon as I get spirit :P' R HP:Healthy, a large leech:Wounded>You have 136/136 hit, 56/56 stamina, 139/145 moves, 14 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 23K. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> A large leech deflects your attack. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded>nar found some now You slash a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You turn to face your next enemy. R HP:Healthy, a large leech:Healthy> You dodge a large leech's attack. You dodge a large leech's attack. R HP:Healthy, a large leech:Healthy> You evade a large leech's attack. R HP:Healthy, a large leech:Healthy>You narrate, 'found some now' nar and freezing with that spirit.. spit **This sucks. R HP:Healthy, a large leech:Healthy>Farrakahn group-says 'i coming to find maze i guess' Soi narrates, 'from the 2 coiled black snakes w 3s w' R HP:Healthy, a large leech:Healthy>You narrate, 'and freezing with that spirit..' R HP:Healthy, a large leech:Healthy>You spit over your left shoulder. R HP:Healthy, a large leech:Healthy>Unrecognized command. R HP:Healthy, a large leech:Healthy> You lightly slash a large leech. R HP:Healthy, a large leech:Bruised>l You deflect a large leech's attack. You dodge a large leech's attack. R HP:Healthy, a large leech:Bruised> You dodge a large leech's attack. R HP:Healthy, a large leech:Bruised>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. A large leech is here, fighting YOU! A large leech is here, fighting YOU! A large leech is here, fighting YOU! You are here, fighting a large leech, riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Healthy, a large leech:Bruised> You slash a large leech. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. You dodge a large leech's attack. You slash a large leech. A large leech is stunned, but will probably regain consciousness again. spit leech R HP:Healthy, a large leech:Dying> You evade a large leech's attack. R HP:Healthy, a large leech:Dying>A large leech is not in a proper position for that. R HP:Healthy, a large leech:Dying> You slash a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You turn to face your next enemy. R HP:Healthy, a large leech:Healthy>set tac ag Rain falls heavily on the already saturated ground making movement difficuilt. R HP:Healthy, a large leech:Healthy> You evade a large leech's attack. R HP:Healthy, a large leech:Healthy> You evade a large leech's attack. R HP:Healthy, a large leech:Healthy>You are now employing aggressive tactics. R HP:Healthy, a large leech:Healthy> You slash a large leech hard. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> A large leech scratches your left hand as it hits you. R HP:Scratched, a large leech:Wounded> You lightly slash a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You turn to face your next enemy. R HP:Scratched, a large leech:Bloodied>k leech You do the best you can! R HP:Scratched, a large leech:Bloodied> You slash a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. R HP:Scratched>l Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>spit You spit over your left shoulder. R>cast evasion Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. R>You start to concentrate. \|/- Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. \ You lost your concentration! R>s A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>e Sesil says 'go kill funguses' R>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>exam d To the down you see: It is pitch black... The muckyhole is open. ponder R>You ponder over matters as they appear to you at this moment. R>dismount You stop riding a horse. A horse starts following you. > Farrakahn group-says 'im at maze with soi now' >d It is pitch black... ACK! Sesil could not follow, you lost him! >u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Sesil stops riding a horse. A horse now follows Sesil. get tor pack > Sesil leaves down. A horse leaves down. A horse leaves down. A horse leaves down. >You get a torch from a backpack. >hol tor d You light a torch and hold it. Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting someone who has already left. A hazy figure glides above the ground. (shadow) A horse enters from above. A horse enters from above. A horse enters from above. > A hazy wraith tries its Will against Sesil's mind, but he resists! > A hazy wraith tries its Will against Sesil's mind, but he resists! >set men on k hazy A hazy wraith tries its Will against Sesil's mind, but he resists! gt I'm at hazys >AutoMental mode is now on. > Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. >You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:in top shape, Sesil:in top shape, a hazy wraith:slightly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy>You group-say 'I'm at hazys' HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> A hazy wraith tries its Will against your mind, but you resist! Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:in top shape, a hazy wraith:slightly clumsy> a hazy wraith forces its Will against your will! HP:Healthy Mind:barely dispirited, a hazy wraith:slightly clumsy> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:barely dispirited, a hazy wraith:slightly clumsy>gt come down assist sesil set tac def A hazy wraith tries its Will against your mind, but loses control! You group-say 'come down assist sesil' Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's learning! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat weakened>You are now employing defensive tactics. HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat weakened>sc Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat duped>l You have 136/136 hit, 56/56 stamina, 132/145 moves, 16 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 23K. You are getting hungry. HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat duped> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat duped> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat retarded>ci You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat retarded>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting YOU! A hazy figure glides above the ground. (shadow) A horse is here, gazing at you. Sesil the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat retarded> Sesil forces his Will against a hazy wraith's strength! HP:Healthy Mind:barely dispirited, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your learning! HP:Healthy Mind:barely retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:barely retarded, a hazy wraith:quite weakened>You start to concentrate. /-\ Sesil forces his Will against a hazy wraith's intelligence! a hazy wraith forces its Will against your strength! You could not concentrate anymore! HP:Healthy Mind:barely retarded, a hazy wraith:quite weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:in top shape, a hazy wraith:quite duped> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:in top shape, a hazy wraith:quite retarded> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:slightly duped, a hazy wraith:quite retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, a hazy wraith:quite retarded>set tac def Sesil forces his Will against a hazy wraith's concentration! You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a hazy wraith:quite retarded> You force your Will against a hazy wraith's constitution! a hazy wraith forces its Will against your learning! HP:Healthy Mind:slightly duped, a hazy wraith:quite retarded>gt insihgt it Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, a hazy wraith:quite retarded>You force your Will against a hazy wraith's learning! A hazy wraith tries its Will against your mind, but you resist! You group-say 'insihgt it' HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> You force your Will against a hazy wraith's dexterity! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> You force your Will against a hazy wraith's strength! set tac def HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> a hazy wraith forces its Will against your learning! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded>You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a hazy wraith:seriously retarded> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded>gt we get even more spirit l A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded>You group-say 'we get even more spirit' HP:Healthy Mind:slightly duped, Sesil:in top shape, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Sesil's intelligence! HP:Healthy Mind:slightly duped, Sesil:slightly duped, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, Sesil:slightly duped, a hazy wraith:strongly retarded>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting Sesil. A hazy figure glides above the ground. (shadow) A horse is here, gazing at you. Sesil the Human is here, fighting a hazy wraith. A horse is here, gazinci g at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Healthy Mind:slightly duped, Sesil:slightly duped, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly duped, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Sesil's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly duped, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly duped, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Sesil:slightly duped, a hazy wraith:strongly retarded> A hazy wraith forces its Will against Sesil's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly clumsy, a hazy wraith:strongly retarded> Sesil forces his Will against a hazy wraith's learning! Your spirit increases by 7. You receive your share of experience -- 1868 points. A hazy wraith vanishes into thin air. >You start to concentrate. /-\|/-\ Ok. The world seems to gain a few edges for you. > Sesil chats, 'level no hike :P' >k hazy You force your Will against a hazy wraith's learning! ci HP:Healthy Mind:slightly duped, a hazy wraith:barely retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a hazy wraith:barely retarded> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded>A hazy wraith tries its Will against your mind, but loses control! You start to concentrate. /- Sesil forces his Will against a hazy wraith's will! \|/- Strider chats, '*clap*' \ Ok. HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded> Sesil tries his Will against a hazy wraith's mind, but loses control! You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded> You feel less protected. HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded> Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded>chat I haven't gotten one yet A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded>set tac def You chat, 'I haven't gotten one yet' HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded>sc You force your Will against a hazy wraith's concentration! You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded>You have 132/132 hit, 55/55 stamina, 130/144 moves, 24 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 21K. You are getting hungry. HP:Healthy Mind:slightly duped, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat duped> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped> Sesil forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped>chat don't feel bad You chat, 'don't feel bad' set tac def diag HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped>'insight it! You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped>Sesil forces his Will against a hazy wraith's constitution! You are now employing defensive tactics. Cogadh chats, 'I thought ye were coming to us...' HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped>A hazy wraith looks healthy. A hazy wraith is quite duped. A hazy wraith has been here for a very long time. A hazy wraith is affected by: insight (long) It is one with the Wraith-world! HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped>You say 'insight it!' HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped> Farrakahn group-says 'i got 3 str hykes :)' HP:Healthy Mind:slightly sickly, a hazy wraith:quite duped> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite duped> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite duped> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite duped> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite duped> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously duped> Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously duped> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously duped> You force your Will against a hazy wraith's strength! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously duped> Sesil forces his Will against a hazy wraith's strength! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously duped> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously duped> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously duped> Sesil forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat sickly, a hazy wraith:strongly duped> A hazy wraith tries its Will against your mind, but loses control! Saving Ainaran. HP:Scratched Mind:somewhat sickly, a hazy wraith:strongly duped> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat sickly, a hazy wraith:strongly duped> Sesil forces his Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat sickly, a hazy wraith:strongly duped>'insight it! You say 'insight it!' HP:Scratched Mind:somewhat sickly, a hazy wraith:strongly duped> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a hazy wraith:strongly duped> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:somewhat sickly, a hazy wraith:strongly duped> Sesil forces his Will against a hazy wraith's learning! HP:Scratched Mind:somewhat sickly, Sesil:somewhat duped, a hazy wraith:strongly duped>diag A hazy wraith looks healthy. A hazy wraith is strongly duped and somewhat weakened. A hazy wraith has been here for a very long time. A hazy wraith is affected by: insight (long) It is one with the Wraith-world! smile HP:Scratched Mind:somewhat sickly, Sesil:somewhat duped, a hazy wraith:strongly duped> A hazy wraith forces its Will against Sesil's dexterity! HP:Scratched Mind:somewhat sickly, Sesil:somewhat duped, a hazy wraith:strongly duped>'nod 'cool You force your Will against a hazy wraith's intelligence! Your spirit increases by 7. You receive your share of experience -- 1817 points. A hazy wraith vanishes into thin air. HP:Scratched>You smile happily. HP:Scratched>You say 'nod' HP:Scratched>You say 'cool' HP:Scratched>u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse enters from below. A horse enters from below. A horse enters from below. HP:Scratched>sc Sesil nods solemnly. HP:Scratched>You have 121/123 hit, 56/56 stamina, 129/142 moves, 31 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 20K. You are getting hungry. HP:Scratched> Sesil drinks water from a water skin. HP:Scratched> Sesil drinks water from a water skin. HP:Scratched> Sesil drinks water from a water skin. HP:Scratched>close muckyhole Ok. HP:Scratched>gt 31 spirit, shrug l You group-say '31 spirit, shrug' HP:Scratched>Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>set tac def You are now employing defensive tactics. >set men off AutoMental mode is now off. set tac def >w You are now employing defensive tactics. ride >A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. A horse enters from the east. A horse enters from the east. A horse enters from the east. >A horse stops following you. You mount a horse and start riding him. R>n Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A horse enters from the w south. A horse enters from the south. A horse enters from the south. R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>w Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. w R> Sesil group-says '218 spirit *shrug*' R>You cannot go that way. n R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>w Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. A black rabbit scurries about. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. gt spit w R>You group-say 'spit' R>Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing grows here except weeds and crab grass. The soil apparently hasn't been tilled in many years. The fields continue to the east. To the south you see a decrepit farm building. There is a well to the west. A gray wolf is growling at you. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R> An uneasy phantom tries its Will against your mind, but loses control! Your attack passes clean through an uneasy phantom. R HP:Healthy Mind:somewhat sickly, an uneasy phantom:slightly dispirited> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:somewhat sickly, an uneasy phantom:slightly sickly> Your attack passes clean through an uneasy phantom. R HP:Healthy Mind:somewhat sickly, an uneasy phantom:slightly sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, an uneasy phantom:slightly sickly> Sesil shakes your hand. R HP:Healthy Mind:somewhat sickly, an uneasy phantom:slightly sickly> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat dispirited> Your attack passes clean through an uneasy phantom. R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat dispirited> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat dispirited> Your attack passes clean through an uneasy phantom. R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat dispirited>set men on an uneasy phantom forces its Will against your learning! R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat dispirited>set tac def hop ci AutoMental mode is now on. R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat dispirited> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat sickly>You are now employing defensive tactics. R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat sickly> You force your Will against an uneasy phantom's learning! Sesil forces his Will against an uneasy phantom's concentration! R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat sickly>Are you a little bunny? Soi group-says '12 spirit, shurg:P' R HP:Healthy Mind:somewhat sickly, an uneasy phantom:somewhat sickly>You start to concentrate. / Sesil forces his Will against an uneasy phantom's strength! - An uneasy phantom tries its Will against your mind, but you resist! \ Lightning lights up the fields as the rain continues. You are hungry. |/-\ Ok. R HP:Scratched Mind:slightly sickly, an uneasy phantom:somewhat sickly> Sesil forces his Will against an uneasy phantom's strength! You force your Will against an uneasy phantom's constitution! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:quite sickly> An uneasy phantom tries its Will against Sesil's mind, but he resists! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:quite sickly> You force your Will against an uneasy phantom's constitution! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> Sesil forces his Will against an uneasy phantom's will! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> An uneasy phantom tries its Will against Sesil's mind, but he resists! Soi group-says 'shrug even' R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> You force your Will against an uneasy phantom's dexterity! rat R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> Sesil forces his Will against an uneasy phantom's concentration! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly>You get a soldier ration from a large sack. er R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> An uneasy phantom tries its Will against Sesil's mind, but loses control! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly>You eat a soldier ration. Soi narrates, 'stench maze' rat er R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> You force your Will against an uneasy phantom's concentration! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> Sesil forces his Will against an uneasy phantom's dexterity! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly>You get a soldier ration from a large sack. R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly>You eat a soldier ration. You are full. R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> An uneasy phantom tries its Will against Sesil's mind, but he resists! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> You force your Will against an uneasy phantom's dexterity! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> Sesil forces his Will against an uneasy phantom's strength! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> An uneasy phantom tries its Will against Sesil's mind, but he resists! R HP:Scratched Mind:slightly sickly, Sesil:slightly duped, an uneasy phantom:seriously sickly> You force your Will against an uneasy phantom's learning! whois soi R HP:Scratched Mind:slightly sickly, an uneasy phantom:seriously sickly> Sesil forces his Will against an uneasy phantom's intelligence! R HP:Scratched Mind:slightly sickly, an uneasy phantom:seriously sickly>Soi the Human is a level 9 Human. R HP:Scratched Mind:slightly sickly, an uneasy phantom:seriously sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Scratched Mind:slightly sickly, an uneasy phantom:seriously sickly> Sesil chats, 'comin' R HP:Scratched Mind:slightly sickly, an uneasy phantom:seriously sickly> You force your Will against an uneasy phantom's dexterity! R HP:Scratched Mind:slightly sickly, an uneasy phantom:seriously sickly> Sesil forces his Will against an uneasy phantom's will! R HP:Scratched Mind:slightly sickly, an uneasy phantom:seriously sickly> An uneasy phantom tries its Will against your mind, but you resist! R HP:Scratched Mind:slightly sickly, an uneasy phantom:seriously sickly> You force your Will against an uneasy phantom's will! R HP:Scratched Mind:slightly sickly, an uneasy phantom:strongly dispirited> Sesil forces his Will against an uneasy phantom's dexterity! R HP:Scratched Mind:slightly sickly, an uneasy phantom:strongly clumsy> A gray wolf leaves east. R HP:Scratched Mind:slightly sickly, an uneasy phantom:strongly clumsy> An uneasy phantom tries its Will against your mind, but loses control! R HP:Scratched Mind:slightly sickly, an uneasy phantom:strongly clumsy> You force your Will against an uneasy phantom's intelligence! R HP:Scratched Mind:slightly sickly, an uneasy phantom:strongly clumsy> Sesil forces his Will against an uneasy phantom's intelligence! R HP:Scratched Mind:slightly sickly, an uneasy phantom:strongly clumsy> An uneasy phantom tries its Will against your mind, but loses control! Your spirit increases by 3. You receive your share of experience -- 218 points. An uneasy phantom vanishes into thin air. Sesil says 'we need to help him' R HP:Scratched>'where the hell is it? l You say 'where the hell is it?' R HP:Scratched>Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing grows here except weeds and crab grass. The soil apparently hasn't been tilled in many years. The fields continue to the east. To the south you see a decrepit farm building. There is a well to the west. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. s s R HP:Scratched>Can not go there mounted. R HP:Scratched>Can not go there mounted. R HP:Scratched>set tac def w You are now employing defensive tactics. R HP:Scratched>Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Scratched>s Strider narrates, 'figures, uruks come when the lag's on. if there's more than one lemme know and i'll come too' R HP:Scratched>s s Grassy Plains Exits are: N E S The plain where you stand seems to go to infinity, you follow a small path made by steps of other adventurers. All around you is silence and grass. A forest begins to the south, and an abandonded farmyard lies to the north. A gray wolf is growling at you. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Scratched>In a Light Forest Exits are: N E You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. A gray wolf is growling at you. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Scratched>You cannot go that way. R HP:Scratched> A huge wolf attacks YOU! You deflect a huge wolf's attack. A huge wolf attacks YOU! A huge wolf hits your left leg. An evil warg says 'I must protect my friend!' An evil warg assists a huge wolf. An evil warg attacks YOU! An evil warg hits your right leg hard. An evil warg heroically rescues a huge wolf! You turn to face your next enemy. You cannot fathom an evil warg's mind. e R HP:Bruised, an evil warg:in top shape>No way! You're fighting for your life! f R HP:Bruised, an evil warg:in top shape>You flee head over heels. Grassy Plains Exits are: N E S The plain where you stand seems to go to infinity, you follow a small path made by steps of other adventurers. All around you is silence and grass. A forest begins to the south, and an abandonded farmyard lies to the north. A gray wolf is growling at you. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Bruised>set tac def s Sesil says 'go maze quick' R HP:Bruised>s s set men off You are now employing defensive tactics. R HP:Bruised>In a Light Forest Exits are: N E You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. A gray wolf is growling at you. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the norths s e . R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>A gray wolf attacks YOU! A gray wolf lightly hits your head. You cannot fathom a gray wolf's mind. AutoMental mode is now off. R HP:Bruised, a gray wolf:Healthy>No way! You're fighting for your life! R HP:Bruised, a gray wolf:Healthy>No way! You're fighting for your life! R HP:Bruised, a gray wolf:Healthy>You slash a gray wolf's right hindleg. No way! You're fighting for your life! R HP:Bruised, a gray wolf:Bruised> You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Bruised> You lightly slash a gray wolf's left foreleg. f R HP:Bruised, a gray wolf:Bruised> Soi narrates, '3 running around' R HP:Bruised, a gray wolf:Bruised>You flee head over heels. Grassy Plains Exits are: N E S The plain where you stand seems to go to infinity, you follow a small path made by steps of other adventurers. All around you is silence and grass. A forest begins to the south, and an abandonded farmyard lies to the north. A gray wolf is growling at you. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Bruised>e A gray wolf attacks YOU! You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Healthy>f No way! You're fighting for your life! R HP:Bruised, a gray wolf:Healthy> You slash a gray wolf's body. R HP:Bruised, a gray wolf:Bruised>PANIC! You couldn't escape! R HP:Bruised, a gray wolf:Bruised> You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Bruised> You slash a gray wolf's body. R HP:Bruised, a gray wolf:Bruised> Strider narrates, 'coming then' R HP:Bruised, a gray wolf:Bruised>f You flee head over heels. In a Light Forest Exits are: N E You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. A gray wolf is growling at you. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>e In a Light Forest Exits are: N E W You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised> Sesil says 'go maze whodi' R HP:Bruised>s e You cannot go that way. R HP:Bruised>Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>'SHUT THE FUCK UP 'SHUT THE FUCK UP s You say 'SHUT THE FUCK UP' R HP:Bruised>You say 'SHUT THE FUCK UP' R HP:Bruised>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. s s R HP:Bruised>Old Dirt Road Exits are: N E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and east. Forest surrounds the road now. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>You cannot go that way. R HP:Bruised>s Sesil says 'sorry' R HP:Bruised>e Sesil says 'sorry' R HP:Bruised>s s s smile The road is suddenly lit by violent flashes of lightning as the rain continues. You cannot go that way. Sesil says 'sorry' R HP:Bruised>Old Dirt Road Exits are: E W U This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and east. Forest s surrounds the road now. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. s R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You smile happily. R HP:Bruised>You cannot go that way. R HP:Bruised>e You cannot go that way. R HP:Bruised>Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. A mountain goat is here, eating grass. A black rabbit scurries about. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>s s s s Pass in the Ridge Exits are: N S Some ancient inhabitants of this region have taken this natural hilly pass and widened it so that the road could pass through. To the north, a small forest and sunny plains lie. To the south, inhospitable deserts and sharp craggy mountains dominate. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>A Narrow Pass Exits are: N E S The hills divide slightly here, forming a narrow pass. A small trail runs through here, leading north over the ridge, and south into the swamp. It looks as if at one point this trail may have actually been a road, but only a few paving stone seem to have weathered the raging forces of nature. A mountain wolf growls and bares its teeth. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>Trail Through the Swamp. Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads east and north from here. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. s s R HP:Bruised>In the Mists Exits are: N E W Thick arms of mist billow about, looking rather like shimmering spirits. They hover over the water, twisting and writhing for a few seconds before disappating into nothingness, only to be replaced by newer copies that do the same thing. The fog makes it hard to determine anything specific of the surroundings, though it is definitely water underfoot. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised> Sesil chuckles politely. R HP:Bruised>nar where from snakes? e You narrate, 'where from snakes?' R HP:Bruised>Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>s s s Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>You cannot go that way. R HP:Bruised>w You cannot go that way. R HP:Bruised>s s Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised>Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. A long-eared hare bounds heavily across the forested ground. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>s s e Farrakahn narrates, 'w 3 s w' s R HP:Bruised>s You cannot go that way. R HP:Bruised>You cannot go that way. Soi narrates, 'w 3s w' R HP:Bruised>Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. A long-eared hare bounds heavily across the forested ground. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>Can not go there mounted. R HP:Bruised>Can not go there mounted. R HP:Bruised> A long-eared hare leaves west. R HP:Bruised>s Can not go there mounted. R HP:Bruised> Strider narrates, 'hehe, i made a wrong turn and ended up at hovel. how far to maze from there?' R HP:Bruised>R HP:Bruised>R HP:Bruised>R HP:Bruised>l Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised>e Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. s s s R HP:Bruised>Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. A long-eared hare bounds heavily across the forested ground. A phantom, a spirit of discontent, moans as it floats here. (shadow) Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised> Soi narrates, 'go to snakes, go w 3s w' R HP:Bruised>s e You cannot go that way. R HP:Bruised> An uneasy phantom tries its Will against your mind, but you resist! R HP:Bruised>A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>w w A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. A long-eared hare bounds heavily across the forested ground. A phantom, a spirit of discontent, moans as it floats here. (shadow) Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised>A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised> Strider narrates, 'yeah, if i can find the snakes :-)' R HP:Bruised>u Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. Sesil is entering from below, riding on a horse. A horse enters from below. A horse enters from below. R HP:Bruised> The sun rises, its first rays lighting the road. The road is suddenly lit by violent flashes of lightning as the rain continues. R HP:Bruised>nar same hehe You narrate, 'same hehe' R HP:Bruised>w Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised>e e Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>You cannot go that way. R HP:Bruised>d sigh A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. 'wher ethe hell e R HP:Bruised>You sigh. R HP:Bruised>You say 'wher ethe hell' R HP:Bruised>A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. A long-eared hare bounds heavily across the forested ground. A phantom, a spirit of discontent, moans as it floats here. (shade ow) Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised>A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. Sesil says 'phanomt' R HP:Bruised> Soi narrates, 'you in our zone' nar i'm lagging to hard R HP:Bruised>e You narrate, 'i'm lagging to hard' R HP:Bruised>You cannot go that way. R HP:Bruised>m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R HP:Bruised>l A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised>hwere Unrecognized command. hwere R HP:Bruised>Unrecognized command. where R HP:Bruised>Players in your Zone -------------------- Farrakahn - Murder! Strider - Lightening Forest Ainaran - A Bald Hill Soi - Murder! Sesil - A Bald Hill R HP:Bruised>l A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised>gt where from here? You group-say 'where from here?' d R HP:Bruised>A Dark Forest Exits are: N E U The forest is pitch dark here, the canopy overhead blocking out all light that may trickle in from the sky. The trees are close together and underbrush makes the going difficult. Many strange noises echo through the trees eerily. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. R HP:Bruised>e A Dark Forest Exits are: N W The trees here are ominously dark and close together. Only a few strange sounds can be heard, and those sound muffled and fearful. The trees give way to the north, while they continue to the west. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. e n R HP:Bruised>You cannot go that way. R HP:Bruised>Dead Rock Plains Exits are: S The land levels off here, forming a large plateau. To the northwest, it drops steadily, descending into the depression occupied by a great marsh.. There are little signs of life besides a few patches of brush and signs of rabbits, as nothing large could subsist on the the harsh landscape. A fierce dog is resting here. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. s s R HP:Bruised>A Dark Forest Exits are: N W The trees here are ominously dark and close together. Only a few strange sounds can be heard, and those sound muffled and fearful. The trees give way to the north, while they continue to the west. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>You cannot go that way. R HP:Bruised>w A Dark Forest Exits are: N E U The forest is pitch dark here, the canopy overhead blocking out all light that may trickle in from the sky. The trees are close together and underbrush makes the going difficult. Many strange noises echo through the trees eerily. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised>u A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. Sesil is entering from below, riding on a horse. A horse enters from below. A horse enters from below. R HP:Bruised>w A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. A long-eared hare bounds heavily across the forested ground. set tac def A phantom, a spirit of discontent, moans as it floats here. (shadow) Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised>You are now employing defensive tactics. R HP:Bruised>n Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R HP:Bruised> Soi group-says 'hmm, we come get you all:)' R HP:Bruised>w w Dead Plains Exits are: E W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised>Dead Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. A long-eared hare bounds heavily across the forested ground. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R HP:Bruised> Lightning lights up the fields as the rain continues. Saving Ainaran. R HP:Bruised>s Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised>d Strider narrates, 'uruk wounded' A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. R HP:Bruised>where Players in your Zone -------------------- Farrakahn - Dense Forest Strider - Barren Plain Ainaran - A Road in the Hills Soi - Dense Forest Sesil - A Road in the Hills R HP:Bruised>l A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised>gt we at a road in the hills You group-say 'we at a road in the hills' R HP:Bruised>l A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. sigh R HP:Bruised>You sigh. R HP:Bruised> Sesil is leaving up, riding on a horse. A horse leaves up. A horse leaves up. R HP:Bruised> Sesil is entering from above, riding on a horse. A horse enters from above. A horse enters from above. R HP:Bruised> Soi group-says 'stay there' R HP:Bruised> Strider is entering from the east, riding on a horse. R HP:Bruised>tip strider You tip your hat at Strider, and wish him a good day. R HP:Bruised> Sesil stops following you. Sesil now follows Strider. R HP:Bruised>set tac def cast regen You are now employing defensive tactics. R HP:Bruised> Strider starts following you. R HP:Bruised>You start to concentrate. \|/-\ Strider giggles. Sesil shakes Strider's hand. |/-\ Ok. You feel yourself becoming much healthier. R HP:Bruised> Sesil looks at Strider. R HP:Bruised>aff sc You are affected by: regeneration (fast-acting) insight (long) detect hidden (long) Sesil snickers softly. R HP:Scratched> Strider says 'he ran pretty quick' R HP:Scratched>You have 124/137 hit, 56/56 stamina, 132/145 moves, 29 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 19K. You are getting thirsty. R HP:Scratched>drink skin drink skin drink skin You drink the water. You are full. R HP:Scratched>You drink the water. You don't feel thirsty any more. You are full. R HP:Scratched>Your stomach can't contain anymore! R HP:Scratched>l A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Strider is riding on a horse. R HP:Scratched>con strider Fairly easy. R HP:Scratched>who Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Scratched>'know it isn't errent smile 'unless he's multiplaying The road is suddenly lit by violent flashes of lightning as the rain continues. R HP:Scratched>gt shit at the lag You say 'know it isn't errent' R HP:Scratched>You smile happily. R HP:Scratched>You say 'unless he's multiplaying' R HP:Scratched> Soi is entering from the east, riding on a horse. Farrakahn is entering from the east, riding on a nice pony. R> Strider beams a smile at Soi. R>You group-say 'shit at the lag' R> Soi searches the ground for tracks. Sesil tips his hat to everyone. R>gt and the freezes Farrakahn says 'is cogadh coming?' R>You group-say 'and the freezes' R>l Strider nods his head at you in agreement. R>A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Strider is riding on a horse. Soi is riding on a horse. Farrakahn is riding on a nice pony. fol soi R>*an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. You are already following him. R> *an Uruk* is leaving east, riding on a black warg. *an Uruk* is leaving east, riding on a black warg. R> Soi says 'all fol me' R>nod Strider is leaving east, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. R>You nod solemnly. R>fol soi You are already following him. R> Soi is leaving east, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. A phantom, a spirit of discontent, moans as it floats here. (shadow) Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is (busy) riding on a horse. Farrakahn is entering from the west, riding on a nice pony. R> *an Uruk* is entering from the east, riding on a black warg. *an Uruk* is entering from the east, riding on a black warg. Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s left foot very hard. Sesil attacks *an Uruk*! R> *an Uruk* slashes Farrakahn's left leg. R>kill uruk *an Uruk* dodges Sesil's attack. *an Uruk* assists *an Uruk*. *an Uruk* attacks Farrakahn! *an Uruk* slashes Farrakahn's left hand extremely hard. R> Soi is leaving east, riding on a horse. You follow Soi. A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. A long-eared hare bounds heavily across the forested ground. Soi is (busy) riding on a horse. cc R>They aren't here. R>Your victim is not here! R> *an Uruk* is entering from the north, riding on a black warg. Soi is leaving west, riding on a horse. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. A phantom, a spirit of discontent, moans as it floats here. (shadow) Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is (busy) here, fighting *an Uruk*, riding on a nice pony. *an Uruk* is (busy) here, fighting Farrakahn, riding on a black warg. *an Uruk* is riding on a black warg. Soi is (busy) riding on a horse. R> Sesil attacks *an Uruk*! kill uruk R>cc Soi attacks *an Uruk*! Soi slashes *an Uruk*'s left leg. R>*an Uruk* sends Farrakahn sprawling with a powerful bash. You attack *an Uruk*! You slash *an Uruk*'s body. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. R> Your victim is not here! R> An uneasy phantom tries its Will against Sesil's mind, but loses control! Sesil's attack passes clean through an uneasy phantom. R> An uneasy phantom tries its Will against Sesil's mind, but he resists! R> *an Uruk* is entering from the east, riding on a black warg. R> *an Uruk* is leaving west, riding on a black warg. R> Farrakahn has recovered from a bash! R> An uneasy phantom tries its Will against Sesil's mind, but he resists! R> Sesil's attack passes clean through an uneasy phantom. R> Soi is leaving west, riding on a horse. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Soi is (busy) riding on a horse. Farrakahn is entering from the east, riding on a nice pony. R>R>kill uruk Soi is leaving up, riding on a horse. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. Soi is (busy) riding on a horse. Farrakahn is entering from below, riding on a nice pony. R>They aren't here. R> Soi is leaving west, riding on a horse. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. Soi is (busy) riding on a horse. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving up, riding on a horse. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. The slashed corpse of a mountain wolf is lying here. Soi is (busy) riding on a horse. Farrakahn is entering from below, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is (busy) riding on a horse. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. Soi is (busy) riding on a horse. Farrakahn is entering from the east, riding on a nice pony. R> *an Uruk* opens the slab. R> *an Uruk* leaves down. A black warg leaves down. R> The slab closes quietly. R>kill uruk They aren't here. cc R>Your victim is not here! R> R>R>l Soi narrates, 'sigh' R>A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Farrakahn is riding on a nice pony. R>nar they in You narrate, 'they in' nar slab R> Strider narrates, 'dang, vampy made me lose one' R>You narrate, 'slab' Soi searches the ground for tracks. R>l A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is (busy) riding on a horse. You are riding on a horse. Farrakahn is riding on a nice pony. R>l A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Farrakahn is riding on a nice pony. aff R>cast detect cast detect cast detect cast detect cast detect You are affected by: anger (medium) regeneration (fast-acting) insight (long) detect hidden (long) R> Soi narrates, 'only 1 in' R>You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\'shit i'm frozen You lost your concentration! You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\Ok. You say 'shit i'm frozen' R>cast evasion cast evasion cast evasion Soi nods solemnly. R>You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/cast evasion -\ You lost your concentration! R>You start to concentrate. \|/-\ Ok. You feel someone protecting you. Strider narrates, 'one confused and hurt' R>l A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Farrakahn is riding on a nice pony. R>exa d A large slab of rock works as an entranceway to a smelly cave below. The slab is closed. R>op slab Ok. exam d R>To the down you see: It is pitch black... The slab is open. R>close slab gig Ok. R>You giggle. R>who Sesil chats, 'fuckin vampire bat' R>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R> Farrakahn narrates, 'shrug im just glad they finally figured out to target me :)' R>chat nod Sesil chats, 'lagged out' R>You chat, 'nod' R> Sesil chats, 'sumbitch' R>nar :-) You narrate, ':-)' nar they been targetting me who R> Farrakahn narrates, 'before they were letting me eat them up' R>You narrate, 'they been targetting me' R>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R> *an Uruk* enters from the east. A black warg enters from the east. R> Soi attacks *an Uruk*! Soi slashes *an Uruk*'s left arm. R> *an Uruk* slashes Soi's left leg. R> The slab is opened from the other side. *an Uruk* enters from the east. A black warg enters from the east. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. A black warg leaves east. R>kill uruk Farrakahn attacks *an Uruk*! *an Uruk* deflects Farrakahn's attack. R>cc *an Uruk* slashes Farrakahn's right leg. *an Uruk* enters from the east. A black warg enters from the east. R>You attack *an Uruk*! *an Uruk* dodges your attack. Soi narrates, 'we slab' close slb R HP:Healthy, Farrakahn:Bruised, *an Uruk*:Bruised> Soi attacks *an Uruk*! R HP:Healthy, Farrakahn:Bruised, *an Uruk*:Bruised>You start to concentrate. |/- *an Uruk* dodges Soi's attack. \|/- *an Uruk* slashes Farrakahn's left leg. Farrakahn closes the slab. \Ok. *an Uruk* appears to be confused! *an Uruk* panics, and attempts to flee! Nothing here by that name. R HP:Healthy, Farrakahn:Bruised, *an Uruk*:Bruised> Farrakahn cleaves *an Uruk*'s body very hard. R HP:Healthy, Farrakahn:Bruised, *an Uruk*:Hurt> *an Uruk* opens the slab. R HP:Healthy, Farrakahn:Bruised, *an Uruk*:Hurt> *an Uruk* deflects Soi's attack. Farrakahn closes the slab. R HP:Healthy, Farrakahn:Bruised, *an Uruk*:Hurt> *an Uruk* opens the slab. Farrakahn closes the slab. R HP:Healthy, Farrakahn:Bruised, *an Uruk*:Hurt> Farrakahn deflects *an Uruk*'s attack. The slab is opened from the other side. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves down. A black warg leaves down. *an Uruk* leaves down. A black warg leaves down. Farrakahn closes the slab. close slab R> Strider narrates, 'damned bat saved him agani, he messed up' R>close slab It's already closed! R>It's already closed! R>sigh Farrakahn giggles. R>You sigh. R>l A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. You are riding on a horse. Farrakahn is riding on a nice pony. R>nar 2 in? You narrate, '2 in?' R> Farrakahn narrates, 'nod' R> Soi says 'should spammed it closed' R>nd Unrecognized command. nod R>'I was gig The slab is opened from the other side. You nod solemnly. R>You say 'I was' R> The slab closes quietly. R>close slab You giggle. R> Farrakahn says 'i tried' R> Farrakahn says 'lagged tho' R>It's already closed! set tac def R>You are now employing defensive tactics. R> The slab is opened from the other side. R> Saving Ainaran. close slab R> Farrakahn says 'lets go xp' R> Soi knocked on the slab. R>Ok. R>gig You giggle. R>nod You nod solemnly. R>'lagging kinda hard Farrakahn says 'go maze' sc R>You say 'lagging kinda hard' R>You have 137/137 hit, 56/56 stamina, 135/145 moves, 27 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 19K. R> Strider narrates, 'lost the one i was on, damned bat' R>'gonna run out of spirit again You say 'gonna run out of spirit again' R> The slab is opened from the other side. Soi is leaving east, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving west, riding on a horse. You follow Soi. A Deep Gorge Exits are: E D The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. Farrakahn is entering from the east, riding on a nice pony. R> Farrakahn says 'it doesnt do anything but waste our time sitting here' R> *an Uruk* enters from below. A black warg enters from below. *an Uruk* enters from below. A black warg enters from below. R> *an Uruk* leaves down. A black warg leaves down. *an Uruk* leaves down. A black warg leaves down. R>kill uruk They aren't here. R> Soi sighs loudly. R>'i cose You say 'i cose' R>'close Farrakahn says 'when they play pussy tactics' R>You say 'close' R> The slab closes quietly. R> Your regeneration slows again. R>cast curing You start to concentrate. /-\|/-aff cv 'fucking freeze! \ Ok. You feel yourself becoming healthier. R>You are affected by: curing saturation (fast-acting) evasion (long) anger (short) insight (long) detect hidden (long) R>You start to concentrate. /-\ The slab is opened from the other side. |/-\ Ok. You feel yourself becoming much lighter. R> Soi is leaving east, riding on a horse. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Farrakahn is entering from the west, riding on a nice pony. R>You say 'fucking freeze!' R> Strider is entering from the east, riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R> Farrakahn yawns. R> Strider stops following you. Strider now follows Soi. R> Sesil bows deeply. R>'I have to piss You say 'I have to piss' set tac def R>brb gig You are now employing defensive tactics. R> Soi is leaving west, riding on a horse. Strider is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Soi. A Deep Gorge Exits are: E (D) The walls of the gorge are tall and steep here, forming insurmountable barriers. Even to the east the mountains have closed in completely. The only exit out of the gorge appears to be to the west, where a narrow trail runs along with the contours of the gorge bottom. It seems odd though that the trail leads into a shallow crack in the north cliff face though. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the east, riding on a nice pony. R>Come back soon! R>You giggle. R>afk You go away from keyboard. R> Soi is leaving east, riding on a horse. Strider is leaving east, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. You follow Soi. A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving east, riding on a horse. Strider is leaving east, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. You follow Soi. Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving down, riding on a horse. Strider is leaving down, riding on a horse. Sesil is leaving down, riding on a horse. A horse leaves down. A horse leaves down. You follow Soi. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. The slashed corpse of a mountain wolf is lying here. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from above, riding on a nice pony. R> Soi is leaving east, riding on a horse. Strider is leaving east, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. You follow Soi. Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving down, riding on a horse. Strider is leaving down, riding on a horse. Sesil is leaving down, riding on a horse. A horse leaves down. A horse leaves down. You follow Soi. A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from above, riding on a nice pony. R> Farrakahn yawns. R> Soi is leaving east, riding on a horse. Strider is leaving east, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. You follow Soi. A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. A phantom, a spirit of discontent, moans as it floats here. (shadow) A long-eared hare bounds heavily across the forested ground. A black deer can barely be made out in the darkness here. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the west, riding on a nice pony. R> Soi is leaving north, riding on a horse. Strider is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Soi. Weathered Plains Exits are: N E S W Cold winds frequently buffet the hard ground, loudly rustling through the dense low brush. There are very few trees, and the few that have managed to survive have been twisted by the wind into squat and tortured shapes. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. Strider is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Soi. Arid Plains Exits are: N E S W The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. Strider is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Soi. Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving east, riding on a horse. Strider is leaving east, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. A horse leaves east. You follow Soi. Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the west, riding on a nice pony. R> Puddles form in ruts in the road as rain quickly falls. R> Soi is leaving north, riding on a horse. Strider is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Soi. Brush Filled Scarp Exits are: N S The steep scarp immediately to the south is here cut by a deep and narrow gully. The bottom of the gully is choked with brush, and it appears to have been dry for years. Following the floor of the gully to the south will lead one to the narrow path that follows the foot of the scarp. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving north, riding on a horse. Strider is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Soi. Muddy Flat Exits are: S W This flat plain is totally coated in mud, as it is a miniature delta for the sluggish stream to the east. Small channels in the mud are filled with water that seems to be slowly draining into the marsh. Very little vegetation has grown here - perhaps the mud was deposited recently. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving west, riding on a horse. Strider is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the east, riding on a nice pony. R> Soi is leaving north, riding on a horse. Strider is leaving north, riding on a horse. Sesil is leaving north, riding on a horse. A horse leaves north. A horse leaves north. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. A dagger has been left here. A soft pair of boots have been left here. A large sack lies here. A heavy dagger has been abandoned here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A large sack lies here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A horse is here, gazing at you. A horse is here, gazing at you. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the south, riding on a nice pony. R> Soi is leaving south, riding on a horse. Strider is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is qu'k ite dusky. To the north the forest turns swampy. West looks even darker. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving south, riding on a horse. Strider is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. You follow Soi. Bleak Plain 'blahhh the lag who Exits are: N W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the north, riding on a nice pony. R> Soi is leaving west, riding on a horse. Strider is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. You follow Soi. Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. Soi is riding on a horse. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the east, riding on a nice pony. R> Soi smiles happily. R> Farrakahn stops riding a nice pony. A nice pony now follows Farrakahn. R> Farrakahn smiles happily. R> Sesil stops riding a horse. A horse now follows Sesil. R>You return to your keyboard. You say 'k' R> Soi stops riding a horse. A horse now follows Soi. R> Farrakahn searches for something to below. R> Sesil sings, 'DANGER!' R> Soi opens the ravagedcorpse. R> Soi says 'dism' R>You say 'blahhh the lag' R>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R> Farrakahn smiles happily. R> Soi says 'dism' R> Farrakahn says 'lets go :)' R> Farrakahn says 'dism' R> Sesil hits himself, and says OUCH! R>dismount l You stop riding a horse. A horse starts following you. >Murder! Exits are: E D You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. Soi the Human is standing here. A horse is here, gazing at you. Strider is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > A shaggy cave bear enters from below. A shaggy cave bear attacks Soi! Soi deflects a shaggy cave bear's attack. Soi slashes a shaggy cave bear's left foreleg. > Soi slashes a shaggy cave bear's body. as > Soi deflects a shaggy cave bear's attack. >cc You join the fight! You attack a shaggy cave bear! A shaggy cave bear deflects your attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Scratched>ci You start to concentrate. |/-\| A shaggy cave bear deflects Soi's attack. Sesil assists Soi. Sesil attacks a shaggy cave bear! Sesil slashes a shaggy cave bear's left hindleg hard. /- A shaggy cave bear hits Soi's right arm. \Ok. A shaggy cave bear appears to be confused! You start to concentrate. /- Strider assists Soi. Strider attacks a shaggy cave bear! Strider slashes a shaggy cave bear's right foreleg. \ Farrakahn assists Soi. Farrakahn attacks a shaggy cave bear! Farrakahn deeply wounds a shaggy cave bear's right hindleg with his cleave. |/ Clouds can be seen above in the sky. -\ Soi slashes a shaggy cave bear's left forefoot. Ok. HP:Healthy, Soi:Scratched, a shaggy cave bear:Hurt> A shaggy cave bear hits Soi's left arm. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Sesil slashes a shaggy cave bear's body very hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Strider slashes a shaggy cave bear's body hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> You lightly slash a shaggy cave bear's right hindleg. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> Soi slashes a shaggy cave bear's head. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> A shaggy cave bear hits Soi's body. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> Farrakahn sends a shaggy cave bear sprawling with a powerful bash. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> Strider slashes a shaggy cave bear's left forefoot. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> You lightly slash a shaggy cave bear's body. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> Farrakahn cleaves a shaggy cave bear's body extremely hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bloodied> Sesil slashes a shaggy cave bear's body very hard. Soi slashes a shaggy cave bear's body. A shaggy cave bear is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 575 points. set tac ag >but eat meat l You are now employing aggressive tactics. >You cut a hefty cut of bear meat from the slashed corpse of a shaggy cave bear. >You eat a hefty cut of bear meat. You are full. >Murder! Exits are: E D You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. A horse is here, gazing at you. Strider is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Soi leaves down. A horse leaves down. You follow Soi. A Dark Stone Stairway Exits are: N E S W U D This room is quite small and roughly hewn from solid rock. The floor is uneven and littered with stones and pieces of ancient mining tools. No traces of footprints can be seen in the stone, however dried blood is spattered here and there bearing testament to some long forgotten desperate retreat. A narrow stone stair spirals upward, back to the outer world, or down into the darkness below. A tall spirit floats here, wavering in the light. (shadow) A shaggy cave bear is standing here, its head weaving to and fro. A tall spirit floats here, wavering in the light. (shadow) Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from above. A nice pony enters from above. > A shaggy cave bear attacks Soi! Soi deflects a shaggy cave bear's attack. A tall spirit forces its Will against Soi's dexterity! Soi slashes a shaggy cave bear's body. >gt someone else insight Farrakahn assists Soi. Farrakahn attacks a shaggy cave bear! Farrakahn deeply wounds a shaggy cave bear's left forefoot with his cleave. Strider enters from above. A horse enters from above. Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. >as pat spirit You group-say 'someone else insight' >You join the fight! You attack a shaggy cave bear! You slash a shaggy cave bear's body. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> Sesil stops following Strider. Sesil now follows Soi. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> Soi lightly slashes a shaggy cave bear's head. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> A tall spirit forces its Will against Soi's strength! A shaggy cave bear hits Soi's right leg hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> Strider assists Soi. Strider attacks a shaggy cave bear! Strider slashes a shaggy cave bear's right forefoot. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Farrakahn sends a shaggy cave bear sprawling with a powerful bash. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> A tall spirit forces its Will against Soi's constitution! HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> You slash a shaggy cave bear's right hindleg. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt>You pat a tall spirit on its head. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Strider slashes a shaggy cave bear's left foreleg. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Sesil forces his Will against a tall spirit's dexterity! HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Farrakahn cleaves a shaggy cave bear's right hindfoot very hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> You slash a shaggy cave bear's left hindleg hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Sesil forces his Will against a tall spirit's strength! HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> A tall spirit tries its Will against Sesil's mind, but he resists! Soi lightly slashes a shaggy cave bear's right hindleg. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> A shaggy cave bear deflects Strider's attack. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> A shaggy cave bear has recovered from a bash! HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded>'spirits Sesil forces his Will against a tall spirit's intelligence! HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> You slash a shaggy cave bear's body. Farrakahn cleaves a shaggy cave bear's body very hard. A tall spirit tries its Will against Sesil's mind, but he resists! Sesil says 'ill take spirits' HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded>hop 'me too You say 'spirits' HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> A shaggy cave bear hits Soi's right arm hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> Soi slashes a shaggy cave bear's right hindleg. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> Sesil forces his Will against a tall spirit's strength! A shaggy cave bear deflects Strider's attack. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> A tall spirit tries its Will against Sesil's mind, but he resists! HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> You slash a shaggy cave bear's right foreleg. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> Sesil forces his Will against a tall spirit's constitution! Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> A tall spirit tries its Will against Sesil's mind, but he resists! HP:Healthy, Soi:Bruised, a shaggy cave bear:Wounded> Soi lightly slashes a shaggy cave bear's left foreleg. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bloodied> Strider slashes a shaggy cave bear's head. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bloodied>Sesil forces his Will against a tall spirit's strength! You slash a shaggy cave bear's right hindleg. Are you a little bunny? HP:Healthy, Soi:Bruised, a shaggy cave bear:Bloodied> A tall spirit tries its Will against Sesil's mind, but he resists! HP:Healthy, Soi:Bruised, a shaggy cave bear:Bloodied> Farrakahn sends a shaggy cave bear sprawling with a powerful bash. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bloodied> Farrakahn cleaves a shaggy cave bear's head extremely hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Awful>Soi lightly slashes a shaggy cave bear's right foreleg. You say 'me too' HP:Healthy, Soi:Bruised, a shaggy cave bear:Awful> Sesil forces his Will against a tall spirit's constitution! Strider slashes a shaggy cave bear's right foreleg. A shaggy cave bear is dead! R.I.P. You receive your share of experience -- 594 points. > A tall spirit tries its Will against Sesil's mind, but loses control! > Strider tries to butcher the slashed corpse of a shaggy cave bear but only spoils it. > Sesil forces his Will against a tall spirit's strength! > A tall spirit forces its Will against Sesil's concentration! >'since i need damn spirit You say 'since i need damn spirit' set men on > A tall spirit tries its Will against Sesil's mind, but he resists! Sesil nods solemnly. > Sesil forces his Will against a tall spirit's learning! >AutoMental mode is now on. > A tall spirit forces its Will against Sesil's dexterity! > Sesil forces his Will against a tall spirit's learning! >k 2.spirit You force your Will against a tall spirit's dexterity! HP:Healthy Mind:in top shape, a tall spirit:barely clumsy> A tall spirit tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a tall spirit:barely clumsy> A tall spirit forces its Will against Sesil's strength! HP:Healthy Mind:in top shape, a tall spirit:barely clumsy> Sesil forces his Will against a tall spirit's will! HP:Healthy Mind:in top shape, a tall spirit:barely clumsy> Farrakahn says 'i will just take xp' HP:Healthy Mind:in top shape, a tall spirit:barely clumsy> You force your Will against a tall spirit's dexterity! HP:Healthy Mind:in top shape, a tall spirit:somewhat clumsy> A tall spirit tries its Will against your mind, but loses control! HP:Healthy Mind:in top shape, a tall spirit:quite clumsy> A tall spirit tries its Will against Sesil's mind, but he resists! 'i killing 2.spirit HP:Healthy Mind:in top shape, a tall spirit:quite clumsy> Sesil forces his Will against a tall spirit's dexterity! HP:Healthy Mind:in top shape, a tall spirit:quite clumsy>You force your Will against a tall spirit's concentration! You say 'i killing 2.spirit' l HP:Healthy Mind:in top shape, a tall spirit:quite clumsy> a tall spirit forces its Will against your dexterity! HP:Healthy Mind:barely clumsy, a tall spirit:quite clumsy> A tall spirit tries its Will against Sesil's mind, but loses control! HP:Healthy Mind:barely clumsy, a tall spirit:quite clumsy> Sesil forces his Will against a tall spirit's concentration! HP:Healthy Mind:barely clumsy, a tall spirit:quite clumsy>A Dark Stone Stairway Exits are: N E S W U D This room is quite small and roughly hewn from solid rock. The floor is uneven and littered with stones and pieces of ancient mining tools. No traces of footprints can be seen in the stone, however dried blood is spattered here and there bearing testament to some long forgotten desperate retreat. A narrow stone stair spirals upward, back to the outer world, or down into the darkness below. The slashed corpse of a shaggy cave bear is lying here. A tall spirit (shadow) is here, fighting Sesil. A tall spirit (shadow) is here, fighting YOU! Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Strider the Human is standing here. A horse is here, gazing at you. Sesil the Human is here, fighting a tall spirit. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Healthy set tac def Mind:barely clumsy, a tall spirit:quite clumsy> You force your Will against a tall spirit's concentration! HP:Healthy Mind:barely clumsy, a tall spirit:quite clumsy>You are now employing defensive tactics. sc HP:Healthy Mind:barely clumsy, a tall spirit:quite clumsy> a tall spirit forces its Will against your intelligence! Sesil forces his Will against a tall spirit's concentration! HP:Healthy Mind:slightly duped, a tall spirit:quite clumsy>You force your Will against a tall spirit's will! You have 137/137 hit, 55/55 stamina, 130/145 moves, 23 spirit. OB: 42, DB: 24, PB: 87, Speed: 21, Gold: 0, XP Needed: 18K. HP:Healthy Mind:slightly duped, a tall spirit:quite clumsy>m A tall spirit forces its Will against Sesil's intelligence! HP:Healthy Mind:slightly duped, a tall spirit:quite clumsy> A tall spirit tries its Will against your mind, but you resist! Sesil tries his Will against a tall spirit's mind, but it resists! Strider forces his Will against a tall spirit's intelligence! 'damn the lag HP:Healthy Mind:slightly duped, a tall spirit:quite clumsy> You force your Will against a tall spirit's dexterity! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy>Soi screams loudly! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> A tall spirit tries its Will against Sesil's mind, but he resists! Sesil nods solemnly. HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> Strider forces his Will against a tall spirit's intelligence! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> A tall spirit tries its Will against your mind, but you resist! Sesil forces his Will against a tall spirit's will! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> You force your Will against a tall spirit's constitution! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> Soi says 'i g2g' HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> A tall spirit forces its Will against Sesil's concentration! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> Strider forces his Will against a tall spirit's constitution! Sesil says 'i got 1.' HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> A tall spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> Sesil forces his Will against a tall spirit's will! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> You force your Will against a tall spirit's constitution! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> A tall spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> Strider forces his Will against a tall spirit's learning! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> a tall spirit forces its Will against your concentration! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> Sesil forces his Will against a tall spirit's intelligence! HP:Healthy Mind:slightly duped, a tall spirit:seriously clumsy> You force your Will against a tall spirit's dexterity! A tall spirit forces its Will against Sesil's will! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy>You say 'damn the lag' HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Strider forces his Will against a tall spirit's dexterity! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> A tall spirit tries its Will against your mind, but you resist! Soi says 'for bout 15 min' HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Sesil forces his Will against a tall spirit's constitution! Saving Ainaran. set tac def HP:Healthy Mind:in top shape, a tall spirit:seriously clumsy> You force your Will against a tall spirit's learning! A tall spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:in top shape, a tall spirit:seriously clumsy>You are now employing defensive tactics. HP:Healthy Mind:in top shape, a tall spirit:seriously clumsy> Strider forces his Will against a tall spirit's learning! HP:Healthy Mind:in top shape, a tall spirit:seriously clumsy> A tall spirit tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a tall spirit:seriously clumsy> Sesil forces his Will against a tall spirit's constitution! HP:Healthy Mind:in top shape, a tall spirit:seriously clumsy> You force your Will against a tall spirit's dexterity! A tall spirit forces its Will against Sesil's constitution! HP:Healthy Mind:in top shape, a tall spirit:strongly clumsy> Strider forces his Will against a tall spirit's will! HP:Healthy Mind:in top shape, a tall spirit:strongly clumsy> a tall spirit forces its Will against your intelligence! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Sesil forces his Will against a tall spirit's will! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> You force your Will against a tall spirit's constitution! A tall spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Strider tries his Will against a tall spirit's mind, but it resists! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> a tall spirit forces its Will against your learning! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Sesil forces his Will against a tall spirit's will! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> You force your Will against a tall spirit's will! A tall spirit tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Strider forces his Will against a tall spirit's learning! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> A tall spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Sesil forces his Will against a tall spirit's strength! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> You force your Will against a tall spirit's constitution! A tall spirit forces its Will against Sesil's dexterity! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Strider forces his Will against a tall spirit's strength! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> a tall spirit forces its Will against your learning! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Sesil forces his Will against a tall spirit's concentration! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> You force your Will against a tall spirit's constitution! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Strider forces his Will against a tall spirit's will! A tall spirit tries its Will against Strider's mind, but loses control! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> A tall spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> Sesil forces his Will against a tall spirit's learning! Your spirit increases by 3. You receive your share of experience -- 394 points. A tall spirit vanishes into thin air. HP:Healthy Mind:slightly duped, a tall spirit:strongly clumsy> You force your Will against a tall spirit's dexterity! Your spirit increases by 4. You receive your share of experience -- 523 points. A tall spirit vanishes into thin air. >l A Dark Stone Stairway Exits are: N E S W U D This room is quite small and roughly hewn from solid rock. The floor is uneven and littered with stones and pieces of ancient mining tools. No traces of footprints can be seen in the stone, however dried blood is spattered here and there bearing testament to some long forgotten desperate retreat. A narrow stone stair spirals upward, back to the outer world, or down into the darkness below. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Strider the Human is standing here. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >'k lick You say 'k' >sc You lick your mouth and smile. >You have 137/137 hit, 55/55 stamina, 135/145 moves, 30 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 17K. > Farrakahn leaves down. A nice pony leaves down. who >Players ------- [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. >fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Sakisur 17| | Scan 2| Eniumenav 6| | Soi 1| Naraat 5| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 25| |Total fame for the forces of good: -24| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ >l A Dark Stone Stairway Exits are: N E S W U D This room is quite small and roughly hewn from solid rock. The floor is uneven and littered with stones and pieces of ancient mining tools. No traces of footprints can be seen in the stone, however dried blood is spattered here and there bearing testament to some long forgotten desperate retreat. A narrow stone stair spirals upward, back to the outer world, or down into the darkness below. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Soi leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. Strider leaves west. A horse leaves west. You follow Soi. A Damp Tunnel Exits are: N E S This tunnel leads on, deeper into the rock. Water seeps from the walls, making the area damp and humid. Parts of the walls are riddled with cuts and gashes, made from the miners that used to work these halls, and the occasion weapon used against one of these caverns' more recent inhabitants. A cave troll is standing here, pounding his two huge fists together. A cave troll is standing here, pounding his two huge fists together. A large underground spider is sneaking along the dusty floor here. (hiding) A black bat, cloaked in darkness is waiting here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you. > Soi leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. Strider leaves east. A horse leaves east. You follow Soi. A Dark Stone Stairway Exits are: N E S W U D This room is quite small and roughly hewn from solid rock. The floor is uneven and littered with stones and pieces of ancient mining tools. No traces of footprints can be seen in the stone, however dried blood is spattered here and there bearing testament to some long forgotten desperate retreat. A narrow stone stair spirals upward, back to the outer world, or down into the darkness below. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you. > Soi says 'holy' >nod You nod solemnly. Sesil says 'whoa' > Soi leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. Strider leaves east. A horse leaves east. You follow Soi. A Damp Tunnel Exits are: S W This tunnel leads on, deeper into the rock. Water seeps from the walls, making the area damp and humid. Parts of the walls are riddled with cuts and gashes, made from the miners that used to work these halls, and the occasion weapon used against one of these caverns' more recent inhabitants. A black bat, cloaked in darkness is waiting here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you. > Sesil snickers softly. > Soi leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. Strider leaves west. A horse leaves west. You follow Soi. A Dark Stone Stairway Exits are: N E S W U D This room is quite small and roughly hewn from solid rock. The floor is uneven and littered with stones and pieces of ancient mining tools. No traces of footprints can be seen in the stone, however dried blood is spattered here and there bearing testament to some long forgotten desperate retreat. A narrow stone stair spirals upward, back to the outer world, or down into the darkness below. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you. > Soi leaves south. Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. Strider leaves south. A horse leaves south. You follow Soi. A Damp Tunnel Exits are: N S This tunnel leads on, deeper into the rock. Water seeps from the walls, making the area damp and humid. Parts of the walls are riddled with cuts and gashes, made from the miners that used to work these halls, and the occasion weapon used against one of these caverns' more recent inhabitan'vmp ts. A large underground spider is sneaking along the dusty floor here. (hiding) A large underground spider is sneaking along the dusty floor here. (hiding) A small red snake slithers quietly here. A black bat, cloaked in darkness is waiting here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you.sigh > A large vampire bat attacks Soi! A large vampire bat hits Soi's body extremely hard. > A large vampire bat dodges Soi's attack. >You say 'vmp' >set tac ag Soi panics, and attempts to flee! >as You sigh. > A large vampire bat hits Soi's left leg extremely hard. > A large vampire bat dodges Soi's attack. >You are now employing aggressive tactics. >You join the fight! You cannot fathom a large vampire bat's mind. cc Soi panics, and attempts to flee! Soi flees head over heals! Soi leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. Strider leaves north. A horse leaves north. HP:Healthy, a large vampire bat:in top shape>A large vampire bat deeply wounds your right arm with his hit. That really did HURT! You start to concentrate. |/ A large vampire bat bites you! -set tac def f \ f |/-\Ok. You are now employing defensive tactics. HP:Bruised, a large vampire bat:in top shape>You cannot fathom a large vampire bat's mind. You flee head over heels. Dead End Exits are: N In spite of being far underground, the walls and floor are warm to the touch, as are the small puddles of water which pool against some of the walls. There appears to be no reason for the tunnel coming to an end here, just as it it is difficult to comprehend much of this sickening place. A large black snake is coiled up here, gazing at you intently. A giant bat looms overhead. A rock worm is slithering around here. HP:Bruised>HP:Bruised>HP:Bruised>PANIC! You couldn't escape! HP:Bruised>nar dead end You narrate, 'dead end' HP:Bruised>nar get me exam n You narrate, 'get me' HP:Bruised> Your torch flickers weakly. HP:Bruised>To the north you see: It is pitch black... HP:Bruised>nar exit n You narrate, 'exit n' HP:Bruised>l Dead End Exits are: N In spite of being far underground, the walls and floor are warm to the touch, as are the small puddles of water which pool against some of the walls. There appears to be no reason for the tunnel coming to an end here, just as it it is difficult to comprehend much of this sickening place. A large black snake is coiled up here, gazing at you intently. A giant bat looms overhead. A rock worm is slithering around here. A horse is here, gazing at you. HP:Bruised>set tac def n You are now employing defensive tactics. HP:Bruised>A Damp Tunnel Exits are: N S This tunnel leads on, deeper into the rock. Water seeps from the walls, making the area damp and humid. Parts of the walls are riddled with cuts and gashes, made from the miners that used to work these halls, and the occasion weapon used against one of these caverns' more recent inhabitants. A large underground spider is sneaking along the dusty floor here. (hiding) A large underground spider is sneaking along the dusty floor here. (hiding) A small red snake slithers quietly here. A black bat, cloaked in darkness is waiting here. HP:Bruised> Soi narrates, 'i g2g' HP:Bruised> Farrakahn group-says 'i back at town' HP:Bruised> A large vampire bat attacks YOU! A large vampire bat hits your body very hard. HP:Hurt, a large vampire bat:in top shape> You cannot fathom a large vampire bat's mind. HP:Hurt, a large vampire bat:in top shape>f You cannot fathom a large vampire bat's mind. HP:Hurt, a large vampire bat:in top shape> A large vampire bat hits your body very hard. HP:Hurt, a large vampire bat:in top shape>A large vampire bat bites you! You flee head over heels. A Dark Stone Stairway Exits are: N E S W U D This room is quite small and roughly hewn from solid rock. The floor is uneven and littered with stones and pieces of ancient mining tools. No traces of footprints can be seen in the stone, however dried blood is spattered here and there bearing testament to some long forgotten desperate retreat. A narrow stone stair spirals upward, back to the outer world, or down into the darkness below. The slashed corpse of a shaggy cave bear is lying here. HP:Hurt>u Murder! Exits are: E D You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you. HP:Hurt>sigh cast regen You sigh. HP:Hurt> Sesil stops following Soi. Sesil now follows Strider. HP:Hurt> Soi narrates, 'for about 15 min' HP:Hurt>You start to concentrate. \|/-\|/ Soi closes the ravagedcorpse. -\ Ok. You feel yourself becoming much healthier. HP:Hurt> Sesil says 'who else can buff?' HP:Hurt>close ravagedcorpse It's already closed! HP:Hurt>'Not I. who You say 'Not I.' HP:Bruised>Strider says 'i can buff' Players ------- [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. HP:Bruised> Soi says 'bah, ill lvl first' who HP:Bruised>Players ------- [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. HP:Bruised>sc Strider says 'not sure if i can buff *maze* but i can buff' HP:Bruised>You have 107/137 hit, 56/56 stamina, 130/145 moves, 23 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 17K. HP:Bruised> Sesil stops following Strider. Sesil now follows Soi. HP:Bruised>gig fol soi You giggle. HP:Bruised> Soi says 'regen' HP:Bruised>You are already following him. HP:Bruised> Clouds can be seen above in the sky. Your torch flickers weakly. Soi's torch flickers weakly. cast regen soi HP:Bruised>You start to concentrate. \|/-\rem tor |/-drop tor \ Ok. HP:Bruised>Nobody here by that name. HP:Bruised>You don't seem to have a tor. HP:Bruised> Soi says 'ill lvl on way to town' HP:Scratched> Soi says '3k tnl' HP:Scratched>i You are carrying: a water skin a stone ring..It glows blue! a blue marble ring..It glows blue! a blue marble ring..It glows blue! a large sack a backpack a golden visor..It glows blue! a battered metal lamp a green cotton hood a ruby necklace..It glows blue! a water skin HP:Scratched> Sesil stops following Soi. Sesil now follows Strider. HP:Scratched>eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword HP:Scratched>l Murder! Exits are: E You have stumbled onto a place where a ghastly scene unfolds. It appears as though a party of hapless adventurers was set upon by someones or somethings and complete decimated. Scraps of their equipment lie strewn about the place, evidence that the killers took their time to loot the bodies clean. There is not much sign of a struggle, which leads you to believe the adventurers were very near death before they even got to this place. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >fol soi You are already following him. >'let's go soi You say 'let's go soi' ride >A horse stops following you. You mount a horse and start riding him. R> Strider leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. R> A horse stops following Soi. Soi mounts a horse and starts riding him. R> Soi is leaving east, riding on a horse. You follow Soi. Bleak Plain Exits are: N W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. R> Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. R> Soi is leaving north, riding on a horse. You follow Soi. Dense Forest Exits are: N E S You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. A dagger has been left here. A soft pair of boots have been left here. A large sack lies here. A heavy dagger has been abandoned here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A large sack lies here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A horse is here, gazing at you. A horse is here, gazing at you. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Soi is leaving east, riding on a horse. Strider leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. A torch is lying here. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A backpack lies here. A large black snake is coiled up here, gazing at you intently. A large black snake is coiled up here, gazing at you intently. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Soi attacks a coiled black snake! Soi slashes a coiled black snake. R> A coiled black snake hits Soi's body. Sesil says 'lets xp strider' R> Strider assists Soi. R> Soi deflects a coiled black snake's attack. as ci R> Soi slashes a coiled black snake. Sesil assists Soi. Sesil attacks a coiled black snake! Sesil slashes a coiled black snake very hard. R>You join the fight! You cannot fathom a coiled black snake's mind. R HP:Healthy, Soi:Hurt, a coiled black snake:in top shape>You start to concentrate. /-set men off \| Soi deflects a coiled black snake's attack. /- Soi slashes a coiled black snake. \ Ok. R HP:Healthy, Soi:Hurt, a coiled black snake:in top shape> You cannot fathom a coiled black snake's mind. R HP:Healthy, Soi:Hurt, a coiled black snake:in top shape>AutoMental mode is now off. R HP:Healthy, Soi:Hurt, a coiled black snake:Bruised> A coiled black snake dodges Sesil's attack. Strider lightly slashes a coiled black snake. R HP:Healthy, Soi:Hurt, a coiled black snake:Bruised> A coiled black snake deflects your attack. Soi deflects a coiled black snake's attack. R HP:Healthy, Soi:Hurt, a coiled black snake:Bruised> Soi slashes a coiled black snake. R HP:Healthy, Soi:Hurt, a coiled black snake:Bruised>diag A coiled black snake deflects Strider's attack. A coiled black snake has some bruises. A coiled black snake is in top shape. A coiled black snake has been here for a long time already. A coiled black snake is affected by: insight (long) It is well aware of the Wraith-world. R HP:Healthy, Soi:Hurt, a coiled black snake:Bruised> A coiled black snake deflects your attack. A coiled black snake hits Soi's left hand hard. R HP:Healthy, Soi:Wounded, a coiled black snake:Bruised> Sesil slashes a coiled black snake hard. Soi slashes a coiled black snake hard. R HP:Healthy, Soi:Wounded, a coiled black snake:Hurt>cc You start to concentrate. |/-\ Strider lightly slashes a coiled black snake. |/ A coiled black snake hits Soi's left hand hard. -\ Soi slashes a coiled black snake hard. Soi says 'i want shadowy:(' Ok. A coiled black snake appears to be confused! R HP:Healthy, Soi:Wounded, a coiled black snake:Hurt> Sesil slashes a coiled black snake very hard. R HP:Healthy, Soi:Wounded, a coiled black snake:Hurt>set tac ag You slash a coiled black snake. R HP:Healthy, Soi:Wounded, a coiled black snake:Hurt> Strider slashes a coiled black snake hard. R HP:Healthy, Soi:Wounded, a coiled black snake:Hurt>A coiled black snake hits Soi's head hard. Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving north, riding on a horse. You are now employing aggressive tactics. R HP:Healthy, a coiled black snake:Hurt>nod You nod solemnly. R HP:Healthy, a coiled black snake:Hurt> You slash a coiled black snake hard. R HP:Healthy, a coiled black snake:Wounded> A slight mist rises from the damp land into the cloudless sky. Your torch went out. R HP:Healthy, a coiled black snake:Wounded> Strider slashes a coiled black snake. R HP:Healthy, a coiled black snake:Wounded> Soi group-says 'ack' R HP:Healthy, a coiled black snake:Wounded> You deflect a coiled black snake's attack. Soi is entering from the north, riding on a horse. R HP:Healthy, a coiled black snake:Wounded> Sesil slashes a coiled black snake extremely hard. R HP:Healthy, a coiled black snake:Wounded> Sesil begins quietly muttering some strange, powerful words. set tac def R HP:Healthy, a coiled black snake:Wounded> You slash a coiled black snake hard. R HP:Healthy, a coiled black snake:Bloodied>Strider slashes a coiled black snake. You are now employing defensive tactics. R HP:Healthy, a coiled black snake:Bloodied> You deflect a coiled black snake's attack. R HP:Healthy, a coiled black snake:Bloodied>gt come Sesil utters a strange command, 'confuse' R HP:Healthy, a coiled black snake:Bloodied> You slash a coiled black snake hard. R HP:Healthy, a coiled black snake:Bloodied>gt I buffing Soi attacks a coiled black snake! Soi slashes a coiled black snake hard. R HP:Healthy, a coiled black snake:Bloodied>You feel heavier again. You group-say 'come' R HP:Healthy, a coiled black snake:Bloodied> Strider slashes a coiled black snake very hard. R HP:Healthy, a coiled black snake:Awful> You deflect a coiled black snake's attack. R HP:Healthy, a coiled black snake:Awful>diag Sesil slashes a coiled black snake very hard. A coiled black snake is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 845 points. Your blood freezes as you hear a coiled black snake's death cry. You group-say 'I buffing' gt it dead hehe sc R> Strider cuts a raw piece of meat from the slashed corpse of a coiled black snake. R>Diagnose who? R>You group-say 'it dead hehe' R>Farrakahn group-says 'what u guys doing?' You have 137/137 hit, 56/56 stamina, 132/145 moves, 16 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 16K. R> Sesil group-says 'xping' R> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Soi gets a torch from a backpack. R> Soi lights a torch and holds it. R> Farrakahn group-says 'but soi is leaving?' R>gt nod You group-say 'nod' R> Soi group-says 'im lvl on the way to town' R>gt 15 mins, we exping on way to outpost You group-say '15 mins, we exping on way to outpost' R>who Players ------- [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. Soi group-says '3k tnl' R> Farrakahn group-says 'nod' R>gt we gotta let soi get to mail level You group-say 'we gotta let soi get to mail level' R>who Players ------- [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R> Soi group-says ':)' R> The thick trees almost block out the sky, though it appears cloudless. Saving Ainaran. *an Uruk* is entering from the south, riding on a black warg. *an Uruk* is entering from the south, riding on a black warg. R>nar uruk Strider attacks *an Uruk*! *an Uruk* deflects Strider's attack. R> Strider dodges *an Uruk*'s attack. R> Soi is leaving east, riding on a horse. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. R>You narrate, 'uruk' R> Soi is leaving west, riding on a horse. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. Strider the Human is here, fighting *an Uruk*. Sesil the Human is here, fighting *an Uruk*. A horse is here, gazing at you. A horse is here, gazing at you. nar 2 A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is here, fighting Strider, riding on a black warg. *an Uruk* is riding on a black warg. Soi is riding on a horse. Sesil begins quietly muttering some strange, powerful words. R> Soi attacks *an Uruk*! *an Uruk* deflects Soi's attack. R> Strider deflects *an Uruk*'s attack. R> *an Uruk* dodges Strider's attack. *an Uruk* assists *an Uruk*. *an Uruk* attacks Strider! Strider deflects *an Uruk*'s attack. R>Strider begins quietly muttering some strange, powerful words. You narrate, '2' R> Sesil utters a strange command, 'confuse' *an Uruk* appears to be confused! R>kill uruk cc You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy, Strider:Healthy, *an Uruk*:Bruised> Strider dodges *an Uruk*'s attack. R HP:Healthy, Strider:Healthy, *an Uruk*:Bruised>Soi tried to wound *an Uruk* but could not get close enough. Strider utters a strange command, 'confuse' Errent narrates, 'Does anyone have any feedback on the changes to confuse and flash?' You start to concentrate. |/- *an Uruk* sends Strider sprawling with a powerful bash. Soi dont wanna pk \|/-\ Sesil slashes *an Uruk*'s left leg hard. Ok. R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> Strider distracts *an Uruk* into missing him. R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> *an Uruk* deflects Soi's attack. R HP:Healthy, Strider:Healthy, *an Uruk*:Bruised> *an Uruk* slashes Strider's right hand. R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> *an Uruk* deflects your attack. Strider dodges *an Uruk*'s attack. R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> Strider has recovered from a bash! Strider rolls on the floor laughing. R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> *an Uruk* deflects Sesil's attack. , doesn't feel like pkin R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> Soi tried to wound *an Uruk* but could not get close enough. R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised>*an Uruk* dodges your attack. Strider tried to wound *an Uruk* but could not get close enough. Ainaran doesn't feel like pkin R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> Soi tried to wound *an Uruk* but could not get close enough. R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> Strider avoids being bashed by *an Uruk* who loses his balance and falls! R HP:Healthy, Strider:Scratched, *an Uruk*:Bruised> Sesil slashes *an Uruk*'s left arm very hard. R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt> *an Uruk* dodges your attack. R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt> Strider slashes *an Uruk*'s head. R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt> Soi tried to wound *an Uruk* but could not get close enough. R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt>, leavin *an Uruk* has recovered from a bash! R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt> *an Uruk* sends Strider sprawling with a powerful bash. R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt>Ainaran leavin R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt> Strider dodges *an Uruk*'s attack. R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt> *an Uruk* dodges your attack. R HP:Healthy, Strider:Scratched, *an Uruk*:Hurt> Strider deflects *an Uruk*'s attack. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. diag R>Diagnose who? R> Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. R>l *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R> Strider has recovered from a bash! R>Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. Strider the Human is standing here. A horse is here, gazing at you. Soi is riding on a horse. You are riding on a horse. R> Strider leaves south. A horse leaves south. R> Soi is leaving east, riding on a horse. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. A writhing mass of swamp bugs is buzzing through the air here. *an Uruk* is here, fighting Sesil, riding on a black warg. Sesil the Human (busy) is here, fighting *an Uruk*. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. R> Sesil utters a strange command, 'confuse' Soi attacks *an Uruk*! *an Uruk* deflects Soi's attack. R>nar i'll poiosn *an Uruk* lightly slashes Sesil's body. R>kill uruk *an Uruk* deflects Sesil's attack. You narrate, 'i'll poiosn' R>cp You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy, Sesil:Scratched, *an Uruk*:Hurt> Soi lightly slashes *an Uruk*'s body. R HP:Healthy, Sesil:Scratched, *an Uruk*:Hurt>You start to concentrate. / *an Uruk* slashes Sesil's left arm. -\| *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. /-\|/-\ Ok. You breathe out poison. R> Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. R> Soi is leaving west, riding on a horse. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. Sesil the Human is here, fighting *an Uruk*. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is here, fighting Sesil, riding on a black warg. Soi is riding on a horse. R> Soi attacks *an Uruk*! *an Uruk* deflects Soi's attack. R> *an Uruk* tries his Will against Sesil's mind, but he resists! *an Uruk* is entering from the south, riding on a black warg. R>'leave room *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. You say 'leave room' kill uruk R>You attack *an Uruk*! You slash *an Uruk*'s head hard. cp R HP:Healthy, *an Uruk*:Scratched> *an Uruk* slashes your right arm hard. R HP:Scratched, *an Uruk*:Scratched> *an Uruk* is entering from the east, riding on a black warg. R HP:Scratched, *an Uruk*:Scratched>You start to concentrate. /- Soi is leaving east, riding on a horse. \ *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. |/-\ Soi is entering from the east, riding on a horse. | Soi attacks *an Uruk*! Soi lightly slashes *an Uruk*'s right leg. / Sesil attacks *an Uruk*! Sesil slashes *an Uruk*'s body very hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. -\ Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. Ok. You breathe out poison. R HP:Scratched> Soi is leaving east, riding on a horse. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. There is an unpleasant smell to this place. A writhing mass of swamp bugs is buzzing through the air here. *an Uruk* is riding on a black warg. Soi is riding on a horse. R HP:Scratched> Soi attacks *an Uruk*! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. R HP:Scratched> Soi is leaving north, riding on a horse. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. *an Uruk* is riding on a black warg. Soi is riding on a horse. R HP:Scratched> *an Uruk* is leaving south, riding on a black warg. R HP:Scratched> Soi is leaving south, riding on a horse. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. There is an unpleasant smell to this place. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. R HP:Scratched> Soi is leaving west, riding on a horse. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. There is an unpleasant smell to this place. Soi is riding on a horse. R HP:Scratched> nar 2 poison rooms Soi is leaving south, riding on a horse. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. The slashed corpse of a coiled black snake is lying here. A torch is lying here. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A backpack lies here. A coiled black snake is here, fighting Strider. A writhing mass of swamp bugs is buzzing through the air here. Strider the Human is here, fighting *an Uruk*. A horse is here, gazing at you. *an Uruk* is (busy) here, fighting Strider, riding on a black warg. Sesil the Human is here, fighting *an Uruk*. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is here, fighting Strider, riding on a black warg. *an Uruk* is here, fighting Strider, riding on a black warg. Soi is (busy) riding on a horse. R HP:Scratched>kill uruk Strider slashes *an Uruk*'s right hand. You narrate, '2 poison rooms' R HP:Scratched> *an Uruk* tries his Will against Strider's mind, but he resists! R HP:Scratched> Strider deflects *an Uruk*'s attack. Sesil slashes *an Uruk*'s right arm extremely hard. Soi attacks *an Uruk*! Soi slashes *an Uruk*'s left leg. R HP:Scratched>cp A coiled black snake hits Strider's body hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. You attack *an Uruk*! You slash *an Uruk*'s body hard. Sesil stops fighting *an Uruk*. R HP:Scratched, Strider:Hurt, *an Uruk*:Wounded> Strider panics, and attempts to flee! Strider flees head over heals! Strider leaves east. A horse leaves east. R HP:Scratched, *an Uruk*:Wounded>You can't summon enough energy to cast the spell. R HP:Scratched, *an Uruk*:Wounded> A slight mist rises from the damp land into the cloudless sky. R HP:Scratched, *an Uruk*:Wounded> You deflect *an Uruk*'s attack. R HP:Scratched, *an Uruk*:Wounded> *an Uruk* is entering from the north, riding on a black warg. R HP:Scratched, *an Uruk*:Wounded> Soi slashes *an Uruk*'s body very hard. R HP:Scratched, *an Uruk*:Wounded> You slash *an Uruk*'s left arm. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R HP:Scratched>set tac def *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. *an Uruk* is leaving north, riding on a black warg. set tac ag R HP:Scratched>You are now employing defensive tactics. Soi is leaving east, riding on a horse. You follow Soi. Cattails Exits are: N E W The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. Strider the Human is standing here. A horse is here, gazing at you. *an Uruk* is riding on a black warg. Soi is (busy) riding on a horse. R HP:Scratched>You are now employing aggressive tactics. R> Soi attacks *an Uruk*! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R>kill uruk Soi is leaving east, riding on a horse. Strider leaves east. A horse leaves east. You follow Soi. Muddy Forest Exits are: S W This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. *an Uruk* is riding on a black warg. Soi is (busy) riding on a horse. Strider the Human is standing here. A horse is here, gazing at you. R>You attack *an Uruk*! You slash *an Uruk*'s body very hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. R>kill uruk They aren't here. R> Strider leaves west. A horse leaves west. R> Soi is leaving west, riding on a horse. You follow Soi. Cattails Exits are: N E W The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. Sesil the Human is here, fighting *an Uruk*. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is here, fighting Sesil, riding on a black warg. *an Uruk* is (busy) here, fighting Sesil, riding on a black warg. Strider the Human is standing here. A horse is here, gazing at you. Soi is (busy) riding on a horse. kill uruk R> *an Uruk* lightly slashes Sesil's right leg. R>You attack *an Uruk*! *an Uruk* deflects your attack. *an Uruk*'s riposte catches you off guard. *an Uruk* slashes your head very hard. Soi attacks *an Uruk*! *an Uruk* deflects Soi's attack. *an Uruk*'s riposte catches Soi off guard. *an Uruk* slashes Soi's head hard. R HP:Bruised, Sesil:Hurt, *an Uruk*:Hurt> Strider assists Soi. Strider attacks *an Uruk*! *an Uruk* dodges Strider's attack. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt> Strider dodges *an Uruk*'s attack. nar one hurt Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt>set tac ag diag *an Uruk* deflects Soi's attack. *an Uruk* deflects your attack. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt> *an Uruk* dodges Strider's attack. Sesil attacks *an Uruk*! *an Uruk* deflects Sesil's attack. *an Uruk*'s riposte catches Sesil off guard. *an Uruk* slashes Sesil's head hard. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt>You narrate, 'one hurt' R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt>You are now employing aggressive tactics. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt> *an Uruk* lightly slashes Strider's left arm. *an Uruk* attacks Strider! *an Uruk* slashes Strider's head. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt>*an Uruk* is somewhat hurt. *an Uruk* is in top shape. *an Uruk* is affected by: confuse (fast-acting) anger (medium) He is moderately sensitive to the spiritual. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt>set men on Soi narrates, 'riposte!' R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt> *an Uruk* dodges your attack. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt> *an Uruk* deflects Soi's attack. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. l R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt> Strider lightly slashes *an Uruk*'s body. R HP:Bruised, Strider:Hurt, *an Uruk*:Hurt>*an Uruk* slashes Strider's body. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. AutoMental mode is now on. R HP:Bruised> Strider distracts *an Uruk* into missing him. R HP:Bruised> Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Bruised> *an Uruk* deflects Strider's attack. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. R HP:Bruised> Soi is leaving east, riding on a horse. Strider leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. You follow Soi. Muddy Forest Exits are: S W This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. Soi is (busy) riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Soi is leaving south, riding on a horse. Strider leaves south. Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. You follow Soi. Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is (busy) riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised>Dense Forest Exits are: N W You find yourself deep in a dense and dark forest. The trees are growing very near to each other and the places between them are covered by brushwood. The whole vegetation makes it very hard to move on deeper into the forest. Only sometimes a single sunbeam reaches the ground so it is quite dusky. To the north the forest turns swampy. West looks even darker. Soi is (busy) riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. R HP:Bruised> Strider begins quietly muttering some strange, powerful words. R HP:Bruised> Strider utters a strange command, 'curing saturation' *an Uruk* is entering from the west, riding on a black warg. R HP:Scratched> Sesil says 'regen me' R HP:Scratched> Cogadh chats, 'an uruk has one?' R HP:Scratched> *an Uruk* is leaving north, riding on a black warg. R HP:Scratched>kill uruk Your regeneration slows again. Your victim disappeared! R HP:Scratched>kill uruk Your victim disappeared! R HP:Scratched> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Muddy Forest Exits are: S W This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. Soi is (busy) riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Cogadh chats, 'ouchie' R HP:Scratched> Sesil says 'regen me ainaran' R HP:Scratched>set men on kill uruk AutoMental mode is now on. R HP:Scratched>Your victim disappeared! Soi is leaving west, riding on a horse. Strider leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Soi. Cattails Exits are: N E W The ground is slightly drier here than to the southeast, but still damp enough to support hordes of cattails. Their long stalks sprout everywhere and make it difficult to see more than a few feet in any direction. Clouds of bothersome insects rise at each footstep, eagerly seeking their next meal. Soi is (busy) riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Scratched> Soi is leaving west, riding on a horse. Strider leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. The slashed corpse of a coiled black snake is lying here. A torch is lying here. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A backpack lies here. A large black snake is coiled up here, gazing at you intently. A writhing mass of swamp bugs is buzzing through the air here. Soi is (busy) riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Scratched> A coiled black snake attacks Soi! A coiled black snake hits Soi's right arm hard. A coiled black snake deflects Soi's attack. ' no spirit dmamit R HP:Scratched>You say 'no spirit dmamit' R HP:Scratched>as Errent narrates, 'Please ppl, use confuse and flash on your opponents' Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving west, riding on a horse. Strider leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Soi. Swampy Forest Exits are: E S The dense reeds and rushes frequently hide pools of ominous-looking black water. Insects are the masters here - they fill the air in great buzzing clouds, eager for a meal. From time to time a splash of water can be heard, indicating that other, larger forms of life are around. A dagger has been left here. A soft pair of boots have been left here. A large sack lies here. A heavy dagger has been abandoned here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A torch is lying here. A large sack lies here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A horse is here, gazing at you. A horse is here, gazing at you. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Scratched> Soi is leaving east, riding on a horse. Strider leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. You follow Soi. Deep Swamp Exits are: N E W Just to the south, a solid wall of reeds blocks travel. This area is home to many insects - most of which seem intent on feeding - that are a constant nuisance. The muddy ground is generally covered with sedges and tangled brambles, while the frequent pools of dark water sport a coat of water lilies and other aquatic plants. The slashed corpse of a coiled black snake is lying here. A torch is lying here. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A backpack lies here. A large black snake is coiled up here, gazing at you intently. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Scratched> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Dry Land Exits are: E S A small patch of trees stands here, clinging to the small slip of land that rises above the surrounding swamp. The thick veil of fog that blankets the surrounding swamp is not a dense here, though the thick canopy of the trees still blocks out most light. There is an unpleasant smell to this place. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Scratched>But nobody is fighting him! R HP:Scratched>sc nar lagging, no spirit :P Sesil writhes in pain as the poison takes hold. Sesil writhes in pain as the poison takes hold. R HP:Scratched> Soi narrates, 'uruk has riposte!' R HP:Scratched> Sesil says 'fuck' R HP:Scratched>You have 136/137 hit, 56/56 stamina, 125/145 moves, 4 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 16K. R HP:Scratched> Soi is leaving east, riding on a horse. Strider leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. You follow Soi. Murky Waters Exits are: N S W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. The fog itself swirls around on an unfelt breeze, looking eerily like it has a life of its own. There is an unpleasant smell to this place. A writhing mass of swamp bugs is buzzing through the air here. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R> Sesil says 'rem me' R> Strider says 'i need moves' R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>You narrate, 'lagging, no spirit :P' R> Strider sits down and rests. R> Sesil says 'rem me' R> Clouds race across the sky above the hills. R> Farrakahn narrates, 'he a level 20 ranger snicker?' R>nar hopefully dumbass got poisoned Strider says 'sit still a minute' R>You narrate, 'hopefully dumbass got poisoned' R> Sesil says 'ainaran rem me' R>l Sesil says 'i poisoned' R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Strider the Human is resting here. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. R>'NO SPIRIT You say 'NO SPIRIT' R>sc You have 137/137 hit, 56/56 stamina, 135/145 moves, 4 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 16K. R> Strider says 'i can curesat, and that's all' R>diag sesil Sesil has a lot of wounds. Sesil is in top shape. Sesil is affected by: poison (medium) anger (medium) insight (short) He is one with the Wraith-world! R> Sesil says 'i know you have enough you just dont want to' R> Sesil sulks in the corner. R>'spirit 0. You say 'spirit 0.' R> Sesil looks at you. R>'none You say 'none' 'at all R> Strider says 'anyone want a curesat?' R>You say 'at all' R> Cogadh chats, 'nice' R> Sesil chats, 'anyone with remove?' who R>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R>chat raise, but no spirit You chat, 'raise, but no spirit' R>l Sesil writhes in pain as the poison takes hold. R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Strider the Human is resting here. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. R>sc You have 137/137 hit, 56/56 stamina, 145/145 moves, 4 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 16K. R> Sesil sits down and rests. R>'go take me to a flame or something You say 'go take me to a flame or something' R>prac No clouds can be seen in the sky. R> Strider says 'bleh, i could get remove if irepracced' R>You have 0 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) 'please ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 8 time, 2 spirit) fear (Mastered) ( 8 time, 5 spirit) divination (very good) ( 16 time, 2 spirit) vitality (Mastered) ( 8 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 10 time, 5 spirit) revive (Mastered) ( 8 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) R> Sesil stops riding a horse. A horse now follows Sesil. Sesil lies down and falls asleep. R>You say 'please' R>st brb l You are already standing. R> Strider says 'i'm going mental on those uruks if they come back' R>Come back soon! R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Strider the Human is resting here. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. R> Strider says 'that's how we slaughtered them last time' e R>Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. s R>A Morbid Scene Exits are: N Tall trees grow here, their branches blotting out the sky above and casting the ground into darkness. However, the darkness is not enough to hide what happened here even if it did not smell so bad. Clearly something died here, and not a pleasant death for sure. A dark wolf crouches in the shadows, preparing to attack. A dark wolf crouches in the shadows, preparing to attack. A mountain wolf growls and bares its teeth. R> A dark, vicious wolf attacks YOU! A dark, vicious wolf hits your body hard. You cannot fathom a dark, vicious wolf's mind. R HP:Scratched, a dark, vicious wolf:in top shape> You cannot fathom a dark, vicious wolf's mind. R HP:Scratched, a dark, vicious wolf:in top shape> A mountain wolf attacks YOU! A mountain wolf lightly hits your right arm. R HP:Bruised, a dark, vicious wolf:in top shape> A dark, vicious wolf hits your head hard. R HP:Bruised, a dark, vicious wolf:in top shape> You cannot fathom a dark, vicious wolf's mind. R HP:Bruised, a dark, vicious wolf:in top shape>R HP:Bruised, a dark, vicious wolf:in top shape> You cannot fathom a dark, vicious wolf's mind. R HP:Bruised, a dark, vicious wolf:in top shape> A mountain wolf lightly hits your body. R HP:Bruised, a dark, vicious wolf:in top shape> A dark, vicious wolf hits your head very hard. R HP:Hurt, a dark, vicious wolf:in top shape>f You cannot fathom a dark, vicious wolf's mind. R HP:Hurt, a dark, vicious wolf:in top shape>PANIC! You couldn't escape! R HP:Hurt, a dark, vicious wolf:in top shape> A mountain wolf lightly hits your right leg. A dark, vicious wolf hits your left leg hard. set tac def f R HP:Hurt, a dark, vicious wolf:in top shape> You cannot fathom a dark, vicious wolf's mind. R HP:Hurt, a dark, vicious wolf:in top shape>You are now employing defensive tactics. R HP:Hurt, a dark, vicious wolf:in top shape>PANIC! You couldn't escape! R HP:Hurt, a dark, vicious wolf:in top shape> You cannot fathom a dark, vicious wolf's mind. R HP:Hurt, a dark, vicious wolf:in top shape>f A dark, vicious wolf hits your body hard. R HP:Wounded, a dark, vicious wolf:in top shape> You deflect a mountain wolf's attack. R HP:Wounded, a dark, vicious wolf:in top shape>You flee head over heels. Bleak Hills Exits are: S W The terrain here is anything but friendly. Small patches of thorns and thistles grasp at anything that comes remotely close, while loose patches of stones and soil make the footing treacherous. The hills drop off to the south, leading down into a dark forest, while in every other direction they undulate off into the distance. R HP:Wounded>exa w To the west you see: Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Strider the Human is resting here. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Wounded>w repo Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. Soi is riding on a horse. Strider the Human is resting here. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Wounded>You group-say 'I am wounded, my stamina is full, and i am energetic.' R HP:Wounded> Sesil writhes in pain as the poison takes hold. R HP:Wounded> Sesil group-says 'I am wounded, my stamina is full, and i am energetic.' R HP:Wounded>'fucker btter repay me You say 'fucker btter repay me' R HP:Wounded> No clouds can be seen in the sky. R HP:Hurt>rem sesil You start to concentrate. /-\ Sesil sinks deeply into thought, but seems to be a little lost. |/-\|/-\|/-\ Strider gets a hefty cut of bear meat from a backpack. You lost your concentration! R HP:Hurt> Strider eats a hefty cut of bear meat. R HP:Hurt>rem sesil Strider eats a raw piece of meat. R HP:Hurt> Strider drinks water from a water skin. R HP:Hurt>You start to concentrate. /-\|/-\| Strider puts a raw piece of meat in a backpack. Strider puts a large side of venison in a backpack. Strider puts a raw piece of meat in a backpack. Strider puts a raw piece of meat in a backpack. Strider puts a hefty cut of bear meat in a backpack. Strider puts a raw piece of meat in a backpack. Strider puts a raw piece of meat in a backpack. /-\|/ Sesil lies down and falls asleep. -\ Ok. R HP:Hurt>sc You have 74/137 hit, 56/56 stamina, 128/145 moves, 1 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 16K. R HP:Hurt>diag sesil Sesil has a lot of wounds. Sesil is in top shape. Sesil is affected by: anger (short) insight (short) He is one with the Wraith-world! R HP:Hurt> Sesil awakes, and clambers on his feet. R HP:Hurt> Strider says 'we're all mental' R HP:Hurt>'1 spirit. You say '1 spirit.' R HP:Hurt> Sesil says 'poison gone' R HP:Hurt> Strider says 'i can buff the uruks' R HP:Hurt>spit You spit over your left shoulder. R HP:Hurt> Strider says 'we mental them if they return' R HP:Hurt> Sesil says 'curing me' R HP:Hurt>'i removed you You say 'i removed you' R HP:Hurt> Strider stops resting, and clambers on his feet. set tac def R HP:Hurt> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between set tac def set tac ag the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. A large wild dog watches you carefully. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Hurt>You are now employing defensive tactics. R HP:Hurt> Soi attacks a large wild dog! Soi slashes a large wild dog's left foreleg hard. R HP:Hurt> Soi deflects a large wild dog's attack. R HP:Hurt> Strider assists Soi. Strider attacks a large wild dog! Strider slashes a large wild dog's body. R HP:Hurt> Sesil assists Strider. Sesil attacks a large wild dog! Sesil slashes a large wild dog's body very hard. R HP:Hurt> Soi deflects a large wild dog's attack. Soi lightly slashes a large wild dog's rightchat shit at the lag as forefoot. R HP:Hurt> Strider slashes a large wild dog's right hindleg hard. R HP:Hurt>You are now employing defensive tactics. R HP:Hurt>You are now employing aggressive tactics. R HP:Hurt> A large wild dog deflects Soi's attack. R HP:Hurt> Soi deflects a large wild dog's attack. R HP:Hurt> Strider slashes a large wild dog's left hindleg. R HP:Hurt> Sesil slashes a large wild dog's right foreleg very hard. R HP:Hurt>You chat, 'shit at the lag' R HP:Hurt>You join the fight! You cannot fathom a large wild dog's mind. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> Soi slashes a large wild dog's head hard. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> Soi deflects a large wild dog's attack. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> Strider slashes a large wild dog's body hard. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> You cannot fathom a large wild dog's mind. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> Sesil slashes a large wild dog's left hindleg hard. Your regeneration slowed. set tac ag R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> Soi slashes a large wild dog's body. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> You cannot fathom a large wild dog's mind. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> A large wild dog deflects Strider's attack. A large wild dog lightly hits Soi's head. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape>You are now employing aggressive tactics. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> You cannot fathom a large wild dog's mind. R HP:Hurt, Soi:Hurt, a large wild dog:in top shape> A large wild dog deflects Soi's attack. R HP:Bruised, Soi:Hurt, a large wild dog:in top shape> Strider slashes a large wild dog's left hindfoot. R HP:Bruised, Soi:Hurt, a large wild dog:in top shape> Sesil slashes a large wild dog's right foreleg hard. A large wild dog is dead! R.I.P. You receive your share of experience -- 446 points. R HP:Bruised> Sesil begins quietly muttering some strange, powerful words. R HP:Bruised> No clouds can be seen in the sky. R HP:Bruised> Sesil utters a strange command, 'insight' R HP:Bruised> Strider cuts a raw piece of meat from the slashed corpse of a large wild dog. R HP:Bruised> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. A mountain goat is here, eating grass. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. wh R HP:Bruised>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. l R HP:Bruised> Soi attacks a mountain goat! Soi slashes a mountain goat's body. R HP:Bruised> Soi deflects a mountain goat's attack. R HP:Bruised>Strider assists Soi. Strider attacks a mountain goat! Strider slashes a mountain goat's right forefoot. Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. A mountain goat is here, fighting Soi. Soi is here, fighting a mountain goat, riding on a horse. Strider the Human (busy) is here, fighting a mountain goat. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. R HP:Bruised> Sesil assists Strider. Sesil attacks a mountain goat! Sesil slashes a mountain goat's body very hard. R HP:Bruised> Soi slashes a mountain goat's right foreleg. R HP:Bruised> Soi deflects a mountain goat's attack. R HP:Bruised> Strider slashes a mountain goat's right hindfoot. R HP:Bruised>as You join the fight! You cannot fathom a mountain goat's mind. R HP:Bruised, Soi:Hurt, a mountain goat:in top shape>set tac ag Soi lightly slashes a mountain goat's left hindfoot. R HP:Bruised, Soi:Hurt, a mountain goat:in top shape>set men off Strider slashes a mountain goat's right hindleg. R HP:Bruised, Soi:Hurt, a mountain goat:in top shape>Soi deflects a mountain goat's attack. You are now employing aggressive tactics. R HP:Bruised, Soi:Hurt, a mountain goat:in top shape> You cannot fathom a mountain goat's mind. Sesil slashes a mountain goat's left forefoot hard. A mountain goat is dead! R.I.P. You receive your share of experience -- 84 points. Your blood freezes as you hear a mountain goat's death cry. Soi says '2k tnl' R HP:Bruised>set tac ag sc Strider cuts a leg of lamb from the slashed corpse of a mountain goat. R HP:Bruised>AutoMental mode is now off. R HP:Bruised>You are now employing aggressive tactics. R HP:Bruised>You have 102/137 hit, 56/56 stamina, 132/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 16K. R HP:Bruised>l Strider says 'someone group me' Soi is leaving west, riding on a horse. Strider leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Soi. Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A large wild dog watches you carefully. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised>Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A large wild dog watches you carefully. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. R HP:Bruised> Strider giggles. R HP:Bruised> Soi attacks a large wild dog! Soi slashes a large wild dog's head. R HP:Bruised> A large wild dog hits Soi's right leg. R HP:Bruised> Strider assists Soi. Strider attacks a large wild dog! Strider slashes a large wild dog's body hard. R HP:Bruised> Sesil assists Strider. Sesil attacks a large wild dog! Sesil slashes a large wild dog's head very hard. R HP:Bruised>tell cogadh we need to get together soon A large wild dog hits Soi's head. A large wild dog deflects Soi's attack. as R HP:Bruised> A large wild dog deflects Strider's attack. R HP:Bruised>You tell Cogadh 'we need to get together soon' R HP:Bruised>You join the fight! You attack a large wild dog! You lightly slash a large wild dog's body. R HP:Bruised, Soi:Hurt, a large wild dog:Hurt> Soi slashes a large wild dog's right foreleg. R HP:Bruised, Soi:Hurt, a large wild dog:Hurt> Sesil slashes a large wild dog's left hindleg hard. Soi deflects a large wild dog's attack. R HP:Bruised, Soi:Hurt, a large wild dog:Hurt> Strider slashes a large wild dog's head hard. R HP:Bruised, Soi:Hurt, a large wild dog:Wounded> You slash a large wild dog's body. R HP:Bruised, Soi:Hurt, a large wild dog:Wounded> Soi slashes a large wild dog's right hindleg. R HP:Bruised, Soi:Hurt, a large wild dog:Wounded> Strider slashes a large wild dog's left foreleg. Soi deflects a large wild dog's attack. R HP:Bruised, Soi:Hurt, a large wild dog:Bloodied> You slash a large wild dog's body. R HP:Bruised, Soi:Hurt, a large wild dog:Bloodied> Sesil slashes a large wild dog's right hindleg very hard. R HP:Bruised, Soi:Hurt, a large wild dog:Awful> Soi slashes a large wild dog's head. A large wild dog is dead! R.I.P. You receive your share of experience -- 298 points. Farrakahn narrates, 'well no solo xp for me with this shit :(' R HP:Bruised> Strider tries to butcher the slashed corpse of a large wild dog but only spoils it. R HP:Bruised>tell cogadh we need to so some spirits together :-) You tell Cogadh 'we need to so some spirits together :-)' R HP:Bruised> Cogadh tells you 'me?, why's that?'. R HP:Bruised> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Soi attacks a Mirkwolf! A Mirkwolf deflects Soi's attack. R HP:Bruised> A Mirkwolf hits Soi's body hard. R HP:Bruised>as Strider assists Soi. Strider attacks a Mirkwolf! A Mirkwolf deflects Strider's attack. Cogadh tells you '*grin* I guess'. R HP:Bruised>You join the fight! You attack a Mirkwolf! You slash a Mirkwolf's left foreleg. R HP:Bruised, Soi:Hurt, a Mirkwolf:Scratched> Sesil assists Strider. Sesil attacks a Mirkwolf! Sesil slashes a Mirkwolf's right forefoot very hard. R HP:Bruised, Soi:Hurt, a Mirkwolf:Bruised>set tac ag A Mirkwolf hits Soi's body hard. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bruised> Soi slashes a Mirkwolf's left forefoot. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bruised>You are now employing aggressive tactics. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bruised> Strider slashes a Mirkwolf's left foreleg. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bruised> You slash a Mirkwolf's right foreleg. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bruised> Strider begins quietly muttering some strange, powerful words. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bruised> Soi deflects a Mirkwolf's attack. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bruised> Soi lightly slashes a Mirkwolf's body. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bruised> Sesil slashes a Mirkwolf's head very hard. R HP:Bruised, Soi:Wounded, a Mirkwolf:Hurt>rep free circlets hehe You slash a Mirkwolf's body. Strider utters a strange command, 'confuse' A Mirkwolf appears to be confused! R HP:Bruised, Soi:Wounded, a Mirkwolf:Hurt>You tell Cogadh 'free circlets hehe' R HP:Bruised, Soi:Wounded, a Mirkwolf:Hurt> Soi deflects a Mirkwolf's attack. R HP:Bruised, Soi:Wounded, a Mirkwolf:Hurt>l strider Soi slashes a Mirkwolf's right hindleg. R HP:Bruised, Soi:Wounded, a Mirkwolf:Hurt>Strider slashes a Mirkwolf's body hard. Strider the Human You see nothing special about him. Strider looks healthy. Strider is using: a torch..It glows brightly. a stone ring..It glows blue! a stone ring..It glows blue! a silk scarf a silk scarf an indigo cotton shirt an indigo cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a green pair of cotton sleeves a light kite shield a green robe an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a belt pouch R HP:Bruised, Soi:Wounded, a Mirkwolf:Hurt> You slash a Mirkwolf's right hindleg. R HP:Bruised, Soi:Wounded, a Mirkwolf:Hurt> Sesil slashes a Mirkwolf's right foreleg hard. R HP:Bruised, Soi:Wounded, a Mirkwolf:Wounded> Soi deflects a Mirkwolf's attack. R HP:Bruised, Soi:Wounded, a Mirkwolf:Wounded> Through the trees a cloudless sky can be seen. R HP:Bruised, Soi:Wounded, a Mirkwolf:Wounded> Soi slashes a Mirkwolf's right foreleg hard. R HP:Bruised, Soi:Wounded, a Mirkwolf:Wounded> Strider slashes a Mirkwolf's left hindleg hard. 'want a circlet strider? R HP:Bruised, Soi:Wounded, a Mirkwolf:Wounded> You slash a Mirkwolf's left foreleg hard. R HP:Bruised, Soi:Wounded, a Mirkwolf:Wounded> Soi deflects a Mirkwolf's attack. R HP:Bruised, Soi:Wounded, a Mirkwolf:Wounded> Sesil slashes a Mirkwolf's body very hard. Soi slashes a Mirkwolf's left forefoot. R HP:Bruised, Soi:Wounded, a Mirkwolf:Bloodied>You say 'want a circlet strider?' R HP:Bruised, Soi:Wounded, a Mirkwolf:Bloodied> You slash a Mirkwolf's body hard. Strider slashes a Mirkwolf's body. R HP:Bruised, Soi:Wounded, a Mirkwolf:Awful> A Mirkwolf hits Soi's left leg hard. set tac ag R HP:Bruised, Soi:Wounded, a Mirkwolf:Awful> A Mirkwolf deflects Soi's attack. R HP:Bruised, Soi:Wounded, a Mirkwolf:Awful> You slash a Mirkwolf's head hard. R HP:Bruised, Soi:Wounded, a Mirkwolf:Awful> Strider slashes a Mirkwolf's left foreleg hard. A Mirkwolf is dead! R.I.P. You receive your share of experience -- 1091 points. R HP:Bruised> Soi giggles. R HP:Bruised>You are now employing aggressive tactics. R HP:Bruised> Strider tries to butcher the slashed corpse of a Mirkwolf but only spoils it. R HP:Bruised> Strider says 'yes please :-)' Cogadh tells you 'whats the point, they'll be deleted :('. R HP:Bruised> Soi is leaving west, riding on a horse. Strider leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Soi. A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Soi is leaving west, riding on a horse. Strider leaves west. Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. A horse leaves west. You follow Soi. Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Soi is leaving south, riding on a horse. Strider leaves south. Sesil leaves south. A horse leaves south. A horse leaves south. A horse leaves south. A horse leaves south. You follow Soi. Grassy Forest Exits are: N E Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Soi is leaving east, riding on a horse. Strider leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. You follow Soi. Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. Soi is riding on a 'come with me and Cogadh horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. R HP:Bruised>You say 'come with me and Cogadh' Soi is leaving east, riding on a horse. Strider leaves east. A horse leaves east. You follow Soi. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Strider the Human is standing here. A horse is here, gazing at you. R HP:Bruised> Sesil leaves west. A horse leaves west. A horse leaves west. A horse leaves west. R HP:Bruised> Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R HP:Bruised> Soi is leaving east, riding on a horse. Strider leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. A horse leaves east. A horse leaves east. You follow Soi. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Farrakahn is entering from the east, riding on a nice pony. R HP:Bruised> Strider says 'i would be most grateful' R HP:Bruised> Farrakahn is leaving east, riding on a nice pony. Strider says 'ok' R HP:Bruised> Farrakahn is entering from the east, riding on a nice pony. R HP:Bruised> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the south, riding on a nice pony. R HP:Bruised> Soi is leaving north, riding on a horse. Strider leaves north. Sesil leaves north. A horse leaves north. A horse leaves north. A horse leaves north. A horse leaves north. You follow Soi. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn is entering from the south, riding on a nice pony. tell cogadh use in this contest :-) R HP:Bruised>You tell Cogadh 'use in this contest :-)' R HP:Bruised> An abandoned wolf attacks Soi! Soi deflects an abandoned wolf's attack. Soi slashes an abandoned wolf's right forefoot. R HP:Bruised>as Soi slashes an abandoned wolf's body. You join the fight! You attack an abandoned wolf! You slash an abandoned wolf's right forefoot hard. R HP:Bruised, Soi:Wounded, an abandoned wolf:Hurt>set tac ag An abandoned wolf barely hits Soi's left hand. Strider stops following Soi. Strider starts following you. R HP:Bruised, Soi:Wounded, an abandoned wolf:Hurt>You are now employing aggressive tactics. R HP:Bruised, Soi:Wounded, an abandoned wolf:Hurt> Soi slashes an abandoned wolf's right hindfoot. Farrakahn is leaving east, riding on a nice pony. Strider assists Soi. Strider attacks an abandoned wolf! Strider slashes an abandoned wolf's head. R HP:Bruised, Soi:Wounded, an abandoned wolf:Wounded> You slash an abandoned wolf's head hard. R HP:Bruised, Soi:Wounded, an abandoned wolf:Bloodied> An abandoned wolf lightly hits Soi's right arm. R HP:Bruised, Soi:Wounded, an abandoned wolf:Bloodied> You slash an abandoned wolf's body. Soi slashes an abandoned wolf's right foreleg. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 55 points. Your blood freezes as you hear an abandoned wolf's death cry. R HP:Bruised> Strider tries to butcher the slashed corpse of an abandoned wolf but only spoils it. R HP:Bruised>reply kicking some uruk ass mentally Soi is leaving north, riding on a horse. You follow Soi. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, l and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A black rabbit scurries about. Soi is riding on a horse. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Bruised>You tell Cogadh 'kicking some uruk ass mentally' R HP:Bruised>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A black rabbit scurries about. Soi is riding on a horse. You are riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Bruised> Soi attacks an abandoned wolf! Soi slashes an abandoned wolf's body. as R HP:Bruised> Soi dodges an abandoned wolf's attack. R HP:Bruised> Strider assists Soi. Strider attacks an abandoned wolf! Strider slashes an abandoned wolf's right foreleg hard. R HP:Bruised>set tac ag Farrakahn narrates, 'lost the mirkwolf i was solowing' R HP:Bruised>You join the fight! You attack an abandoned wolf! You slash an abandoned wolf's left foreleg. R HP:Bruised, Soi:Wounded, an abandoned wolf:Hurt> Soi slashes an abandoned wolf's left foreleg. R HP:Bruised, Soi:Wounded, an abandoned wolf:Wounded>sc Soi dodges an abandoned wolf's attack. R HP:Bruised, Soi:Wounded, an abandoned wolf:Wounded> Strider slashes an abandoned wolf's left foreleg. R HP:Bruised, Soi:Wounded, an abandoned wolf:Bloodied>You are now employing aggressive tactics. R HP:Bruised, Soi:Wounded, an abandoned wolf:Bloodied>You have 116/138 hit, 56/56 stamina, 137/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 14K. R HP:Bruised, Soi:Wounded, an abandoned wolf:Bloodied> You slash an abandoned wolf's right hindleg hard. An abandoned wolf is stunned, but will probably regain consciousness again. R HP:Bruised, an abandoned wolf:Dying> Soi slashes an abandoned wolf's right forefoot very hard. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 65 points. Your blood freezes as you hear an abandoned wolf's death cry. R HP:Bruised> Strider cuts a raw piece of meat from the slashed corpse of an abandoned wolf. sc R HP:Bruised>l Soi group-says 'let me solo funguses' R HP:Bruised>You have 117/138 hit, 56/56 stamina, 139/145 moves, 1 spirit. OB: 79, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 14K. R HP:Bruised>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of an nod abandoned wolf is lying here. A black rabbit scurries about. Soi is riding on a horse. You are riding on a horse. Strider the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Soi is leaving north, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Soi is riding on a horse. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Bruised> Above the fields, not a cloud can be seen in the sky. Soi is leaving north, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black rabbit scurries about. Soi is riding on a horse. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Bruised>You nod solemnly. R HP:Bruised>'i'll do flame if it there Soi is leaving west, riding on a horse. You follow Soi. Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. Soi is riding on a horse. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Bruised>You say 'i'll do flame if it there' R HP:Bruised> Strider says 'i'll help' R HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black rabbit scurries about. Soi is riding on a horse. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R HP:Bruised> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. Soi is riding on a horse. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Bruised> Soi is leaving north, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R HP:Bruised> Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. Soi is riding on a horse. Sesil enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. R HP:Bruised> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Bruised> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Bruised> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Soi is riding on a horse. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Bruised>'or not Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Soi is riding on a horse. Sesil enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. R HP:Bruised>gig Soi is leaving south, riding on a horse. You follow Soi. Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Soi is riding on a horse. Sesil enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. R HP:Bruised>You say 'or not' R HP:Bruised>You giggle. R HP:Bruised> Soi is leaving west, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The slashed corpse of an abandoned wolf is lying here. Soi is riding on a horse. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R HP:Bruised> Soi is leaving south, riding on a horse. You follow Soi. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Soi is riding on a horse. Sesil enters from the north. shrug A horse enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. R HP:Bruised>You shrug. 'or so R HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. Soi is riding on a horse. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R HP:Bruised> A horse stops following Strider. Strider mounts a horse and starts riding him. R HP:Bruised>You say 'or so' Soi is leaving south, riding on a horse. You follow Soi. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. Soi is riding on a horse. Strider is entering from the north, riding on a horse. Sesil enters from the north. A horse enters from the north. A horse enters from the north. A horse enters from the north. R HP:Bruised>set men on e AutoMental mode is now on. R HP:Bruised> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R HP:Bruised> Soi sighs loudly. R HP:Bruised>Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. Strider is entering from the west, riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R HP:Bruised> Sesil stops riding a horse. A horse now follows Sesil. R HP:Bruised>op muckyhole dismount Ok. d R HP:Bruised>You stop riding a horse. A horse starts following you. HP:Bruised>It is pitch black... ACK! Strider could not follow, you lost him! k hazy get tor pack HP:Bruised> Soi narrates, 'uruk here' HP:Bruised>Whom do you want to press? Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Bruised>hol tor k hazy You get a torch from a backpack. close runedslab f set tac def nar frozen :( HP:Bruised>a hazy wraith forces its Will against your intelligence! You force your Will against a hazy wraith's constitution! You light a torch and hold it. HP:Scratched Mind:somewhat duped, a hazy wraith:slightly sickly>Your mind is not ready yet. HP:Scratched Mind:somewhat duped, a hazy wraith:slightly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's concentration! Strider narrates, 'good' HP:Scratched Mind:somewhat duped, a hazy wraith:slightly sickly> Strider enters from above. A horse enters from above. HP:Scratched Mind:somewhat duped, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, a hazy wraith:slightly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your constitution! a hazy wraith forces its Will against your concentration! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's will! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> Strider forces his Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your learning! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> Sesil forces his Will against a hazy wraith's concentration! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly>It's already closed! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly>Strider forces his Will against a hazy wraith's constitution! a hazy wraith forces its Will against your strength! PANIC! You couldn't escape! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> Farrakahn narrates, 'nice 2.5k for a solo mirk' HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's wilf l! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> Sesil tries his Will against a hazy wraith's mind, but it resists! a hazy wraith forces its Will against your learning! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly>You are now employing defensive tactics. HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat sickly> Strider forces his Will against a hazy wraith's will! a hazy wraith forces its Will against your intelligence! HP:Scratched Mind:quite duped, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's dexterity! Saving Ainaran. HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> Sesil forces his Will against a hazy wraith's learning! a hazy wraith forces its Will against your learning! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> Strider forces his Will against a hazy wraith's strength! A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> Sesil tries his Will against a hazy wraith's mind, but it resists! A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited>You narrate, 'frozen :(' HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> Strider forces his Will against a hazy wraith's intelligence! A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> Sesil forces his Will against a hazy wraith's will! a hazy wraith forces its Will against your will! HP:Scratched Mind:somewhat duped, a hazy wraith:quite dispirited> Strider narrates, 'cool' HP:Scratched Mind:somewhat duped, a hazy wraith:quite dispirited> Strider forces his Will against a hazy wraith's dexterity! A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:quite dispirited>You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. HP:Scratched> Cogadh chats, 'nod' exa d HP:Scratched>To the down you see: Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A twisted piece of wire has been abandoned here. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting Strider. A hazy figure glides above the ground. (shadow) Sesil the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is here, fighting a hazy wraith. A horse is here, gazing at you. The muckyhole is open. HP:Scratched>d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A twisted piece of wire has been abandoned here. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting Sesil. A hazy figure glides above the ground. (shadow) Sesil the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is here, fighting a hazy wraith. A horse is here, gazing at you. Soi narrates, 'you soloed mirk?!?!' HP:Scratched> Sesil forces his Will against a hazy wraith's concentration! k hazy HP:Scratched> A hazy wraith forces its Will against Sesil's learning! Cogadh chats, 'good spirit too' HP:Scratched>Strider forces his Will against a hazy wraith's intelligence! You force your Will against a hazy wraith's constitution! get key HP:Scratched Mind:somewhat duped, Sesil:barely retarded, a hazy wraith:strongly duped>Sesil forces his Will against a hazy wraith's will! You get a twisted piece of wire. HP:Scratched Mind:somewhat duped, Sesil:barely retarded, a hazy wraith:strongly dispirited> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Scratched Mind:somewhat duped, Sesil:barely retarded, a hazy wraith:strongly dispirited> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat duped, Sesil:barely retarded, a hazy wraith:strongly dispirited> Strider forces his Will against a hazy wraith's constitution! HP:Scratched Mind:somewhat duped, Sesil:barely retarded, a hazy wraith:strongly dispirited> A hazy wraith tries its Will against Sesil's mind, but he resists! Farrakahn narrates, 'yea' HP:Scratched Mind:somewhat duped, Sesil:barely retarded, a hazy wraith:strongly dispirited> Sesil tries his Will against a hazy wraith's mind, but loses control! HP:Scratched Mind:somewhat duped, Sesil:slightly sickly, a hazy wraith:strongly dispirited> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Scratched Mind:somewhat duped, Sesil:slightly sickly, a hazy wraith:strongly dispirited> You force your Will against a hazy wraith's will! HP:Scratched Mind:somewhat duped, Sesil:slightly sickly, a hazy wraith:strongly dispirited> A hazy wraith forces its Will against Sesil's dexterity! Strider forces his Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat duped, Sesil:slightly sickly, a hazy wraith:strongly dispirited> Sesil forces his Will against a hazy wraith's intelligence! HP:Scratched Mind:somewhat duped, Sesil:slightly sickly, a hazy wraith:strongly dispirited> A hazy wraith forces its Will against Sesil's strength! HP:Scratched Mind:somewhat duped, Sesil:slightly sickly, a hazy wraith:strongly dispirited> You force your Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, Sesil:slightly sickly, a hazy wraith:strongly dispirited> A hazy wraith forces its Will against Sesil's constitution! Strider forces his Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, Sesil:somewhat sickly, a hazy wraith:strongly dispirited> Cogadh chats, 'heh, easy' HP:Scratched Mind:somewhat duped, Sesil:somewhat sickly, a hazy wraith:strongly dispirited> Soi narrates, 'holy' HP:Scratched Mind:somewhat duped, Sesil:somewhat sickly, a hazy wraith:strongly dispirited> Sesil forces his Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat duped, Sesil:somewhat sickly, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Scratched Mind:somewhat duped, Sesil:somewhat sickly, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:somewhat duped, Sesil:somewhat sickly, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! Strider forces his Will against a hazy wraith's dexterity! Your spirit increases by 5. You receive your share of experience -- 872 points. A hazy wraith vanishes into thin air. HP:Scratched> Cogadh chats, ':P' HP:Scratched> Sesil forces his Will against a hazy wraith's dexterity! HP:Scratched> A hazy wraith forces its Will against Sesil's will! HP:Scratched> Strider forces his Wik hazy ll against a hazy wraith's concentration! HP:Scratched> Sesil tries his Will against a hazy wraith's mind, but loses control! HP:Scratched> Soi narrates, 'not at lvl 13' HP:Scratched> Strider tries his Will against a hazy wraith's mind, but it resists! A hazy wraith forces its Will against Sesil's learning! HP:Scratched>Sesil forces his Will against a hazy wraith's concentration! You try your Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:slightly clumsy> Strider forces his Will against a hazy wraith's will! HP:Scratched Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:slightly clumsy> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat clumsy> A hazy wraith forces its Will against Sesil's constitution! Sesil forces his Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat clumsy> Strider forces his Will against a hazy wraith's intelligence! HP:Scratched Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's will! HP:Scratched Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! Sesil forces his Will against a hazy wraith's will! HP:Scratched Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat dispirited> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. A horse leaves up. who HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> Strider forces his Will against a hazy wraith's concentration! Sesil enters from above. A horse enters from above. A horse enters from above. A horse enters from above. HP:Scratched Mind:somewhat duped, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat duped, a hazy wraith:quite clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:quite clumsy> Strider forces his Will against a hazy wraith's will! HP:Scratched Mind:somewhat duped, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's intelligence! Farrakahn narrates, 'shrug just did it' Sesil forces his Will against a hazy wraith's dexterity! gt you fled at somewhat???? HP:Scratched Mind:somewhat duped, a hazy wraith:seriously clumsy>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 9 Hum] Soi the Human [ Vala ] Malek the Executioner [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. HP:Scratched Mind:somewhat duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:somewhat duped, a hazy wraith:seriously clumsy> Sesil forces his Will against a hazy wraith's constitution! Strider forces his Will against a hazy wraith's learning! HP:Scratched Mind:somewhat duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, a hazy wraith:seriously clumsy>gt werido get weirdo rather A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:seriously clumsy> Sesil forces his Will against a hazy wraith's concentration! Strider forces his Will against a hazy wraith's learning! HP:Scratched Mind:somewhat duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, a hazy wraith:seriously clumsy> A hazy wraith turns to fight Strider! Sesil forces his Will against a hazy wraith's dexterity! Strider forces his Will against a hazy wraith's constitution! A hazy wraith forces its Will against Strider's will! HP:Scratched Mind:somewhat duped, Strider:barely dispirited, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's learning! HP:Scratched Mind:somewhat duped, Strider:barely dispirited, a hazy wraith:strongly clumsy> Sesil forces his Will against a hazy wraith's constitution! Strider tries his Will against a hazy wraith's mind, but it resists! A hazy wraith forces its Will against Strider's learning! HP:Scratched Mind:somewhat duped, Strider:barely retarded, a hazy wraith:strongly clumsy>You force your Will against a hazy wraith's intelligence! You group-say 'you fled at somewhat????' HP:Scratched Mind:somewhat duped, Strider:barely retarded, a hazy wraith:strongly clumsy> Sesil forces his Will against a hazy wraith's constitution! Strider forces his Will against a hazy wraith's will! A hazy wraith tries its Will against Strider's mind, but loses control! HP:Scratched Mind:somewhat duped, Strider:barely retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, Strider:barely retarded, a hazy wraith:strongly clumsy> Sesil forces his Will against a hazy wraith's dexterity! Strider forces his Will against a hazy wraith's dexterity! A hazy wraith forces its Will against Strider's concentration! HP:Scratched Mind:somewhat duped, Strider:barely retarded, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's learning! HP:Scratched Mind:somewhat duped, Strider:barely retarded, a hazy wraith:horribly clumsy>Sesil forces his Will against a hazy wraith's intelligence! A hazy wraith tries its Will against Strider's mind, but he resists! You group-say 'werido' HP:Scratched Mind:somewhat duped, Strider:barely retarded, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's dexterity! Your spirit increases by 5. You receive your share of experience -- 872 points. A hazy wraith vanishes into thin air. HP:Scratched> Farrakahn narrates, 'once i get to level 17 or so i go solo skeletal lords and maze' HP:Scratched> Cogadh chats, 'nod' >You don't have a rather. > A hazy wraith arrives. A hazy wraith arrives. Sesil gets a twisted piece of wire. > Strider's torch flickers weakly. Sesil's torch flickers weakly. > Farrakahn narrates, 'if link holds' > Strider narrates, 'same here when i make it' > Strider tries his Will against a hazy wraith's mind, but loses control! > A hazy wraith forces its Will against Strider's constitution! Farrakahn narrates, 'which it wont' > Strider tries his Will against a hazy wraith's mind, but it resists! > A hazy wraith forces its Will against Strider's concentration! > A hazy wraith tries its Will against Strider's mind, but he resists! k hazy > Strider forces his Will against a hazy wraith's strength! >You force your Will against a hazy wraith's strength! l HP:Healthy Mind:slightly duped, Strider:slightly dispirited, a hazy wraith:somewhat weakened> A hazy wraith forces its Will against Strider's learning! HP:Healthy Mind:slightly duped, Strider:slightly dispirited, a hazy wraith:somewhat weakened> Strider forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, Strider:slightly dispirited, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, Strider:slightly dispirited, a hazy wraith:somewhat weakened>A hazy wraith tries its Will against Strider's mind, but he resists! A hazy wraith turns to fight Ainaran! Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting YOU! A hazy wraith (busy) (shadow) is here, fighting Strider. HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened> Strider tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened> A hazy wraith forces its Will against Strider's constitution! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened>nar shit a hazy wraith forces its Will against your will! You narrate, 'shit' set tac def HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened> Strider forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened> A hazy wraith forces its Will against Strider's dexterity! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened>You force your Will against a hazy wraith's concentration! You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a hazy wraith:somewhat weakened> Strider forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, a hazy wraith:somewhat clumsy> A hazy wraith forces its Will against Strider's dexterity! a hazy wraith forces its Will against your learning! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> Strider forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> A hazy wraith forces its Will against Strider's will! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> Strider forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> A hazy wraith tries its Will against Strider's mind, but he resists! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> a hazy wraith forces its Will against your strength! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> Strider tries his Will against a hazy wraith's mind, but loses control! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> A hazy wraith forces its Will against Strider's strength! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened> Sesil forces his Will against a hazy wraith's intelligence! **OVERFLOW** HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your will! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened>nar what the hell, getting overflow because i froze so long A hazy wraith forces its Will against Strider's constitution! Strider gets a ruby necklace from a backpack. HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's constitution! Strider tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened>You narrate, 'what the hell, getting overflow because i froze so long' HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened>set tac def Sesil tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened> Strider stops using a silk scarf. HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened>A hazy wraith forces its Will against Strider's learning! You are now employing defensive tactics. HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened> Strider tries his Will against a hazy wraith's mind, but loses control! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat dispirited> Sesil forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your strength! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat dispirited> A hazy wraith forces its Will against Strider's dexterity! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat dispirited> Strider forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly retarded, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's intelligence! Strider wears a ruby necklace around his neck. HP:Healthy Mind:slightly retarded, a hazy wraith:quite duped> Sesil forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly retarded, a hazy wraith:quite duped> A hazy wraith forces its Will against Strider's intelligence! a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly retarded, a hazy wraith:quite duped> Strider forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly retarded, a hazy wraith:quite duped> Sesil forces his Will against a hazy wraith's dexterity! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly retarded, a hazy wraith:quite sickly> A hazy wraith forces its Will against Strider's concentration! A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously duped> Strider forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously duped> Sesil forces his Will against a hazy wraith's will! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> A hazy wraith tries its Will against Strider's mind, but he resists! a hazy wraith forces its Will against your strength! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> Strider forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> Sesil forces his Will against a hazy wraith's concentration! You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> A hazy wraith forces its Will against Strider's constitution! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> Strider forces his Will against a hazy wraith's learning! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> Sesil forces his Will against a hazy wraith's concentration! You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> A hazy wraith forces its Will against Strider's constitution! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> Strider tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:slightly retarded, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:seriously sickly> Sesil forces his Will against a hazy wraith's constitution! You force your Will against a hazy wraith's strength! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Strider's learning! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly sickly> A hazy wraith turns to fight Strider! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> Strider forces his Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> A hazy wraith tries its Will against Strider's mind, but he resists! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's will! You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> A hazy wraith tries its Will against Strider's mind, but he resists! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> Strider forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Strider's learning! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's strength! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Strider's will! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> Strider forces his Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Strider's intelligence! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly>set tac def Sesil forces his Will against a hazy wraith's concentration! You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, Strider:quite sickly, a hazy wraith:strongly sickly>l A hazy wraith forces its Will against Strider's dexterity! You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, Strider:quite clumsy, a hazy wraith:strongly sickly>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is here, fighting a hazy wraith. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting Strider. A hazy wraith (shadow) is here, fighting Strider. HP:Healthy Mind:somewhat duped, Strider:quite clumsy, a hazy wraith:strongly sickly> Strider forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat duped, Strider:quite clumsy, a hazy wraith:strongly sickly> Strider hugs a hazy wraith. HP:Healthy Mind:somewhat duped, Strider:quite clumsy, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's will! Your spirit increases by 5. You receive your share of experience -- 691 points. A hazy wraith vanishes into thin air. > A hazy wraith forces its Will against Strider's intelligence! > Strider tries his Will against a hazy wraith's mind, but loses control! >pick runedslab A hazy wraith forces its Will against Strider's dexterity! >pick runedslab Strider forces his Will against a hazy wraith's constitution! > Sesil forces his Will against a hazy wraith's concentration! >You failed to pick the lock. >You failed to pick the lock. > A hazy wraith forces its Will against Strider's learning! > Sesil forces his Will against a hazy wraith's dexterity! Strider forces his Will against a hazy wraith's intelligence! >k hazy A hazy wraith forces its Will against Strider's learning! > Sesil forces his Will against a hazy wraith's dexterity! Strider forces his Will against a hazy wraith's concentration! >You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, Strider:seriously retarded, a hazy wraith:slightly clumsy> Farrakahn narrates, 'ever figure out what the skull ring does?' HP:Healthy Mind:somewhat duped, Strider:seriously retarded, a hazy wraith:slightly clumsy> Sesil forces his Will against a hazy wraith's dexterity! Strider tries his Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat duped, Strider:seriously retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's constitution! A hazy wraith forces its Will against Strider's concentration! HP:Healthy Mind:somewhat duped, Strider:seriously retarded, a hazy wraith:somewhat clumsy> A hazy wraith turns to fight Sesil! HP:Healthy Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat clumsy>nar shake You force your Will against a hazy wraith's will! A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat dispirited> Strider forces his Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat dispirited> Sesil chats, 'nada' HP:Healthy Mind:somewhat duped, Sesil:somewhat retarded, a hazy wraith:somewhat dispirited> Sesil forces his Will against a hazy wraith's intelligence! Strider's torch flickers weakly. Sesil's torch flickers weakly. HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's strength! HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat dispirited> Strider forces his Will against a hazy wraith's strength! HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat dispirited>A hazy wraith tries its Will against Sesil's mind, but he resists! You narrate, 'shake' HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat dispirited> Sesil forces his Will against a hazy wraith's dexterity! HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy>nar maybe keys to oldruins? Strider tries his Will against a hazy wraith's mind, but loses control! HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> Sesil tries his Will against a hazy wraith's mind, but it resists! Farrakahn narrates, 'it probably a key or something im guessing' HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's concentration! HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy>Strider forces his Will against a hazy wraith's strength! You narrate, 'maybe keys to oldruins?' HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy S:Surging Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> Strider forces his Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:somewhat clumsy> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> Strider forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited>nar or some other hidden entrance A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> Sesil forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> Strider forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> Sesil forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> Strider forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite dispirited> Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's will! A hazy wraith forces its Will against Sesil's intelligence! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:seriously dispirited> Strider forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:seriously dispirited> Sesil forces his Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:seriously sickly> Strider forces his Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:seriously sickly> A hazy wraith forces its Will against Sesil's concentration! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:seriously sickly> Farrakahn narrates, 'uruks town' HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's strength! Strider forces his Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, Sesil:slightly retarded, a hazy wraith:strongly sickly> A hazy wraith forces its Will against Sesil's intelligence! HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly>Sesil forces his Will against a hazy wraith's strength! Strider forces his Will against a hazy wraith's learning! You narrate, 'or some other hidden entrance' HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's concentration! Strider forces his Will against a hazy wraith's strength! HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> Sesil chats, 'kool' HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> Strider says 'figures, with my stats low' HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's dexterity! A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> Sesil forces his Will against a hazy wraith's intelligence! Strider forces his Will against a hazy wraith's will! HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! A hazy wraith tries its Will against Sesil's mind, but he resists! HP:Healthy Mind:slightly duped, Sesil:somewhat duped, a hazy wraith:horribly duped> Sesil forces his Will against a hazy wraith's intelligence! Your spirit increases by 5. You receive your share of experience -- 700 points. A hazy wraith vanishes into thin air. > Sesil says 'lets go kill uruks' >l Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. Strider the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >'you You say 'you' >'go have fun You say 'go have fun' >'i'm getting spirit sigh You say 'i'm getting spirit' >You sigh. > Farrakahn narrates, 'i frozen tho' Sesil says 'hell no' >pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab You failed to pick the lock. pick runedslab pick runedslab >You failed to pick the lock. >pick runedslab pick runedslab You failed to pick the lock. >pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. >You failed to pick the lock. > Farrakahn narrates, 'i hate that shit' > Strider says 'let my stats heal and i'm game ' >nar I'm frozen too pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab pick runedslab 'blah 'screw it u set tac def w ride n n w w Strider is stat-istacally flucked > Sesil gives you a twisted piece of wire. > Strider's torch went out. Sesil's torch went out. >You narrate, 'I'm frozen too' > Strider gets a torch from a backpack. >Farrakahn narrates, 'get town im bloodied' You failed to pick the lock. >The lock quickly yields to your skills. >Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. Sesil gets a torch from a backpack. >Oh.. it wasn't locked at all. >Oh.. it wasn't locked at all. > Sesil lights a torch and holds it. > Strider lights a torch and holds it. > Farrakahn narrates, 'from these fucking lamers' >You say 'blah' > Sesil drinks water from a water skin. >Strider says '1 torch left' You say 'screw it' Sesil drinks water from a water skin. >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse enters from below. Sesil enters from below. A horse enters from below. A horse enters from below. A horse enters from below. >You are now employing defensive tactics. >A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. A chalky white fungus grows out of the muck here. A horse enters from the east. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. >A horse stops following you. You mount a horse and start riding him. R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A horse enters from the south. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R>You cannot go that way. R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A horse enters from the east. Sesil enters from the east. A horse enten rs from the east. A horse enters from the east. A horse enters from the east. R>Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. A horse enters from the east. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a gray wolf is lying here. A black rabbit scurries about. A horse enters from the south. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R>where A horse stops following Strider. Strider mounts a horse and starts riding him. R>Players in your Zone -------------------- Strider - Old Dirt Road Ainaran - Old Dirt Road Soi - Medium Forest Sesil - Old Dirt Road R>smile e You smile happily. e R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The slashed corpse of an abandoned wolf is lying here. Strider is entering from the west, riding on a horse. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R>Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Strider is entering from the west, riding on a horse. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. n R>You cannot go that way. Sesil says 'i gave you a wire' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. Strider is entering from the south, riding on a horse. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R>nar here comes the calvary e e You narrate, 'here comes the calvary' R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. Strider is entering from the west, riding on a horse. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R>You cannot go that way. R>n Soi narrates, 'finally lvl' n R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Strider is entering from the south, riding on a horse. Sesil enters from the south. A horse enters from the south. A horse enters from the south. A horse enters from the south. R>You cannot go that way. R>e e Strider says 'everyone go mental' Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Strider is entering from the west, riding on a horse. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Strider is entering from the west, riding on a horse. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. nar woo e R>set men on You narrate, 'woo' R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. Strider is entering from the west, riding on a horse. Sesil enters from the west. A horse enters from the west. A horse enters from the west. A horse enters from the west. R>AutoMental mode is now on. w R>n n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Strider is entering from the east, riding on a horse. Sesil enters from the east. A horse enters from the east. A horse enters from the east. A horse enters from the east. A horse stops following Sesil. Sesil mounts a horse and starts riding him. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Strider is entering from the south, riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>You cannot go that way. R>You cannot go that way. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Strider is entering from the west, riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>e e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Strider is entering from the west, riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Strider is entering from the west, riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>n Farrakahn narrates, 'get juggler' R>Farrakahn narrates, 'now' At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. *an Uruk* is (busy) here, fighting Farrakahn, riding on a black warg. Farrakahn the Dwarf is here, fighting *an Uruk*. A friendly little pony is here, looking well-groomed and happy. *an Uruk* is here, fighting Farrakahn, riding on a black warg. *an Uruk* is (busy) here, fighting Farrakahn, riding on a black warg. Strider is entering from the south, riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R>pour water skin kill uruk cc ci Farrakahn cleaves *an Uruk*'s right hand extremely hard. *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! R> Farrakahn narrates, 'now' R> Farrakahn deflects *an Uruk*'s attack. R>*an Uruk* has recovered from a bash! *an Uruk* sends Farrakahn sprawling with a powerful bash. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. You pour some water into the skin. R>You couldn't reach his mind. R HP:Healthy, Farrakahn:Bloodied, *an Uruk*:in top shape>You start to concentrate. |/-\ *an Uruk* slashes Farrakahn's body. |/-\ Strider says 'or not' *an Uruk* slashes Farrakahn's left leg hard. Farrakahn is stunned, but will probably regain consciousness again. Ok. *an Uruk* appears to be confused! You start to concentrate. /-\| Sesil forces his Will against *an Uruk*'s constitution! /- Farrakahn has recovered from a bash! \ *an Uruk* slashes Farrakahn's right hand very hard. Farrakahn is dead! R.I.P. Your blood freezes as you hear Farrakahn's death cry. A nice pony stops following Farrakahn. Farrakahn leaves the group of Soi. Ok. R HP:Healthy, Strider:Healthy, *an Uruk*:barely sickly> You force your Will against *an Uruk*'s constitution! R HP:Healthy, Strider:Healthy, *an Uruk*:slightly sickly> *an Uruk* gets a large heap of coins from the slashed corpse of *a Dwarf*. R HP:Healthy, Strider:Healthy, *an Uruk*:slightly sickly>kill uruk *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! R HP:Healthy, Strider:Healthy, *an Uruk*:slightly sickly>cc The day has now begun. The new moon goes off the sky. Not a cloud can be seen in the sky. You are thirsty. Saving Ainaran. *an Uruk* gets a torch from the slashed corpse of *a Dwarf*. *an Uruk* gets a fine two-handed battle axe from the slashed corpse of *a Dwarf*. *an Uruk* gets a golden bracelet from the slashed corpse of *a Dwarf*. *an Uruk* gets a golden bracelet from the slashed corpse of *a Dwarf*. *an Uruk* gets a black cloth belt from the slashed corpse of *a Dwarf*. *an Uruk* gets a golden bear fur from the slkill uruk cc ashed corpse of *a Dwarf*. *an Uruk* gets a pair of white cotton sleeves from the slashed corpse of *a Dwarf*. *an Uruk* gets a pair of white cotton gloves from the slashed corpse of *a Dwarf*. *an Uruk* gets a pair of soft leather boots from the slashed corpse of *a Dwarf*. *an Uruk* gets a pair of white cotton pants from the slashed corpse of *a Dwarf*. *an Uruk* gets an indigo cotton hood from the slashed corpse of *a Dwarf*. *an Uruk* gets an indigo cotton shirt from the slashed corpse of *a Dwarf*. *an Uruk* gets a silk scarf from the slashed corpse of *a Dwarf*. *an Uruk* gets a silk scarf from the slashed corpse of *a Dwarf*. *an Uruk* gets a blue marble ring from the slashed corpse of *a Dwarf*. *an Uruk* gets a blue marble ring from the slashed corpse of *a Dwarf*. *an Uruk* gets a torch from the slashed corpse of *a Dwarf*. R HP:Healthy, Strider:Scratched, *an Uruk*:slightly sickly> *an Uruk* deflects Strider's attack. R HP:Healthy, Strider:Scratched, *an Uruk*:slightly sickly> You force your Will against *an Uruk*'s strength! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving south, riding on a black warg. R HP:Healthy, Strider:Scratched, *an Uruk*:slightly weakened> Farrakahn narrates, 'i dead' R HP:Healthy, Strider:Scratched, *an Uruk*:slightly weakened> Strider dodges *an Uruk*'s attack. R HP:Healthy, Strider:Scratched, *an Uruk*:slightly weakened>Sesil forces his Will against *an Uruk*'s will! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. Your victim disappeared! R>Your victim is not here! R>Your victim disappeared! R>Your victim is not here! R> *an Uruk* is entering from the west, riding on a black warg. R> *an Uruk* is leaving south, riding on a black warg. R> Sesil FUCKER!!!! R> Sesil FUCKER!!!! R> Sesil FUCKER!!!! R> Sesil FUCKER!!!! R> Sesil FUCKER!!!! R> Sesil FUCKER!!!! R> Sesil FUCKER!!!! R> Sesil FUCKER!!!! R>kill uruk Strider is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. Your victim disappeared! R> Soi is entering from the south, riding on a horse. R> Strider narrates, 'damned lag' R>nar stop spamming! l You narrate, 'stop spamming!' R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. You are riding on a horse. Soi is riding on a horse. Soi narrates, 'at jugglers?!' R>exam cor Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>You see nothing special.. When you look inside, you see: corpse (here) : a water skin a soldier ration a painted, white key a golden necklace..It glows blue! a soldier ration a floppy black hat a backpack a torch a torch a large sack a water skin a soldier ration R> Soi narrates, 'how they get you there' R> Sesil sighs loudly. R> Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. R>nar uruk amost looted You narrate, 'uruk amost looted' R> Farrakahn narrates, 'fuckers come in of course in a group attack single people and spam :)' R> Strider narrates, 'damn this lag' R>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. You are riding on a horse. Soi is riding on a horse. R>nar come get your shit farrakahn Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R> Strider is entering from the west, riding on a horse. R>You narrate, 'come get your shit farrakahn' R> Strider is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. R> Farrakahn enters from the north. R>l Soi is leaving south, riding on a horse. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. R> Strider is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi is riding on a horse. You are riding on a horse. Soi is leaving west, riding on a horse. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. R> Strider is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. Soi is leaving west, riding on a horse. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. R> Strider is leaving west, riding on a horse. Sesil is leaving west, riding on a horse. A horse leaves west. A horse leaves west. Soi is leaving west, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. R> Strider is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Soi is riding on a horse. R> Soi is leaving east, riding on a horse. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi is riding on a horse. R> Soi is leaving north, riding on a horse. You follow Soi. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. Soi is riding on a horse. R> Strider narrates, 'they out?' R>pour water skin There is no room for more. R> Soi narrates, 'g2g' R>nar methinks so Farrakahn says 'he didnt loot at all?' fame farrakahn R>You narrate, 'methinks so' R> You stop following Soi. R>On the 19th Day of Narquelie, Farrakahn was slain by Eniumenav. On the 19th Day of Narquelie, Farrakahn was slain by Naraat. There were found 2 records about Farrakahn, total fame -2. fol self R>You are already following yourself. R> Soi stops riding a horse. A horse now follows Soi. R> Soi leaves north. A horse leaves north. R> Not a cloud can be seen in the sky. You are thirsty. R>drink skin drink skin drink skin pour water skin You drink the water. R>Strider is entering from the south, riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. You drink the water. You don't feel thirsty any more. R>Your stomach can't contain anymore! R>You pour some water into the skin. R> Cogadh chats, 'hehe' R>fame farrakahn On the 19th Day of Narquelie, Farrakahn was slain by Eniumenav. On the 19th Day of Narquelie, Farrakahn was slain by Naraat. There were found 2 records about Farrakahn, total fame -2. R> Cogadh chats, 'didnt even realise' R>nar it was eniumenav Cogadh chats, 'oop' R>You narrate, 'it was eniumenav' Sesil looks at Farrakahn. R>whois naraat Cogadh enters from the north. A nice pony enters from the north. R>Naraat the Uruk-Hai is a level 11 Uruk-Hai. R> Farrakahn narrates, 'none of them died either ehh.. fuck that.. i go berserk and start bashing and they dont even fucking seem to delay' R> Cogadh leaves north. A nice pony leaves north. R> A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. nar and naraat and someone else R> A juggler teaches Sesil for a while. R>You narrate, 'and naraat and someone else' A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. R> A juggler teaches Sesil for a while. R> The world seems dull again. R>who Farrakahn says 'my loot gone?' R>Players ------- [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Soi the Human (linkless) (AFK) [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R> Strider says 'they spamlooted' R>where Players in your Zone -------------------- Farrakahn - At the Well Strider - At the Well Ainaran - At the Well Cogadh - Outpost Barracks Sesil - At the Well R> Farrakahn says 'blah wtf' R>exam cor You see nothing special.. When you look inside, you see: corpse (here) : Nothing. i R> Strider says 'and it lagged so we couldn't chase' R>You are carrying: a water skin a twisted piece of wire a twisted piece of wire a stone ring..It glows blue! a blue marble ring..It glows blue! a blue marble ring..It glows blue! a large sack a backpack a golden visor..It glows blue! a battered metal lamp a green cotton hood a ruby necklace..It glows blue! a water skin R> Farrakahn says 'like they dont already have eq' R> Sesil begins quietly muttering some strange, powerful words. n n n dismount n put wire rack R> Farrakahn narrates, 'then they spam loot eq' R> Sesil utters a strange command, 'vitality' R>Can not go there mounted. R>Can not go there mounted. R>Can not go there mounted. R>You stop riding a horse. A horse starts following you. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of thnar shit this lag is killin me e road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Soi the Human (linkless) (AFK) is resting here. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. ACK! Strider could not follow, you lost him! >You put a twisted piece of wire in a weapon rack. > Farrakahn narrates, 'when they are only sopposed to be here to test out skills ' > Your torch flickers weakly. >The Innkeeper sinks deeply into thought, but seems to be a little lost. You narrate, 'shit this lag is killin me' > The Innkeeper glares around him. >read next No such message. > Cogadh looks at Soi. >rest You feel less protected. You sit down and rest your tired bones. >sc You have 139/139 hit, 56/56 stamina, 130/145 moves, 31 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 11K. >who Players ------- [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Soi the Human (linkless) (AFK) [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. >nar tore em up mentally You narrate, 'tore em up mentally' > Farrakahn narrates, 'fucking juggler sucks' > Your torch flickers weakly. > Farrakahn narrates, 'that fucker didnt do shit to them barely' > Strider narrates, 'i usually defend at the boys' > Strider narrates, 'worked well last time' >nar Sesil FUCKER!!!! -- did that 8 times... hehe You narrate, 'Sesil FUCKER!!!! -- did that 8 times... hehe' >l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Soi the Human (linkless) (AFK) is resting here. A horse is here, gazing at you. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >nar why isn't he aggy :( You narrate, 'why isn't he aggy :(' > Your torch went out. Soi's torch flickers weakly. Saving Ainaran. >nar he's a damned whitie s You narrate, 'he's a damned whitie' >Nah... You feel too relaxed to do that.. >nar or is he? You narrate, 'or is he?' dismount >st Nah... You feel too relaxed to do that.. >You stop resting, and stand up. >dismount s You are not riding anything. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. >l juggler A jovial juggler is here, making everyone around him laugh. He seems incredibly fit, and very quick with his hands. Something about him makes you think he is no ordinary clown. A juggler looks healthy. a juggler is using: a pink cotton blouse a silk scarf a yellow pair of cotton pants a pair of supple leather boots a pair of silk sleeves a stiletto a silk sash > A juggler teaches Strider for a while. >l man A jovial juggler is here, making everyone around him laugh. He seems incredibly fit, and very quick with his hands. Something about him makes you think he is no ordinary clown. A juggler looks healthy. a juggler is using: a pink cotton blouse a silk scarf a yellow pair of cotton pants a pair of supple leather boots a pair of silk sleeves a stiletto a silk sash > Strider is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. nar nod >You narrate, 'nod' > Farrakahn leaves south. nar typed l man, he should be agg to darkies >You narrate, 'typed l man, he should be agg to darkies' >who Players ------- [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Soi the Human (linkless) (AFK) [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. >l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > Strider is entering from the south, riding on a horse. Sesil is entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. l juggler > A jovial juggler is here, making everyone around him laugh. He seems incredibly fit, and very quick with his hands. Something about him makes you think he is no ordinary clown. A juggler looks healthy. a juggler is using: a pink cotton blouse a silk scarf a yellow pair of cotton pants a pair of supple leather boots a pair of silk sleeves a stiletto a silk sash pat juggler > Cogadh enters from the north. A nice pony enters from the north. > Cogadh looks at a juggler. > Cogadh leaves north. A nice pony leaves north. > A juggler teaches Strider for a while. > A juggler teaches Strider for a while. > A juggler teaches Strider for a while. > A juggler teaches Strider for a while. > Sesil looks at a juggler. > Not a cloud can be seen in the sky. > A juggler teaches Strider for a while. > Strider sits down and rests. > Strider stops resting, and clambers on his feet. >You pat a juggler on his head. > Strider says 'ok, lets go kill something' sc > Strider is leaving south, riding on a horse. Sesil is leaving south, riding on a horse. A horse leaves south. A horse leaves south. >You have 139/139 hit, 56/56 stamina, 145/145 moves, 31 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 11K. >set men on AutoMental mode is now on. > Farrakahn narrates, 'shrug its just a disapointment to me when our prac mob.. only pierces a uruk hard once during a whole battle' >fol strider I see no person by that name here! >l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >nar nod Farrakahn narrates, 'the only hit i see him do in about 8 rounds' >You narrate, 'nod' > Strider narrates, 'you coming out with me and sesil, ain?' >nar nod You narrate, 'nod' Sesil chats, 'we have no protection in our town' >nar where are ya? st s You narrate, 'where are ya?' chat WE are the protection of our town :-) >You are already standing. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. > Strider narrates, 'boys' >You chat, 'WE are the protection of our town :-)' >w w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Strider is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil chats, 'yes but if you go in there slab you get your ass rocked' >fol strider Sorry, but following in loops is not allowed. >nar nod You narrate, 'nod' Sesil chats, 'here you dont get touched ' >lose all A horse stops following you. Strider stops following you. >fol strider You now follow Strider. >lead horse You grab a horse and start leading him. A horse starts following you. >ride A horse stops following you. You mount a horse and start riding him. R> Strider says 'ungroup, ain' 'lagigng sigh ungro R>You say 'lagigng' R>You sigh. R>You leave the group of Soi. R> You join the group of Strider. R>aff You are affected by: detect hidden (medium) R>who Strider says 'if they come, just mental, it'll be easy' R>Players ------- [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Soi the Human (linkless) (AFK) [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R> Strider is leaving south, riding on a horse. You follow Strider. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Strider is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>'hold Farrakahn narrates, 'any spare bracelets or marbles?' R>You say 'hold' R>'hold You say 'hold' cast evasion R>cast evasion cast evasion The dark cloudy sky makes it difficult to see far down the road. You start to concentrate. \|/cast detect cast detect cast detect -\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \| Cogadh chats, 'maybe we should try killing juggler - supples :)' / Strider leaps at a large, brown snake, and hits it extremely hard! - Strider slashes a large, brown snake. \assist strider You lost your concentration! You start to concentrate. \|/-\Strider distracts a large, brown snake into missing him. You lost your concentration! You start to concentrate. \|/- Strider slashes a large, brown snake. \You lost your concentration! You start to concentrate. \|/-\ Ok. R>alias as assist strider Strider dodges a large, brown snake's attack. R>Strider slashes a large, brown snake hard. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves west. But nobody is fighting him! R> Farrakahn narrates, 'nod we should he is a fucking pussy mob' R> Strider says 'say when ready' R>You replaced the alias 'as'. R>set men off l AutoMental mode is now off. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Strider is riding on a horse. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>aff You are affected by: detect hidden (medium) R> Cogadh chats, 'I got some spare eq, no money though' R>cast evasion cast evasion cast evasion You start to concentrate. \|/-\Ok. You feel someone protecting you. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\ You lost your concentration! R> Cogadh chats, 'where you farrakahn?' 'go to the swamp R>You say 'go to the swamp' R> Strider is leaving west, riding on a horse. You follow Strider. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. Strider is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. 'where we were before 'with the fungi 'blah, frozen set tac def R>You say 'where we were before' R> Strider leaps at a large, brown snake, and hits it extremely hard! A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves east. R> Strider is leaving east, riding on a horse. You follow Strider. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Strider is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> Strider attacks a large, brown snake! Strider slashes a large, brown snake. A large, brown snake is dead! R.I.P. You receive your share of experience -- 178 points. Your blood freezes as you hear a large, brown snake's death cry. R>You say 'with the fungi' R> Strider says 'i'll try, i just wander mostly in that direction, haven't learned the map well' R> Strider says 'if you wanna lead you can' R> Strider is leaving south, riding on a horse. You follow Strider. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black rabbit scurries about. Strider is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Strider says 'and lag like hell' R> Strider is leaving south, riding on a horse. You follow Strider. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Strider is riding on a horse. Sesil is entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Strider is leaving east, riding on a horse. You follow Strider. A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) A black rabbit scurries about. Strider is riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> A slight mist rises from the damp land into the cloudless sky. R> Strider forces his Will against a ball of pale flame's constitution! R> A ball of pale flame forces its Will against Strider's will! R> Strider forces his Will against a ball of pale flame's dexterity! R> A ball of pale flame tries its Will against Strider's mind, but loses control! R> Strider forces his Will against a ball of pale flame's dexterity! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> Strider forces his Will against a ball of pale flame's intelligence! R> A ball of pale flame forces its Will against Strider's dexterity! R> Strider tries his Will against a ball of pale flame's mind, but it resists! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> Strider forces his Will against a ball of pale flame's dexterity! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R>R>R> Strider forces his Will against a ball of pale flame's strength! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> Strider forces his Will against a ball of pale flame's dexterity! R>A ball of pale flame forces its Will against Strider's concentration! You say 'blah, frozen' R> Strider forces his Will against a ball of pale flame's will! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R>You are now employing defensive tactics. R> Strider forces his Will against a ball of pale flame's learning! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> Strider forces his Will against a ball of pale flame's learning! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> Strider forces his Will against a ball of pale flame's dexterity! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> Strider forces his Will against a ball of pale flame's concentration! R> A ball of pale flame forces its Will against Strider's intelligence! R> Strider forces his Will against a ball of pale flame's constitution! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> Strider forces his Will against a ball of pale flame's constitution! R> A ball of pale flame forces its Will against Strider's strength! R> Strider forces his Will against a ball of pale flame's constitution! R> A ball of pale flame forces its Will against Strider's strength! R> Strider tries his Will against a ball of pale flame's mind, but it resists! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R> Strider forces his Will against a ball of pale flame's learning! R> A ball of pale flame forces its Will against Strider's learning! R> Strider forces his Will against a ball of pale flame's intelligence! R> A ball of pale flame forces its Will against Strider's strength! R> Strider forces his Will against a ball of pale flame's concentration! R> A ball of pale flame tries its Will against Strider's mind, but he resists! Sesil screams loudly! R> Strider forces his Will against a ball of pale flame's strength! R> A ball of pale flame forces its Will against Strider's learning! R> Sesil says 'GOD DAMNIT ' R> Strider forces his Will against a ball of pale flame's constitution! R> A ball of pale flame forces its Will against Strider's strength! R> Strider forces his Will against a ball of pale flame's will! R> A ball of pale flame tries its Will against Strider's mind, but he resists! R>as set men on 'fucking shit '**OVERFLOW** cry Sesil has lost his link. R>Strider forces his Will against a ball of pale flame's will! Errent narrates, 'Don't reconnect thru freezes, it only prolongs the freeze. The mud _will_ come out of the freeze.' You join the fight! You attack a ball of pale flame! Your attack passes clean through a ball of pale flame. R>AutoMental mode is now on. R>You say 'fucking shit' set men on as R>You say '**OVERFLOW**' R>A ball of pale flame tries its Will against Strider's mind, but he resists! Waaaaah.. R> Strider forces his Will against a ball of pale flame's learning! R>AutoMental mode is now on. R>You join the fight! You force your Will against a ball of pale flame's dexterity! Your spirit increases by 2. You receive your share of experience -- 361 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>nar nod Strider begins quietly muttering some strange, powerful words. R>You narrate, 'nod' l R> Strider utters a strange command, 'evasion' R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A black rabbit scurries about. Strider is riding on a horse. You are riding on a horse. Sesil is (linkless) riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Strider begins quietly muttering some strange, powerful words. shiv R>Brrrrrrrrr. R> As the sun sets the marshy area becomes alive with night-time sound. A slight mist rises from the damp land into the cloudless sky. You are hungry. R> Strider utters a strange command, 'evasion' Strider begins quietly muttering some strange, powerful words. R> Cogadh chats, 'eventually :(' R>'that sucked l Strider utters a strange command, 'evasion' R>You say 'that sucked' R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A black rabbit scurries about. Strider is riding on a horse. You are riding on a horse. Sesil is (linkless) riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R>sc Strider begins quietly muttering some strange, powerful words. R>You have 139/139 hit, 56/56 stamina, 134/145 moves, 33 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 11K. You are hungry. R> Strider is leaving south, riding on a horse. You follow Strider. Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. Stridewho r is riding on a horse. Sesil is (linkless) entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>Players ------- [ Vala ] Malek the Executioner (linkless) [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Soi the Human (linkless) (AFK) [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human (linkless) [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R> Strider is leaving west, riding on a horse. You follow Strider. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Strider is riding on a horse. Sesil is (linkless) entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. R>'super overflow Strider is leaving south, riding on a horse. You follow Strider. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. Strider is riding on a horse. Sesil is (linkless) entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>You say 'super overflow' R> Strider is leaving east, riding on a horse. You follow Strider. Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Strider is riding on a horse. Sesil is (linkless) entering from the west, riding on a horse. A horse enters from the west. A horse enters from the west. R>who Players ------- [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Soi the Human (linkless) (AFK) [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human (linkless) [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R>l Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Strider is (busy) riding on a horse. You are riding on a horse. Sesil is (linkless) riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. R> Strider leaps at an abandoned wolf, and hits it extremely hard! R>as Strider dodges an abandoned wolf's attack. You join the fight! You cannot fathom an abandoned wolf's mind. set men off R HP:Healthy, Strider:Healthy, an abandoned wolf:in top shape>AutoMental mode is now off. set tac ag R HP:Healthy, Strider:Healthy, an abandoned wolf:Hurt> You lightly slash an abandoned wolf's left foreleg. Strider slashes an abandoned wolf's head. R HP:Healthy, Strider:Healthy, an abandoned wolf:Bloodied>You are now employing aggressive tactics. R HP:Healthy, Strider:Healthy, an abandoned wolf:Bloodied> Strider distracts an abandoned wolf into missing him. con strider R HP:Healthy, Strider:Healthy, an abandoned wolf:Bloodied> You slash an abandoned wolf's right forefoot. Strider lightly slashes an abandoned wolf's body. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 75 points. Your blood freezes as you hear an abandoned wolf's death cry. R> Strider tries to butcher the slashed corpse of an abandoned wolf but only spoils it. R> Strider is leaving south, riding on a horse. You follow Strider. Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A brown fox hunts for food here. A massive Mirkwolf stares at you through blood red eyes. A brown fox hunts for food here. Strider is riding on a horse. Sesil is (linkless) entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R>Fairly easy. R> Strider is leaving south, riding on a horse. You follow Strider. Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Strider is riding on a horse. Sesil is (linkless) entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R> Errent narrates, 'Reconnecting does not increase the chances of you getting unfrozen' R> Strider says 'wonder if i can buff one' R> Strider says 'willing to find out?' R>nod You nod solemnly. R> Errent narrates, 'It only increases them dramatically.' R> Strider narrates, 'reconnecting makes it worse, no?' R>'i confuse You say 'i confuse' R>nar nod l You narrate, 'nod' R>Strider is leaving north, riding on a horse. You follow Strider. Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A brown fox hunts for food here. A massive Mirkwolf stares at you through blood red eyes. A brown fox hunts for food here. Strider is riding on a horse. Sesil is (linkless) entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A brown fox hunts for food here. A massive Mirkwolf stares at you through blood red eyes. A brown fox hunts for food here. Strider is riding on a horse. You are riding on a horse. Sesil is (linkless) riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. an R>Whom do you wish to assist? as R>But nobody is fighting him! R>as Strider leaps at a Mirkwolf, and hits it extremely hard! You join the fight! You attack a Mirkwolf! You lightly slash a Mirkwolf's body. cc ci R HP:Healthy, Strider:Healthy, a Mirkwolf:Bruised> A Mirkwolf dodges Strider's attack. R HP:Healthy, Strider:Healthy, a Mirkwolf:Bruised> Strider deflects a Mirkwolf's attack. R HP:Healthy, Strider:Healthy, a Mirkwolf:Bruised>You start to concentrate. |/- A Mirkwolf deflects Strider's attack. \|/-\Ok. You start to concentrate. / Strider deflects a Mirkwolf's attack. Night falls over the land. Clouds can be seen above in the sky. You are hungry. -\ Cogadh chats, 'hmmm, its in the news - I thought I already said that like 4 times?' |cc /-\ A Mirkwolf deflects Strider's attack. Ok. R HP:Healthy, Strider:Healthy, a Mirkwolf:Bruised>You slash a Mirkwolf's head. You start to concentrate. | Strider deflects a Mirkwolf's attack. /-\| A Mirkwolf turns to fight Ainaran! /-\ A Mirkwolf dodges Strider's attack. Ok. A Mirkwolf appears to be confused! R HP:Healthy, a Mirkwolf:Hurt>set tac def You deflect a Mirkwolf's attack. R HP:Healthy, a Mirkwolf:Hurt>You are now employing defensive tactics. R HP:Healthy, a Mirkwolf:Hurt>'see if i can buff it Strider lightly slashes a Mirkwolf's left foreleg. R HP:Healthy, a Mirkwolf:Hurt> You slash a Mirkwolf's body very hard. R HP:Healthy, a Mirkwolf:Hurt> You deflect a Mirkwolf's attack. R HP:Healthy, a Mirkwolf:Hurt>You slash a Mirkwolf's body. You say 'see if i can buff it' R HP:Healthy, a Mirkwolf:Hurt> A Mirkwolf deflects Strider's attack. R HP:Healthy, a Mirkwolf:Hurt>lick You deflect a Mirkwolf's attack. Strider says 'flee/return if ya want' R HP:Healthy, a Mirkwolf:Hurt>shake You lick your mouth and smile. R HP:Healthy, a Mirkwolf:Hurt> You lightly slash a Mirkwolf's body. R HP:Healthy, a Mirkwolf:Hurt> Strider slashes a Mirkwolf's head. R HP:Healthy, a Mirkwolf:Hurt> You deflect a Mirkwolf's attack. R HP:Healthy, a Mirkwolf:Hurt> Strider says 'ok' R HP:Healthy, a Mirkwolf:Hurt>You shake your head. R HP:Healthy, a Mirkwolf:Hurt>'I"m cool You slash a Mirkwolf's body. R HP:Healthy, a Mirkwolf:Hurt>You say 'I"m cool' R HP:Healthy, a Mirkwolf:Hurt> You deflect a Mirkwolf's attack. Strider slashes a Mirkwolf's left forefoot. R HP:Healthy, a Mirkwolf:Hurt>set tac def You slash a Mirkwolf's left foreleg. R HP:Healthy, a Mirkwolf:Hurt>You deflect a Mirkwolf's attack. Strider slashes a Mirkwolf's body hard. You are now employing defensive tactics. diag R HP:Healthy, a Mirkwolf:Wounded>A Mirkwolf has a lot of wounds. A Mirkwolf is in top shape. A Mirkwolf has been here for a little while. A Mirkwolf is affected by: confuse (fast-acting) insight (long) It is well aware of the Wraith-world. R HP:Healthy, a Mirkwolf:Wounded> You slash a Mirkwolf's body. R HP:Healthy, a Mirkwolf:Wounded> You deflect a Mirkwolf's attack. R HP:Healthy, a Mirkwolf:Wounded> Strider lightly slashes a Mirkwolf's left foreleg. R HP:Healthy, a Mirkwolf:Wounded>'he be confused and insighted You slash a Mirkwolf's left foreleg. R HP:Healthy, a Mirkwolf:Wounded> You deflect a Mirkwolf's attack. Errent chats, 'I only say this because i see lots of ppl reconnecting thru freezes' R HP:Healthy, a Mirkwolf:Wounded> Strider slashes a Mirkwolf's left foreleg hard. R HP:Healthy, a Mirkwolf:Wounded>You say 'he be confused and insighted' R HP:Healthy, a Mirkwolf:Wounded> You slash a Mirkwolf's left foreleg. R HP:Healthy, a Mirkwolf:Wounded> A Mirkwolf hits your head. R HP:Scratched, a Mirkwolf:Wounded> Strider slashes a Mirkwolf's body. R HP:Scratched, a Mirkwolf:Wounded> You lightly slash a Mirkwolf's right hindleg. R HP:Scratched, a Mirkwolf:Bloodied> You deflect a Mirkwolf's attack. R HP:Scratched, a Mirkwolf:Bloodied>set tac def sc Strider slashes a Mirkwolf's right forefoot. R HP:Scratched, a Mirkwolf:Bloodied>You are now employing defensive tactics. R HP:Scratched, a Mirkwolf:Bloodied> You slash a Mirkwolf's left foreleg. R HP:Scratched, a Mirkwolf:Bloodied>You have 129/139 hit, 56/56 stamina, 135/145 moves, 27 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 10K. You are hungry. R HP:Scratched, a Mirkwolf:Bloodied> You deflect a Mirkwolf's attack. R HP:Scratched, a Mirkwolf:Bloodied> Strider slashes a Mirkwolf's head hard. R HP:Scratched, a Mirkwolf:Bloodied> A Mirkwolf deflects your attack. R HP:Scratched, a Mirkwolf:Bloodied>'112 defsum gig You deflect a Mirkwolf's attack. R HP:Scratched, a Mirkwolf:Bloodied> Cogadh chats, 'anyone see D&D movie yet?' R HP:Scratched, a Mirkwolf:Bloodied> Strider lightly slashes a Mirkwolf's left hindleg. R HP:Scratched, a Mirkwolf:Bloodied> You lightly slash a Mirkwolf's body. R HP:Scratched, a Mirkwolf:Bloodied> You deflect a Mirkwolf's attack. R HP:Scratched, a Mirkwolf:Bloodied> Strider slashes a Mirkwolf's body. R HP:Scratched, a Mirkwolf:Awful> You slash a Mirkwolf's left foreleg. R HP:Scratched, a Mirkwolf:Awful> Strider chats, 'can ya make it a BIG ANNOUNCEMENT upon login? *chuckle*' R HP:Scratched, a Mirkwolf:Awful> A Mirkwolf hits your body hard. R HP:Bruised, a Mirkwolf:Awful>You say '112 defsum' R HP:Bruised, a Mirkwolf:Awful>You giggle. R HP:Bruised, a Mirkwolf:Awful> Strider slashes a Mirkwolf's right foreleg. R HP:Bruised, a Mirkwolf:Awful> You lightly slash a Mirkwolf's left hindleg. R HP:Bruised, a Mirkwolf:Awful> You deflect a Mirkwolf's attack. R HP:Bruised, a Mirkwolf:Awful> You slash a Mirkwolf's body. A Mirkwolf is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 879 points. R HP:Bruised> Strider tries to butcher the slashed corpse of a Mirkwolf but only spoils it. R HP:Bruised> Strider says 'better than me' R HP:Bruised> Strider looks at you. but R HP:Bruised>It has already been butchered. eat meat sc R HP:Bruised>You don't seem to have any. R HP:Bruised>You have 113/139 hit, 56/56 stamina, 131/145 moves, 30 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 10K. You are hungry. R HP:Bruised> Clouds can be seen above in the sky. You are hungry. rat rat er er R HP:Bruised> Strider says 'is wooden tower better than kite?' R HP:Bruised> Strider is leaving south, riding on a horse. You follow Strider. Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Strider is riding on a horse. Sesil is (linkless) entering from the north, riding on a horse. A horse enters from the north. A horse enters from the north. R HP:Bruised> Strider begins quietly muttering some strange, powerful words. R HP:Bruised>You get a soldier ration from a large sack. R HP:Bruised>You get a soldier ration from a large sack. R HP:Bruised>You eat a soldier ration. R HP:Bruised>You eat a soldier ration. You are full. R HP:Bruised> Strider utters a strange command, 'insight' R HP:Bruised>sc You have 116/139 hit, 56/56 stamina, 137/145 moves, 30 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 10K. R HP:Bruised>shrug You shrug. R HP:Bruised>'for PB Strider is leaving west, riding on a horse. You follow Strider. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog watches you carefully. Strider is riding on a horse. Sesil is (linkless) entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. You say 'for PB' R HP:Bruised> Strider leaps at a large wild dog, and hits him extremely hard! as R HP:Bruised> Strider slashes a large wild dog's left hindfoot. R HP:Bruised> Strider dodges a large wild dog's attack. *an Uruk* is entering from the west, riding on a black warg. *an Uruk* is entering from the west, riding on a black warg. *an Uruk* is entering from the west, riding on a black warg. R HP:Bruised>You join the fight! You attack a large wild dog! You slash a large wild dog's body. R HP:Bruised, Strider:Healthy, a large wild dog:Hurt> Strider lightly slashes a large wild dog's body. *an Uruk* attacks Strider! *an Uruk* cleaves Strider's head extremely hard. cc R HP:Bruised, Strider:Bruised, a large wild dog:Wounded>kill uruk *an Uruk* attacks YOU! You dodge *an Uruk*'s attack. You start to concentrate. | Strider deflects a large wild dog's attack. / *an Uruk* assists *an Uruk*. *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. -\| Strider lightly slashes a large wild dog's body. cc set tac def /-\Strider avoids being bashed by *an Uruk* who loses his balance and falls! Ok. You turn to fight *an Uruk*. R HP:Bruised, *an Uruk*:Scratched> *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Scratched>You deflect *an Uruk*'s attack. You start to concentrate. | Strider deflects a large wild dog's attack. /-\ A large wild dog deflects Strider's attack. |/-\ You deflect *an Uruk*'s attack. Ok. *an Uruk* appears to be confused! You are now employing defensive tactics. R HP:Bruised, *an Uruk*:Scratched> Strider deflects *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Scratched> You dodge *an Uruk*'s attack. *an Uruk* begins quietly muttering some strange, powerful words. R HP:Bruised, *an Uruk*:Scratched> A large wild dog hits Strider's left arm. R HP:Bruised, *an Uruk*:Scratched> A large wild dog dodges Strider's attack. R HP:Bruised, *an Uruk*:Scratched>shake uruk *an Uruk* deflects your attack. set tac ag R HP:Bruised, *an Uruk*:Scratched>You shake your head at him. R HP:Bruised, *an Uruk*:Scratched>*an Uruk* utters a strange command, 'confuse' You are now employing aggressive tactics. R HP:Bruised, *an Uruk*:Scratched>ci You dodge *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Scratched> Strider dodges a large wild dog's attack. R HP:Bruised, *an Uruk*:Scratched> A large wild dog deflects Strider's attack. R HP:Bruised, *an Uruk*:Scratched> *an Uruk* sends Strider sprawling with a powerful bash. R HP:Bruised, *an Uruk*:Scratched>You start to concentrate. diag /-\|/ You deflect *an Uruk*'s attack. You deflect *an Uruk*'s attack. -\Strider deflects *an Uruk*'s attack. Ok. He has insight already. *an Uruk* has a few scratches. *an Uruk* is in top shape. *an Uruk* is affected by: confuse (fast-acting) anger (short) insight (long) evasion (short) He is very perceptive to the Wraith-world. R HP:Bruised, *an Uruk*:Scratched> You slash *an Uruk*'s head. R HP:Bruised, *an Uruk*:Bruised> A large wild dog hits Strider's left arm. R HP:Bruised, *an Uruk*:Bruised> You evade *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Bruised> *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Bruised> Strider has recovered from a bash! R HP:Bruised, *an Uruk*:Bruised> *an Uruk* slashes your left leg very hard. Strider deflects a large wild dog's attack. R HP:Bruised, *an Uruk*:Bruised> You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Bruised> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R HP:Bruised, *an Uruk*:Bruised> *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Bruised> A large wild dog dodges Strider's attack. R HP:Bruised, *an Uruk*:Bruised>set tac def Strider avoids being bashed by *an Uruk* who loses his balance and falls! R HP:Bruised, *an Uruk*:Bruised> Strider deflects *an Uruk*'s attack. A large wild dog lightly hits Strider's body. *an Uruk* is entering from the east, riding on a black warg. R HP:Bruised, *an Uruk*:Bruised>You are now employing defensive tactics. R HP:Bruised, *an Uruk*:Bruised> You dodge *an Uruk*'s attack. *an Uruk* attacks Strider! R HP:Bruised, *an Uruk*:Bruised> Strider dodges *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Bruised> *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Bruised>cc Strider narrates, 'hehe, this dog has to die else i can't fight uruks' R HP:Bruised, *an Uruk*:Bruised> A large wild dog deflects Strider's attack. R HP:Bruised, *an Uruk*:Bruised> Strider deflects a large wild dog's attack. R HP:Bruised, *an Uruk*:Bruised>diag You evade *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Bruised>You start to concentrate. | *an Uruk* cleaves Strider's body very hard. /-\|/ A large wild dog deflects Strider's attack. -\nar 2 uruks Strider deflects *an Uruk*'s attack. Ok. *an Uruk* has some bruises. *an Uruk* is in top shape. *an Uruk* is affected by: confuse (fast-acting) anger (short) insight (long) evasion (short) He is very perceptive to the Wraith-world. R HP:Bruised, *an Uruk*:Bruised>You deflect *an Uruk*'s attack. Strider deflects a large wild dog's attack. Strider narrates, 'flee/returning' You narrate, '2 uruks' R HP:Bruised, *an Uruk*:Bruised> *an Uruk* dodges your attack. R HP:Bruised, *an Uruk*:Bruised> Strider avoids being bashed by *an Uruk* who loses his balance and falls! R HP:Bruised, *an Uruk*:Bruised> Clouds can be seen above in the sky. Saving Ainaran. R HP:Bruised, *an Uruk*:Bruised> A large wild dog deflects Strider's attack. R HP:Bruised, *an Uruk*:Bruised> You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Bruised> *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Bruised>diag Strider deflects a large wild dog's attack. R HP:Bruised, *an Uruk*:Bruised>*an Uruk* slashes Strider's right leg. *an Uruk* has some bruises. *an Uruk* is in top shape. *an Uruk* is affected by: confuse (fast-acting) anger (short) insight (long) evasion (short) He is very perceptive to the Wraith-world. R HP:Bruised, *an Uruk*:Bruised> *an Uruk* sends Strider sprawling with a powerful bash. R HP:Bruised, *an Uruk*:Bruised>eyepoke uruk You deflect *an Uruk*'s attack. *an Uruk* dodges your attack. R HP:Bruised, *an Uruk*:Bruised>You poke *an Uruk* in the eye.. R HP:Bruised, *an Uruk*:Bruised> Strider deflects a large wild dog's attack. R HP:Bruised, *an Uruk*:Bruised>set tac ag *an Uruk* cleaves Strider's right hand extremely hard. R HP:Bruised, *an Uruk*:Scratched> *an Uruk* slashes Strider's right leg. R HP:Bruised, *an Uruk*:Scratched>You dodge *an Uruk*'s attack. You are now employing aggressive tactics. R HP:Bruised, *an Uruk*:Scratched> *an Uruk* deflects your attack. R HP:Bruised, *an Uruk*:Scratched> Strider has recovered from a bash! R HP:Bruised, *an Uruk*:Scratched> A large wild dog deflects Strider's attack. R HP:Bruised, *an Uruk*:Scratched> Strider deflects a large wild dog's attack. Strider panics, and attempts to flee! Strider flees head over heals! Strider is leaving east, riding on a horse. Sesil is (linkless) leaving east, riding on a horse. R HP:Bruised, Someone:Scratched> Someone grins evilly and attacks Ainaran! You deflect someone's attack. Strider is entering from the east, riding on a horse. Sesil is (linkless) entering from the east, riding on a horse. A horse enters from the east. A horse enters from the east. set tac def R HP:Bruised, *an Uruk*:Scratched> *an Uruk* deflects your attack. *an Uruk* attacks Strider! R HP:Bruised, *an Uruk*:Scratched>f get tor pack hol tor Strider deflects *an Uruk*'s attack. *an Uruk* attacks Strider! Strider deflects *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Scratched>nar shite nar frozen with 2 uruks You are now employing defensive tactics. R HP:Bruised, *an Uruk*:Scratched> A large wild dog hits your left arm very hard. R HP:Hurt, *an Uruk*:Scratched> You dodge *an Uruk*'s attack. *an Uruk* dodges your attack. R HP:Hurt, *an Uruk*:Scratched>You flee head over heels. It is pitch black... You are riding on someone. R HP:Hurt>You get something from something. R HP:Hurt>You light something and hold it. R HP:Hurt>set tac def get tor pack hol tor n n n set tac def set tac def Strider narrates, 'oh fuck me, lagging' R HP:Hurt> Farrakahn narrates, 'snicker i cant do anything till i get a new axe :)' R HP:Hurt>You narrate, 'shite' R HP:Hurt>You narrate, 'frozen with 2 uruks' R HP:Hurt>You are now employing defensive tactics. R HP:Hurt>You get a torch from a backpack. R HP:Hurt>You grab a torch. R HP:Hurt>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Hurt>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black rabbit scurries about. R HP:Hurt>You are now employing defensive tactics. R HP:Hurt> Soi narrates, 'im back:)' R HP:Hurt>R HP:Hurt>R HP:Hurt>You are now employing defensive tactics. R HP:Hurt> Farrakahn narrates, 'so errent do the staff uruks loot artifacts too?' R HP:Hurt>R HP:Hurt>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black rabbit scurries about. n n n R HP:Hurt> Farrakahn narrates, 'even tho they aint part of the contest?' R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The slashed corpse of a large, brown snake is lying here. R HP:Hurt> Errent narrates, 'No, farrakahn' R HP:Hurt> Not a cloud can be seen in the sky. R HP:Hurt>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Hurt>You cannot go that way. R HP:Hurt> Errent narrates, 'Admin staff hasn't evenbeen playing that much' rest R HP:Bruised> Farrakahn narrates, 'well lets say they spammed a corpse' R HP:Bruised>You sit down and rest your tired bones. R HP:Bruised> Farrakahn narrates, 'nod' Cogadh chats, 'they loot eq though, we kinda blows :(' R HP:Bruised> Soi narrates, 'i hate staff uruks, i cant xp at all' nar I sitting at boys R HP:Bruised>You narrate, 'I sitting at boys' R HP:Bruised>aff You are affected by: anger (medium) evasion (long) detect hidden (short) R HP:Bruised>who Players ------- [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ 10 Hum] Sesil the Human (linkless) [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R HP:Bruised> Cogadh chats, 'ah' R HP:Bruised> You stop following Strider. R HP:Bruised>nar I hate uruks period You narrate, 'I hate uruks period' R HP:Bruised> You leave the group of Strider. R HP:Bruised> Cogadh chats, 'you sure thats the staff uruks?' R HP:Bruised> Strider narrates, 'dammit' R HP:Bruised>fame strider On the 20th Day of Narquelie, Strider was slain by Eniumenav. There were found 1 record about Strider, total fame -1. R HP:Bruised> Strider narrates, 'FUCK this lag' R HP:Bruised>nar Eniumenav You narrate, 'Eniumenav' R HP:Bruised>whois Eniumenav Eniumenav the Uruk-Hai is a level 12 Uruk-Hai. R HP:Bruised> You become less aware of surroundings. R HP:Bruised>fame eniumenav On the 3rd Day of Yavannie, Eniumenav killed Aza. On the 6th Day of Yavannie, Eniumenav killed Sam. On the 9th Day of Yavannie, Eniumenav killed Sam. On the 9th Day of Yavannie, Eniumenav killed Sam. On the 11th Day of Yavannie, Eniumenav killed Aza. On the 15th Day of Narquelie, Eniumenav killed Bikk. On the 17th Day of Narquelie, Eniumenav killed Bikk. On the 17th Day of Narquelie, Eniumenav killed Knraith. On the 19th Day of Narquelie, Eniumenav killed Farrakahn. On the 20th Day of Narquelie, Eniumenav killed Strider. There were found 10 records about Eniumenav, total fame 8. R HP:Bruised> Not a cloud can be seen in the sky. R HP:Bruised>nar they confused nar one hurt You narrate, 'they confused' R HP:Bruised>You narrate, 'one hurt' R HP:Bruised>nar couldn't poison You narrate, 'couldn't poison' who sc R HP:Bruised>Players ------- [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Bruised>You have 110/139 hit, 56/56 stamina, 140/145 moves, 22 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 10K. R HP:Bruised>nar I staying with boys You narrate, 'I staying with boys' R HP:Bruised>nar they're more aggy than the juggler You narrate, 'they're more aggy than the juggler' R HP:Bruised> Strider narrates, 'did they loot me?' R HP:Bruised>who Players ------- [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax [ 13 Dwf] Farrakahn the Dwarf [--- Hum] Strider the Human [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Bruised> Farrakahn narrates, 'well im assuming the uruks getting all the kills are admin since they aint on team roster.. so they must be the losers spamming corpses :)' R HP:Bruised>st You stop resting, and stand up. re R HP:Bruised>You sit down and rest your tired bones. R HP:Bruised> Not a cloud can be seen in the sky. R HP:Bruised> Soi narrates, 'whats admin?' R HP:Bruised>nar I laggig too hard to check your cor man, getting 20 second freezes You narrate, 'I laggig too hard to check your cor man, getting 20 second freezes' R HP:Bruised>nar administrator You narrate, 'administrator' R HP:Bruised>nar i.e. immortal staff. Soi narrates, 'oh' R HP:Bruised>You narrate, 'i.e. immortal staff.' R HP:Bruised> Strider narrates, 'ainaran, did you get my stuff?' afk R HP:Bruised>You go away from keyboard. R HP:Bruised>st sl You return to your keyboard. You stop resting, and stand up. R HP:Bruised>You stop riding a horse. A horse starts following you. You go to sleep. HP:Bruised> Saving Ainaran. HP:Scratched>st l You wake, and stand up. ride HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>A horse stops following you. You mount a horse and start riding him. R HP:Scratched>i Soi enters from the east. s A horse enters from the east. You are carrying: a water skin a twisted piece of wire a stone ring..It glows blue! a blue marble ring..It glows blue! a blue marble ring..It glows blue! a large sack a backpack a golden visor..It glows blue! a battered metal lamp a green cotton hood a ruby necklace..It glows blue! a water skin R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The slashed corpse of a large, brown snake is lying here. R HP:Scratched>put all pack w w w You put a water skin in a backpack. You put a twisted piece of wire in a backpack. You put a stone ring in a backpack. You put a blue marble ring in a backpack. You put a blue marble ring in a backpack. A large sack won't fit in a backpack. You put a golden visor in a backpack. You put a battered metal lamp in a backpack. You put a green cotton hood in a backpack. You put a ruby necklace in a backpack. You put a water skin in a backpack. R HP:Scratched>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A black rabbit scurries about. R HP:Scratched>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R HP:Scratched>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. R HP:Scratched>s s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Scratched>Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. R HP:Scratched>You cannot go that way. R HP:Scratched>nar I try to check w You narrate, 'I try to check' R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A wolf approaches you, obviously abandoned by its pack, hungry and angry. nar I lagging hard ;( s R HP:Scratched>You narrate, 'I lagging hard ;(' set tac def R HP:Scratched>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R HP:Scratched>You are now employing defensive tactics. R HP:Scratched>e Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R>e Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A fetid black fungus grows here, covering the ground. A flickering ball of pale flame dances through the air. (shadow) R>w s Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. R>e Strider narrates, 'did anyone loot my corpse? i kept trying to change bufferslot with someone' R>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. R>w n A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. w R> A large leech attacks YOU! You dodge a large leech's attack. A large leech attacks YOU! You deflect a large leech's attack. You slash a large leech. R HP:Healthy, a large leech:Bruised>No way! You're fighting for your life! R HP:Healthy, a large leech:Bruised>f You slash a large leech. You flee head over heels. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>w Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. R>nar where was it before man? s You narrate, 'where was it before man?' s R>Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. R>Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. R>w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. R>s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. R>Old Dirt Road Exits are: N E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and east. Forest surrounds the road now. A mountain goat is here, eating grass. s e R>You cannot go that way. R>Old Dirt Road Exits are: E W U This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and east. Forest surrounds the road now. R>s e You cannot go that way. R>Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. R> Strider narrates, 'they looted clean if noone was there' R>s Pass in the Ridge Exits are: N S Some ancient inhabitants of this region have taken this natural hilly pass and widened it so that the road could pass through. To the north, a small forest and sunny plains lie. To the south, inhospitable deserts and sharp craggy mountains dominate. R>s A Narrow Pass Exits are: N E S The hills divide slightly here, forming a narrow pass. A small trail runs through here, leading north over the ridge, and south into the swamp. It looks as if at one point this trail may have actually been a road, but only a few paving stone seem to have weathered the raging forces of nature. R>s Trail Through the Swamp. Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads east and north from here. e R>Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. R> Not a cloud can be seen in the sky. nar swamp? R>e Strider narrates, 'it was at mirkwolfs' You narrate, 'swamp?' R>A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. n R> Strider narrates, 'yes.' R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The slashed corpse of a mountain goat is lying here. w R>A Narrow Ridge Exits are: E S W The hills seem quite barren and desolate here, having only a thin coating of grass and weeds to dull their already dull colour. The string of hills runs off to the east and west, while to the north a steep bluff drops down to another small hill. To the south the hills drop into a murky swamp. A mountain wolf growls and bares its teeth. w set tac def set wimpy 90 R> A mountain wolf attacks YOU! You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Healthy> You slash a mountain wolf's left hindleg. R HP:Healthy, a mountain wolf:Bruised> Strider narrates, 'have fun, and good luck with the competition' R HP:Healthy, a mountain wolf:Bruised> You slash a mountain wolf's body hard. R HP:Healthy, a mountain wolf:Bruised> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Bruised>No way! You're fighting for your life! R HP:Healthy, a mountain wolf:Bruised> You lightly slash a mountain wolf's body. R HP:Healthy, a mountain wolf:Hurt>You are now employing defensive tactics. R HP:Healthy, a mountain wolf:Hurt> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Hurt> You slash a mountain wolf's right foreleg. R HP:Healthy, a mountain wolf:Hurt> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Hurt>OK, you'll flee if you drop below 90 hit points. R HP:Healthy, a mountain wolf:Hurt> You lightly slash a mountain wolf's body. R HP:Healthy, a mountain wolf:Hf urt>R HP:Healthy, a mountain wolf:Hurt>R HP:Healthy, a mountain wolf:Hurt>You flee head over heels. Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The slashed corpse of a mountain goat is lying here. R>sc You have 139/139 hit, 56/56 stamina, 130/145 moves, 22 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 10K. R> Strider narrates, 'i'll be back sometime after we go live and fing works out the known lag bugs' R>n Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. R>e You cannot go that way. s R>s Farrakahn tells you 'u got spare bracelets or marbles?'. R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The slashed corpse of a mountain goat is lying here. R>A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. R>nar i trying to find your corpse You narrate, 'i trying to find your corpse' R>rep nod methinks so w You tell Farrakahn 'nod methinks so' R>Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. R>w Trail Through the Swamp. Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads east and north from here. *an Uruk* is riding on a black warg. R>n A Narrow Pass Exits are: N E S The hills divide slightly here, forming a narrow pass. A small trail runs through here, leading north over the ridge, and south into the swamp. It looks as if at one point this trail may have actually been a road, but only a few paving stone seem to have weathered the raging forces of nature. R> Strider narrates, 'those honorless bastards spamloot everything' R>n Pass in the Ridge Exits are: N S Some ancient inhabitants of this region have taken this natural hilly pass and widened it so that the road could pass through. To the north, a small forest and sunny plains lie. To the south, inhospitable deserts and sharp craggy mountains dominate. R>n n Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. R>Grassy Forest Exits are: S W Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. A black rabbit scurries about. R>n n w You cannot go that way. n R>You cannot go that way. R>Medium Forest Exits are: E W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. R>You cannot go that way. R>w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. R> Farrakahn tells you 'nod almost got the cash to buy axe'. R>nar they spammed n You narrate, 'they spammed' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A gray wolf is here, fighting *an Uruk*. *an Uruk* is here, fighting a gray wolf, riding on a black warg. R> *an Uruk* deflects a gray wolf's attack. kill uruk R>You attack *an Uruk*! *an Uruk* deflects your attack. cc R HP:Healthy, a gray wolf:Hurt, *an Uruk*:Healthy> *an Uruk* slashes a gray wolf's head. R HP:Healthy, a gray wolf:Hurt, *an Uruk*:Healthy>ci Not a cloud can be seen in the sky. R HP:Healthy, a gray wolf:Hurt, *an Uruk*:Scratched>You start to concentrate. |/- *an Uruk* turns to fight you! \|/ *an Uruk* deflects a gray wolf's attack. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. -\You need to fight somebody for this. You start to concentrate. /-\ *an Uruk* is entering from the north, riding on a black warg. |kill uruk set tac def cc set tac def nar one odr nar come set tac def f n n n f n n n set tac def nar frozen :( set tac def /-\ Ok. The world seems to gain a few edges for you. R> *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. Farrakahn narrates, 'nod they trying to give us a hard time :)' R HP:Healthy, *an Uruk*:Scratched>*an Uruk* deflects your attack. You do the best you can! R HP:Healthy, *an Uruk*:Scratched>You are now employing defensive tactics. R HP:Healthy, *an Uruk*:Scratched>You start to concentrate. |/-\| *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. /-\ A gray wolf attacks YOU! You dodge a gray wolf's attack. You need to fight somebody for this. You are now employing defensive tactics. R HP:Healthy, a gray wolf:Hurt> *an Uruk* is entering from the west, riding on a black warg. R HP:Healthy, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt> You lightly slash a gray wolf's head. R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt> Strider narrates, 'and it's not about the eq, i really don't mind dying when i do something stupid, i really hate dying to lagouts' R HP:Healthy, a gray wolf:Hurt> *an Uruk* stops using a light kite shield. R HP:Healthy, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt> A gray wolf hits your left hand. R HP:Scratched, a gray wolf:Hurt> Farrakahn narrates, 'so we gotta re-eq and bullshit' R HP:Scratched, a gray wolf:Hurt> You lightly slash a gray wolf's head. R HP:Scratched, a gray wolf:Hurt>You narrate, 'one odr' R HP:Scratched, a gray wolf:Hurt>You deflect a gray wolf's attack. You narrate, 'come' R HP:Scratched, a gray wolf:Hurt>You slash a gray wolf's left forefoot. You are now employing defensive tactics. R HP:Scratched, a gray wolf:Wounded>You flee head over heels. Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>You flee head over heels. Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. R HP:Scratched>Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. R HP:Scratched>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A black rabbit scurries about. R HP:Scratched>You are now employing defensive tactics. R HP:Scratched>You narrate, 'frozen :(' R HP:Scratched>You are now employing defensive tactics. R HP:Scratched>n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. e e R HP:Scratched>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R HP:Scratched>You cannot go that way. R HP:Scratched>pour water skin Strider narrates, 'well, it's a competition, let them play it however they want' R HP:Scratched>You can't find it! R HP:Scratched>nar below bandit w You narrate, 'below bandit' R HP:Scratched>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R HP:Scratched>e Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R HP:Scratched>get skin pack pour water skin drink skin You get a water skin from a backpack. drink skin drink skin R HP:Scratched>pour water skin There is no room for more. R HP:Scratched>You drink the water. R HP:Scratched>You drink the water. You don't feel thirsty any more. R HP:Scratched>Your stomach can't contain anymore! R HP:Scratched>You pour some water into the skin. R HP:Scratched>nar come w set tac def You narrate, 'come' R HP:Scratched>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R HP:Scratched>You are now employing defensive tactics. R HP:Scratched>s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A black rabbit scurries about. R HP:Scratched> Above the fields, not a cloud can be seen in the sky. R HP:Scratched>exa s To the south you see: It is pitch black... R>exa s To the south you see: It is pitch black... s R>Farrakahn narrates, 'heh if i had a weapon :)' Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. e e R>Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. R>You cannot go that way. R>nar i coming town then n You narrate, 'i coming town then' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Soi is riding on a horse. R>e e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. R>You cannot go that way. R>n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R>e e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A black rabbit scurries about. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>e Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. A small, green snake slithers harmlessly here. R>w n n n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>re You sit down and rest your tired bones. R>nar lagging so hard, can't do a thing You narrate, 'lagging so hard, can't do a thing' con boy R>You could do it with a needle! A frightened boy has been here for a very long time. R>who Players ------- [ 15 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R>afk You go away from keyboard. R> Not a cloud can be seen in the sky. Saving Ainaran. R>tell farrakahn it's amazing I haven't lost this visor yet You return to your keyboard. You tell Farrakahn 'it's amazing I haven't lost this visor yet' R>tell farrakahn knock on wood! You tell Farrakahn 'knock on wood!' R>who Players ------- [ 15 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R>l st Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is l here, gazing at you. You are resting here, riding on a horse. R>You stop resting, and stand up. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. R>whois testuruk Testuruk is a level 15 Uruk-Hai. R>whois testhobbit Testhobbit the Hobbit is a level 15 Hobbit. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. inf R>who You are Ainaran the Wood Elf, a good (207) male Wood Elf. You have reached level 14. You are level 7 Warrior, 4 Ranger, 15 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 1 hours. You are 5'10" high, weight 108.0lb and carrying 59.7lb. You have 139/139 hit points, 56/56 stamina, 144/145 moves and 20 spirit. You have 9 silver and 6 copper coins. Your OB is 42, dodge is 25, parry 87, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 38, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 327424 exp, and need 10076 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. You are affected by: insight (long) anger (short) evasion (medium) R> Farrakahn tells you 'nod'. R>Players ------- [ 15 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R>e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>n Cogadh enters from the north. A nice pony enters from the north. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. R>where Players in your Zone -------------------- Farrakahn - Weapon Shed Ainaran - At the Well Cogadh - Entrance to the Free People's Outpost R>dismount You stop riding a horse. A horse starts following you. >s s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. A horse is here, gazing at you. e s >e You cannot go that way. >Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. Farrakahn the Dwarf is standing here. >bow farrakahn exam pack You bow before him. >When you look inside, you see: backpack (carried) : a ruby necklace..It glows blue! a green cotton hood a battered metal lamp a golden visor..It glows blue! a blue marble ring..It glows blue! a blue marble ring..It glows blue! a stone ring..It glows blue! a twisted piece of wire a water skin a torch a torch a torch a torch a torch a torch a torch a torch > Farrakahn leaves west. >get ring pack You get a blue marble ring from a backpack. get ring pack > Farrakahn enters from the west. > Farrakahn sells a large, wooden club. > Farrakahn sells a small, wooden shield. > Farrakahn sells a large, wooden shield. >You get a blue marble ring from a backpack. > Farrakahn sells a dirk. >give ring farrakahn give ring farrakahn You give a blue marble ring to Farrakahn. >You give a blue marble ring to Farrakahn. >eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a torch exam pack > Farrakahn buys a fine two-handed battle axe. >When you look inside, you see: backpack (carried) : a ruby necklace..It glows blue! a green cotton hood a battered metal lamp a golden visor..It glows blue! a stone ring..It glows blue! a twisted piece of wire a water skin a torch a torch a torch a torch a torch a torch a torch a torch > Farrakahn wields a fine two-handed battle axe. > Soi narrates, 'he mentalling' > Farrakahn slides a blue marble ring on to his right ring finger. > Farrakahn slides a blue marble ring on to his left ring finger. >nar sigh You narrate, 'sigh' >get hood pack Farrakahn says 'any bracelets?' You get a green cotton hood from a backpack. >give hood farrakahn shake You give a green cotton hood to Farrakahn. sigh >You shake your head. >You sigh. > Farrakahn wears a green cotton hood on his head. Farrakahn wears a backpack around his back. Farrakahn wears a golden necklace around his neck. 'i'm prolly going to go offline sc >You say 'i'm prolly going to go offline' > Farrakahn stops using a backpack. >You have 139/139 hit, 56/56 stamina, 145/145 moves, 20 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 10K. >'lagging to damned hard w Farrakahn says 'no bracelets tho?' >You say 'lagging to damned hard' > Farrakahn takes his weapon with both hands. >Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >e shake w Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. Farrakahn the Dwarf is standing here. n >You shake your head. >n Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >n n Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. A horse is here, gazing at you. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >read next No such message. >who Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. rest >You sit down and rest your tired bones. > Cogadh says 'confuse me, so I can see what its like?' sigh >You sigh. ponder > Soi narrates, 'uruk in town' > Cogadh looks at you. >You ponder over matters as they appear to you at this moment. > Soi narrates, 'he out now' > Cogadh lies down and falls asleep. shrug >st You shrug. >You stop resting, and stand up. >s s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >w w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. >exa s To the south you see: Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Soi is riding on a horse. Farrakahn the Dwarf is standing here. >s Soi is entering from the south, riding on a horse. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Farrakahn the Dwarf is standing here. n > Farrakahn leaves north. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is nar the boys are most aggy here, gazing at you. Soi is riding on a horse. Farrakahn the Dwarf is standing here. > Soi narrates, 'he mentalling' >You narrate, 'the boys are most aggy' >set men on AutoMental mode is now on. >nar solo? You narrate, 'solo?' > Soi narrates, 'yep' >nar lick You narrate, 'lick' >set men on AutoMental mode is now on. >nar con him? You narrate, 'con him?' >s The sun rises behind the buildings. Not a cloud can be seen in the sky. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. >where Players in your Zone -------------------- Ainaran - Old Dirt Road >yell 1/1? You yell, '1/1?' >yell ? :-) yell <--- Soi narrates, 'great eq and a lot of luck' >You yell, '? :-)' > Soi narrates, 'i lvl 10 tho' >You yell, '<---' > Cogadh chats, 'but they dont hit that hard...' > Soi narrates, 'porlly drengist' >where Players in your Zone -------------------- Ainaran - Old Dirt Road n > Soi narrates, 'prolly even' >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Farrakahn the Dwarf is standing here. >m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | X | | + | | * | | H | +--------------------------------------------------+ >where Players in your Zone -------------------- Testhobbit - At the Well Soi - Entrance to the Free People's Outpost Farrakahn - Entrance to the Free People's Outpost Ainaran - Entrance to the Free People's Outpost Cogadh - Outpost Barracks >shrug You shrug. >'I called him You say 'I called him' >'told him 1/1 You say 'told him 1/1' >who Farrakahn says 'i spamming bash' Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. >giggle The day has now begun. Not a cloud can be seen in the sky. Saving Ainaran. >grin You giggle. >You grin evilly. > Cogadh chats, 'prolly lvl 10ish' >'don't use their tactics! gig who You say 'don't use their tactics!' >You giggle. >Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. >s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. >s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. >s Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black deer can barely be made out in the darkness here. A black rabbit scurries about. >n e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. >You cannot go that way. >s e Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black deer can barely be made out in the darkness here. A black rabbit scurries about. >A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A black rabbit scurries about. A flickering ball of pale flame dances through the air. (shadow) s >Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. >n A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A black rabbit scurries about. A flickering ball of pale flame dances through the air. (shadow) k flame >You force your Will against a ball of pale flame's strength! set tac def HP:Healthy Mind:in top shape, a ball of pale flame:slightly weakened> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:slightly weakened>You are now employing defensive tactics. HP:Healthy Mind:in top shape, a ball of pale flame:slightly weakened> You force your Will against a ball of pale flame's constitution! HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly>sc who You have 139/139 hit, 56/56 stamina, 116/145 moves, 20 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 10K. HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly>Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:slightly sickly> You force your Will against a ball of pale flame's constitution! HP:Healthy Mind:in top shape, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:in top shape, a ball of pale flame:somewhat sickly>gro A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:somewhat sickly>But you are not the member of a group! HP:Healthy Mind:in top shape, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:in top shape, a ball of pale flame:somewhat sickly> a ball of pale flame forces its Will against your constitution! HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat sickly>who You force your Will against a ball of pale flame's learning! HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded>Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's will! HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's constitution! HP:Healthy Mind:barely sickly, a ball of pale flame:seriously sickly> a ball of pale flame forces its Will against your will! Cogadh chats, 'uruks still round town?' HP:Healthy Mind:barely sickly, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:barely sickly, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:barely sickly, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's constitution! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly sickly>nar what happened to sesil? You narrate, 'what happened to sesil?' HP:Healthy Mind:barely sickly, a ball of pale flame:strongly sickly> Soi narrates, 'testhobbit, you were lvl 15 2 secs ago' HP:Healthy Mind:barely sickly, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded>nar :-) You force your Will against a ball of pale flame's will! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A slight mist rises from the damp land into the cloudless sky. HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's intelligence! HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded>A ball of pale flame tries its Will against your mind, but loses control! You narrate, ':-)' HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's will! HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> Testhobbit narrates, 'that's how good i am' HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> Cogadh chats, 'jeese man, take a hint...' HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's dexterity! HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! HP:Scratched Mind:in top shape, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! Your spirit increases by 8. You receive your share of experience -- 623 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. HP:Scratched> Cogadh chats, 'TESThobbit?' HP:Scratched>nar *grin* l You narrate, '*grin*' HP:Scratched>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A black rabbit scurries about. A horse is here, gazing at you. HP:Scratched>n w You cannot go that way. HP:Scratched>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black deer can barely be made out in the darkness here. A black rabbit scurries about. HP:Scratched>n n n n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. Farrakahn the Dwarf is standing here. HP:Scratched>You cannot go that way. HP:Scratched> Soi chats, 'i know:)' snicker HP:Scratched>You snicker softly. HP:Scratched>'immtest 'char smile who You say 'immtest' >You say 'char' >You smile happily. >Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 13 Dwf] Farrakahn the Dwarf [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. > Soi nods solemnly. > Soi says 'i know' >sigh You sigh. > Farrakahn leaves east. 'damn this lag >sc st You say 'damn this lag' >You have 139/139 hit, 56/56 stamina, 141/145 moves, 34 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 9K. >You are already standing. >e e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. n n n n n n n n n rest >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of *a Dwarf* is lying here. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. >You cannot go that way. >You cannot go that way. >You cannot go that way. >You cannot go that way. >You cannot go that way. >You cannot go that way. >You cannot go that way. >You sit down and rest your tired bones. >pat innkeeper afk You pat the Innkeeper on his head. >You go away from keyboard. > Farrakahn drops a painted, white key. > The Innkeeper glares around him. Farrakahn waves. > Cogadh says 'what the hell does this skull ring do!' > The Innkeeper helps Farrakahn into his private chamber. > Cogadh says 'it has a bit of an uruk on it' > Cogadh sinks deeply into his own thoughts. > Cogadh gets a skull ring from a backpack. > Cogadh stops using a blue marble ring. > Cogadh slides a skull ring on to his right ring finger. > Cogadh stops using a skull ring. > Cogadh slides a skull ring on to his right ring finger. > Soi enters from the south. A horse enters from the south. > Soi puts a golden bracelet in a weapon rack. > Cogadh chats, 'This odd ring has a tiny image of an uruk skull with it gaping maw open. Who made it is anyone's guess. Any ideas what it does?' > Soi puts a ruby necklace in a weapon rack. > Cogadh looks at Soi. > Soi puts a sapphire ring in a weapon rack. > Cogadh grins evilly. > Testhobbit narrates, 'they in orcish maze' > Soi narrates, 'orcish maze???' > Your torch flickers weakly. > Soi eats a soldier ration. > Soi eats a soldier ration. > Cogadh shrugs. > Cogadh stops using a skull ring. > Cogadh slides a blue marble ring on to his right ring finger. > Cogadh gets a twisted piece of wire from a backpack. > Cogadh gets a wax seal from a backpack. > Cogadh gets a painted, white key from a backpack. who >You return to your keyboard. The Innkeeper sneezes. Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. > Soi says 'gimme wire?' > Soi says 'may be key to ruins' exam pack >When you look inside, you see: backpack (carried) : a ruby necklace..It glows blue! a battered metal lamp a golden visor..It glows blue! a stone ring..It glows blue! a twisted piece of wire a water skin a torch a torch a torch a torch a torch a torch a torch a torch >shake You shake your head. > Your torch flickers weakly. >'it's the key to the circlet who You say 'it's the key to the circlet' >Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. > Soi says 'oh' >fame war Testhobbit narrates, 'go slabdoor if you know it' >+---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Eniumenav 17| | Scan 2| Sakisur 17| | Soi 1| Naraat 7| | Errent 0| Drengist 1| | Aggrippa 0| Aia 0| | Bree 0| Draug 0| | Bitwize 0| Ankren 0| | Cogadh 0| Anthre 0| | Brokk 0| Fnuffi 0| | Ainaran 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 38| |Total fame for the forces of good: -35| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ >fame testhobbit There were found 0 records about Testhobbit, total fame 0. >peer You peer around yourself, uncertain of the things around you. >'Testhobbit should shut up. The Innkeeper pouts. You say 'Testhobbit should shut up.' >gig You giggle. who >Soi nods solemnly. Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >'thought it was illegal You say 'thought it was illegal' >whois testuruk Testuruk is a level 15 Uruk-Hai. >'whois testuruk The Innkeeper patiently twiddles his thumbs. You say 'whois testuruk' >whois testorc Testorc is a level 15 Uruk-Hai. >whois testorc Soi snickers softly. Testorc is a level 15 Uruk-Hai. >whois testharad No such player. >whois testlhuth Your torch went out. >No such player. >who Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >sigh sc aff You sigh. >who 90 You have 139/139 hit, 56/56 stamina, 139/145 moves, 34 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 9K. >You are affected by: insight (long) evasion (short) >Players ------- [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ Vala ] Seraph the Russian Linux Coder 3 characters displayed. > Soi narrates, 'tell these uruks to calm down!i need to xp' who -w >Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf 4 characters displayed. >sc You feel less protected. You have 139/139 hit, 56/56 stamina, 130/145 moves, 34 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 9K. >rest afk You are already resting. >You go away from keyboard. > Soi stops using A severed head of a Mirkwolf. > Soi fastens A severed head of a Mirkwolf on his belt. > Saving Ainaran. > Cogadh says 'thought what was illegal' > Soi gets a painted, white key. > Soi drops a painted, white key. > Cogadh puts a painted, white key in a weapon rack. > The Innkeeper frowns. > Cogadh puts a twisted piece of wire in a weapon rack. > Cogadh says 'seal and skull ring arent keys' >'? You return to your keyboard. You say '?' l >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Soi the Human is standing here. A horse is here, gazing at you. > Cogadh says 'all keys have an alias "key"' > Cogadh says 'so you type exa key, and it tells you the desc' >nod You nod solemnly. > Cogadh says 'these dont have that' who >l key Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. > This odd, wooden key has a coat of white glossy paint accross it. The paint itself seems to glow with an almost mystical quality. >look 2.key You do not see that here. >l 3.key i You do not see that here. >You are carrying: a water skin a large sack a backpack >exam pack Soi says 'then why cant you rent with it?' >When you look inside, you see: backpack (carried) : a ruby necklace..It glows blue! a battered metal lamp a golden visor..It glows blue! a stone ring..It glows blue! a twisted piece of wire a water skin a torch a torch a torch a torch a torch a torch a torch a torch >get key pack You get a twisted piece of wire from a backpack. l key > Bent into a strange shape with a couple of twists jutting out at strange angles, this wire did not get into this shape by accident. > Soi says 'lemme see it for a sec plz?' >give key soi The Innkeeper yawns. You give a twisted piece of wire to Soi. >who Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. l > Soi says 'not wire' >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Soi the Human is standing here. A horse is here, gazing at you. > Soi gives you a twisted piece of wire. >gig Soi says 'skull ring' >You giggle. >nod You nod solemnly. >'then let me see it You say 'then let me see it' who >Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. > Soi pokes Cogadh in the ribs. >check mail Nah... You feel too relaxed to do that.. >st check mail who You stop resting, and stand up. >Sorry, but you can't do that here! >Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >s w At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. >check mail A hurried mailman tells you, 'Sorry, you don't have any mail waiting.' >nar no mail for me :( whois night You narrate, 'no mail for me :(' >Night is a level 9 Hobbit. >whois soi Soi the Human is a level 10 Human. >who Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >l Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. >whois Ornendil Ornendil is one of the Greater Maiar. whois Omega > Saving Ainaran. >No such player. >whois Felagund No such player. >l Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. e n >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. >'I wonder what level guildmaster is. You say 'I wonder what level guildmaster is.' >'the juggler You say 'the juggler' s >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >con juggler Are you mad!? A juggler has been here for a very long time. >stat juggler Your fatigue is 0; Your willpower is 38; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. >n n Cogadh chats, 'he's pretty high' > Soi enters from the north. A horse enters from the north. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >You cannot go that way. >nod who You nod solemnly. >The Innkeeper frowns. Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. > Soi enters from the south. A horse enters from the south. >l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Soi the Human is standing here. A horse is here, gazing at you. > Soi says 'we could prolly kill it' > Soi says 'Are you mad!?' >con innkeeper You could do it with a needle! The Innkeeper has been here for a very long time. >s con juggler Soi's torch flickers weakly. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >Are you mad!? A juggler has been here for a very long time. > Soi enters from the north. A horse enters from the north. >l juggler Soi looks at a juggler. > A jovial juggler is here, making everyone around him laugh. He seems incredibly fit, and very quick with his hands. Something about him makes you think he is no ordinary clown. A juggler looks healthy. a juggler is using: a pink cotton blouse a silk scarf a yellow pair of cotton pants a pair of supple leather boots a pair of silk sleeves a stiletto a silk sash >eyepoke juggler Cogadh enters from the north. A nice pony enters from the north. >You poke a juggler in the eye.. > Soi says 'oooooo, supples' >'You should be more aggy to darkies juggler. You say 'You should be more aggy to darkies juggler.' >'you silly silly man you You say 'you silly silly man you' > Soi giggles. >who Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 6 characters displayed. > Soi punches a juggler in the arm. > Cogadh says 're you mad?!' eyepoke juggler > Soi panics, and attempts to flee! Soi flees head over heals! Soi leaves west. A horse leaves west. >You poke a juggler in the eye.. > Soi enters from the west. A horse enters from the west. > Soi nods solemnly. where >Players in your Zone -------------------- Soi - At the Well Ainaran - At the Well Cogadh - At the Well >w Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. e >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is her'no mail for me sigh e, gazing at you. >Soi says 'wardog was like that to me, we killed him' You say 'no mail for me' >You sigh. > Not a cloud can be seen in the sky. You are hungry. Soi's torch went out. > Cogadh drinks water from a water skin. > Cogadh drinks water from a water skin. > Soi drinks water from a water skin. > Soi drinks water from a water skin. >'I've sent about 5 letters Soi leaves west. A horse leaves west. >smile You say 'I've sent about 5 letters' >You smile happily. >who Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 6 characters displayed. l >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > Cogadh grins evilly. > Cogadh leaves north. A nice pony leaves north. > Soi tells you 'how do you tell?'. >ne next Cogadh enters from the north. A nice pony enters from the north. >No such message. >tell soi type receive mail You tell Soi 'type receive mail' >w Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Soi the Human is standing here. A horse is here, gazing at you. receive mail >A hurried mailman tells you, 'Sorry, you don't have any mail waiting.' >'or check mail Testhobbit narrates, 'Sakisur RIP' >You say 'or check mail' >'but that's suppose to be disabled atm You say 'but that's suppose to be disabled atm' >peer fame testhobbit Cogadh chats, 'heh, nice' >You peer around yourself, uncertain of the things around you. > Cogadh chats, 'you big meanie :P' >On the 21st Day of Narquelie, Testhobbit killed Sakisur. There were found 1 record about Testhobbit, total fame 1. > You are hungry. Soi narrates, 'hehe' >nar uumm... You narrate, 'uumm...' >nar grats.. who You narrate, 'grats..' >Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human [ Vala ] Malek the Executioner (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 6 characters displayed. >l Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Eniumenav 17| | Scan 2| Sakisur 15| | Soi 1| Naraat 7| | Testhobbit 1| Drengist 1| | Errent 0| Aia 0| | Aggrippa 0| Draug 0| | Bree 0| Ankren 0| | Bitwize 0| Anthre 0| | Cogadh 0| Fnuffi 0| | Brokk 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 36| |Total fame for the forces of good: -34| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ >'he on fame war Soi narrates, 'i didnt think test chars were alous to pk?' >nar now, just go get Eniumena nar v Soi narrates, 'aloud even' >You say 'he on fame war' > Soi nods solemnly. >You narrate, 'now, just go get Eniumena' > Soi says 'i know' >You narrate, 'v' >who l sigh 'I don't feel like exping 'or pkilling 'need to get a hitter on Soi has lost his link. Players ------- [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human (linkless) [ Vala ] Malek the Executioner [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 6 characters displayed. >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Soi the Human (linkless) is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >You sigh. Cogadh chats, 'allowed, hehe, nitwit :P' >You say 'I don't feel like exping' >You say 'or pkilling' >You say 'need to get a hitter on' > You are hungry. >l Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Soi the Human (linkless) is standing here. A horse is here, gazing at you. A horse is here, gazing at you. who >Players ------- [ 16 Dwf] Taraan the Dwarf [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human (linkless) [ Vala ] Malek the Executioner (AFK) [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >whois taraan Taraan the Dwarf is a level 16 Dwarf. l >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Soi the Human (linkless) is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >e At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >pour water skin There is no room for more. >who Not a cloud can be seen in the sky. You are hungry. >Players ------- [ 16 Dwf] Taraan the Dwarf [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human (linkless) [ Vala ] Malek the Executioner [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. > Cogadh leaves north. A nice pony leaves north. >tell cogadh look who's on :P afk You tell Cogadh 'look who's on :P' >You go away from keyboard. > Cogadh tells you 'hmmm, ack'. > Sesil chats, 'yay im dead' > Not a cloud can be seen in the sky. You are hungry. You are thirsty. >who You return to your keyboard. Players ------- [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human (linkless) [ Vala ] Malek the Executioner [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >chat yay I'm frozen :P You chat, 'yay I'm frozen :P' afk >You go away from keyboard. > Not a cloud can be seen in the sky. You are hungry. You are thirsty. > Not a cloud can be seen in the sky. You are hungry. You are thirsty. >who You return to your keyboard. Players ------- [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 17 Hob] Testhobbit the Hobbit [ 10 Hum] Soi the Human (linkless) [ Vala ] Malek the Executioner [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [--- Dwf] Cogadh the Dwarf [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >sc st You have 139/139 hit, 56/56 stamina, 145/145 moves, 34 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 9K. You are hungry. You are thirsty. >You are already standing. >where Players in your Zone -------------------- Fullante - Outpost Barracks Sesil - Outpost Barracks Taraan - Outpost Barracks Testhobbit - Outpost Barracks Ainaran - At the Well Cogadh - Outpost Barracks >dismount n You are not riding anything. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Taraan the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Cogadh the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Fullante the Wood Elf is standing here. > Cogadh says 'bah' > The Innkeeper yawns. Cogadh growls. > Sesil looks at you. > Fullante gets a skull ring from a weapon rack. >l sesil Sesil the Human You see nothing special about him. Sesil has a lot of wounds. Sesil is using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves an indigo pair of cotton sleeves a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a fine two-handed sword A severed head of Aza >sniff Fullante says 'what this?' >Sesil says 'ainaran how did i die?' You sniff sadly. *SNIFF* >cast regen sesil You start to concentrate. \|/- Sesil says 'i was with you ' Cogadh says 'doesnt do much' \'don't ask me |/-\ Ok. >You say 'don't ask me' > Sesil says 'then i lost link ' >'I've lagged out a lot Sesil says 'my friggin computer fucked up' You say 'I've lagged out a lot' > Fullante slides a skull ring on to his left ring finger. > Cogadh says 'I cant figure out what it does' > Sesil says 'i come back dead' >'Farrakahn and Strider died too You say 'Farrakahn and Strider died too' > You are hungry. You are thirsty. > Cogadh says 'no_rent thought' >, knocks on wood. Fullante stops using a skull ring. Ainaran knocks on wood. > The Innkeeper frowns. afk >You go away from keyboard. > Fullante puts a skull ring in a weapon rack. > The Innkeeper frowns. > Fullante looks at Cogadh. > Vanemuine has entered the game. A nice pony now follows Vanemuine. > Cogadh looks at Taraan. > Vanemuine takes his weapon with both hands. > Sesil says 'ainaran lets go kill hazies and grey spirit' > The Innkeeper stares at the sky. Fullante looks at Vanemuine. > Fullante bows deeply. > Vanemuine now follows Taraan. >bow You return to your keyboard. You bow deeply. > Vanemuine says 'mine munni' > Sesil starts following you. >afk You go away from keyboard. > The Innkeeper gives Cogadh an offer. > Sesil says 'can i come cleric for you guys?' > You are hungry. You are thirsty. > Sesil looks at Vanemuine. > Vanemuine looks at Sesil. > Vanemuine says 'nope' > Sesil looks at Taraan. > Sesil sighs loudly. > The Innkeeper glares around him. > Taraan says 'ya can die for us :) why dont suicide ?' > A nice pony stops following Cogadh. The Innkeeper helps Cogadh into his private chamber. Cogadh leaves the group of Soi. > Vanemuine looks at Taraan. > The Innkeeper stares at the sky. > Taraan narrates, 'everyone who doesnt wanna die - gets 10 sec's to rent' > You are hungry. You are thirsty. > A huge gate appears briefly and Errent steps out. > Sesil leaves south. A horse leaves south. A horse leaves south. > Taraan gets a raw piece of meat from a large sack. > Taraan gets a raw piece of meat from a large sack. > Taraan gets a raw piece of meat from a large sack. > Taraan eats a raw piece of meat. > Taraan eats a raw piece of meat. > Taraan eats a raw piece of meat. > Fullante peers around himself, uncertain of the things around him. > Sesil chats, 'why are we getting killed?' > Errent says 'alright' > Sesil enters from the south. A horse enters from the south. A horse enters from the south. > Sesil looks at Errent. > Errent says 'i'm here to receive your flames' > Sesil says 'flames?' > The Innkeeper patiently twiddles his thumbs. Vanemuine grins evilly at Errent. > Sesil sinks deeply into thought, but seems to be a little lost. > Fullante leaves south. > You are hungry. You are thirsty. > The world seems dull again. > Fullante enters from the south. A horse enters from the south. > Taraan says 'that was not damn nice' > Taraan says 'we killed dwarf in here - to gain first fine twohander - it was tough' > You are hungry. You are thirsty. > Taraan says 'was damn tough' > Fullante looks at the Innkeeper. > Taraan says 'we added pk in here' > Sesil peers around himself, uncertain of the things around him. > Sesil says 'you guys were the uruks that killed farrakahn?' > Vanemuine looks at Sesil. > Errent says 'oh please, you've been rampaging since the contest opened' > Fullante gets a sapphire ring from a weapon rack. > Vanemuine begins quietly muttering some strange, powerful words. > Fullante slides a sapphire ring on to his left ring finger. > Vanemuine utters a strange command, 'cone of cold' Vanemuine nails Sesil with a cone of cold! > Sesil slashes Vanemuine's body hard. Vanemuine slashes Sesil's body very hard. > Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves south. A horse leaves south. A horse leaves south. > Fullante leaves south. A horse leaves south. >st You return to your keyboard. You are already standing. >sigh You sigh. s >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Fullante the Wood Elf (busy) is standing here. A horse is here, gazing at you. >pour water skin There is no room for more. >nar you guys have fun w You narrate, 'you guys have fun' >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. >e s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Fullante the Wood Elf is standing here. A horse is here, gazing at you. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. set men on >w The half-grown moon goes off the sky. You are hungry. You are thirsty. w >AutoMental mode is now on. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. rat rat er er drink skin drink skin >drink skin You get a soldier ration from a large sack. >You get a soldier ration from a large sack. >You eat a soldier ration. >You eat a soldier ration. You are full. >You drink the water. You are full. s >You drink the water. You are full. >You drink the water. You don't feel thirsty any more. You are full. >Rickety Stables Exits are: N This piece of junk lean-to serves as the place for stabling the mounts of this incredibly poor outpost. The animals do not look happy here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. >n e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >w w Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. >s s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Sesil is riding on a horse. A horse is here, gazing at you. >Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black rabbit scurries about. Sesil is entering from the north, riding on a horse. A horse enters from the north. >e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) A black rabbit scurries about. Sesil is entering from the west, riding on a horse. A horse enters from the west. >k flame set tac def You force your Will against a ball of pale flame's learning! HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>You are now employing defensive tactics. HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's will! HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>who diag sesil Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> Sesil says 'they attack you too>' HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded>Sesil has a lot of wounds. Sesil is in top shape. Sesil is affected by: anger (medium) He is very perceptive to the Wraith-world. HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> a ball of pale flame forces its Will against your concentration! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded>shake You force your Will against a ball of pale flame's dexterity! You shake your head. HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's will! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's strength! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded>'those dumbasses Sesil forces his Will against a ball of pale flame's will! HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded>You force your Will against a ball of pale flame's will! You say 'those dumbasses' HP:Healthy Mind:in top shape, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:seriously dispirited> Sesil forces his Will against a ball of pale flame's will! HP:Healthy Mind:in top shape, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's will! Your spirit increases by 4. You receive your share of experience -- 398 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. > Sesil begins quietly muttering some strange, powerful words. > Sesil utters a strange command, 'insight' >'bastards is what they are. You say 'bastards is what they are.' >l Sesil says 'who are they?' >A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A black rabbit scurries about. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. sc >shrug 'who cares You have 139/139 hit, 56/56 stamina, 135/145 moves, 35 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 9K. >You shrug. >You say 'who cares' >'assholes s You say 'assholes' >Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. Sesil is entering from the north, riding on a horse. A horse enters from the north. > Sesil nods solemnly. >w Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. Sesil is entering from the east, riding on a horse. A horse enters from the east. >s Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Sesil is entering from the north, riding on a horse. A horse enters from the north. set tac def e > Clouds race through the sky above the fields. >'still laggy set tac def You are now employing defensive tactics. >Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Sesil is entering from the west, riding on a horse. A horse enters from the west. > An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape>You deflect an abandoned wolf's attack. You say 'still laggy' HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape> You deflect an abandoned wolf's attack. HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape>You are now employing defensive tactics. HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape>HP:Healthy, an abandoned wolf:in top shape> You deflect an abandoned wolf's attack. HP:Healthy, an abandoned wolf:in top shape> Sesil assists you! Sesil attacks an abandoned wolf! Sesil slashes an abandoned wolf's left foreleg. HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape> Sesil takes his weapon with both hands. HP:Healthy, an abandoned wolf:in top shape> You deflect an abandoned wolf's attack. HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. HP:Healthy, an abandoned wolf:in top shape>set men off set tac def Sesil slashes an abandoned wolf's body very hard. AutoMental mode is now off. HP:Healthy, an abandoned wolf:Hurt>An abandoned wolf deflects your attack. You are now employing defensive tactics. HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. who HP:Healthy, an abandoned wolf:Hurt>Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. HP:Healthy, an abandoned wolf:Hurt> An abandoned wolf dodges your attack. HP:Healthy, an abandoned wolf:Hurt> Sesil slashes an abandoned wolf's body very hard. HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. HP:Healthy, an abandoned wolf:Wounded> You slash an abandoned wolf's head. HP:Healthy, an abandoned wolf:Wounded> Sesil slashes an abandoned wolf's right forefoot hard. HP:Healthy, an abandoned wolf:Awful> You deflect an abandoned wolf's attack. HP:Healthy, an abandoned wolf:Awful>sc An abandoned wolf deflects your attack. HP:Healthy, an abandoned wolf:Awful>You have 139/139 hit, 56/56 stamina, 142/145 moves, 35 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 9K. HP:Healthy, an abandoned wolf:Awful> You slash an abandoned wolf's body. An abandoned wolf is stunned, but will probably regain consciousness again. '9K tnl HP:Healthy, an abandoned wolf:Dying> Sesil slashes an abandoned wolf's right foreleg extremely hard. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 122 points. Your blood freezes as you hear an abandoned wolf's death cry. >You say '9K tnl' >'I"ll be level 15 You say 'I"ll be level 15' > Sesil nods solemnly. > Sesil shows his approval by clapping his small hands together. >'going to pass those fuckers hopefully l You say 'going to pass those fuckers hopefully' >Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. The slashed corpse of an abandoned wolf is lying here. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. >s Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A brown fox hunts for food here. Sesil is entering from the north, riding on a horse. A horse enters from the north. >'then kill them k fox You say 'then kill them' >You attack a brown fox! You slash a brown fox's left foreleg. HP:Healthy, a brown fox:Bruised> You dodge a brown fox's attack. HP:Healthy, a brown fox:Bruised> You slash a brown fox's body. HP:Healthy, a brown fox:Wounded> Sesil assists you! Sesil attacks a brown fox! Sesil slashes a brown fox's right hindfoot extremely hard. A brown fox is dead! R.I.P. You receive your share of experience -- 9 points. Your blood freezes as you hear a brown fox's death cry. > Sesil nods solemnly. >set tac def You are now employing defensive tactics. >but eat meat l You cut a small, raw piece of meat from the slashed corpse of a brown fox. >You are too full to eat more. >Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... The slashed corpse of a brown fox is lying here. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. > Clouds can be seen above in the sky. Saving Ainaran. >e s You cannot go that way. >Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Sesil is entering from the north, riding on a horse. A horse enters from the north. >w Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the east, riding on a horse. A horse enters from the east. >w Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog watches you carefully. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the east, riding on a horse. A horse enters from the east. >e Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the west, riding on a horse. A horse enters from the west. > A Mirkwolf attacks YOU! You deflect a Mirkwolf's attack. A Mirkwolf dodges your attack. HP:Healthy, a Mirkwolf:Healthy>ci wolf cc You start to concentrate. /-\|/-A Mirkwolf hits your body. You could not concentrate anymore! You start to concentrate. |/-\|/-\ Ok. A Mirkwolf appears to be confused! HP:Scratched, a Mirkwolf:Healthy>ci A Mirkwolf hits your right hand hard. HP:Bruised, a Mirkwolf:Healthy> Sesil says 'they were uruks in town today?' HP:Bruised, a Mirkwolf:Healthy> A Mirkwolf deflects your attack. Sesil assists you! Sesil attacks a Mirkwolf! Sesil slashes a Mirkwolf's right forefoot hard. HP:Bruised, a Mirkwolf:Scratched>You start to concentrate. /'assist -\|set tac def / You deflect a Mirkwolf's attack. -\Ok. You say 'assist' HP:Bruised, a Mirkwolf:Scratched>You are now employing defensive tactics. HP:Bruised, a Mirkwolf:Scratched>nod You deflect a Mirkwolf's attack. HP:Bruised, a Mirkwolf:Scratched>Sesil slashes a Mirkwolf's body hard. You slash a Mirkwolf's right foreleg. You nod solemnly. HP:Bruised, a Mirkwolf:Bruised>'a few set tac def You say 'a few' diag HP:Bruised, a Mirkwolf:Bruised>You slash a Mirkwolf's head. You deflect a Mirkwolf's attack. You are now employing defensive tactics. HP:Bruised, a Mirkwolf:Bruised>Sesil slashes a Mirkwolf's right foreleg hard. A Mirkwolf has some bruises. A Mirkwolf is in top shape. A Mirkwolf has been here for quite a while. A Mirkwolf is affected by: insight (long) confuse (fast-acting) It is well aware of the Wraith-world. HP:Bruised, a Mirkwolf:Bruised> You deflect a Mirkwolf's attack. l HP:Bruised, a Mirkwolf:Bruised> You slash a Mirkwolf's head hard. HP:Bruised, a Mirkwolf:Bruised>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A Mirkwolf is here, fighting YOU! Sesil is here, fighting a Mirkwolf, riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised, a Mirkwolf:Bruised> You deflect a Mirkwolf's attack. cp HP:Bruised, a Mirkwolf:Bruised> Sesil slashes a Mirkwolf's right forefoot very hard. You slash a Mirkwolf's head. HP:Bruised, a Mirkwolf:Hurt>You start to concentrate. /-\sc |/-\ You deflect a Mirkwolf's attack. |/-\Ok. Your poison now flows through a Mirkwolf's veins! You have 117/139 hit, 56/56 stamina, 132/145 moves, 26 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 8K. HP:Bruised, a Mirkwolf:Hurt> Sesil slashes a Mirkwolf's body hard. HP:Bruised, a Mirkwolf:Hurt> Sesil says 'how can they play two races?' HP:Bruised, a Mirkwolf:Hurt> You deflect a Mirkwolf's attack. HP:Bruised, a Mirkwolf:Hurt> You lightly slash a Mirkwolf's body. HP:Bruised, a Mirkwolf:Hurt> Sesil slashes a Mirkwolf's body very hard. A Mirkwolf hits your right leg. HP:Bruised, a Mirkwolf:Hurt> You lightly slash a Mirkwolf's right foreleg. HP:Bruised, a Mirkwolf:Hurt>'dunno You say 'dunno' HP:Bruised, a Mirkwolf:Hurt> A Mirkwolf hits your head extremely hard. You wimp out, and attempt to flee! You flee head over heels. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. A brown fox hunts for food here. 'who cares HP:Hurt>You say 'who cares' HP:Hurt> Sesil is entering from the south, riding on a horse. A horse enters from the south. HP:Hurt>sigh You sigh. HP:Hurt>'who cares set tac def You say 'who cares' HP:Hurt>You are now employing defensive tactics. HP:Hurt>set wimpy 40 OK, you'll flee if you drop below 40 hit points. HP:Hurt>cast curing cast regen You start to concentrate. /s -\|/-\Ok. You feel yourself becoming healthier. You start to concentrate. \|/-\|/-\ Ok. You feel yourself becoming much healthier. HP:Hurt>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the north, riding on a horse. A horse enters from the north. k wolf HP:Hurt> Clouds can be seen above in the sky. HP:Hurt>set tac def You attack a Mirkwolf! A Mirkwolf dodges your attack. HP:Hurt, a Mirkwolf:Wounded> A Mirkwolf hits your left arm very hard. HP:Hurt, a Mirkwolf:Wounded>You are now employing defensive tactics. HP:Hurt, a Mirkwolf:Wounded> Sesil assists you! Sesil attacks a Mirkwolf! Sesil slashes a Mirkwolf's head hard. HP:Hurt, a Mirkwolf:Wounded> You deflect a Mirkwolf's attack. You slash a Mirkwolf's left foreleg hard. HP:Hurt, a Mirkwolf:Wounded>con wolf You deflect a Mirkwolf's attack. HP:Hurt, a Mirkwolf:Wounded> A Mirkwolf dodges your attack. HP:Hurt, a Mirkwolf:Wounded>Do you feel lucky, punk? A Mirkwolf has been here for quite a while. HP:Hurt, a Mirkwolf:Wounded> Sesil slashes a Mirkwolf's body hard. HP:Hurt, a Mirkwolf:Bloodied>diag A Mirkwolf hits your left arm hard. HP:Hurt, a Mirkwolf:Bloodied>A Mirkwolf dodges your attack. A Mirkwolf is beaten severely. A Mirkwolf is in top shape. A Mirkwolf has been here for quite a while. A Mirkwolf is affected by: poison (long) insight (long) confuse (fast-acting) It is well aware of the Wraith-world. HP:Hurt, a Mirkwolf:Bloodied> A Mirkwolf turns to fight Sesil! HP:Hurt, Sesil:Wounded, a Mirkwolf:Bloodied> A Mirkwolf deflects Sesil's attack. HP:Hurt, Sesil:Wounded, a Mirkwolf:Bloodied> A Mirkwolf hits Sesil's head very hard. Sesil panics, and attempts to flee! A Mirkwolf deflects your attack. HP:Hurt, Sesil:Bloodied, a Mirkwolf:Bloodied> Sesil says 'dont flee cuz i will die if you do' HP:Hurt, Sesil:Bloodied, a Mirkwolf:Bloodied> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving east, riding on a horse. A horse leaves east. HP:Hurt, a Mirkwolf:Bloodied> You deflect a Mirkwolf's attack. HP:Hurt, a Mirkwolf:Bloodied> A Mirkwolf deflects your attack. HP:Hurt, a Mirkwolf:Bloodied> A Mirkwolf hits your left arm hard. HP:Wounded, a Mirkwolf:Bloodied> A Mirkwolf deflects your attack. HP:Wounded, a Mirkwolf:Bloodied>f You deflect a Mirkwolf's attack. A Mirkwolf deflects your attack. HP:Wounded, a Mirkwolf:Bloodied>You flee head over heels. Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog watches you carefully. A massive Mirkwolf stares at you through blood red eyes. HP:Hurt>e e Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. HP:Hurt>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Sesil is riding on a horse. A horse is here, gazing at you. HP:Hurt>'fuck that set tac def You say 'fuck that' HP:Hurt>drink skin drink skin You are now employing defensive tactics. HP:Hurt>You drink the water. You don't feel thirsty any more. You are full. HP:Hurt>Your stomach can't contain anymore! HP:Hurt>aff You are affected by: regeneration (fast-acting) curing saturation (fast-acting) anger (short) HP:Hurt>cast regen sesil You start to concentrate. \|/-\|/-\ Ok. HP:Hurt>'i'm lagging so hard sigh You say 'i'm lagging so hard' who HP:Hurt>You sigh. HP:Hurt>Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. l HP:Hurt>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. HP:Hurt> Sesil says 'regen curing me please' l HP:Hurt>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. cast curing sesil HP:Hurt> Sesil stops riding a horse. A horse now follows Sesil. Sesil lies down and falls asleep. HP:Hurt>diag sesil You start to concentrate. /-\|/-\ Ok. HP:Hurt>Sesil has a lot of wounds. Sesil is in top shape. Sesil is affected by: curing saturation (fast-acting) regeneration (fast-acting) insight (long) anger (short) He is one with the Wraith-world! HP:Hurt>tell sesil stand Through the trees a cloudless sky can be seen. HP:Bruised>He can't hear you. HP:Bruised>gt stand But you are not the member of a group! HP:Bruised>gro sesil gt stand Sesil joins your group. HP:Bruised>You group-say 'stand' HP:Bruised>l Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised>who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human (sleeping) [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. HP:Bruised>ride A horse stops following you. You mount a horse and start riding him. R HP:Bruised> Sesil awakes, and clambers on his feet. gt stand and ride R HP:Bruised>l You group-say 'stand and ride' R HP:Bruised> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R HP:Bruised>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. Sesil is riding on a horse. A horse is here, gazing at you. You are riding on a horse. R HP:Scratched>w Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the east, riding on a horse. A horse enters from the east. R HP:Scratched> A Mirkwolf writhes in pain as the poison takes hold. w R HP:Scratched>w Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the east, riding on a horse. A horse enters from the east. R HP:Scratched>Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. A thick, golden bear fur lies here. A large, white cotton tunic is on the ground here. A severed head of Sesil is lying here. A soft pair of boots have been left here. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A pair of cotton sleeves lie in a heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A large wild dog watches you carefully. Sesil is entering from the east, riding on a horse. A horse enters from the east. R HP:Scratched>sigh You sigh. get fur R HP:Scratched>You get a golden bear fur. 'get all R HP:Scratched>You say 'get all' R HP:Scratched> Sesil gets a soldier ration. Sesil gets a soldier ration. R HP:Scratched> Sesil puts a soldier ration in a backpack. Sesil puts a soldier ration in a backpack. R> Sesil gets a loose, white cotton tunic. Sesil gets A severed head of Sesil. Sesil gets a pair of soft leather boots. Sesil gets a green pair of cotton sleeves. Sesil gets an indigo pair of cotton gloves. Sesil gets an indigo pair of cotton pants. Sesil gets an indigo cotton hood. Sesil gets an indigo cotton shirt. Sesil gets a pair of white cotton sleeves. Sesil gets an indigo pair of cotton gloves. Sesil gets an indigo pair of cotton pants. R> Sesil wears an indigo cotton shirt on his body. Sesil fastens A severed head of Sesil on his belt. Sesil wears a backpack around his back. R> Sesil stops using a backpack. R>'we give to farrakahn whenever he comes back You say 'we give to farrakahn whenever he comes back' R> Sesil nods solemnly. l R> Through the trees a cloudless sky can be seen. R>Sesil puts an indigo pair of cotton pants in a backpack. Sesil puts an indigo pair of cotton gloves in a backpack. Sesil puts a pair of white cotton sleeves in a backpack. Sesil puts an indigo cotton hood in a backpack. Sesil puts an indigo pair of cotton pants in a backpack. Sesil puts an indigo pair of cotton gloves in a backpack. Sesil puts a green pair of cotton sleeves in a backpack. Sesil puts a pair of soft leather boots in a backpack. Sesil puts a loose, white cotton tunic in a backpack. Sesil puts a fine longsword in a backpack. Sesil puts a light kite shield in a backpack. Sesil puts a water skin in a backpack. Sesil puts a leather bag in a backpack. Sesil puts a water skin in a backpack. Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A large wild dog watches you carefully. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>exa s To the south you see: It is pitch black... R> A large wild dog attacks YOU! You deflect a large wild dog's attack. A large wild dog deflects your attack. R HP:Healthy, a large wild dog:Healthy> A large wild dog dodges your attack. R HP:Healthy, a large wild dog:Healthy> You deflect a large wild dog's attack. R HP:Healthy, a large wild dog:Healthy> A large wild dog dodges your attack. R HP:Healthy, a large wild dog:Healthy>set tac def You deflect a large wild dog's attack. You are now employing defensive tactics. R HP:Healthy, a large wild dog:Healthy> You slash a large wild dog's left forefoot. R HP:Healthy, a large wild dog:Scratched>ci You start to concentrate. / You deflect a large wild dog's attack. -\|/-\ Ok. R HP:Healthy, a large wild dog:Scratched>l You slash a large wild dog's right hindfoot. A large wild dog hits your body hard. R HP:Scratched, a large wild dog:Scratched>Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. A large wild dog is here, fighting YOU! You are here, fighting a lar'ass ge wild dog, riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R HP:Scratched, a large wild dog:Scratched>cc You say 'ass' R HP:Scratched, a large wild dog:Scratched> A large wild dog deflects your attack. R HP:Scratched, a large wild dog:Scratched>You start to concentrate. A large wild dog hits your head. You could not concentrate anymore! R HP:Bruised, a large wild dog:Scratched>cc You start to concentrate. |/-\set tac def |/ You deflect a large wild dog's attack. -\ Ok. A large wild dog appears to be confused! R HP:Bruised, a large wild dog:Scratched> Sesil assists you! Sesil attacks a large wild dog! Sesil slashes a large wild dog's left forefoot very hard. R HP:Bruised, a large wild dog:Bruised> You slash a large wild dog's right hindleg hard. R HP:Bruised, a large wild dog:Bruised>You deflect a large wild dog's attack. You are now employing defensive tactics. R HP:Bruised, a large wild dog:Bruised> You slash a large wild dog's head. R HP:Bruised, a large wild dog:Hurt> Sesil slashes a large wild dog's right forefoot hard. R HP:Bruised, a large wild dog:Hurt> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Hurt> You slash a large wild dog's right foreleg. R HP:Scratched, a large wild dog:Hurt> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Hurt> Sesil slashes a large wild dog's head extremely hard. You slash a large wild dog's body. R HP:Scratched, a large wild dog:Wounded>who You slash a large wild dog's right hindleg hard. You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Wounded>Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. R HP:Scratched, a large wild dog:Wounded> Sesil slashes a large wild dog's body very hard. R HP:Scratched, a large wild dog:Bloodied>'sigh 'sigh You lightly slash a large wild dog's left forefoot. R HP:Scratched, a large wild dog:Bloodied> A large wild dog hits your body. R HP:Bruised, a large wild dog:Bloodied> Sesil slashes a large wild dog's body very hard. A large wild dog is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 445 points. R HP:Bruised>You say 'sigh' R HP:Bruised>You say 'sigh' R HP:Bruised>'soi is linless You say 'soi is linless' but eat meat R HP:Bruised>l You cut a raw piece of meat from the slashed corpse of a large wild dog. R HP:Scratched>You are too full to eat more. R HP:Scratched>Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. The slashed corpse of a large wild dog is lying here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R HP:Scratched>s It is pitch black... You are riding on someone. R HP:Scratched>get tor pack hol tor l The thick trees almost block out the sky, though it appears cloudless. Saving Ainaran. R HP:Scratched>You get something from something. R HP:Scratched>You light something and hold it. R HP:Scratched>Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R HP:Scratched>e Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A severed head of Strider is lying here. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the west, riding on a horse. A horse enters from the west. R HP:Scratched>e Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Sesil is entering from the west, riding on a horse. A horse enters from the west. R HP:Scratched>snif You sniff sadly. *SNIFF* R HP:Scratched>s Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. A mountain goat is here, eating grass. Sesil is entering from the north, riding on a horse. A horse enters from the north. R HP:Scratched>k goat set tac def You attack a mountain goat! You lightly slash a mountain goat's body. R HP:Scratched, a mountain goat:Scratched> You deflect a mountain goat's attack. R HP:Scratched, a mountain goat:Scratched>You are now employing defensive tactics. R HP:Scratched, a mountain goat:Scratched> Sesil assists you! Sesil attacks a mountain goat! Sesil slashes a mountain goat's body hard. R HP:Healthy, a mountain goat:Bruised> You slash a mountain goat's body. R HP:Healthy, a mountain goat:Hurt> You deflect a mountain goat's attack. R HP:Healthy, a mountain goat:Hurt>who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Healthy, a mountain goat:Hurt>'insight it A mountain goat dodges your attack. R HP:Healthy, a mountain goat:Hurt> You deflect a mountain goat's attack. R HP:Healthy, a mountain goat:Hurt>You say 'insight it' R HP:Healthy, a mountain goat:Hurt> Sesil slashes a mountain goat's right hindleg extremely hard. R HP:Healthy, a mountain goat:Wounded> You lightly slash a mountain goat's body. R HP:Healthy, a mountain goat:Wounded> You deflect a mountain goat's attack. R HP:Healthy, a mountain goat:Wounded> Sesil begins quietly muttering some strange, powerful words. R HP:Healthy, a mountain goat:Wounded> You lightly slash a mountain goat's left hindleg. R HP:Healthy, a mountain goat:Bloodied> Sesil utters a strange command, 'insight' R HP:Healthy, a mountain goat:Bloodied> Sesil slashes a mountain goat's left forefoot very hard. A mountain goat is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 101 points. Your blood freezes as you hear a mountain goat's death cry. R>who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R> Sesil gets a water skin from a backpack. Sesil gets a leather bag from a backpack. Sesil gets a water skin from a backpack. Sesil gets a light kite shield from a backpack. Sesil gets a fine longsword from a backpack. Sesil gets a loose, white cotton tunic from a backpack. Sesil gets a pair of soft leather boots from a backpack. Sesil gets a green pair of cotton sleeves from a backpack. Sesil gets an indigo pair of cotton gloves from a backpack. Sesil gets an indigo pair of cotton pants from a backpack. Sesil gets an indigo cotton hood from a backpack. Sesil gets a pair of white cotton sleeves from a backpack. Sesil gets an indigo pair of cotton gloves from a backpack. Sesil gets an indigo pair of cotton pants from a backpack. Sesil gets a soldier ration from a backpack. Sesil gets a soldier ration from a backpack. R>'where cogadh go? l You say 'where cogadh go?' R>Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. The slashed corpse of a mountain goat is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>e Barren Hills Exits are: N W The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>set men off n AutoMental mode is now off. R>Forest Exits are: S Trees grow thickly above you. Mosses and lichens grow on the trunks of hoary oak and ancient pine alike. Small plants and fungi grow in their shade. It is impossible to travel in a straight line, though you try. Only the sounds of the wind in the trees and of the activity of the forest life disturb the quiet. A huge wolf stares at you intently. Sesil is entering from the south, riding on a horse. A horse enters from the south. R> Sesil puts a soldier ration in a backpack. Sesil puts a soldier ration in a backpack. Sesil puts an indigo pair of cotton pants in a backpack. Sesil puts an indigo pair of cotton gloves in a backpack. Sesil puts a pair of white cotton sleeves in a backpack. Sesil puts an indigo cotton hood in a backpack. Sesil puts an indigo pair of cotton pants in a backpack. Sesil puts an indigo pair of cotton gloves in a backpack. Sesil puts a green pair of cotton sleeves in a backpack. Sesil puts a pair of soft leather boots in a backpack. Sesil puts a loose, white cotton tunic in a backpack. Sesil puts a fine longsword in a backpack. Sesil puts a light kite shield in a backpack. Sesil puts a water skin in a backpack. Sesil puts a leather bag in a backpack. Sesil puts a water skin in a backpack. R>k wolf set tac def cc ci You attack a huge wolf! You lightly slash a huge wolf's head. R HP:Healthy, a huge wolf:Scratched> You deflect a huge wolf's attack. Sesil says 'i need a torch' R HP:Healthy, a huge wolf:Scratched>You are now employing defensive tactics. R HP:Healthy, a huge wolf:Scratched>You start to concentrate. |/-\|/get tor pack get tor pack -\Ok. You start to concentrate. /- You deflect a huge wolf's attack. give tor sesil give tor sesil \|/-\ Ok. R HP:Healthy, a huge wolf:Scratched>You get a torch from a backpack. R HP:Healthy, a huge wolf:Scratched>You get a torch from a backpack. R HP:Healthy, a huge wolf:Scratched> Sesil assists you! Sesil attacks a huge wolf! Sesil slashes a huge wolf's left foreleg hard. R HP:Healthy, a huge wolf:Bruised> You deflect a huge wolf's attack. R HP:Healthy, a huge wolf:Bruised> A huge wolf deflects your attack. R HP:Healthy, a huge wolf:Bruised>You give a torch to Sesil. R HP:Healthy, a huge wolf:Bruised>You give a torch to Sesil. R HP:Healthy, a huge wolf:Bruised> A huge wolf lightly hits your right arm. R HP:Scratched, a huge wolf:Bruised>cc set tac def You slash a huge wolf's body. R HP:Scratched, a huge wolf:Bruised> Sesil slashes a huge wolf's head very hard. R HP:Scratched, a huge wolf:Hurt>You start to concentrate. Sesil lights a torch and holds it. | The setting sun can just be seen through the thick trees. The thick trees almost block out the sky, though it appears cloudless. Your regeneration slows again. /-\ You deflect a huge wolf's attack. |/-\Ok. A huge wolf appears to be confused! You are now employing defensive tactics. R HP:Scratched, a huge wolf:Hurt> Sesil slashes a huge wolf's left hindleg hard. R HP:Scratched, a huge wolf:Hurt> You slash a huge wolf's head. R HP:Scratched, a huge wolf:Hurt> You deflect a huge wolf's attack. R HP:Scratched, a huge wolf:Hurt> You slash a huge wolf's right forefoot. R HP:Scratched, a huge wolf:Hurt> Sesil slashes a huge wolf's right hindleg extremely hard. diag R HP:Scratched, a huge wolf:Wounded> You deflect a huge wolf's attack. R HP:Scratched, a huge wolf:Wounded>You slash a huge wolf's body. A huge wolf is beaten severely. A huge wolf is in top shape. A huge wolf has been here for a very long time. A huge wolf is affected by: confuse (fast-acting) insight (long) He is well aware of the Wraith-world. R HP:Healthy, a huge wolf:Bloodied> You dodge a huge wolf's attack. R HP:Healthy, a huge wolf:Bloodied>sigh Sesil slashes a huge wolf's right hindleg very hard. R HP:Healthy, a huge wolf:Awful> You slash a huge wolf's body. A huge wolf is stunned, but will probably regain consciousness again. R HP:Healthy, a huge wolf:Dying> You slash a huge wolf's left hindleg. A huge wolf is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 641 points. Your blood freezes as you hear a huge wolf's death cry. R>You sigh. R>'I'm not feeling good at all sc You say 'I'm not feeling good at all' but eat meat R>l You have 139/139 hit, 56/56 stamina, 135/145 moves, 9 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 7K. R>You fumble and waste the slashed corpse of a huge wolf. R>You eat a raw piece of meat. You are full. R>Forest Exits are: S Trees grow thickly above you. Mosses and lichens grow on the trunks of hoary oak and ancient pine alike. Small plants and fungi grow in their shade. It is impossible to travel in a straight line, though you try. Only the sounds of the wind in the trees and of the activity of the forest life disturb the quiet. The slashed corpse of a huge wolf is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>s Barren Hills Exits are: N W The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>w Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. The slashed corpse of a mountain goat is lying here. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>u Windswept Hills Exits are: D Dirt rains down from the air upon you like a heavy spring shower. Accumulating in your pockets and folds, you can even feel its added weight upon your body. Squinting to shield your eyes, you try to scan for the road, but to no avail. Caught in this constant blowing wind, you lose all sense of orientation, only the thin strands of weeds blowing fiercely in the wind give you a sense of direction. Sesil is entering from below, riding on a horse. A horse enters from below. R>d Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. The slashed corpse of a mountain goat is lying here. Sesil is n entering from above, riding on a horse. A horse enters from above. R>Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>set tac def You are now employing defensive tactics. w R>Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. A severed head of Strider is lying here. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>n Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>con wolf n Do you feel lucky, punk? A Mirkwolf has been here for a very long time. R>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A large wild dog watches you carefully. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>k dog set tac def cc You attack a large wild dog! A large wild dog deflects your attack. ci R HP:Healthy, a large wild dog:Healthy> You deflect a large wild dog's attack. Sesil assists you! Sesil attacks a large wild dog! Sesil slashes a large wild dog's body extremely hard. R HP:Healthy, a large wild dog:Bruised>You are now employing defensive tactics. R HP:Healthy, a large wild dog:Bruised>You start to concentrate. |/-\|/-\Ok. A large wild dog appears to be confused! You start to concentrate. /- You deflect a large wild dog's attack. \|/-\ Sesil slashes a large wild dog's left forefoot very hard. Ok. R HP:Healthy, a large wild dog:Hurt> You deflect a large wild dog's attack. R HP:Healthy, a large wild dog:Hurt> You slash a large wild dog's right foreleg. R HP:Healthy, a large wild dog:Hurt> Night falls over the land. Through the trees a cloudless sky can be seen. R HP:Healthy, a large wild dog:Hurt> Sesil slashes a large wild dog's right foreleg extremely hard. R HP:Healthy, a large wild dog:Hurt> You deflect a large wild dog's attack. R HP:Healthy, a large wild dog:Hurt> You lightly slash a large wild dog's body. R HP:Healthy, a large wild dog:Wounded>whois sesil Sesil the Human is a level 10 Human. R HP:Healthy, a large wild dog:Wounded>who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Healthy, a large wild dog:Wounded> Sesil slashes a large wild dog's body hard. You deflect a large wild dog's attack. You slash a large wild dog's left foreleg hard. R HP:Healthy, a large wild dog:Bloodied> Sesil says 'its cuz of people like them two that make this game suck' R HP:Healthy, a large wild dog:Bloodied> You slash a large wild dog's left foreleg. R HP:Healthy, a large wild dog:Bloodied>nod You deflect a large wild dog's attack. R HP:Healthy, a large wild dog:Bloodied> Sesil slashes a large wild dog's head hard. R HP:Healthy, a large wild dog:Awful>You nod solemnly. R HP:Healthy, a large wild dog:Awful> You lightly slash a large wild dog's right hindleg. R HP:Healthy, a large wild dog:Awful> You deflect a large wild dog's attack. R HP:Healthy, a large wild dog:Awful> Sesil slashes a large wild dog's body extremely hard. A large wild dog is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 526 points. R>but eat meat sc You cut a raw piece of meat from the slashed corpse of a large wild dog. l R>You are too full to eat more. R>You have 139/139 hit, 56/56 stamina, 132/145 moves, 7 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 7K. R>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... The slashed corpse of a large wild dog is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>n Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>n Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A horse is here, gazing at you. A horse is here, gazing at you. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>s Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Sesil is entering from the north, riding on a horse. A horse enters from the north. s R>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... The slashed corpse of a large wild dog is lying here. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>sigh w w You sigh. R>A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>w n Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. A gray wolf is growling at you. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>s k elk Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. A medium-sized elk grazes here. A medium-sized elk grazes here. Sesil is entering from the north, riding on a horse. A horse enters from the north. R>set tac def You attack a medium elk! You slash a medium elk's right foreleg. R HP:Healthy, a medium elk:Bruised> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bruised>ci You are now employing defensive tactics. R HP:Healthy, a medium elk:Bruised>You start to concentrate. /-\|/- You deflect a medium elk's attack. \ Ok. R HP:Healthy, a medium elk:Bruised> You slash a medium elk's right hindleg. R HP:Healthy, a medium elk:Bruised> Sesil assists you! Sesil attacks a medium elk! Sesil slashes a medium elk's left foreleg very hard. R HP:Healthy, a medium elk:Wounded> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Wounded> A medium elk dodges your attack. R HP:Healthy, a medium elk:Wounded> A medium elk deflects your attack. R HP:Healthy, a medium elk:Wounded> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Hurt> Sesil slashes a medium elk's head hard. R HP:Healthy, a medium elk:Wounded>sc You lightly slash a medium elk's body. R HP:Healthy, a medium elk:Bloodied> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bloodied>Sesil slashes a medium elk's body hard. A medium elk is stunned, but will probably regain consciousness again. You have 139/139 hit, 56/56 stamina, 138/145 moves, 5 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 7K. R HP:Healthy, a medium elk:Dying> You slash a medium elk's body extremely hard. A medium elk is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 84 points. Your blood freezes as you hear a medium elk's death cry. R>'if I go linkless, they'll kill me but eat meat l 'if they find me l 'fuckers You say 'if I go linkless, they'll kill me' R>You cut a large side of venison from the slashed corpse of a medium elk. R>You are too full to eat more. R>Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. A medium-sized elk grazes here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R> Through the trees a cloudless sky can be seen. R>You say 'if they find me' R>Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. A medium-sized elk grazes here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. spit R> A medium elk arrives. R>You say 'fuckers' R>You spit over your left shoulder. R>k elk You attack a medium elk! A medium elk dodges your attack. R HP:Healthy, a medium elk:Healthy> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Healthy>set tac def You are now employing defensive tactics. who R HP:Healthy, a medium elk:Healthy>ci Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Healthy, a medium elk:Healthy>You start to concentrate. diag /-\ You deflect a medium elk's attack. |/-\Ok. A medium elk looks healthy. A medium elk is in top shape. A medium elk has arrived but recently. A medium elk is affected by: insight (long) It is well aware of the Wraith-world. R HP:Healthy, a medium elk:Healthy>l You slash a medium elk's right hindleg. R HP:Healthy, a medium elk:Bruised>You deflect a medium elk's attack. Sesil assists you! Sesil attacks a medium elk! Sesil slashes a medium elk's left hindleg hard. Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. A medium elk is here, fighting YOU! You are here, fighting a medium elk, riding on a horse. Sesil is (busy) here, fighting a medium elk, riding on a horse. A horse is here, gazing at you. A medium-sized elk grazes here. R HP:Healthy, a medium elk:Hurt> You slash a medium elk's head. R HP:Healthy, a medium elk:Hurt> You deflect a medium elk's attack. You lightly slash a medium elk's head. R HP:Healthy, a medium elk:Wounded> Sesil slashes a medium elk's left hindleg extremely hard. R HP:Healthy, a medium elk:Awful> You lightly slash a medium elk's left foreleg. A medium elk is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 71 points. Your blood freezes as you hear a medium elk's death cry. R>'gotta watch our asses from uruks and whities l k elk You say 'gotta watch our asses from uruks and whities' R>Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A medium-sized elk grazes here. R>You attack a medium elk! You slash a medium elk's right hindleg. R HP:Healthy, a medium elk:Bruised> You deflect a medium elk's attack. Sesil assists you! Sesil attacks a medium elk! Sesil slashes a medium elk's left forefoot very hard. R HP:Healthy, a medium elk:Hurt>'those whities that is. Sesil nods solemnly. ci R HP:Healthy, a medium elk:Hurt>You slash a medium elk's head. You say 'those whities that is.' R HP:Healthy, a medium elk:Hurt> You deflect a medium elk's attack. R HP:Healthy, a medium elk:Hurt> Sesil slashes a medium elk's left foreleg hard. R HP:Healthy, a medium elk:Bloodied>Sesil says 'thats sad' You start to concentrate. /-\|/-\ Ok. R HP:Healthy, a medium elk:Bloodied>'the fuckheads You deflect a medium elk's attack. R HP:Healthy, a medium elk:Bloodied>You slash a medium elk's head. You say 'the fuckheads' R HP:Healthy, a medium elk:Bloodied> Sesil slashes a medium elk's body very hard. A medium elk is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 56 points. Your blood freezes as you hear a medium elk's death cry. R>but eat meat l You cut a large side of venison from the slashed corpse of a medium elk. R>You are too full to eat more. R>Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>but 2.cor You fumble and waste the slashed corpse of a medium elk. R>but 3.cor inf It has already been butchered. R>You are Ainaran the Wood Elf, a good (207) male Wood Elf. You have reached level 14. You are level 7 Warrior, 4 Ranger, 15 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 1 hours. You are 5'10" high, weight 108.0lb and carrying 62.7lb. You have 139/139 hit points, 56/56 stamina, 145/145 moves and 4 spirit. You have 9 silver and 6 copper coins. Your OB is 42, dodge is 25, parry 87, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 38, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 330704 exp, and need 6796 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. You are affected by: curing saturation (fast-acting) anger (short) R>l Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>e Scattered Woods Exits are: E S W This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. Sesil is entering from the west, riding on a horse. A horse enters from the west. R>w n Scattered Woods Exits are: N E This is rolling, fertile land composed of grassy meadows interspersed with peaceful groves of oak and beech. To the north can be seen a wide open plain. To the south is a darker forest. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. The slashed corpse of a medium elk is lying here. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. A gray wolf is growling at you. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>k wolf sc set tac def ci You attack a gray wolf! A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Healthy> You deflect a gray wolf's attack. Above the fields, not a cloud can be seen in the sky. Saving Ainaran. R HP:Healthy, a gray wolf:Healthy>You have 139/139 hit, 56/56 stamina, 130/145 moves, 4 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 6K. R HP:Healthy, a gray wolf:Healthy>You are now employing defensive tactics. R HP:Healthy, a gray wolf:Healthy>You start to concentrate. /-\|/ You deflect a gray wolf's attack. -\ Ok. R HP:Healthy, a gray wolf:Healthy> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Healthy>sc You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Healthy>sigh You have 139/139 hit, 56/56 stamina, 132/145 moves, 2 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 6K. R HP:Healthy, a gray wolf:Healthy> You slash a gray wolf's head. R HP:Healthy, a gray wolf:Scratched>'4 spirit You sigh. R HP:Healthy, a gray wolf:Scratched>You say '4 spirit' R HP:Healthy, a gray wolf:Scratched> You deflect a gray wolf's attack. You lightly slash a gray wolf's left foreleg. R HP:Healthy, a gray wolf:Bruised>'2 spirit rather You say '2 spirit rather' R HP:Healthy, a gray wolf:Bruised>who A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Bruised>Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Healthy, a gray wolf:Bruised> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Bruised> You slash a gray wolf's left forefoot. R HP:Healthy, a gray wolf:Bruised> You deflect a gray wolf's attack. Sesil assists you! Sesil attacks a gray wolf! Sesil slashes a gray wolf's left foreleg hard. R HP:Healthy, a gray wolf:Hurt> You lightly slash a gray wolf's left hindleg. R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt> Sesil slashes a gray wolf's right foreleg extremely hard. R HP:Healthy, a gray wolf:Wounded> A gray wolf lightly hits your head. You slash a gray wolf's head. R HP:Scratched, a gray wolf:Bloodied> Sesil slashes a gray wolf's body hard. R HP:Scratched, a gray wolf:Awful> You slash a gray wolf's right hindleg. A gray wolf is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 210 points. Your blood freezes as you hear a gray wolf's death cry. R HP:Scratched>set tac def but eat meat You are now employing defensive tactics. l R HP:Scratched>You fumble and waste the slashed corpse of a gray wolf. R HP:Scratched>You are too full to eat more. R HP:Scratched>Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. The slashed corpse of a gray wolf is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R HP:Scratched>n Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. Sesil is entering from the south, riding on a horse. A horse enters from the south. R HP:Scratched>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A black rabbit scurries about. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Sesil is entering from the south, riding on a horse. A horse enters from the south. R HP:Scratched>k wolf set tac def You attack an abandoned wolf! An abandoned wolf deflects your attack. R HP:Scratched, an abandoned wolf:Healthy> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Healthy>You are now employing defensive tactics. R HP:Healthy, an abandoned wolf:Healthy> Sesil assists you! Sesil attacks an abandoned wolf! Sesil slashes an abandoned wolf's right foreleg very hard. R HP:Healthy, an abandoned wolf:Bruised> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised> Sesil slashes an abandoned wolf's head very hard. An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Hurt> Sesil slashes an abandoned wolf's body very hard. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bloodied> Sesil slashes an abandoned wolf's body very hard. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 133 points. Your blood freezes as you hear an abandoned wolf's death cry. R> The dark cloudy sky makes it difficult to see far down the road. R>**Whities attacking whities, even during a "no-holds-barred situation pisses me off. l Unrecognized command. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The slashed corpse of an abandoned wolf is lying here. A black rabbit scurries about. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>n Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>n w You cannot go that way. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Sesil is entering from the south, riding on a horse. A horse enters from the south. R>n w You cannot go that way. set tac def R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. A black rabbit scurries about. A bandit sentry stands vigil here, slouching against his weapon. Sesil is entering from the east, riding on a horse. A horse enters from the east. R>set men on You are now employing defensive tactics. R>'insight him AutoMental mode is now on. R>You say 'insight him' R> Sesil begins quietly muttering some strange, powerful words. R> Sesil utters a strange command, 'insight' R>k man Fullante is entering from the east, riding on a horse. R>You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:slightly duped> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly duped> You couldn't reach his mind. R HP:Healthy, a bandit sentry:slightly duped> Fullante is leaving east, riding on a horse. R HP:Healthy, a bandit sentry:slightly duped> Sesil forces his Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:slightly clumsy> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:slightly retarded> Fullante is entering from the east, riding on a horse. R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly retarded> You couldn't reach his mind. R HP:Healthy, a bandit sentry:slightly retarded> Sesil forces his Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:seriously clumsy> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously clumsy> You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously clumsy> Fullante is leaving east, riding on a horse. R HP:Healthy, a bandit sentry:seriously clumsy> Sesil forces his Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously clumsy> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:seriously clumsy> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously clumsy> Sesil forces his Will against a bandit sentry's dexterity! R HP:Healthy, Sesil:Healthy, a bandit sentry:strongly clumsy> You couldn't reach his mind. R HP:Healthy, Sesil:Healthy, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's will! R HP:Healthy, Sesil:Healthy, a bandit sentry:strongly clumsy> A bandit sentry hits Sesil's body. R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> Sesil forces his Will against a bandit sentry's will! R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's constitution! R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy>'24 hours left You say '24 hours left' R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> Sesil forces his Will against a bandit sentry's constitution! Sesil deflects a bandit sentry's attack. R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> You couldn't reach his mind. R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> Sesil forces his Will against a bandit sentry's strength! R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's intelligence! R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy>who A bandit sentry lightly hits Sesil's left arm. R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's strength! R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy>Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> Sesil nods solemnly. R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> Sesil forces his Will against a bandit sentry's strength! R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's constitution! R HP:Healthy, Sesil:Scratched, a bandit sentry:strongly clumsy> A bandit sentry hits Sesil's body hard. R HP:Healthy, Sesil:Bruised, a bandit sentry:strongly clumsy> Sesil forces his Will against a bandit sentry's strength! R HP:Healthy, Sesil:Bruised, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's learning! R HP:Healthy, Sesil:Bruised, a bandit sentry:strongly clumsy> Sesil forces his Will against a bandit sentry's strength! Your spirit increases by 2. You receive your share of experience -- 154 points. R>get coins all.cor The half-grown moon shows in the sky. Clouds race through the sky above the fields. The silent corpse of a bandit sentry decays into dust. R>You get a small pile of coins from the silent corpse of a bandit sentry. There were 40 copper coins. R>l Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A small pile of coins is lying here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. The silent corpse of a bandit sentry is lying here. A black rabbit scurries about. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R>get coins You get a small pile of coins. There were 40 copper coins. R>op ledgewall Ok. dismount R>You stop riding a horse. A horse starts following you. >'insight guard Sesil stops riding a horse. A horse now follows Sesil. >You say 'insight guard' d >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. A horse enters from above. A horse enters from above. >'insight guard l You say 'insight guard' >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil begins quietly muttering some strange, powerful words. diag guard >Sesil utters a strange command, 'insight' A bandit guard looks healthy. A bandit guard is in top shape. A bandit guard has been here for a very long time. A bandit guard is affected by: insight (long) He is very perceptive to the Wraith-world. >k guard You force your Will against a bandit guard's learning! HP:Healthy, a bandit guard:slightly retarded> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:slightly retarded>set tac def Sesil forces his Will against a bandit guard's will! cc HP:Healthy, a bandit guard:slightly retarded>You force your Will against a bandit guard's learning! You are now employing defensive tactics. HP:Healthy, a bandit guard:somewhat retarded>You start to concentrate. |/-\ Sesil forces his Will against a bandit guard's learning! | You deflect a bandit guard's attack. /-\ Ok. A bandit guard appears to be confused! HP:Healthy, a bandit guard:quite retarded> You force your Will against a bandit guard's strength! HP:Healthy, a bandit guard:quite retarded> Sesil forces his Will against a bandit guard's constitution! HP:Healthy, a bandit guard:quite retarded> You force your Will against a bandit guard's intelligence! HP:Healthy, a bandit guard:quite retarded> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:quite retarded> Sesil forces his Will against a bandit guard's constitution! HP:Healthy, a bandit guard:quite retarded> You force your Will against a bandit guard's intelligence! HP:Healthy, a bandit guard:quite retarded> Sesil forces his Will against a bandit guard's concentration! HP:Healthy, a bandit guard:quite retarded> You deflect a bandit guard's attack. who HP:Healthy, a bandit guard:quite retarded> You force your Will against a bandit guard's concentration! HP:Healthy, a bandit guard:quite retarded>Sesil forces his Will against a bandit guard's constitution! Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. HP:Healthy, a bandit guard:quite retarded> You force your Will against a bandit guard's will! HP:Healthy, a bandit guard:quite retarded> Sesil forces his Will against a bandit guard's dexterity! HP:Healthy, a bandit guard:quite retarded> A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks YOU! You deflect a bandit guard's attack. HP:Healthy, a bandit guard:quite retarded> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:quite retarded> You force your Will against a bandit guard's concentration! HP:Healthy, a bandit guard:quite retarded> Sesil forces his Will against a bandit guard's strength! HP:Healthy, Sesil:Healthy, a bandit guard:quite retarded> You force your Will against a bandit guard's constitution! set tac def HP:Healthy, Sesil:Healthy, a bandit guard:quite sickly>A bandit guard cleaves your body. A bandit guard cleaves Sesil's head. Sesil forces his Will against a bandit guard's learning! You are now employing defensive tactics. HP:Scratched, Sesil:Bruised, a bandit guard:quite retarded>cp 2.guard You couldn't reach his mind. HP:Scratched, Sesil:Bruised, a bandit guard:quite retarded> Sesil forces his Will against a bandit guard's concentration! HP:Scratched, Sesil:Bruised, a bandit guard:quite retarded>A bandit guard cleaves Sesil's body hard. You force your Will against a bandit guard's learning! You start to concentrate. / You deflect a bandit guard's attack. -\|/-\|/-\ Sesil forces his Will against a bandit guard's intelligence! Ok. Your poison now flows through a bandit guard's veins! HP:Scratched, Sesil:Bruised, a bandit guard:seriously retarded> You couldn't reach his mind. HP:Scratched, Sesil:Bruised, a bandit guard:seriously retarded> You deflect a bandit guard's attack. A bandit guard cleaves Sesil's right hand. HP:Scratched, Sesil:Hurt, a bandit guard:seriously retarded> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. HP:Scratched, a bandit guard:seriously retarded> You force your Will against a bandit guard's dexterity! HP:Scratched, a bandit guard:seriously retarded> Sesil enters from above. A horse enters from above. A horse enters from above. HP:Scratched, a bandit guard:seriously retarded> You deflect a bandit guard's attack. You deflect a bandit guard's attack. You force your Will against a bandit guard's strength! HP:Scratched, a bandit guard:seriously retarded> Sesil forces his Will against a bandit guard's will! HP:Scratched, a bandit guard:seriously retarded> You force your Will against a bandit guard's dexterity! HP:Scratched, a bandit guard:seriously retarded> Sesil forces his Will against a bandit guard's dexterity! HP:Scratched, a bandit guard:seriously retarded> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:seriously retarded> A bandit guard cleaves your body hard. HP:Scratched, a bandit guard:seriously retarded> You couldn't reach his mind. HP:Scratched, a bandit guard:seriously retarded> You force your Will against a bandit guard's learning! set tac def HP:Scratched, a bandit guard:strongly retarded> You deflect a bandit guard's attack. You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly retarded>Sesil forces his Will against a bandit guard's dexterity! You are now employing defensive tactics. HP:Scratched, a bandit guard:strongly retarded> You force your Will against a bandit guard's constitution! HP:Scratched, a bandit guard:strongly retarded> You couldn't reach his mind. HP:Scratched, a bandit guard:strongly retarded> You deflect a bandit guard's attack. A bandit guard cleaves your left leg. HP:Bruised, a bandit guard:strongly retarded> Sesil forces his Will against a bandit guard's will! HP:Bruised, a bandit guard:strongly retarded> You couldn't reach his mind. HP:Bruised, a bandit guard:strongly retarded> Sesil forces his Will against a bandit guard's will! HP:Bruised, a bandit guard:strongly retarded> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly retarded>set tac def You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly retarded> You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:strongly retarded>You are now employing defensive tactics. diag HP:Bruised, a bandit guard:strongly retarded> Sesil forces his Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:strongly retarded>A bandit guard has a few scratches. A bandit guard is strongly retarded and strongly dispirited. A bandit guard has been here for a very long time. A bandit guard is affected by: poison (long) confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Scratched, a bandit guard:strongly retarded> You force your Will against a bandit guard's dexterity! HP:Scratched, a bandit guard:horribly clumsy> Sesil forces his Will against a bandit guard's constitution! A bandit guard cleaves your left leg. You deflect a bandit guard's attack. 'blah HP:Bruised, a bandit guard:horribly clumsy> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:horribly clumsy>You say 'blah' HP:Bruised, a bandit guard:horribly clumsy> You couldn't reach his mind. HP:Bruised, a bandit guard:horribly clumsy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:horribly clumsy> A bandit guard cleaves your head. HP:Bruised, a bandit guard:horribly clumsy> Sesil forces his Will against a bandit guard's concentration! HP:Bruised, a bandit guard:horribly clumsy> You force your Will against a bandit guard's learning! Your spirit increases by 3. You receive your share of experience -- 378 points. Your spirit grows stronger! You turn to face your next enemy. HP:Bruised, a bandit guard:in top shape>'DIE!! A bandit guard cleaves your right arm hard. You couldn't reach his mind. HP:Bruised, a bandit guard:in top shape> You couldn't reach his mind. HP:Bruised, a bandit guard:in top shape>Sesil begins quietly muttering some strange, powerful words. You say 'DIE!!' HP:Bruised, a bandit guard:in top shape> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:in top shape> You couldn't reach his mind. HP:Bruised, a bandit guard:in top shape> Sesil utters a strange command, 'insight' HP:Bruised, a bandit guard:in top shape> Sesil forces his Will against a bandit guard's will! HP:Bruised, a bandit guard:barely dispirited> You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:somewhat dispirited> Sesil forces his Will against a bandit guard's concentration! HP:Bruised, a bandit guard:somewhat dispirited>'mystic level smile You deflect a bandit guard's attack. HP:Bruised, a bandit guard:somewhat dispirited>set tac def diag cc You force your Will against a bandit guard's strength! HP:Bruised, a bandit guard:somewhat dispirited>Sesil forces his Will against a bandit guard's strength! You say 'mystic level' HP:Bruised, a bandit guard:somewhat dispirited>You smile happily. HP:Bruised, a bandit guard:somewhat dispirited>You are now employing defensive tactics. HP:Bruised, a bandit guard:somewhat dispirited>You deflect a bandit guard's attack. You force your Will against a bandit guard's learning! A bandit guard looks healthy. A bandit guard is somewhat dispirited and somewhat weakened. A bandit guard has been here for a very long time. A bandit guard is affected by: insight (long) He is very perceptive to the Wraith-world. HP:Bruised, a bandit guard:somewhat dispirited> Sesil forces his Will against a bandit guard's will! HP:Bruised, a bandit guard:somewhat dispirited>You start to concentrate. |/-\|/ Sesil forces his Will against a bandit guard's strength! -\ Ok. A bandit guard appears to be confused! HP:Bruised, a bandit guard:somewhat dispirited> You deflect a bandit guard's attack. You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:somewhat dispirited> Sesil forces his Will against a bandit guard's constitution! HP:Bruised, a bandit guard:somewhat dispirited>set tac def You force your Will against a bandit guard's learning! HP:Bruised, a bandit guard:somewhat dispirited>Sesil shows his approval by clapping his small hands together. You are now employing defensive tactics. HP:Bruised, a bandit guard:somewhat dispirited>cac You deflect a bandit guard's attack. HP:Bruised, a bandit guard:somewhat dispirited> You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:somewhat dispirited>You cackle gleefully. HP:Bruised, a bandit guard:somewhat dispirited>man power all Sesil forces his Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:somewhat dispirited> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:somewhat dispirited>ALL LIST See help on each power as "man power " Mystic power list modified by Prami, 09/16/98. MYSTIC______________________________________________________________________ /(level) powername |(level) powername |(level) powername |(level) powername \ |_____________________________________|_____________________________________| |(1) Curse |(6) Pragmatism |(17)~Infravision | ~ = good races | |(1) Detect Hidden |(6) Restlessness |(18) Terror | only. | |(1) Detect Magic |(8) Remove Poison|(20) Enchant | | |(1) Revive |(8) Resist Magic | Weapon | # = evil races | |(2) Evasion |(11) Slow |(20) Death Ward | only. | |(3) Confuse | Digestion |(27) Guardian | | |(3)#Mind Block |(11) Vitality |(30) Shift | | |(3) Resist Poison |(12) Fear | | | |(4) Curing |(13) Dispel Regen | | | | Saturation |(13) Divination | | | |(5) Haze |(14) Poison | | | |(6) Attune |(15) Regeneration | | | |(6) Insight |(16)~Sanctuary | | | |__________________|__________________|__________________|__________________| HP:Bruised, a bandit guard:somewhat dispirited> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:somewhat dispirited> Sesil forces his Will against a bandit guard's constitution! HP:Bruised, a bandit guard:quite sickly> You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:seriously sickly> Sesil forces his Will against a bandit guard's strength! HP:Bruised, a bandit guard:seriously sickly> You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:seriously sickly> You dodge a bandit guard's attack. HP:Bruised, a bandit guard:seriously sickly> Saving Ainaran. HP:Bruised, a bandit guard:seriously sickly> Sesil forces his Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:seriously sickly> You couldn't reach his mind. HP:Bruised, a bandit guard:seriously sickly> Sesil forces his Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:seriously sickly> You deflect a bandit guard's attack. You force your Will against a bandit guard's learning! HP:Bruised, a bandit guard:seriously sickly> Sesil forces his Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:seriously sickly> You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:strongly sickly> Sesil forces his Will against a bandit guard's intelligence! You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly sickly> You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:horribly sickly> Sesil forces his Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:horribly sickly> You force your Will against a bandit guard's learning! HP:Bruised, a bandit guard:horribly sickly> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:horribly sickly> Sesil forces his Will against a bandit guard's learning! HP:Bruised, a bandit guard:horribly sickly> You force your Will against a bandit guard's strength! HP:Bruised, a bandit guard:horribly sickly>'one more level and I get infravision Sesil forces his Will against a bandit guard's will! HP:Bruised, a bandit guard:horribly sickly>You say 'one more level and I get infravision' HP:Bruised, a bandit guard:horribly sickly> You couldn't reach his mind. HP:Bruised, a bandit guard:horribly sickly> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:horribly sickly>man power all Sesil forces his Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:horribly sickly>You force your Will against a bandit guard's will! ALL LIST See help on each power as "man power " Mystic power list modified by Prami, 09/16/98. MYSTIC______________________________________________________________________ /(level) powername |(level) powername |(level) powername |(level) powername \ |_____________________________________|_____________________________________| |(1) Curse |(6) Pragmatism |(17)~Infravision | ~ = good races | |(1) Detect Hidden |(6) Restlessness |(18) Terror | only. | |(1) Detect Magic |(8) Remove Poison|(20) Enchant | | |(1) Revive |(8) Resist Magic | Weapon | # = evil races | |(2) Evasion |(11) Slow |(20) Death Ward | only. | |(3) Confuse | Digestion |(27) Guardian | | |(3)#Mind Block |(11) Vitality |(30) Shift | | |(3) Resist Poison |(12) Fear | | | |(4) Curing |(13) Dispel Regen | | | | Saturation |(13) Divination | | | |(5) Haze |(14) Poison | | | |(6) Attune |(15) Regeneration | | | |(6) Insight |(16)~Sanctuary | | | |__________________|__________________|__________________|__________________| HP:Scratched, a bandit guard:horribly sickly> Sesil forces his Will against a bandit guard's learning! HP:Scratched, a bandit guard:horribly retarded> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:horribly retarded> Sesil says 'nice' HP:Scratched, a bandit guard:horribly retarded> You force your Will against a bandit guard's intelligence! HP:Scratched, a bandit guard:horribly retarded> Sesil forces his Will against a bandit guard's dexterity! HP:Scratched, Sesil:Bruised, a bandit guard:horribly retarded>'can get sanc now set tac def You force your Will against a bandit guard's strength! HP:Scratched, Sesil:Bruised, a bandit guard:horribly retarded> Sesil dodges a bandit guard's attack. HP:Scratched, Sesil:Bruised, a bandit guard:horribly retarded> Sesil forces his Will against a bandit guard's intelligence! ci joey set tac def 'freezing sigh close ledgewall HP:Scratched, Sesil:Bruised, a bandit guard:horribly retarded> You force your Will against a bandit guard's will! HP:Scratched, Sesil:Bruised, a bandit guard:horribly retarded> Sesil forces his Will against a bandit guard's constitution! Your spirit increases by 3. You receive your share of experience -- 602 points. HP:Scratched>You say 'can get sanc now' HP:Scratched> Sesil says 'i say we kill taraan and vanemuine' HP:Scratched>You are now employing defensive tactics. HP:Scratched> Sesil says 'mental them to death' HP:Scratched>You start to concentrate. -\|/-\ Ok. >You are now employing defensive tactics. >You say 'freezing' >You sigh. >Ok. > Your regeneration slowed. >k joey cc You force your Will against Stalwart Joey's learning! HP:Healthy, Stalwart Joey:slightly retarded> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:slightly retarded>You start to concentrate. |/-\|/nod -\ You deflect Stalwart Joey's attack. Ok. HP:Healthy, Stalwart Joey:slightly retarded> You force your Will against Stalwart Joey's strength! HP:Healthy, Stalwart Joey:slightly retarded>You nod solemnly. cc HP:Healthy, Stalwart Joey:slightly retarded>You force your Will against Stalwart Joey's learning! You start to concentrate. |/ You deflect Stalwart Joey's attack. -\sc |/-\Ok. Stalwart Joey appears to be confused! Sesil tries his Will against Stalwart Joey's mind, but he resists! You have 140/140 hit, 56/56 stamina, 135/145 moves, 7 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 0, XP Needed: 5K. HP:Healthy, Stalwart Joey:somewhat retarded> You force your Will against Stalwart Joey's concentration! HP:Healthy, Stalwart Joey:somewhat retarded> You dodge Stalwart Joey's attack. HP:Healthy, Stalwart Joey:somewhat retarded> Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Stalwart Joey:somewhat retarded> You force your Will against Stalwart Joey's learning! HP:Healthy, Stalwart Joey:quite retarded> You deflect Stalwart Joey's attack. Sesil utters a strange command, 'insight' HP:Healthy, Stalwart Joey:quite retarded> Sesil forces his Will against Stalwart Joey's intelligence! HP:Healthy, Stalwart Joey:quite retarded>'7 spirit You force your Will against Stalwart Joey's learning! HP:Healthy, Stalwart Joey:seriously retarded> Sesil forces his Will against Stalwart Joey's strength! HP:Healthy, Stalwart Joey:seriously retarded>You force your Will against Stalwart Joey's intelligence! You say '7 spirit' HP:Healthy, Stalwart Joey:seriously retarded> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:seriously retarded>diag Sesil forces his Will against Stalwart Joey's concentration! HP:Healthy, Sesil:Scratched, Stalwart Joey:seriously retarded> You couldn't reach his mind. HP:Healthy, Sesil:Scratched, Stalwart Joey:seriously retarded>Stalwart Joey looks healthy. Stalwart Joey is seriously retarded and somewhat duped. Stalwart Joey has been here for a very long time. Stalwart Joey is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Healthy, Sesil:Scratched, Stalwart Joey:seriously retarded> Stalwart Joey slashes Sesil's body hard. HP:Healthy, Sesil:Bruised, Stalwart Joey:seriously retarded> Sesil forces his Will against Stalwart Joey's strength! HP:Healthy, Sesil:Bruised, Stalwart Joey:seriously retarded> You force your Will against Stalwart Joey's learning! HP:Healthy, Sesil:Bruised, Stalwart Joey:seriously retarded>set tac def You are now employing defensive tactics. HP:Healthy, Sesil:Bruised, Stalwart Joey:seriously retarded> Sesil forces his Will against Stalwart Joey's concentration! Stalwart Joey slashes Sesil's left leg. HP:Healthy, Sesil:Bruised, Stalwart Joey:seriously retarded> You couldn't reach his mind. HP:Healthy, Sesil:Bruised, Stalwart Joey:seriously retarded> Sesil forces his Will against Stalwart Joey's strength! HP:Healthy, Sesil:Bruised, Stalwart Joey:seriously retarded> Stalwart Joey slashes Sesil's right leg extremely hard. You couldn't reach his mind. HP:Healthy, Sesil:Hurt, Stalwart Joey:seriously retarded>'he has a crappy will Sesil forces his Will against Stalwart Joey's dexterity! HP:Healthy, Sesil:Hurt, Stalwart Joey:seriously retarded>You force your Will against Stalwart Joey's dexterity! You say 'he has a crappy will' HP:Healthy, Sesil:Hurt, Stalwart Joey:seriously retarded> Stalwart Joey slashes Sesil's left arm hard. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves down. A horse leaves down. A horse leaves down. HP:Healthy, Stalwart Joey:seriously retarded>'just like matty set tac def You force your Will against Stalwart Joey's learning! You say 'just like matty' HP:Healthy, Stalwart Joey:strongly retarded> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:strongly retarded> Sesil enters from below. A horse enters from below. A horse enters from below. HP:Healthy, Stalwart Joey:strongly retarded> You couldn't reach his mind. HP:Healthy, Stalwart Joey:strongly retarded>You are now employing defensive tactics. HP:Healthy, Stalwart Joey:strongly retarded> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:strongly retarded> You force your Will against Stalwart Joey's learning! Your spirit increases by 4. You receive your share of experience -- 948 points. Stalwart Joey fails in his mission to defend the area, and dies painfully. >get coins all.cor You get a small pile of coins from the silent corpse of Stalwart Joey. There were 1 silver coin. You get a small pile of coins from the silent corpse of a bandit guard. There were 80 copper coins. You get a small pile of coins from the silent corpse of a bandit guard. There were 80 copper coins. >exa d To the down you see: It is pitch black... > Sesil says 'regen curing?' >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human [ 16 Dwf] Taraan the Dwarf [ 10 Hum] Soi the Human (linkless) (AFK) [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 10 characters displayed. >'not enough spirit You say 'not enough spirit' > The ledgewall is opened from the other side. >'lemme cureing you Fullante enters from above. A horse enters from above. >You say 'lemme cureing you' > Fullante smiles happily. > Fullante bows deeply. >smile fullante You smile at him. > Sesil nods solemnly. >'you can join us on matty You say 'you can join us on matty' 'if you want >smile You say 'if you want' cast curing sesil >You smile happily. > Sesil says 'fullante who are you on rots?' >You start to concentrate. /-\|/-\ Ok. >set tac def You are now employing defensive tactics. > Fullante beams a smile at Sesil. > Sesil gets a soldier ration from a backpack. > Sesil gets a soldier ration from a backpack. > Sesil eats a soldier ration. > Sesil eats a soldier ration. > Fullante says 'Can I loot? I need money' > Fullante giggles. Sesil says 'are you cooL/' > Sesil nods solemnly. >'everyone seems to know who I am. sigh You say 'everyone seems to know who I am.' >You sigh. >get coins all.cor There doesn't seem to be a coins in the silent corpse of Stalwart Joey. There doesn't seem to be a coins in the silent corpse of a bandit guard. There doesn't seem to be a coins in the silent corpse of a bandit guard. > Fullante says 'who are you?' Sesil says 'and me :(' > Fullante gets a longsword from the silent corpse of Stalwart Joey. Sesil grabs a torch. > Sesil stops using a torch. > Fullante gets a golden bracelet from the silent corpse of Stalwart Joey. >'k, not everyone gig Fullante puts a golden bracelet on around his right wrist. >You say 'k, not everyone' >You giggle. > Fullante gets a stone ring from the silent corpse of Stalwart Joey. >'here we go d You say 'here we go' > Sesil stops using a torch. >Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. Matty Bumpo stands here, with a stupid smirk on his face. A horse enters from above. A horse enters from above. ci matty set tac def >cc You start to concentrate. -\| Sesil lights a torch and holds it. /-\Ok. You are now employing defensive tactics. > Your victim is not here! > >>k matty cc You couldn't reach his mind. set tac def HP:Healthy, Matty Bumpo:in top shape> Matty Bumpo attacks YOU! HP:Healthy, Matty Bumpo:in top shape>You start to concentrate. |/-\|/-\ Ok. HP:Healthy, Matty Bumpo:in top shape> You couldn't reach his mind. HP:Healthy, Matty Bumpo:in top shape>You deflect Matty Bumpo's attack. You are now employing defensive tactics. HP:Healthy, Matty Bumpo:in top shape>cc gt come set tac def You force your Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:slightly sickly>You start to concentrate. |/ You deflect Matty Bumpo's attack. -\|/-\ Ok. Matty Bumpo appears to be confused! HP:Healthy, Matty Bumpo:slightly sickly> You try your Will against Matty Bumpo's mind, but lose control! HP:Healthy, Matty Bumpo:slightly sickly>You group-say 'come' HP:Healthy, Matty Bumpo:slightly sickly> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:slightly sickly> You force your Will against Matty Bumpo's dexterity! HP:Healthy, Matty Bumpo:slightly sickly> Sesil forces his Will against Matty Bumpo's intelligence! HP:Healthy, Matty Bumpo:slightly sickly>You are now employing defensive tactics. HP:Healthy, Matty Bumpo:slightly sickly> Sesil forces his Will against Matty Bumpo's concentration! You deflect Matty Bumpo's attack. You force your Will against Matty Bumpo's strength! HP:Healthy, Matty Bumpo:slightly sickly> Sesil forces his Will against Matty Bumpo's concentration! You force your Will against Matty Bumpo's dexterity! HP:Healthy, Matty Bumpo:slightly sickly> You deflect Matty Bumpo's attack. HP:Healthy S:Surging, Matty Bumpo:barely sickly> Sesil forces his Will against Matty Bumpo's will! You try your Will against Matty Bumpo's mind, but lose control! HP:Healthy S:Surging, Matty Bumpo:barely sickly> You deflect Matty Bumpo's attack. HP:Healthy S:Surging, Matty Bumpo:barely sickly> Sesil forces his Will against Matty Bumpo's dexterity! You try your Will against Matty Bumpo's mind, but he resists! HP:Healthy S:Surging, Matty Bumpo:slightly clumsy> Sesil forces his Will against Matty Bumpo's will! You couldn't reach his mind. HP:Healthy S:Surging, Matty Bumpo:slightly clumsy> You deflect Matty Bumpo's attack. Sesil gets a water skin from a backpack. HP:Healthy, Matty Bumpo:slightly clumsy> Sesil gets a water skin from a backpack. HP:Healthy, Matty Bumpo:slightly clumsy>cc Sesil tries his Will against Matty Bumpo's mind, but loses control! You force your Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:slightly clumsy>You start to concentrate. diag |/-\ You deflect Matty Bumpo's attack. |/ Sesil forces his Will against Matty Bumpo's constitution! Sesil drinks water from a water skin. - Sesil drinks water from a water skin. \Ok. Matty Bumpo looks healthy. Matty Bumpo is slightly sickly and slightly clumsy. Matty Bumpo has been here for a very long time. Matty Bumpo is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Healthy, Matty Bumpo:slightly sickly> You couldn't reach his mind. HP:Healthy, Matty Bumpo:slightly sickly> Sesil forces his Will against Matty Bumpo's dexterity! HP:Healthy, Sesil:Hurt, Matty Bumpo:somewhat clumsy> Matty Bumpo deeply wounds Sesil's right arm with his slash. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. HP:Healthy, Matty Bumpo:somewhat clumsy>gt come man You force your Will against Matty Bumpo's will! HP:Healthy, Matty Bumpo:somewhat clumsy> You force your Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:somewhat clumsy> You deflect Matty Bumpo's attack. Sesil enters from above. A horse enters from above. A horse enters from above. HP:Healthy, Matty Bumpo:somewhat clumsy> You force your Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:somewhat clumsy> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat clumsy> Sesil forces his Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:somewhat retarded>You group-say 'come man' HP:Healthy, Matty Bumpo:somewhat retarded> You couldn't reach his mind. HP:Healthy, Matty Bumpo:somewhat retarded> Sesil forces his Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:somewhat retarded> You couldn't reach his mind. gt he somewhat HP:Healthy, Matty Bumpo:somewhat retarded> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat retarded> Sesil forces his Will against Matty Bumpo's will! HP:Healthy, Matty Bumpo:somewhat retarded>set tac def You group-say 'he somewhat' HP:Healthy, Matty Bumpo:somewhat retarded> You force your Will against Matty Bumpo's strength! HP:Healthy, Matty Bumpo:somewhat retarded>You are now employing defensive tactics. HP:Healthy, Matty Bumpo:somewhat retarded> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat retarded> You couldn't reach his mind. HP:Healthy, Matty Bumpo:somewhat retarded> Sesil tries his Will against Matty Bumpo's mind, but loses control! HP:Healthy, Matty Bumpo:somewhat retarded>l matty You deflect Matty Bumpo's attack. You force your Will against Matty Bumpo's dexterity! HP:Healthy, Matty Bumpo:somewhat retarded>l Sesil forces his Will against Matty Bumpo's will! HP:Healthy, Matty Bumpo:quite dispirited> Matty Bumpo is a tall thin man who appears to be pretty sharp witted, but a weakling nonetheless. He has risen to become the leader of this rag tag band and now charges at you, ready to defend his meager kingdom. Matty Bumpo looks healthy. Matty Bumpo is using: a blue marble ring..It glows blue! a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield a long shiny blade HP:Healthy, Matty Bumpo:quite dispirited>You force your Will against Matty Bumpo's intelligence! Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. Matty Bumpo is here, fighting YOU! A horse is here, gazing at you. Sesil the Human is here, fighting Matty Bumpo. A horse is here, gazing at you. A horse is here, gazing at you. HP:Healthy, Matty Bumpo:quite dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:quite dispirited> Sesil forces his Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:quite dispirited> Sesil forces his Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:quite dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:quite sickly> Sesil forces his Will against Matty Bumpo's strength! HP:Healthy, Matty Bumpo:quite sickly> You couldn't reach his mind. HP:Healthy, Matty Bumpo:quite sickly> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:quite sickly> Sesil forces his Will against Matty Bumpo's dexterity! HP:Healthy, Matty Bumpo:quite sickly> You couldn't reach his mind. HP:Healthy, Matty Bumpo:quite sickly>sc Sesil forces his Will against Matty Bumpo's intelligence! HP:Healthy, Sesil:Wounded, Matty Bumpo:quite sickly> Matty Bumpo deeply wounds Sesil's left arm with his slash. Sesil is dead! R.I.P. Your blood freezes as you hear Sesil's death cry. Sesil stops following you. A horse stops following Sesil. A horse stops following Sesil. Sesil leaves your group. HP:Healthy, Matty Bumpo:quite sickly>You have 140/140 hit, 55/55 stamina, 144/145 moves, 6 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 4K. HP:Healthy, Matty Bumpo:quite sickly> You force your Will against Matty Bumpo's dexterity! HP:Healthy, Matty Bumpo:seriously clumsy> You force your Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:seriously clumsy> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:seriously clumsy> You force your Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:seriously sickly> You deflect Matty Bumpo's attack. stare HP:Healthy, Matty Bumpo:seriously sickly>You couldn't reach his mind. You stare at the sky. HP:Healthy, Matty Bumpo:seriously sickly>chat stare You force your Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:seriously sickly> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:seriously sickly>You chat, 'stare' HP:Healthy, Matty Bumpo:seriously sickly> You force your Will against Matty Bumpo's intelligence! HP:Healthy, Matty Bumpo:seriously sickly> Matty Bumpo slashes your left hand very hard. get all cor HP:Bruised, Matty Bumpo:seriously sickly>You force your Will against Matty Bumpo's constitution! You get A severed head of Sesil from the slashed corpse of *a Human*. You get A severed head of Aza from the slashed corpse of *a Human*. You get a fine two-handed sword from the slashed corpse of *a Human*. You get a golden bracelet from the slashed corpse of *a Human*. You get an etched leather girdle from the slashed corpse of *a Human*. You get a golden bear fur from the slashed corpse of *a Human*. You get an indigo pair of cotton sleeves from the slashed corpse of *a Human*. You get an indigo pair of cotton gloves from the slashed corpse of *a Human*. You get a pair of soft leather boots from the slashed corpse of *a Human*. You get an indigo pair of cotton pants from the slashed corpse of *a Human*. You get a silver circlet from the slashed corpse of *a Human*. You get an indigo cotton shirt from the slashed corpse of *a Human*. a ruby necklace: You can't carry that many items. a ruby necklace: You can't carry that many items. a stone ring: You can't carry that many items. a blue marble ring: You can't carry that many items. a torch: You can't carry that many items. a water skin: You can't carry that many items. a water skin: You can't carry that many items. a torch: You can't carry that many items. a backpack: You can't carry that many items. HP:Bruised, Matty Bumpo:strongly sickly>set tac def Matty Bumpo slashes your body very hard. You force your Will against Matty Bumpo's intelligence! HP:Bruised, Matty Bumpo:strongly sickly>You are now employing defensive tactics. HP:Bruised, Matty Bumpo:strongly sickly> You force your Will against Matty Bumpo's dexterity! HP:Bruised, Matty Bumpo:strongly sickly>put all pack Matty Bumpo slashes your body very hard. HP:Hurt, Matty Bumpo:strongly sickly>You put an indigo cotton shirt in a backpack. You put a silver circlet in a backpack. You put an indigo pair of cotton pants in a backpack. You put a pair of soft leather boots in a backpack. You put an indigo pair of cotton gloves in a backpack. get all cor You put an indigo pair of cotton sleeves in a backpack. You put a golden bear fur in a backpack. You put an etched leather girdle in a backpack. You put a golden bracelet in a backpack. A fine two-handed sword won't fit in a backpack. You put A severed head of Aza in a backpack. You put A severed head of Sesil in a backpack. A large side of venison won't fit in a backpack. A large side of venison won't fit in a backpack. You put a raw piece of meat in a backpack. A golden bear fur won't fit in a backpack. A water skin won't fit in a backpack. You put a small, raw piece of meat in a backpack. You put a twisted piece of wire in a backpack. A large sack won't fit in a backpack. HP:Hurt, Matty Bumpo:strongly sickly> You force your Will against Matty Bumpo's dexterity! HP:Hurt, Matty Bumpo:strongly sickly>You get a ruby necklace from the slashed corpse of *a Human*. You get a ruby necklace from the slashed corpse of *a Human*. You get a stone ring from the slashed corpse of *a Human*. You get a blue marble ring from the slashed corpse of *a Human*. You get a torch from the slashed corpse of *a Human*. You get a water skin from the slashed corpse of *a Human*. You get a water skin from the slashed corpse of *a Human*. You get a torch from the slashed corpse of *a Human*. You get a backpack from the slashed corpse of *a Human*. HP:Hurt, Matty Bumpo:strongly sickly> You deflect Matty Bumpo's attack. HP:Hurt, Matty Bumpo:strongly sickly> You force your Will against Matty Bumpo's strength! HP:Hurt, Matty Bumpo:strongly sickly>set tac def Saving Ainaran. HP:Hurt, Matty Bumpo:seriously sickly>You force your Will against Matty Bumpo's strength! You are now employing defensive tactics. HP:Hurt, Matty Bumpo:seriously sickly>cp You deflect Matty Bumpo's attack. HP:Hurt, Matty Bumpo:seriously sickly>diag You start to concentrate. /-\|/-\| You deflect Matty Bumpo's attack. /-\Ok. Your poison now flows through Matty Bumpo's veins! Matty Bumpo has a few scratches. Matty Bumpo is seriously sickly and seriously clumsy. Matty Bumpo has been here for a very long time. Matty Bumpo is affected by: poison (long) confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Hurt, Matty Bumpo:seriously sickly> You force your Will against Matty Bumpo's will! HP:Hurt, Matty Bumpo:seriously sickly> Matty Bumpo slashes your left hand hard. You force your Will against Matty Bumpo's concentration! HP:Hurt, Matty Bumpo:seriously sickly>set tac def You couldn't reach his mind. HP:Hurt, Matty Bumpo:seriously sickly> Matty Bumpo slashes your body. HP:Wounded, Matty Bumpo:seriously sickly>You are now employing defensive tactics. HP:Wounded, Matty Bumpo:seriously sickly> You force your Will against Matty Bumpo's intelligence! HP:Wounded, Matty Bumpo:seriously sickly> You deflect Matty Bumpo's attack. HP:Wounded, Matty Bumpo:seriously sickly> You force your Will against Matty Bumpo's learning! HP:Wounded, Matty Bumpo:seriously sickly>f You flee head over heels. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. An finely cut sapphire has been abandoned here...It glows blue! The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. HP:Wounded>u cast regen Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. HP:Wounded>You can't summon enough energy to cast the spell. HP:Wounded>cast curing You start to concentrate. /-\|/-\ Ok. You feel yourself becoming healthier. HP:Wounded>drink skin You drink the water. You don't feel thirsty any more. HP:Wounded>tell sesil i got your shit You tell Sesil 'i got your shit' who HP:Wounded>Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [--- WdE] Fullante the Wood Elf [ 10 Hum] Sesil the Human sc [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. HP:Wounded>You have 63/140 hit, 56/56 stamina, 129/145 moves, 3 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 4K. drink skin drink skin drink skin HP:Wounded>Your stomach can't contain anymore! HP:Hurt>Your stomach can't contain anymore! HP:Hurt>Your stomach can't contain anymore! HP:Hurt>sc You have 65/140 hit, 56/56 stamina, 130/145 moves, 3 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 4K. HP:Hurt> Sesil tells you 'bleh keep it '. HP:Hurt>d d Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. An finely cut sapphire has been abandoned here...It glows blue! The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. HP:Hurt>Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. The slashed corpse of *a Human* is lying here. Matty Bumpo stands here, with a stupid smirk on his face. A horse is here, gazing at you. A horse is here, gazing at you. HP:Hurt>k matty set tac def You force your Will against Matty Bumpo's learning! HP:Hurt, Matty Bumpo:seriously sickly> You deflect Matty Bumpo's attack. HP:Hurt, Matty Bumpo:seriously sickly>You are now employing defensive tactics. HP:Hurt, Matty Bumpo:seriously sickly> You force your Will against Matty Bumpo's dexterity! HP:Hurt, Matty Bumpo:strongly clumsy> Matty Bumpo slashes your body. HP:Wounded, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's will! HP:Wounded, Matty Bumpo:strongly clumsy>diag Matty Bumpo has a few scratches. Matty Bumpo is strongly clumsy and seriously dispirited. Matty Bumpo has been here for a very long time. Matty Bumpo is affected by: poison (long) insight (long) He is very perceptive to the Wraith-world. HP:Wounded, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's intelligence! cc HP:Hurt, Matty Bumpo:strongly clumsy> Matty Bumpo slashes your head very hard. HP:Wounded, Matty Bumpo:strongly clumsy>You start to concentrate. |/-\|/-\ You deflect Matty Bumpo's attack. Ok. Matty Bumpo appears to be confused! HP:Wounded, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's strength! HP:Wounded, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's intelligence! HP:Wounded, Matty Bumpo:strongly clumsy> You deflect Matty Bumpo's attack. HP:Wounded, Matty Bumpo:strongly clumsy>set tac def sc You force your Will against Matty Bumpo's constitution! HP:Wounded, Matty Bumpo:strongly sickly>You are now employing defensive tactics. HP:Wounded, Matty Bumpo:strongly sickly>You deflect Matty Bumpo's attack. You have 53/140 hit, 56/56 stamina, 125/145 moves, 1 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 4K. HP:Wounded, Matty Bumpo:strongly sickly> You force your Will against Matty Bumpo's dexterity! HP:Wounded, Matty Bumpo:strongly clumsy> You couldn't reach his mind. HP:Wounded, Matty Bumpo:strongly clumsy> You deflect Matty Bumpo's attack. HP:Wounded, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's strength! HP:Wounded, Matty Bumpo:strongly clumsy>pray Pandor You deflect Matty Bumpo's attack. HP:Wounded, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's strength! HP:Wounded, Matty Bumpo:strongly weakened>There is no such person to hear you. HP:Wounded, Matty Bumpo:strongly weakened>pray Sesil You force your Will against Matty Bumpo's will! HP:Wounded, Matty Bumpo:strongly weakened> You deflect Matty Bumpo's attack. Matty Bumpo writhes in pain as the poison takes hold. HP:Wounded, Matty Bumpo:strongly weakened>There is no such person to hear you. HP:Wounded, Matty Bumpo:strongly weakened> You force your Will against Matty Bumpo's concentration! HP:Wounded, Matty Bumpo:strongly weakened> You deflect Matty Bumpo's attack. HP:Wounded, Matty Bumpo:strongly weakened> You force your Will against Matty Bumpo's dexterity! HP:Wounded, Matty Bumpo:horribly clumsy> You force your Will against Matty Bumpo's strength! Your spirit increases by 13. You receive your share of experience -- 2199 points. Your blood freezes as you hear Matty Bumpo's death cry. HP:Wounded>get coins all.cor You get a pile of coins from the silent corpse of Matty Bumpo. There were 2 silver and 75 copper coins. There doesn't seem to be a coins in the slashed corpse of *a Human*. be HP:Wounded>You behead the silent corpse of Matty Bumpo. HP:Hurt>exam cor You see nothing special.. When you look inside, you see: corpse (here) : a long shiny blade a large, wooden shield a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a blue marble ring..It glows blue! a wax seal a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield a long shiny blade a wax seal HP:Hurt>get ring cor You get a blue marble ring from the silent corpse of Matty Bumpo. HP:Hurt>u u Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. An finely cut sapphire has been abandoned here...It glows blue! The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. HP:Hurt>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. HP:Hurt> *an Uruk* tries his Will against your mind, but you resist! HP:Hurt Mind:in top shape, *an Uruk*:barely dispirited> You couldn't reach his mind. HP:Hurt Mind:in top shape, *an Uruk*:barely dispirited> *an Uruk* tries his Will against your mind, but loses control! HP:Hurt Mind:in top shape, *an Uruk*:barely dispirited> You force your Will against *an Uruk*'s dexterity! *an Uruk* begins quietly muttering some strange, powerful words. HP:Hurt Mind:in top shape, *an Uruk*:barely dispirited>cheer hop uruk You cheer. ef cc HP:Hurt Mind:in top shape, *an Uruk*:barely dispirited> You force your Will against *an Uruk*'s strength! HP:Hurt Mind:in top shape, *an Uruk*:slightly weakened> *an Uruk* tries his Will against your mind, but you resist! HP:Hurt Mind:in top shape, *an Uruk*:slightly weakened>You hop around with *an Uruk*. HP:Hurt Mind:in top shape, *an Uruk*:slightly weakened> You force your Will against *an Uruk*'s strength! HP:Hurt Mind:in top shape, *an Uruk*:somewhat weakened> *an Uruk* tries his Will against your mind, but you resist! HP:Hurt Mind:in top shape, *an Uruk*:somewhat weakened>Unrecognized command. HP:Hurt Mind:in top shape, *an Uruk*:somewhat weakened>You force your Will against *an Uruk*'s intelligence! You start to concentrate. | *an Uruk* tries his Will against your mind, but you resist! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves down. A black warg leaves down. /-\|/-\ You could not find your opponent. HP:Hurt>close ledgewall *an Uruk* enters from below. A black warg enters from below. HP:Hurt>Ok. HP:Hurt> *an Uruk* leaves west. A black warg leaves west. HP:Hurt>kill uruk Your victim disappeared! HP:Hurt>e Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. HP:Hurt>ride e e A horse stops following you. You mount a horse and start riding him. R HP:Hurt>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R HP:Hurt>*an Uruk* yells 'scr aywxc' You cannot go that way. R HP:Hurt>pour water skin You pour some water into the skin. R HP:Hurt> *an Uruk* yells 'sst, otpfq' R HP:Hurt>yell 1/1? You yell, '1/1?' R HP:Hurt>w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R HP:Hurt>s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A black rabbit scurries about. R HP:Hurt>e *an Uruk* yells 'ophjdctn xedzx sv' R HP:Hurt>e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. R HP:Hurt>n The dark cloudy sky makes it difficult to see far down the road. R HP:Hurt>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. e e e tell sesil I coming town R HP:Hurt>e n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. n R HP:Hurt>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R HP:Hurt>Nobody by that name. R HP:Hurt>n Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A large, brown snake slithers here, watching for food. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>w You cannot go that way. R HP:Hurt>n n n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R HP:Hurt>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. R HP:Hurt>You cannot go that way. R HP:Hurt>You cannot go that way. R HP:Hurt>e You cannot go that way. R HP:Bruised>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R HP:Bruised>dismount e You stop riding a horse. A horse starts following you. HP:Bruised>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. n e n n n s pour water skin nar where'd Sesil go? HP:Bruised>You cannot go that way. HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. HP:Bruised>Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A backpack lies here. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Taraan the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Vanemuine the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Errent Wolfe, Architect of Arda is standing here. HP:Bruised>You cannot go that way. HP:Bruised>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. HP:Bruised>There is no room for more. HP:Bruised>You narrate, 'where'd Sesil go?' HP:Bruised>who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. HP:Bruised>who -w Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ 14 WdE] Ainaran the Wood Elf 3 characters displayed. l sc HP:Bruised>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Bruised>You have 122/140 hit, 56/56 stamina, 104/145 moves, 16 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 2K. HP:Bruised>who The sun rises behind the buildings. Not a cloud can be seen in the sky. HP:Scratched>Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. HP:Scratched>set tac def s You are now employing defensive tactics. HP:Scratched>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Scratched>s Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. HP:Scratched>**Stupid uruk, had no time for him, was going to deliver supplies s Unrecognized command. >Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >s e You cannot go that way. >Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A leather pouch has been left here. A greasy man is here, peddling his wares. >w n Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >s w w Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the sc west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. >Outpost Dump Exits are: E The collective trash of everyone inside the outpost's gates is gathered here, in one stinking, fetid, messy pile. The stench wafts to your nose, and the insects abound. However, a hardy soul might be able to sift through this garbage and find something of use to someone. A large wooden shield lies discarded on the ground. A small shield made of wood lies here. A heavy dagger has been abandoned here. A wooden club has been dropped here. The slashed corpse of a swarm of bugs is lying here. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A writhing mass of swamp bugs is buzzing through the air here. >You have 140/140 hit, 56/56 stamina, 101/145 moves, 16 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 2K. >e n n w Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. >You cannot go that way. >You cannot go that way. >Outpost Dump Exits are: E The collective trash of everyone inside the outpost's gates is gathered here, in one stinking, fetid, messy pile. The stench wafts to your nose, and the insects abound. However, a hardy soul might be able to sift through this garbage and find something of use to someone. A large wooden shield lies discarded on the ground. A small shield made of wood lies here. A heavy dagger has been abandoned here. A wooden club has been dropped here. The slashed corpse of a swarm of bugs is lying here. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A writhing mass of swamp bugs is buzzing through the air here. >e Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. e n n set tac def > Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >You are now employing defensive tactics. >w w >>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. w >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >set tac def You are now employing defensive tactics. > The day has now begun. Not a cloud can be seen in the sky. Saving Ainaran. >l Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >sc You have 140/140 hit, 56/56 stamina, 102/145 moves, 16 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 2K. >set men on AutoMental mode is now on. >aff i The moon lights your surroundings. You are affected by: curing saturation (fast-acting) anger (medium) >You are carrying: a water skin a blue marble ring..It glows blue! A severed head of Matty Bumpo a backpack a torch a water skin a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a fine two-handed sword a large side of venison a large side of venison a golden bear fur a water skin a large sack a backpack >exam pack When you look inside, you see: backpack (carried) : a leather bag a light kite shield a fine longsword a loose, white cotton tunic a pair of soft leather boots a green pair of cotton sleeves an indigo pair of cotton gloves an indigo pair of cotton pants an indigo cotton hood a pair of white cotton sleeves an indigo pair of cotton gloves an indigo pair of cotton pants a silk scarf a silk scarf a floppy black hat >sigh You sigh. >i You are carrying: a water skin a blue marble ring..It glows blue! A severed head of Matty Bumpo a backpack a torch a water skin a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a fine two-handed sword a large side of venison a large side of venison a golden bear fur a water skin a large sack a backpack exam 2.pack >When you look inside, you see: backpack (carried) : a twisted piece of wire a small, raw piece of meat a raw piece of meat A severed head of Sesil A severed head of Aza a golden bracelet..It glows blue! an etched leather girdle..It glows blue! a golden bear fur an indigo pair of cotton sleeves an indigo pair of cotton gloves a pair of soft leather boots an indigo pair of cotton pants a silver circlet..It glows blue! an indigo cotton shirt a ruby necklace..It glows blue! a battered metal lamp a golden visor..It gl lows blue! a stone ring..It glows blue! a water skin a torch a torch a torch a torch a torch >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >sc You have 140/140 hit, 56/56 stamina, 118/145 moves, 16 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 2K. >e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >n e You cannot go that way. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >w Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. > Your torch flickers weakly. >rem tor drop tor Nobody here by that name. >You drop a torch. >i You are carrying: a water skin a blue marble ring..It glows blue! A severed head of Matty Bumpo a backpack a water skin a torch a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a fine two-handed sword a large side of venison a large side of venison a golden bear fur a water skin a large sack a backpack >eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a torch rem tor >Nobody here by that name. >remove tor You stop using a torch. >drop tor You drop a torch. >alias rem You removed the alias 'rem'. >l Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A torch is lying here. A torch is lying here. A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >mail Sesil A hurried mailman tells you, 'I'll take 2 silver coins for the stamp.' a hurried mailman tells you, 'Write your message, use %e when done.' ] I have your equipment. I doubt you'll get this, so I probably just wasted 2 silver. If I don't see you on again soon, I'll just put your eq in the rack. I won't tell anyone to take it though. sigh man, I'm sorry you died. ] %f Your text is formatted. I have your equipment. I doubt you'll get this, so I probably just wasted 2 silver. If I don't see you on again soon, I'll just put your eq in the rack. I won't tell anyone to take it though. sigh man, I'm sorry you died. ] ] Your friend, ] Ainaran, the Holy Wanderer ] %e Message sent! >l Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >aff The moon lights your surroundings. You are affected by: curing saturation (fast-acting) anger (short) >sc You have 140/140 hit, 56/56 stamina, 145/145 moves, 16 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 2K. >mail Farrakahn A hurried mailman tells you, 'I'll take 2 silver coins for the stamp.' a hurried mailman tells you, 'Write your message, use %e when done.' ] Sigh, right now, hardly anyone is on. It's lonely, and I have some eq for you, Sesil died. He prolly going to quit, so you can take his stuff. Get a hold of me today, I'll be on all day. e-mail is incanus_is@hotmail.com if i'm not on. I'll get your e-mail as soon as you send it. Line too long. Truncated to: Sigh, right now, hardly anyone is on. It's lonely, and I have some eq for you, Sesil died. He prolly going to quit, so you can take his stuff. Get a hold of me today, I'll be on all day. e-mail is incanus_is@hotmail.com if i'm not on. I'll get your ] e-mail as soon as you send it. ] %f Your text is formatted. Sigh, right now, hardly anyone is on. It's lonely, and I have some eq for you, Sesil died. He prolly going to quit, so you can take his stuff. Get a hold of me today, I'll be on all day. e-mail is incanus_is@hotmail.com if i'm not on. I'll get your e-mail as soon as you send it. ] Saving Ainaran. ] Right now, only assholes are on, Vanemuine cast cone of cold on one of us, just because he's a level 16. screw him man. ] He's not a good player, I can tell you that right now. ] %f Your text is formatted. Sigh, right now, hardly anyone is on. It's lonely, and I have some eq for you, Sesil died. He prolly going to quit, so you can take his stuff. Get a hold of me today, I'll be on all day. e-mail is incanus_is@hotmail.com if i'm not on. I'll get your e-mail as soon as you send it. Right now, only assholes are on, Vanemuine cast cone of cold on one of us, just because he's a level 16. screw him man. He's not a good player, I can tell you that right now. ] here's the who-list atm... it's all screwed up. ] %f Your text is formatted. Sigh, right now, hardly anyone is on. It's lonely, and I have some eq for you, Sesil died. He prolly going to quit, so you can take his stuff. Get a hold of me today, I'll be on all day. e-mail is incanus_is@hotmail.com if i'm not on. I'll get your e-mail as soon as you send it. Right now, only assholes are on, Vanemuine cast cone of cold on one of us, just because he's a level 16. screw him man. He's not a good player, I can tell you that right now. here's the who-list atm... it's all screwed up. ] >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] S ] ] ] ] ] ] ] ] ] ] eraph, the Russian Linux Coder ] ] Well, I'll leave now, take care. ] %e l Message sent! >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner (AFK) [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >receive mail A hurried mailman tells you, 'Sorry, you don't have any mail waiting.' >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner (AFK) [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >sc You have 140/140 hit, 56/56 stamina, 145/145 moves, 16 spirit. OB: 42, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 2K. >who Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner (AFK) [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >e where At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. pour water skin >Players in your Zone -------------------- Vanemuine - Outpost Barracks Taraan - Outpost Barracks Errent - Outpost Barracks Ainaran - At the Well >There is no room for more. >n write Mail Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A backpack lies here. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Taraan the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Vanemuine the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. Errent Wolfe, Architect of Arda is standing here. >Edit the text now, type %e to save and exit, %q to abort, %h for help. ] I advise everyone that is level 10 and above to check their mail... someone may have already sent you some... ] %f Your text is formatted. I advise everyone that is level 10 and above to check their mail... someone may have already sent you some... ] ] Ainaran, the Holy Wanderer ] %e >bow You bow deeply. s > Taraan enters from the south. A nice pony enters from the south. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. s >s Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >e Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A leather pouch has been left here. A greasy man is here, peddling his wares. who >set tac def Players ------- [ 16 Dwf] Vanemuine the Dwarf (rage) [ 16 Dwf] Taraan the Dwarf [ Vala ] Malek the Executioner [ Arata ] Errent Wolfe, Architect of Arda (deaf) [ Vala ] Aggrippa chief engineer of Durthtrax [ 14 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. >You are now employing defensive tactics. >aff You are affected by: curing saturation (fast-acting) >w Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >n n n n Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A backpack lies here. A bright white key has been left here. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Vanemuine the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. Errent Wolfe, Architect of Arda is standing here. Taraan the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. >wav You wave. >rent The Innkeeper tells you, 'You cannot store a twisted piece of wire.' drop wire >get wire pack You don't seem to have a wire. > Errent says 'nobody ruined anything' >There doesn't seem to be a wire in a backpack. >drop wire You don't seem to have a wire. >get wire 2.pack You get a twisted piece of wire from a backpack. drop wire >You drop a twisted piece of wire. >rent The Innkeeper tells you, 'If rent was enabled (which it is not!), it would cost the following.' The Innkeeper tells you, 'It will cost you 3 gold, 4 silver and 44 copper for the first day.' The Innkeeper tells you, 'You have enough gold for 7 hours of rent.' The Innkeeper stores your belongings and helps you into your private chamber. A horse stops following you. Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: 0 tell sesil ledgewall You tell Sesil 'ledgewall' >tell sesil think I can make it to 20 before the game is over with? You tell Sesil 'think I can make it to 20 before the game is over with?' > Night falls over the land. > Sesil tells you 'yea'. >tell sesil I'll spec in regen, and then, prac restlessness to mastered, screw up uruks :-) You tell Sesil 'I'll spec in regen, and then, prac restlessness to mastered, screw up uruks :-)' > Sesil tells you 'yeah'. >reply 96% done You tell Sesil '96% done' l > Sesil tells you 'grin'. >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A severed head of Aza is lying here. A severed head of Sesil is lying here. A severed head of Matty Bumpo is lying here. A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. afk >You go away from keyboard. > Sesil tells you 'cackle 2k for mentaled bandit guard'. >reply :0 You return to your keyboard. You tell Sesil ':0' l st sc reply still lagging a bit >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A severed head of Aza is lying here. A severed head of Sesil is lying here. A severed head of Matty Bumpo is lying here. A tall, thin man wearing spectacles is standing here. A horse is here, gazing at you. set tac def >You are already standing. >You have 140/140 hit, 56/56 stamina, 145/145 moves, 19 spirit. OB: 70, DB: 19, PB: 68, Speed: 21, Gold: 1, XP Needed: 2K. > A severed head of Matty Bumpo decays into dust. >You tell Sesil 'still lagging a bit' >>>You are now employing defensive tactics. set men on e close tentflap >AutoMental mode is now on. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. >Ok. >who Players ------- [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ 8 Hob] Sam the Hobbit [ 16 Dwf] Vanemuine the Dwarf (linkless) (AFK) [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. pour water skin >There is no room for more. >set men on AutoMental mode is now on. aff >i You are not affected by anything. >You are carrying: a water skin a blue marble ring..It glows blue! a leather bag a water skin a torch a large side of venison a large sack a backpack an indigo cotton shirt >drop cot You drop an indigo cotton shirt. eat meat eat meat exam bag >You eat a large side of venison. You are full. >You don't seem to have any. > This bag was rather crudely made of leather stitched hastily together. It is quite large and sturdy, despite its makeshift construction. When you look inside, you see: bag (carried) : a fine dagger a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a spit get dag bag strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a strip of animal flesh a raw piece of meat a raw piece of meat a raw piece of meat a hefty cut of bear meat a small, raw piece of meat a raw piece of meat a raw piece of meat a raw piece of meat a raw piece of meat a raw piece of meat a small, raw piece of meat a raw piece of meat a raw piece of meat a raw piece of meat a raw piece of meat a raw piece of meat a raw piece of meat >You spit over your left shoulder. >You get a fine dagger from a leather bag. > Not a cloud can be seen in the sky. > A juggler gets an indigo cotton shirt. >l At the Well Exits are: N S (W) A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A horse is here, gazing at you. >gig s You giggle. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >drop bag You drop a leather bag. >get bag n n n You get a leather bag. >At the Well Exits are: N S (W) A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkedrop bag eper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. >The Innkeeper smiles happily. You cannot go that way. >You drop a leather bag. >i You are carrying: a fine dagger a water skin a blue marble ring..It glows blue! a water skin a torch a large sack a backpack >smile inn You smile at him. >exam sac This is a large sack, made to carry things. When you look inside, you see: sack (carried) : a soldier ration a soldier ration a soldier ration >put dag pack exam pack You put a fine dagger in a backpack. >When you look inside, you see: backpack (carried) : a fine dagger a small, raw piece of meat a raw piece of meat a golden bracelet..It glows blue! an etched leather girdle..It glows blue! a golden bear fur a pair of soft leather boots a ruby necklace..It glows blue! a battered metal lamp a golden visor..It glows blue! a stone ring..It glows blue! a water skin a torch a torch a torch a torch a torch >get lamp pack You get a battered metal lamp from a backpack. >get boots pack You get a pair of soft leather boots from a backpack. drop boots > Saving Ainaran. >You drop a pair of soft leather boots. >get fur pack You get a golden bear fur from a backpack. >tell sesil I have your bear fur l You tell Sesil 'I have your bear fur' >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A soft pair of boots have been left here. A leather bag lies in a clump here on the ground. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >set tac def You are now employing defensive tactics. s >At the Well Exits are: N S (W) A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. s >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >w w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. set tac def >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Sesil tells you 'i got one'. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. set men on A severed head of Sam is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. >You are now employing defensive tactics. >AutoMental mode is now on. >rep nod e e e You tell Sesil 'nod' >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >put fur pack w w You put a golden bear fur in a backpack. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >ride s A horse stops following you. You mount a horse and start riding him. R>Rickety Stables Exits are: N This piece of junk lean-to serves as the place for stabling the mounts of this incredibly poor outpost. The animals do not look happy here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. R>s n w You cannot go that way. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. w R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A severed head of Sam is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. R>You cannot go that way. R>sniff fame sam You sniff sadly. *SNIFF* R>On the 6th Day of Yavannie, Sam was slain by Eniumenav. On the 9th Day of Yavannie, Sam was slain by Eniumenav. On the 9th Day of Yavannie, Sam was slain by Sakisur. On the 9th Day of Yavannie, Sam was slain by Naraat. On the 9th Day of Yavannie, Sam was slain by Eniumenav. On the 24th Day of Narquelie, Sam was slain by Drengist. There were found 6 records about Sam, total fame -11. who R>Players ------- [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ 8 Hob] Sam the Hobbit [ 16 Dwf] Vanemuine the Dwarf (linkless) (AFK) [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R>whois eniumenav Eniumenav is a level 12 Uruk-Hai. R>spit s s s You spit over your left shoulder. R>It is pitch black... You are riding on someone. R>It is pitch black... You are riding on someone. R>It is pitch black... You are riding on someone. R>get tor pack You get something from something. R>hol tor Clouds race through the sky above the fields. l R>You light something and hold it. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black deer can barely be made out in the darkness here. You are riding on a horse. R>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>k flame You try your Will against a ball of pale flame's mind, but lose control! l flame R HP:Healthy Mind:slightly weakened, a ball of pale flame:in top shape> a ball of pale flame forces its Will against your will! R HP:Healthy Mind:slightly weakened, a ball of pale flame:in top shape>set tac def It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:slightly weakened, a ball of pale flame:in top shape>set men on You force your Will against a ball of pale flame's concentration! You are now employing defensive tactics. R HP:Healthy Mind:slightly weakened, a ball of pale flame:in top shape>AutoMental mode is now on. R HP:Healthy Mind:slightly weakened, a ball of pale flame:in top shape> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:slightly weakened, a ball of pale flame:in top shape>ci You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly weakened, a ball of pale flame:slightly duped> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:slightly sickly, a ball of pale flame:slightly duped>You start to concentrate. -\|/-\ A ball of pale flame tries its Will against your mind, but loses control! Ok. R HP:Healthy Mind:slightly sickly, a ball of pale flame:somewhat duped> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:slightly sickly, a ball of pale flame:somewhat duped> a ball of pale flame forces its Will against your strength! You force your Will against a ball of pale flame's intelligence! who R HP:Healthy Mind:slightly sickly, a ball of pale flame:seriously duped>diag Players ------- [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ 8 Hob] Sam the Hobbit [ 16 Dwf] Vanemuine the Dwarf (linkless) (AFK) [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy Mind:slightly sickly, a ball of pale flame:seriously duped>A ball of pale flame looks healthy. A ball of pale flame is seriously duped. A ball of pale flame has been here for a very long time. A ball of pale flame is affected by: insight (long) It is one with the Wraith-world! R HP:Healthy Mind:slightly sickly, a ball of pale flame:seriously duped> a ball of pale flame forces its Will against your constitution! You force your Will against a ball of pale flame's learning! sc R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped>You have 125/125 hit, 56/56 stamina, 127/142 moves, 18 spirit. OB: 38, DB: 23, PB: 84, Speed: 20, Gold: 1, XP Needed: 2K. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped>tell sesil time to level A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's will! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped>You tell Sesil 'time to level' R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> a ball of pale flame forces its Will against your strength! You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> Sesil tells you 'hold'. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's concentration! tell sesil I going solo atm R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped>You tell Sesil 'I going solo atm' R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> Sesil tells you 'come town'. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously duped>set tac def You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously clumsy>You are now employing defensive tactics. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously clumsy> You deflect an abandoned wolf's attack. a ball of pale flame forces its Will against your will! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy>tell sesil I'll level faster You deflect an abandoned wolf's attack. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy>You deflect an abandoned wolf's attack. You tell Sesil 'I'll level faster' R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but loses control! You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:horribly clumsy> You dodge an abandoned wolf's attack. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:horribly clumsy> You deflect an abandoned wolf's attack. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but loses control! You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:horribly clumsy> You deflect an abandoned wolf's attack. Sesil tells you 'homo i need help with hazies and tunnel ghost'. R HP:Healthy Mind:somewhat sickly, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:somewhat sickly, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's intelligence! Your spirit increases by 8. You receive your share of experience -- 1038 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. You turn to face your next enemy. R HP:Healthy, an abandoned wolf:in top shape>**I like him and all, but man, I need to level :-) You deflect an abandoned wolf's attack. Sesil tells you 'come town foo'. R HP:Healthy, an abandoned wolf:in top shape>The almost full moon shows in the sky. A slight mist rises from the damp land into the cloudless sky. Unrecognized command. R HP:Scratched, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. set men off R HP:Scratched, an abandoned wolf:in top shape>AutoMental mode is now off. R HP:Scratched, an abandoned wolf:Healthy> An abandoned wolf dodges your attack. R HP:Scratched, an abandoned wolf:Healthy> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Healthy>set tac ag An abandoned wolf dodges your attack. sc R HP:Scratched, an abandoned wolf:Healthy>You are now employing aggressive tactics. R HP:Scratched, an abandoned wolf:Healthy>You deflect an abandoned wolf's attack. You have 128/131 hit, 56/56 stamina, 130/143 moves, 32 spirit. OB: 75, DB: 13, PB: 56, Speed: 20, Gold: 1, XP Needed: 1K. R HP:Scratched, an abandoned wolf:Healthy> You slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Bruised> You lightly slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Bruised> An abandoned wolf lightly hits your left arm. You slash an abandoned wolf's left forefoot. R HP:Scratched, an abandoned wolf:Hurt> A black rabbit enters from the south. R HP:Scratched, an abandoned wolf:Hurt> An abandoned wolf deflects your attack. R HP:Scratched, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Hurt>**1K for a pale flame at my level -- sweet. Unrecognized command. R HP:Scratched, an abandoned wolf:Hurt> You slash an abandoned wolf's left forefoot. R HP:Scratched, an abandoned wolf:Wounded> An abandoned wolf lightly hits your left leg. R HP:Scratched, an abandoned wolf:Wounded> You slash an abandoned wolf's head. R HP:Scratched, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Wounded> An abandoned wolf deflects your attack. R HP:Scratched, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's left hindleg. R HP:Scratched, an abandoned wolf:Bloodied>**Unrecognized command my ass. :-) You slash an abandoned wolf's left hindleg hard. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 219 points. Saving Ainaran. Your blood freezes as you hear an abandoned wolf's death cry. Unrecognized command. R HP:Scratched>but eat meat sc You fumble and waste the slashed corpse of an abandoned wolf. l R HP:Scratched>You don't seem to have any. R HP:Scratched>You have 120/131 hit, 56/56 stamina, 130/143 moves, 32 spirit. OB: 75, DB: 13, PB: 56, Speed: 20, Gold: 1, XP Needed: 885. R HP:Scratched>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. A black rabbit scurries about. R HP:Scratched>k rabbit You attack a black rabbit! You slash a black rabbit's right hindleg hard. set tac ag R HP:Scratched, a black rabbit:Bloodied> You dodge a black rabbit's attack. R HP:Scratched, a black rabbit:Bloodied>You are now employing aggressive tactics. R HP:Scratched, a black rabbit:Bloodied> You slash a black rabbit's right foreleg. A black rabbit is dead! R.I.P. You receive your share of experience -- 12 points. The rabbit twitches and is still. set tac def R HP:Scratched>l You are now employing defensive tactics. R HP:Scratched>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. The slashed corpse of a black rabbit is lying here. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. s R HP:Scratched>Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. R HP:Scratched>w Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. R HP:Scratched>k fox You attack a brown fox! A brown fox dodges your attack. R HP:Scratched, a brown fox:Healthy> You dodge a brown fox's attack. R HP:Scratched, a brown fox:Healthy>set tac ag who You are now employing aggressive tactics. R HP:Scratched, a brown fox:Healthy>Players ------- [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ 8 Hob] Sam the Hobbit [ 16 Dwf] Vanemuine the Dwarf (linkless) (AFK) [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Scratched, a brown fox:Healthy> You slash a brown fox's body. R HP:Scratched, a brown fox:Hurt> You deflect a brown fox's attack. R HP:Scratched, a brown fox:Hurt> Clouds race through the sky above the fields. R HP:Scratched, a brown fox:Hurt> You slash a brown fox's right hindleg. R HP:Scratched, a brown fox:Bloodied> You deflect a brown fox's attack. R HP:Scratched, a brown fox:Bloodied> You slash a brown fox's right forefoot. A brown fox is dead! R.I.P. You receive your share of experience -- 12 points. Your blood freezes as you hear a brown fox's death cry. R HP:Scratched>but eat meat l You cut a small, raw piece of meat from the slashed corpse of a brown fox. R HP:Scratched>You eat a small, raw piece of meat. You are full. R HP:Scratched>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of a brown fox is lying here. You are riding on a horse. s R HP:Scratched>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. set tac def s R HP:Scratched>You are now employing defensive tactics. R HP:Scratched>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A black rabbit scurries about. R HP:Scratched> An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. An abandoned wolf dodges your attack. R HP:Scratched, an abandoned wolf:Healthy>set tac ag An abandoned wolf deflects your attack. You are now employing aggressive tactics. R HP:Scratched, an abandoned wolf:Healthy> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Healthy>set tac def You slash an abandoned wolf's left foreleg. R HP:Scratched, an abandoned wolf:Bruised>You are now employing defensive tactics. R HP:Scratched, an abandoned wolf:Bruised> You dodge an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Bruised> You slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Bruised>set tac ag You are now employing aggressive tactics. R HP:Scratched, an abandoned wolf:Bruised>eq An abandoned wolf barely hits your right hand. R HP:Scratched, an abandoned wolf:Bruised>You slash an abandoned wolf's left foreleg. You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a torch R HP:Scratched, an abandoned wolf:Hurt> You slash an abandoned wolf's right forefoot. R HP:Scratched, an abandoned wolf:Wounded> An abandoned wolf hits your body. R HP:Bruised, an abandoned wolf:Wounded>spit wolf sc You spit on it. R HP:Bruised, an abandoned wolf:Hurt>You have 120/136 hit, 56/56 stamina, 142/144 moves, 32 spirit. OB: 76, DB: 14, PB: 57, Speed: 20, Gold: 1, XP Needed: 839. R HP:Bruised, an abandoned wolf:Hurt> You slash an abandoned wolf's head. R HP:Bruised, an abandoned wolf:Wounded> An abandoned wolf barely hits your head. R HP:Bruised, an abandoned wolf:Wounded>set tac def ci You are now employing defensive tactics. R HP:Bruised, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's head. R HP:Bruised, an abandoned wolf:Wounded>You start to concentrate. -\|/- You deflect an abandoned wolf's attack. \ Ok. R HP:Bruised, an abandoned wolf:Wounded>set tac ag You are now employing aggressive tactics. R HP:Bruised, an abandoned wolf:Wounded> You slash an abandoned wolf's right hindleg. R HP:Bruised, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Bruised, an abandoned wolf:Bloodied> You slash an abandoned wolf's body. An abandoned wolf is stunned, but will probably regain consciousness again. R HP:Bruised, an abandoned wolf:Dying> You slash an abandoned wolf's head hard. An abandoned wolf is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 225 points. Your blood freezes as you hear an abandoned wolf's death cry. R HP:Bruised>'blah. nice freeze. but eat meat You say 'blah. nice freeze.' sc R HP:Bruised>You fumble and waste the slashed corpse of an abandoned wolf. R HP:Bruised>l You don't seem to have any. R HP:Bruised>You have 122/136 hit, 56/56 stamina, 144/144 moves, 33 spirit. OB: 76, DB: 14, PB: 57, Speed: 20, Gold: 1, XP Needed: 595. R HP:Bruised>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. The slashed corpse of an abandoned wolf is lying here. A black rabbit scurries about. You are riding on a horse. R HP:Bruised>s Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. n R HP:Scratched>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. The slashed corpse of an abandoned wolf is lying here. A black rabbit scurries about. k rabbit set tac ag R HP:Scratched>You attack a black rabbit! You slash a black rabbit's body. R HP:Scratched, a black rabbit:Hurt> You dodge a black rabbit's attack. R HP:Scratched, a black rabbit:Hurt>You are now employing aggressive tactics. R HP:Scratched, a black rabbit:Hurt>ci Rain falls heavily on the fields. Saving Ainaran. You start to concentrate. -who \|/-\Ok. Players ------- [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ 8 Hob] Sam the Hobbit [ 16 Dwf] Vanemuine the Dwarf (linkless) (AFK) [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Bruised, a black rabbit:Hurt> You deflect a black rabbit's attack. R HP:Bruised, a black rabbit:Hurt> You slash a black rabbit's left foreleg hard. R HP:Bruised, a black rabbit:Bloodied>diag A black rabbit is beaten severely. A black rabbit is in top shape. A black rabbit has been here for a very long time. A black rabbit is affected by: insight (long) She is well aware of the Wraith-world. R HP:Bruised, a black rabbit:Bloodied> You deflect a black rabbit's attack. You slash a black rabbit's head. A black rabbit is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 12 points. The rabbit twitches and is still. R HP:Bruised>but eat meat sc You cut a small, raw piece of meat from the slashed corpse of a black rabbit. R HP:Bruised>You are too full to eat more. R HP:Bruised>l You have 126/141 hit, 56/56 stamina, 134/145 moves, 32 spirit. OB: 78, DB: 15, PB: 57, Speed: 20, Gold: 1, XP Needed: 578. R HP:Bruised>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. The slashed corpse of a black rabbit is lying here. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. R HP:Bruised>s n Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. pour water skin A massive Mirkwolf stares at you through blood red eyes. R HP:Bruised>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. The slashed corpse of a black rabbit is lying here. The slashed corpse of an abandoned wolf is lying here. R HP:Bruised>There is no room for more. R HP:Bruised>s e set tac def Sesil tells you 'dude i need a regenm'. R HP:Bruised>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. R HP:Bruised>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. R HP:Bruised>You are now employing defensive tactics. R HP:Bruised>n Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A brown fox hunts for food here. R HP:Scratched>k fox set tac ag You attack a brown fox! You slash a brown fox's right foreleg. R HP:Scratched, a brown fox:Hurt> You dodge a brown fox's attack. R HP:Scratched, a brown fox:Hurt>You are now employing aggressive tactics. R HP:Scratched, a brown fox:Hurt> You slash a brown fox's right hindleg. R HP:Scratched, a brown fox:Wounded>rep hold You deflect a brown fox's attack. R HP:Scratched, a brown fox:Wounded>You tell Sesil 'hold' R HP:Scratched, a brown fox:Wounded> You slash a brown fox's left hindfoot. R HP:Scratched, a brown fox:Awful>rep as soon as I level, I going to town. You dodge a brown fox's attack. R HP:Scratched, a brown fox:Awful> You lightly slash a brown fox's body. A brown fox is dead! R.I.P. You receive your share of experience -- 12 points. Saving Ainaran. Your blood freezes as you hear a brown fox's death cry. R HP:Scratched>You tell Sesil 'as soon as I level, I going to town.' R HP:Scratched>but eat meat l You cut a small, raw piece of meat from the slashed corpse of a brown fox. R HP:Scratched>You are too full to eat more. R HP:Scratched>Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... The slashed corpse of a brown fox is lying here. You are riding on a horse. R HP:Scratched>s Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. R HP:Scratched>n n Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... The slashed corpse of a brown fox is lying here. R HP:Scratched>Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. set tac def R HP:Scratched>w You are now employing defensive tactics. R HP:Scratched>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Scratched> Sesil tells you 'how muc tnl?'. R HP:Scratched>sc You have 132/141 hit, 56/56 stamina, 132/145 moves, 32 spirit. OB: 41, DB: 25, PB: 86, Speed: 20, Gold: 1, XP Needed: 560. R HP:Scratched>rep 560 n n You tell Sesil '560' R HP:Scratched>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of a brown fox is lying here. R HP:Scratched>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black deer can barely be made out in the darkness here. A large wild dog watches you carefully. R HP:Scratched>k der They aren't here. R HP:Scratched>k dog cc set tac def You attack a large wild dog! You slash a large wild dog's body hard. R HP:Scratched, a large wild dog:Bruised> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Bruised>You start to concentrate. |/-\| Rain falls heavily on the fields. /-\Ok. You are now employing defensive tactics. R HP:Scratched, a large wild dog:Bruised> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Bruised>cc You start to concentrate. ci |/-\|/- You deflect a large wild dog's attack. \Ok. A large wild dog appears to be confused! You start to concentrate. -\|/-\ Ok. R HP:Scratched, a large wild dog:Scratched> You slash a large wild dog's body. set tac ag R HP:Scratched, a large wild dog:Bruised> You dodge a large wild dog's attack. R HP:Scratched, a large wild dog:Bruised>You are now employing aggressive tactics. R HP:Scratched, a large wild dog:Bruised>diag A large wild dog has some bruises. A large wild dog is in top shape. A large wild dog has been here for a very long time. A large wild dog is affected by: insight (long) confuse (fast-acting) He is well aware of the Wraith-world. R HP:Scratched, a large wild dog:Bruised> You slash a large wild dog's head. R HP:Scratched, a large wild dog:Bruised> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Bruised> You slash a large wild dog's head. R HP:Scratched, a large wild dog:Bruised>who A large wild dog lightly hits your body. R HP:Scratched, a large wild dog:Bruised>Players ------- [ 14 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ 8 Hob] Sam the Hobbit [ 16 Dwf] Vanemuine the Dwarf (linkless) (AFK) [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Scratched, a large wild dog:Bruised> You slash a large wild dog's right hindleg hard. R HP:Scratched, a large wild dog:Hurt> A large wild dog hits your left hand. car R HP:Bruised, a large wild dog:Hurt> You slash a large wild dog's head. R HP:Bruised, a large wild dog:Hurt>Touchy aren't we? :) R HP:Bruised, a large wild dog:Hurt> You deflect a large wild dog's attack. R HP:Bruised, a large wild dog:Hurt> You slash a large wild dog's body. R HP:Bruised, a large wild dog:Hurt> You deflect a large wild dog's attack. R HP:Bruised, a large wild dog:Hurt>set tac car You slash a large wild dog's head. R HP:Bruised, a large wild dog:Hurt>You are now employing careful tactics. R HP:Bruised, a large wild dog:Hurt> You deflect a large wild dog's attack. You slash a large wild dog's left hindfoot. sc R HP:Scratched, a large wild dog:Wounded>You have 128/141 hit, 56/56 stamina, 143/145 moves, 26 spirit. OB: 56, DB: 23, PB: 79, Speed: 21, Gold: 1, XP Needed: 489. R HP:Scratched, a large wild dog:Wounded> You slash a large wild dog's body. R HP:Scratched, a large wild dog:Wounded> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Wounded> You slash a large wild dog's right foreleg. R HP:Scratched, a large wild dog:Wounded> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Wounded> You slash a large wild dog's head. R HP:Scratched, a large wild dog:Wounded> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Wounded> You slash a large wild dog's body. R HP:Scratched, a large wild dog:Bloodied> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Wounded> You slash a large wild dog's head hard. R HP:Scratched, a large wild dog:Bloodied> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Bloodied> You slash a large wild dog's left foreleg. R HP:Scratched, a large wild dog:Bloodied> You deflect a large wild dog's attack. R HP:Scratched, a large wild dog:Bloodied> You lightly slash a large wild dog's right hindleg. R HP:Scratched, a large wild dog:Awful> You deflect a large wild dog's attack. A large wild dog deflects your attack. set tac norm R HP:Scratched, a large wild dog:Awful>You are now employing normal tactics. R HP:Scratched, a large wild dog:Awful> You lightly slash a large wild dog's body. R HP:Scratched, a large wild dog:Awful> A large wild dog lightly hits your body. R HP:Bruised, a large wild dog:Awful> You slash a large wild dog's body. A large wild dog is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 1000 points. You feel more powerful! Saving Ainaran. R HP:Bruised>but Rain falls heavily on the fields. eat meat R HP:Bruised>nar dang who You cut a raw piece of meat from the slashed corpse of a large wild dog. R HP:Bruised>You eat a raw piece of meat. You are full. R HP:Bruised>You narrate, 'dang' R HP:Scratched>Players ------- [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. nar still no hikes l R HP:Scratched>You narrate, 'still no hikes' R HP:Scratched>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. The slashed corpse of a large wild dog is lying here. You are riding on a horse. R HP:Scratched>set tac def You are now employing defensive tactics. R HP:Scratched>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer can barely be made out in the darkness here. R HP:Scratched>k deer You attack a black deer! You lightly slash a black deer's left hindleg. set tac ag R HP:Scratched, a black deer:Bruised> You deflect a black deer's attack. R HP:Scratched, a black deer:Bruised>sc You are now employing aggressive tactics. R HP:Scratched, a black deer:Bruised>You have 133/143 hit, 56/56 stamina, 143/145 moves, 31 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 45K. R HP:Scratched, a black deer:Bruised>prac You slash a black deer's right forefoot. R HP:Scratched, a black deer:Hurt> A black deer lightly hits your left leg. R HP:Scratched, a black deer:Hurt>You have 6 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) R HP:Scratched, a black deer:Hurt> You slash a black deer's left foreleg. R HP:Scratched, a black deer:Hurt>nod smile You deflect a black deer's attack. You nod solemnly. R HP:Scratched, a black deer:Hurt>You smile happily. R HP:Scratched, a black deer:Hurt> You slash a black deer's body hard. R HP:Scratched, a black deer:Bloodied> You deflect a black deer's attack. R HP:Scratched, a black deer:Bloodied> You slash a black deer's right hindleg. A black deer panics, and attempts to flee! A black deer flees head over heals! A black deer leaves south. R HP:Scratched>s Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. The slashed corpse of a large wild dog is lying here. A black deer can barely be made out in the darkness here. k deer R HP:Scratched>You attack a black deer! You slash a black deer's head. A black deer is dead! R.I.P. You receive your share of experience -- 45 points. Your blood freezes as you hear a black deer's death cry. R HP:Scratched>but eat meat n n You cut a large side of venison from the slashed corpse of a black deer. R HP:Scratched>You are too full to eat more. R HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The pierced corpse of a black rabbit is lying here. R HP:Scratched>set men on AutoMental mode is now on. whois ainaran R HP:Scratched>Ainaran the Wood Elf is a level 15 Wood Elf. R HP:Scratched>w w w Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The pierced corpse of a black rabbit is lying here. R HP:Scratched>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a young highwayman is lying here. The pierced corpse of a large, brown snake is lying here. R HP:Scratched>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of a young highwayman is lying here. The slashed corpse of an abandoned wolf is lying here. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. w R HP:Scratched>You cannot go that way. e w R HP:Scratched>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a young highwayman is lying here. The pierced corpse of a large, brown snake is lying here. R HP:Scratched>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of a young highwayman is lying here. The slashed corpse of an abandoned wolf is lying here. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. R HP:Scratched>k highwayman You force your Will against a young highwayman's strength! R HP:Scratched, a young highwayman:somewhat weakened> You deflect a young highwayman's attack. R HP:Scratched, a young highwayman:somewhat weakened> You couldn't reach his mind. R HP:Scratched, a young highwayman:somewhat weakened>ci You couldn't reach his mind. R HP:Scratched, a young highwayman:somewhat weakened>You deflect a young highwayman's attack. You start to concentrate. -\|/ The sun rises, its first rays lighting the road. The road is suddenly lit by violent flashes of lightning as the rain continues. -\ Ok. R HP:Scratched, a young highwayman:slightly weakened> You force your Will against a young highwayman's concentration! R HP:Scratched, a young highwayman:slightly weakened> You force your Will against a young highwayman's intelligence! who R HP:Scratched, a young highwayman:somewhat duped> A young highwayman barely pierces your left arm. R HP:Scratched, a young highwayman:somewhat duped>Players ------- [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. rem tor R HP:Scratched, a young highwayman:somewhat duped>You force your Will against a young highwayman's intelligence! You stop using a torch. R HP:Scratched, a young highwayman:quite duped> You force your Will against a young highwayman's will! R HP:Scratched, a young highwayman:quite duped> You deflect a young highwayman's attack. R HP:Scratched, a young highwayman:quite duped>set tac def You are now employing defensive tactics. R HP:Scratched, a young highwayman:quite duped> You force your Will against a young highwayman's constitution! R HP:Scratched, a young highwayman:quite duped> You force your Will against a young highwayman's learning! R HP:Scratched, a young highwayman:quite duped> You dodge a young highwayman's attack. R HP:Scratched, a young highwayman:quite duped> You couldn't reach his mind. R HP:Scratched, a young highwayman:quite duped> You couldn't reach his mind. R HP:Scratched, a young highwayman:quite duped>l man You deflect a young highwayman's attack. R HP:Scratched, a young highwayman:quite duped>This young man seems to have reverted to a life of crime over a good life, and has gotten very used to it, feeling little and little less sorrow for each person he robs... A young highwayman looks healthy. a young highwayman is using: an indigo cotton shirt an indigo cotton hood an indigo pair of cotton pants an indigo pair of cotton gloves an indigo pair of cotton sleeves an indigo wool cloak a dagger R HP:Scratched, a young highwayman:quite duped> You force your Will against a young highwayman's will! R HP:Scratched, a young highwayman:quite dispirited>gig You force your Will against a young highwayman's will! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves south. R HP:Scratched>You giggle. R HP:Scratched>'that's how all highwaymen should be s k man You say 'that's how all highwaymen should be' R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. The slashed corpse of a young highwayman is lying here. Sarlent the Dwarf is sleeping here. A friendly little pony is here, looking well-groomed and happy. A young highwayman approaches you, a grin on his face. R HP:Scratched>You couldn't reach his mind. R HP:Scratched, a young highwayman:strongly dispirited> You force your Will against a young highwayman's intelligence! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves west. R HP:Scratched>w k man Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. The slashed corpse of an abandoned wolf is lying here. A gray wolf is growling at you. A young highwayman approaches you, a grin on his face. R HP:Scratched>You force your Will against a young highwayman's concentration! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves south. R HP:Scratched>s k man Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A young highwayman approaches you, a grin on his face. R HP:Scratched>You force your Will against a young highwayman's dexterity! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves north. R HP:Scratched>n k man Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. The slashed corpse of an abandoned wolf is lying here. A gray wolf is growling at you. A young highwayman approaches you, a grin on his face. R HP:Scratched> Sarlent enters from the east. A nice pony enters from the east. R HP:Scratched>You force your Will against a young highwayman's will! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves east. R HP:Scratched>e k man Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. The slashed corpse of a young highwayman is lying here. A young highwayman approaches you, a grin on his face. R HP:Scratched>You force your Will against a young highwayman's learning! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves north. R HP:Scratched>n k man Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of a young highwayman is lying here. The slashed corpse of an abandoned wolf is lying here. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. R HP:Scratched>You couldn't reach his mind. R HP:Scratched, a young highwayman:in top shape> You force your Will against a young highwayman's will! R HP:Scratched, a young highwayman:somewhat dispirited> You deflect a young highwayman's attack. R HP:Scratched, a young highwayman:somewhat dispirited>k 2.man You couldn't reach his mind. Your attention is elsewhere already. k 2.man R HP:Scratched, a young highwayman:somewhat dispirited>Your attention is elsewhere already. R HP:Scratched, a young highwayman:somewhat dispirited>k 2.man set tac ag You couldn't reach his mind. Your attention is elsewhere already. R HP:Scratched, a young highwayman:somewhat dispirited> You deflect a young highwayman's attack. R HP:Scratched, a young highwayman:somewhat dispirited>You are now employing aggressive tactics. R HP:Scratched, a young highwayman:somewhat dispirited>k 2.man You force your Will against a young highwayman's will! k 2.man R HP:Scratched, a young highwayman:quite dispirited> Sesil tells you '19k tnl'. R HP:Scratched, a young highwayman:quite dispirited>Your attention is elsewhere already. R HP:Scratched, a young highwayman:quite dispirited>Your attention is elsewhere already. R HP:Scratched, a young highwayman:quite dispirited> Sesil tells you 'sihg'. R HP:Scratched, a young highwayman:quite dispirited> You couldn't reach his mind. R HP:Scratched, a young highwayman:quite dispirited> You deflect a young highwayman's attack. R HP:Healthy, a young highwayman:quite dispirited>rep :) set tac def You couldn't reach his mind. R HP:Healthy, a young highwayman:quite dispirited>You tell Sesil ':)' R HP:Healthy, a young highwayman:quite dispirited>You are now employing defensive tactics. R HP:Healthy, a young highwayman:quite dispirited> You force your Will against a young highwayman's will! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves south. R>k man Sesil tells you ';)'. R>You force your Will against a young highwayman's dexterity! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves south. R>s The day has now begun. The road is suddenly lit by violent flashes of lightning as the rain continues. Saving Ainaran. R>k man Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. The slashed corpse of a young highwayman is lying here. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. R>You couldn't reach his mind. R HP:Healthy, a young highwayman:seriously dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:seriously dispirited> A young highwayman gets a dagger from the slashed corpse of a young highwayman. A young highwayman wields a dagger. A young highwayman gets an indigo wool cloak from the slashed corpse of a young highwayman. A young highwayman gets an indigo pair of cotton sleeves from the slashed corpse of a young highwayman. A young highwayman gets an indigo pair of cotton gloves from the slashed corpse of a young highwayman. A young highwayman puts an indigo pair of cotton gloves on his hands. A young highwayman gets an indigo pair of cfol man otton pants from the slashed corpse of a young highwayman. A young highwayman puts an indigo pair of cotton pants on his legs. A young highwayman gets an indigo cotton hood from the slashed corpse of a young highwayman. A young highwayman gets an indigo cotton shirt from the slashed corpse of a young highwayman. R HP:Healthy, a young highwayman:seriously dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:seriously dispirited> You force your Will against a young highwayman's concentration! R HP:Healthy, a young highwayman:seriously dispirited> You deflect a young highwayman's attack. R HP:Healthy, a young highwayman:seriously dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:seriously dispirited>You now follow a young highwayman. R HP:Healthy, a young highwayman:seriously dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:seriously dispirited> You deflect a young highwayman's attack. R HP:Healthy, a young highwayman:seriously dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:seriously dispirited>l You couldn't reach his mind. fol man set tac def R HP:Healthy, a young highwayman:seriously dispirited>You deflect a young highwayman's attack. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. The slashed corpse of a young highwayman is lying here. A young highwayman is here, fighting YOU! A young highwayman approaches you, a grin on his face. You are here, fighting a young highwayman, riding on a horse. R HP:Healthy, a young highwayman:seriously dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:seriously dispirited>You couldn't reach his mind. You are already following him. R HP:Healthy, a young highwayman:seriously dispirited>You are now employing defensive tactics. R HP:Healthy, a young highwayman:seriously dispirited> You dodge a young highwayman's attack. R HP:Healthy, a young highwayman:seriously dispirited> You force your Will against a young highwayman's learning! R HP:Healthy, a young highwayman:seriously dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:seriously dispirited> You deflect a young highwayman's attack. R HP:Healthy, a young highwayman:seriously dispirited> You force your Will against a young highwayman's will! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves north. You follow someone. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of a young highwayman is lying here. The slashed corpse of an abandoned wolf is lying here. ]sc [31mA young highwayman approaches you, a grin on his face. R>k man You have 143/143 hit, 56/56 stamina, 138/145 moves, 34 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 45K. You are getting thirsty. R>rep 45K tnl You couldn't reach his mind. R HP:Healthy, a young highwayman:strongly dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:strongly dispirited>You couldn't reach his mind. You tell Sesil '45K tnl' R HP:Healthy, a young highwayman:strongly dispirited>rep don't sigh :-) You force your Will against a young highwayman's strength! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves east. You follow someone. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a young highwayman k man is lying here. A young highwayman approaches you, a grin on his face. R>You tell Sesil 'don't sigh :-)' R>You couldn't reach his mind. R HP:Healthy, a young highwayman:strongly dispirited>diag Sesil tells you 'not bad'. R HP:Healthy, a young highwayman:strongly dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:strongly dispirited>A young highwayman looks healthy. A young highwayman is strongly dispirited and somewhat weakened. A young highwayman has arrived but recently. A young highwayman is not affected by anything. He is moderately sensitive to the spiritual. R HP:Healthy, a young highwayman:strongly dispirited>ci You couldn't reach his mind. R HP:Healthy, a young highwayman:strongly dispirited> You couldn't reach his mind. R HP:Healthy, a young highwayman:strongly dispirited>You start to concentrate. -\|/-\ Ok. R HP:Healthy, a young highwayman:strongly dispirited> You force your Will against a young highwayman's strength! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves east. You follow someone. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The pierced corpse of a black rabbit is lying here. A young highwayman approaches you, a grin on his face. R>ci man You start to concentrate. k man -\|/-\Ok. He has insight already. You force your Will against a young highwayman's intelligence! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves west. You are busy with something else. R>w Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a young highwayman is lying here. A young highwayman approaches you, a grin on his face. R> The road is suddenly lit by violent flashes of lightning as the rain continues. The slashed corpse of a young highwayman decays into dust. R>R>R>fol man You are already following him. R>k man diag man You force your Will against a young highwayman's intelligence! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves east. You are busy with something else. R>No-one by that name here. R>e k man Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A young highwayman approaches you, a grin on his face. R>You force your Will against a young highwayman's constitution! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves west. You are busy with something else. R>l Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. You are riding on a horse. R>aff The moon lights your surroundings. You are affected by: anger (short) R>hunt Ok, you'll try to notice fresh tracks. R>hunt You stop looking for fresh tracks. R>w Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A young highwayman approaches you, a grin on his face. k man R>You force your Will against a young highwayman's will! Your spirit increases by 1. You receive your share of experience -- 22 points. Saving Ainaran. You stop following a young highwayman. R>get coins all.cor l You get a small pile of coins from the silent corpse of a young highwayman. There were 83 copper coins. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The silent corpse of a young highwayman is lying here. You are riding on a horse. R>e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A small, green snake slithers harmlessly here. R>n Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A severed head of Sam is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. R>s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A small, green snake slithers harmlessly here. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>n w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A small, green snake slithers harmlessly here. R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The silent corpse of a young highwayman is lying here. w w R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A small pile of coins is lying here. A necklace made of strange blue metal balls lies here...It glows blue! A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A soft pair of boots have been left here. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. R>You cannot go that way. R>get coins s You get a small pile of coins. There were 83 copper coins. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. The slashed corpse of a young highwayman is lying here. A young highwayman approaches you, a grin on his face. k man fol man R>You force your Will against a young highwayman's constitution! R HP:Healthy, a young highwayman:seriously dispirited> You deflect a young highwayman's attack. R HP:Healthy, a young highwayman:seriously dispirited> You force your Will against a young highwayman's will! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves west. R>I see no person by that name here! R>R>w Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. The slashed corpse of a gray wolf is lying here. The slashed corpse of an abandoned wolf is lying here. A young highwayman approaches you, a grin on his face. fol man R>Lightning lights up the fields as the rain continues. You now follow a young highwayman. k man R> nar anyone else freezing? :-) You force your Will against a young highwayman's will! Your spirit increases by 1. You receive your share of experience -- 22 points. You stop following a young highwayman. R> R>R>l get coins all.cor You narrate, 'anyone else freezing? :-)' R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. The silent corpse of a young highwayman is lying here. The slashed corpse of a gray wolf is lying here. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. R>You get a small pile of coins from the silent corpse of a young highwayman. There were 83 copper coins. There doesn't seem to be a coins in the slashed corpse of a gray wolf. There doesn't seem to be a coins in the slashed corpse of an abandoned wolf. R>who Players ------- [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. R>l Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. The silent corpse of a young highwayman is lying here. The slashed corpse of a gray wolf is lying here. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. R>w Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>w n You cannot go that way. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. e pour water skin R>track Sesil chats, 'shake' R> Sarlent is entering from the west, riding on a nice pony. R>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R>chat dang chat I am There is no room for more. R>You start searching the ground for tracks. Sarlent is entering from the west, riding on a nice pony. /-\|/-\ Sarlent is leaving west, riding on a nice pony. You found no tracks here. R>You chat, 'dang' R>You chat, 'I am' R> Sesil chats, '?' R> Sesil chats, 'oh' R> Lightning lights up the fields as the rain continues. You are thirsty. R>l Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. You are riding on a horse. R>w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. w R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. A bandit sentry stands vigil here, slouching against his weapon. R>get coins all.cor You get a small pile of coins from the silent corpse of a bandit sentry. There were 40 copper coins. R>ci man You start to concentrate. -\|/-diag man k man \sc Ok. R>A bandit sentry looks healthy. A bandit sentry is in top shape. A bandit sentry has just arrived to this place. A bandit sentry is affected by: insight (long) He is very perceptive to the Wraith-world. R>You couldn't reach his mind. R HP:Healthy, a bandit sentry:in top shape>You have 143/143 hit, 56/56 stamina, 143/145 moves, 30 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 45K. You are thirsty. R HP:Healthy, a bandit sentry:in top shape> You couldn't reach his mind. R HP:Healthy, a bandit sentry:in top shape>set tac def You are now employing defensive tactics. R HP:Healthy, a bandit sentry:in top shape> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:slightly sickly>who You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly sickly>Players ------- [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. R HP:Healthy, a bandit sentry:slightly sickly> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:seriously sickly>inf You are Ainaran the Wood Elf, a good (207) male Wood Elf. You have reached level 15. You are level 7 Warrior, 4 Ranger, 16 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 2 hours. You are 5'10" high, weight 108.0lb and carrying 63.6lb. You have 143/143 hit points, 56/56 stamina, 145/145 moves and 32 spirit. You have 1 gold, 4 silver and 10 copper coins. Your OB is 43, dodge is 25, parry 87, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 39, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 338172 exp, and need 45828 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are fighting a bandit sentry. You are thirsty. The moon lights your surroundings. You are affected by: anger (short) R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's dexterity! level R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously sickly>You force your Will against a bandit sentry's concentration! You are 50% Warrior, 30% Ranger, 107% Mystic, 0% Mage Level: Exp. to Level : Warrior : Ranger : Mystic : Mage : [ 1] 1500-6000 : 0 0 1 0 [ 2] 6000-13500 : 1 0 2 0 [ 3] 13500-24000 : 1 0 3 0 [ 4] 24000-37500 : 2 1 4 0 [ 5] 37500-54000 : 2 1 5 0 [ 6] 54000-73500 : 3 1 6 0 [ 7] 73500-96000 : 3 2 7 0 [ 8] 96000-121500 : 4 2 8 0 [ 9] 121500-150000 : 4 2 9 0 [10] 150000-181500 : 5 3 10 0 [11] 181500-216000 : 5 3 11 0 [12] 216000-253500 : 6 3 12 0 [13] 253500-294000 : 6 3 14 0 [14] 294000-337500 : 7 4 15 0 [15] 337500-384000 : 7 4 16 0 [16] 384000-433500 : 8 4 17 0 [17] 433500-486000 : 8 5 18 0 [18] 486000-541500 : 9 5 19 0 [19] 541500-600000 : 9 5 20 0 [20] 600000-661500 : 10 6 21 0 *** Press return to continue, q to quit *** You couldn't reach his mind. *** Press return to continue, q to quit *** You deflect a bandit sentry's attack. *** Press return to continue, q to quit *** You force your Will against a bandit sentry's strength! *** Press return to continue, q to quit *** You deflect a bandit sentry's attack. *** Press return to continue, q to quit *** You force your Will against a bandit sentry's dexterity! *** Press return to continue, q to quit *** Rain falls heavily on the fields. You are thirsty. Saving Ainaran. *** Press return to continue, q to quit *** You force your Will against a bandit sentry's will! *** Press return to continue, q to quit *** You deflect a bandit sentry's attack. *** Press return to continue, q to quit *** You force your Will against a bandit sentry's intelligence! *** Press return to continue, q to quit *** You force your Will against a bandit sentry's will! *** Press return to continue, q to quit *** You deflect a bandit sentry's attack. *** Press return to continue, q to quit *** You force your Will against a bandit sentry's dexterity! *** Press return to continue, q to quit ***[21] 661500-726000 : 10 6 22 0 [22] 726000-793500 : 11 6 23 0 [23] 793500-864000 : 11 6 24 0 [24] 864000-937500 : 12 7 25 0 [25] 937500-1014000 : 12 7 26 0 [26] 1014000-1093500 : 13 7 28 0 [27] 1093500-1176000 : 13 8 29 0 [28] 1176000-1261500 : 14 8 30 0 [29] 1261500-1350000 : 14 8 31 0 [30] 1350000-1441500 : 15 9 32 0 R HP:Healthy, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:strongly clumsy> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:strongly clumsy> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:strongly clumsy>who You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:strongly clumsy>Players ------- [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. R HP:Healthy, a bandit sentry:strongly clumsy> You force your Will against a bandit sentry's will! Your spirit increases by 5. You receive your share of experience -- 243 points. R>get coins all.cor l You get a small pile of coins from the silent corpse of a bandit sentry. There were 40 copper coins. There doesn't seem to be a coins in the silent corpse of a bandit sentry. R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. You are riding on a horse. R>op ledgewall Ok. R>dismount You stop riding a horse. A horse starts following you. d >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. Stalwart Joey stands here, stiff as a board. A bandit guard is here, fighting Sesil. Sesil the Human is here, fighting a bandit guard. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil deflects a bandit guard's attack. > Sesil forces his Will against a bandit guard's constitution! >smile Sesil forces his Will against a bandit guard's concentration! You smile happily. > Sesil deflects a bandit guard's attack. > Sesil smiles happily. > Sesil forces his Will against a bandit guard's concentration! > Sesil deflects a bandit guard's attack. > Sesil forces his Will against a bandit guard's will! Sesil says 'help me with matty' > Sesil forces his Will against a bandit guard's concentration! >l Sesil deflects a bandit guard's attack. >Sesil forces his Will against a bandit guard's will! Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. Stalwart Joey stands here, stiff as a board. A bandit guard is here, fighting Sesil. Sesil the Human is here, fighting a bandit guard. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. Sesil says 'i need to do these solo' > Sesil forces his Will against a bandit guard's intelligence! ci joey > Sesil deflects a bandit guard's attack. >You start to concentrate. -\|/ Sesil forces his Will against a bandit guard's strength! assist sesil -\ Ok. >You join the fight! You couldn't reach his mind. HP:Healthy, Sesil:Hurt, a bandit guard:strongly clumsy> Sesil deflects a bandit guard's attack. Sesil forces his Will against a bandit guard's will! HP:Healthy, Sesil:Hurt, a bandit guard:horribly dispirited> You force your Will against a bandit guard's constitution! HP:Healthy, Sesil:Hurt, a bandit guard:horribly dispirited> Sesil snickers softly. HP:Healthy, Sesil:Hurt, a bandit guard:horribly dispirited> Sesil forces his Will against a bandit guard's learning! HP:Healthy, Sesil:Hurt, a bandit guard:horribly dispirited> You force your Will against a bandit guard's dexterity! HP:Healthy, Sesil:Hurt, a bandit guard:horribly clumsy> Sesil deflects a bandit guard's attack. Sesil says 'or not' ]diag m HP:Healthy, Sesil:Hurt, a bandit guard:horribly clumsy>A bandit guard looks healthy. A bandit guard is horribly clumsy and horribly dispirited. A bandit guard has just arrived to this place. A bandit guard is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Healthy, Sesil:Hurt, a bandit guard:horribly clumsy> You couldn't reach his mind. HP:Healthy, Sesil:Hurt, a bandit guard:horribly clumsy>sc Sesil forces his Will against a bandit guard's intelligence! HP:Healthy, Sesil:Hurt, a bandit guard:horribly clumsy> Sesil deflects a bandit guard's attack. HP:Healthy, Sesil:Hurt, a bandit guard:horribly clumsy> You force your Will against a bandit guard's will! Your spirit increases by 3. You receive your share of experience -- 258 points. > Sesil forces his Will against Stalwart Joey's constitution! > Sesil deflects Stalwart Joey's attack. >You have 143/143 hit, 56/56 stamina, 134/145 moves, 40 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 45K. You are thirsty. > Sesil deflects Stalwart Joey's attack. k joey set tac def diag > You are thirsty. > Sesil forces his Will against Stalwart Joey's learning! >You force your Will against Stalwart Joey's strength! Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Sesil:Hurt, Stalwart Joey:slightly retarded> Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:slightly retarded>You are now employing defensive tactics. HP:Healthy, Sesil:Hurt, Stalwart Joey:slightly retarded>You force your Will against Stalwart Joey's concentration! Stalwart Joey looks healthy. Stalwart Joey is slightly retarded and barely weakened. Stalwart Joey has been here for a little while. Stalwart Joey is affected by: insight (long) He is very perceptive to the Wraith-world. HP:Healthy, Sesil:Hurt, Stalwart Joey:slightly retarded> Sesil utters a strange command, 'insight' Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Sesil:Hurt, Stalwart Joey:slightly retarded> Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:slightly retarded> You force your Will against Stalwart Joey's intelligence! HP:Healthy, Sesil:Hurt, Stalwart Joey:slightly retarded> Sesil utters a strange command, 'confuse' Stalwart Joey appears to be confused! HP:Healthy, Sesil:Hurt, Stalwart Joey:slightly retarded> Sesil forces his Will against Stalwart Joey's learning! HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> You force your Will against Stalwart Joey's strength! Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded>sc You force your Will against Stalwart Joey's dexterity! HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded>You have 143/143 hit, 56/56 stamina, 135/145 moves, 41 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 45K. You are thirsty. HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> Sesil deflects Stalwart Joey's attack. Sesil forces his Will against Stalwart Joey's dexterity! HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> You force your Will against Stalwart Joey's strength! HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> Sesil forces his Will against Stalwart Joey's dexterity! HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded>who You try your Will against Stalwart Joey's mind, but lose control! HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded>Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> You try your Will against Stalwart Joey's mind, but he resists! Sesil dodges Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> You force your Will against Stalwart Joey's intelligence! HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> Sesil dodges Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> Sesil forces his Will against Stalwart Joey's will! HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> You couldn't reach his mind. HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> Sesil dodges Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> Sesil says 'soi on :)' HP:Healthy, Sesil:Hurt, Stalwart Joey:somewhat retarded> You force your Will against Stalwart Joey's dexterity! HP:Healthy, Sesil:Hurt, Stalwart Joey:quite clumsy> Sesil forces his Will against Stalwart Joey's learning! HP:Healthy, Sesil:Hurt, Stalwart Joey:quite retarded>smile pray soi tell soi dunno if I mailed you or not, but check board and your mail hehe Sesil dodges Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:quite retarded> You force your Will against Stalwart Joey's constitution! HP:Healthy, Sesil:Hurt, Stalwart Joey:quite retarded> Sesil forces his Will against Stalwart Joey's will! HP:Healthy, Sesil:Hurt, Stalwart Joey:quite retarded>You smile happily. HP:Healthy, Sesil:Hurt, Stalwart Joey:quite retarded> You force your Will against Stalwart Joey's concentration! HP:Healthy, Sesil:Hurt, Stalwart Joey:quite retarded> 'blahh 'freezing horribly Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:quite retarded>You pray to Soi, hoping for his good will. HP:Healthy, Sesil:Hurt, Stalwart Joey:quite retarded> Sesil forces his Will against Stalwart Joey's learning! HP:Healthy, Sesil:Hurt, Stalwart Joey:seriously retarded> You force your Will against Stalwart Joey's concentration! HP:Healthy, Sesil:Hurt, Stalwart Joey:seriously retarded> Sesil forces his Will against Stalwart Joey's constitution! HP:Healthy, Sesil:Hurt, Stalwart Joey:seriously retarded> Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:seriously retarded> You force your Will against Stalwart Joey's learning! HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> Sesil forces his Will against Stalwart Joey's concentration! HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> You force your Will against Stalwart Joey's strength! HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> Sesil forces his Will against Stalwart Joey's learning! HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> You couldn't reach his mind. HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> Sesil dodges Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> You couldn't reach his mind. HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> You couldn't reach his mind. HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> Sesil tries his Will against Stalwart Joey's mind, but he resists! HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded> Sesil deflects Stalwart Joey's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:strongly retarded>You force your Will against Stalwart Joey's learning! Your spirit increases by 4. You receive your share of experience -- 545 points. Stalwart Joey fails in his mission to defend the area, and dies painfully. You tell Soi 'dunno if I mailed you or not, but check board and your mail hehe' >>>You say 'blahh' >You say 'freezing horribly' > Sesil enters from below. A horse enters from below. A horse enters from below. > Sesil leaves down. > You are thirsty. >drink skin drink skin drink skin You can't find it! l >You can't find it! >get coins all.cor You can't find it! >exa d d It is pitch black... >You can't seem to find any cors here. > Sesil enters from below. A horse enters from below. A horse enters from below. >To the down you see: It is pitch black... > Sesil beckons for everyone to follow him. >It is pitch black... A horse enters from above. A horse enters from above. >l Sesil leaves up. get tor pack >It is pitch black... >You get something from something. hol tor >l You light something and hold it. >Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. A horse is here, gazing at you. A horse is here, gazing at you. Matty Bumpo stands here, with a stupid smirk on his face. A horse is here, gazing at you. >ci matty Sesil enters from above. A horse enters from above. A horse enters from above. >set tac def You start to concentrate. -\|/-\Ok. He has insight already. You are now employing defensive tactics. > Sesil tries his Will against Matty Bumpo's mind, but he resists! >k matty cc Sesil tries his Will against Matty Bumpo's mind, but loses control! Sesil begins quietly muttering some strange, powerful words. >Matty Bumpo slashes Sesil's left leg hard. You try your Will against Matty Bumpo's mind, but he resists! HP:Healthy, Sesil:Hurt, Matty Bumpo:in top shape>You start to concentrate. |/-\| Sesil tries his Will against Matty Bumpo's mind, but he resists! /-\ Ok. Matty Bumpo appears to be confused! Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Sesil:Hurt, Matty Bumpo:in top shape> You force your Will against Matty Bumpo's constitution! Matty Bumpo slashes Sesil's head hard. HP:Healthy, Sesil:Wounded, Matty Bumpo:barely sickly> You force your Will against Matty Bumpo's dexterity! HP:Healthy, Sesil:Wounded, Matty Bumpo:barely sickly> Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Sesil:Hurt, Matty Bumpo:barely sickly> Sesil deflects Matty Bumpo's attack. HP:Healthy, Sesil:Hurt, Matty Bumpo:barely sickly> You force your Will against Matty Bumpo's constitution! HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly> Sesil utters a strange command, 'confuse' HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly> Sesil forces his Will against Matty Bumpo's strength! HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly> You force your Will against Matty Bumpo's will! Sesil deflects Matty Bumpo's attack. HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly> Sesil forces his Will against Matty Bumpo's intelligence! HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly> You try your Will against Matty Bumpo's mind, but he resists! HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly> Sesil deflects Matty Bumpo's attack. HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly>set tac def Sesil forces his Will against Matty Bumpo's will! HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly>You are now employing defensive tactics. 'lagging hard sigh HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly sickly> You force your Will against Matty Bumpo's will! HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly dispirited> 'very very hard Sesil says 'confsue' HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly dispirited> Sesil forces his Will against Matty Bumpo's intelligence! HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly dispirited> Sesil deflects Matty Bumpo's attack. Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Sesil:Hurt, Matty Bumpo:slightly dispirited>You force your Will against Matty Bumpo's intelligence! You say 'lagging hard' HP:Healthy, Sesil:Hurt, Matty Bumpo:somewhat duped>You sigh. H'he is confused 'I did. P:Healthy, Sesil:Hurt, Matty Bumpo:somewhat duped> You force your Will against Matty Bumpo's concentration! HP:Healthy, Sesil:Hurt, Matty Bumpo:somewhat duped> Sesil utters a strange command, 'confuse' HP:Healthy, Sesil:Hurt, Matty Bumpo:somewhat duped> Matty Bumpo slashes Sesil's head very hard. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. HP:Healthy, Matty Bumpo:somewhat duped> You force your Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:somewhat duped> Sesil enters from above. A horse enters from above. A horse enters from above. HP:Healthy, Matty Bumpo:somewhat duped> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat duped> You force your Will against Matty Bumpo's intelligence! HP:Healthy, Matty Bumpo:somewhat duped> You force your Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:somewhat duped> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat duped> Sesil forces his Will against Matty Bumpo's learning! HP:Healthy, Matty Bumpo:somewhat duped> Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Matty Bumpo:somewhat duped>You force your Will against Matty Bumpo's dexterity! HP:Healthy, Matty Bumpo:somewhat duped>HP:Healthy, Matty Bumpo:somewhat duped> Matty Bumpo slashes your right leg. HP:Scratched, Matty Bumpo:somewhat duped> Sesil utters a strange command, 'confuse' HP:Scratched, Matty Bumpo:somewhat duped> Sesil forces his Will against Matty Bumpo's learning! You force your Will against Matty Bumpo's concentration! HP:Scratched, Sesil:Wounded, Matty Bumpo:somewhat retarded>You say 'very very hard' HP:Scratched, Sesil:Wounded, Matty Bumpo:somewhat retarded> Sesil tries his Will against Matty Bumpo's mind, but he resists! HP:Scratched, Sesil:Wounded, Matty Bumpo:somewhat retarded> You force your Will against Matty Bumpo's will! HP:Scratched, Sesil:Wounded, Matty Bumpo:somewhat retarded> Sesil deflects Matty Bumpo's attack. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. 'just freezing A horse leaves up. A horse leaves up. HP:Scratched, Matty Bumpo:somewhat retarded> You couldn't reach his mind. HP:Scratched, Matty Bumpo:somewhat retarded> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:somewhat retarded> You couldn't reach his mind. HP:Scratched, Matty Bumpo:somewhat retarded>You say 'he is confused' HP:Scratched, Matty Bumpo:somewhat retarded> Sesil enters from above. A horse enters from above. A horse enters from above. HP:Scratched, Matty Bumpo:somewhat retarded> You force your Will against Matty Bumpo's strength! You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:somewhat retarded>You say 'I did.' HP:Scratched, Matty Bumpo:somewhat retarded> You are thirsty. HP:Scratched, Matty Bumpo:somewhat retarded>HP:Scratched, Matty Bumpo:somewhat retarded> Sesil begins quietly muttering some strange, powerful words. HP:Scratched, Matty Bumpo:somewhat retarded>HP:Scratched, Matty Bumpo:somewhat retarded> You force your Will against Matty Bumpo's dexterity! HP:Scratched, Matty Bumpo:somewhat retarded> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:somewhat retarded> Sesil forces his Will against Matty Bumpo's concentration! HP:Scratched, Matty Bumpo:somewhat retarded> You force your Will against Matty Bumpo's constitution! HP:Scratched, Matty Bumpo:somewhat retarded> Sesil says 'he confuse?' HP:Scratched, Matty Bumpo:somewhat retarded> Matty Bumpo slashes your right hand hard. HP:Bruised, Matty Bumpo:somewhat retarded> You force your Will against Matty Bumpo's constitution! HP:Bruised, Matty Bumpo:somewhat retarded> Sesil forces his Will against Matty Bumpo's constitution! HP:Bruised, Matty Bumpo:somewhat sickly> You couldn't reach his mind. HP:Bruised, Matty Bumpo:somewhat sickly> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:somewhat sickly> Sesil forces his Will against Matty Bumpo's dexterity! HP:Bruised, Matty Bumpo:somewhat sickly>You say 'just freezing' HP:Bruised, Matty Bumpo:somewhat sickly> You force your Will against Matty Bumpo's dexterity! HP:Bruised, Matty Bumpo:quite clumsy> Sesil tries his Will against Matty Bumpo's mind, but he resists! set tac def HP:Bruised, Matty Bumpo:quite clumsy>Matty Bumpo slashes your right leg hard. You are now employing defensive tactics. HP:Bruised, Matty Bumpo:quite clumsy> You force your Will against Matty Bumpo's will! HP:Bruised, Matty Bumpo:quite clumsy> Sesil forces his Will against Matty Bumpo's concentration! HP:Bruised, Matty Bumpo:quite clumsy> You force your Will against Matty Bumpo's intelligence! HP:Bruised, Matty Bumpo:quite clumsy> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:quite clumsy>diag Sesil forces his Will against Matty Bumpo's concentration! HP:Bruised, Matty Bumpo:quite clumsy> set wimpy 50 You force your Will against Matty Bumpo's will! Matty Bumpo looks healthy. Matty Bumpo is quite clumsy and quite dispirited. Matty Bumpo has been here for a very long time. Matty Bumpo is affected by: confuse (fast-acting) insight (medium) He is very perceptive to the Wraith-world. HP:Bruised, Matty Bumpo:quite clumsy> Sesil forces his Will against Matty Bumpo's will! HP:Bruised, Matty Bumpo:seriously dispirited> Matty Bumpo slashes your body hard. HP:Hurt, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's constitution! HP:Hurt, Matty Bumpo:seriously dispirited>'fuck these freezes man set tac def op ledgewall set tac def pray 'shit **Probably dead... *knock on wood** Sesil forces his Will against Matty Bumpo's learning! HP:Hurt, Matty Bumpo:seriously dispirited> Sesil looks at Matty Bumpo. HP:Hurt, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's dexterity! Matty Bumpo slashes your right arm very hard. HP:Hurt, Matty Bumpo:seriously clumsy>HP:Hurt, Matty Bumpo:seriously clumsy> Sesil forces his Will against Matty Bumpo's dexterity! HP:Hurt, Matty Bumpo:seriously clumsy> You force your Will against Matty Bumpo's dexterity! HP:Hurt, Matty Bumpo:strongly clumsy> Sesil forces his Will against Matty Bumpo's strength! HP:Hurt, Matty Bumpo:strongly clumsy> You deflect Matty Bumpo's attack. HP:Hurt, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's constitution! HP:Hurt, Matty Bumpo:strongly clumsy> Sesil tries his Will against Matty Bumpo's mind, but he resists! HP:Hurt, Matty Bumpo:strongly clumsy>OK, you'll flee if you drop below 50 hit points. HP:Hurt, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's learning! You deflect Matty Bumpo's attack. HP:Hurt, Matty Bumpo:strongly clumsy>HP:Hurt, Matty Bumpo:strongly clumsy> Sesil forces his Will against Matty Bumpo's dexterity! HP:Hurt, Matty Bumpo:strongly clumsy>HP:Hurt, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's strength! HP:Hurt, Matty Bumpo:strongly clumsy> Sesil forces his Will against Matty Bumpo's learning! Matty Bumpo slashes your left arm very hard. HP:Wounded, Matty Bumpo:strongf set tac def f f f **pray** *knock on wood* set tac def f set tac def ly clumsy> You force your Will against Matty Bumpo's will! HP:Wounded, Matty Bumpo:strongly clumsy> Sesil forces his Will against Matty Bumpo's will! HP:Wounded, Sesil:Wounded, Matty Bumpo:strongly clumsy>You say 'fuck these freezes man' HP:Wounded, Sesil:Wounded, Matty Bumpo:strongly clumsy> Matty Bumpo slashes Sesil's left hand hard. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves up. A horse leaves up. A horse leaves up. HP:Wounded, Matty Bumpo:strongly clumsy> f You force your Will against Matty Bumpo's strength! HP:Wounded, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's intelligence! HP:Wounded, Matty Bumpo:strongly clumsy> Sesil enters from above. A horse enters from above. A horse enters from above. HP:Wounded, Matty Bumpo:strongly clumsy> Matty Bumpo slashes your left leg hard. You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Wounded, Matty Bumpo:strongly clumsy> You force your Will against Matty Bumpo's strength! HP:Wounded, Matty Bumpo:strongly clumsy>You are now employing defensive tactics. HP:Wounded, Matty Bumpo:strongly clumsy> You deflect Matty Bumpo's attack. You wimp out, and attempt to flee! You flee head over heels. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. A horse enters from below. A horse enters from below. HP:Wounded>HP:Wounded> Sesil says 'regen me please' HP:Wounded> Sesil gets a soldier ration from a backpack. HP:Wounded> Sesil gets a soldier ration from a backpack. HP:Wounded> Sesil eats a soldier ration. HP:Wounded> Sesil eats a soldier ration. HP:Wounded>It's already open! HP:Wounded>HP:Wounded>HP:Wounded>You are now employing defensive tactics. HP:Wounded>You raise your prayers to the sky. HP:Wounded>You say 'shit' HP:Wounded> You are thirsty. Saving Ainaran. HP:Wounded>Unrecognized command. HP:Wounded> Sesil says 'regen me' HP:Wounded>You flee head over heels. Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does notu seem very glorious at all. A horse is here, gazing at you. A horse is here, gazing at you. Matty Bumpo stands here, with a stupid smirk on his face. A horse enters from above. A horse enters from above. HP:Wounded> Soi tells you 'no mail'. HP:Wounded>HP:Wounded>HP:Wounded>You are now employing defensive tactics. HP:Wounded>You flee head over heels. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most u obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. A horse enters from below. A horse enters from below. HP:Wounded>You flee head over heels. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. u A horse enters from below. A horse enters from below. HP:Wounded>You flee head over heels. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A horse enters from the west. A horse enters from the west. HP:Wounded> Sesil says 'wtf are you doing?' HP:Wounded> Sesil looks at you. HP:Wounded>Unrecognized command. HP:Wounded> Sesil leaves east. A horse leaves east. A horse leaves east. HP:Wounded> Sesil enters from the east. A horse enters from the east. A horse enters from the east. HP:Wounded> Sesil leaves west. A horse leaves west. A horse leaves west. HP:Wounded> Sesil enters from the west. A horse enters from the west. A horse enters from the west. HP:Wounded>HP:Wounded> Sesil leaves south. A horse leaves south. A horse leaves south. HP:Wounded>You are now employing defensive tactics. HP:Wounded>HP:Wounded>HP:Wounded> The sun sets across the fields. Rain falls heavily on the fields. You are thirsty. HP:Wounded>You flee head over heels. Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. HP:Wounded>HP:Wounded>You are now employing defensive tactics. HP:Wounded>HP:Wounded>PANIC! You couldn't escape! HP:Wounded>You cannot go that way. HP:Wounded>pour water skin You cannot go that way. HP:Wounded>You cannot go that way. HP:Wounded>There is no room for more. HP:Wounded>where Players in your Zone -------------------- Soi - Narrow Walk on a Ledge Ainaran - Small Pond Sesil - Narrow Walk on a Ledge Sarlent - Old Dirt Road HP:Wounded>w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. HP:Wounded>w Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. An evil, black warg paces around the clearing. A huge wolf is here, fighting Soi. A huge wolf is here, fighting Soi. Soi is here, fighting a huge wolf, riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Wounded>cry A huge wolf deflects Soi's attack. Sesil stops using a light kite shield. HP:Wounded> An evil warg says 'I must protect my friend!' An evil warg assists a huge wolf. An evil warg attacks Soi! An evil warg hits Soi's left leg hard. An evil warg heroically rescues a huge wolf! HP:Wounded>e Waaaaah.. Sesil wields a fine two-handed sword. HP:Wounded>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A horse enters from the west. A horse enters from the west. HP:Wounded>tell sesil we kill him???? You tell Sesil 'we kill him????' HP:Wounded> Sesil nods solemnly. HP:Wounded>tell sesil I froze the whole fight!!! You tell Sesil 'I froze the whole fight!!!' HP:Wounded> Sesil leaves west. A horse leaves west. A horse leaves west. HP:Wounded> Sesil stops following you. HP:Wounded>cast regen You start to concentrate. |/-\cast curing |/-\set men off Ok. You feel yourself becoming much healthier. You start to concentrate. /-\| Night falls over the land. Rain falls heavily on the fields. You are thirsty. /-\ Sesil enters from the west. A horse enters from the west. A horse enters from the west. Ok. You feel yourself becoming healthier. AutoMental mode is now off. HP:Wounded> Sesil leaves east. A horse leaves east. A horse leaves east. HP:Wounded> Sesil enters from the east. A horse enters from the east. A horse enters from the east. HP:Wounded> Sesil says 'cure me' HP:Wounded> Sesil says 'and regen please' HP:Wounded> Sesil begins quietly muttering some strange, powerful words. HP:Wounded> Sesil utters a strange command, 'insight' HP:Wounded>cast regen sesil You start to concentrate. |/-\|/-\ Ok. HP:Hurt> Sesil lies down and falls asleep. HP:Hurt>sc You have 72/143 hit, 56/56 stamina, 122/145 moves, 39 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 44K. You are thirsty. HP:Hurt>who drink skin Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human (sleeping) [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. drink skin drink skin HP:Hurt>You drink the water. HP:Hurt>You drink the water. You don't feel thirsty any more. HP:Hurt>Your stomach can't contain anymore! HP:Hurt>where exam w Players in your Zone -------------------- Soi - Plains at a ledge Ainaran - Hillock Sesil - Hillock Sarlent - Thick Grassy Field HP:Hurt>To the west you see: It is pitch black... HP:Hurt>get tor pack hol tor You get a torch from a backpack. l HP:Hurt>You're already holding something. HP:Hurt>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Hurt> Soi tells you 'help with evil warg?'. HP:Hurt>put tor pack tell soi nod You put a torch in a backpack. HP:Hurt> Sarlent is entering from the south, riding on a nice pony. HP:Hurt>set tac ag w You tell Soi 'nod' HP:Hurt>You are now employing aggressive tactics. HP:Hurt> Sarlent is leaving west, riding on a nice pony. HP:Hurt>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. Sarlent is riding on a nice pony. HP:Hurt>assist soi Your blood freezes as you hear someone's death cry. Soi tells you 'i need regen'. HP:Hurt>Whom do you wish to assist? HP:Hurt>w An evil warg attacks Sarlent! An evil warg hits Sarlent's left arm. An evil warg deflects Sarlent's attack. HP:Hurt> Soi is entering from the west, riding on a horse. HP:Hurt> Soi is leaving east, riding on a horse. HP:Hurt>Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. The slashed corpse of a gray wolf is lying here. A black rabbit scurries about. HP:Hurt>tell soi where are you? e You tell Soi 'where are you?' HP:Bruised>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. HP:Bruised>e An evil warg attacks YOU! An evil warg hits your left arm hard. An evil warg deflects your attack. HP:Hurt, an evil warg:Healthy>No way! You're fighting for your life! HP:Hurt, an evil warg:Healthy>set tac def f Clouds race through the sky above the fields. HP:Hurt, an evil warg:Healthy>You are now employing defensive tactics. HP:Hurt, an evil warg:Healthy>An evil warg deflects your attack. You flee head over heels. Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. The slashed corpse of a gray wolf is lying here. A black rabbit scurries about. HP:Hurt> Soi tells you '1e of sentry'. HP:Hurt>e e Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. HP:Hurt>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Sesil the Human is sleeping here. A horse is here, gazing at you. A horse is here, gazing at you. Soi is riding on a horse. HP:Hurt>cast regen soi You start to concentrate. |/-\|/-\ Ok. HP:Bruised> Soi sits down and rests. HP:Bruised> You join the group of Soi. HP:Bruised> Sesil awakes, and clambers on his feet. HP:Bruised> Sesil joins the group of Soi. HP:Bruised>shiv Sesil says 'lets go' HP:Bruised>Brrrrrrrrr. HP:Bruised> A horse stops following Sesil. Sesil mounts a horse and starts riding him. HP:Bruised>'just froze a lot You say 'just froze a lot' 'almost died HP:Bruised> Soi says 'i hurt atm' HP:Bruised>You say 'almost died' HP:Bruised>, knocks on wood. Ainaran knocks on wood. Sesil looks at you. HP:Bruised>who Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Bruised> Soi says '29 k tnl' sc HP:Scratched>You have 132/143 hit, 56/56 stamina, 110/145 moves, 34 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 44K. HP:Scratched>'44K tnl You say '44K tnl' HP:Scratched>who Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Scratched> Clouds race through the sky above the fields. Saving Ainaran. > Soi says 'confuse warg' > Soi says 'ill bash wolf' brb >afk Come back soon! >You go away from keyboard. > Sesil nods solemnly. > Sesil says 'go' > Soi says 'ainaran afk' > Sesil sends smoke rings skyward and watches as they chase one another. > Sesil offers Soi his pipe and a pinch of pipeweed. >smoke Ainaran smoke You return to your keyboard. You take a deep draw on your pipe. >You watch as your smoke rings chase one another skyward. >l Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Sesil is riding on a horse. A horse is here, gazing at you. Soi is resting here, riding on a horse. A horse is here, gazing at you. > Sesil shows his approval by clapping his small hands together. > Clouds race through the sky above the fields. 'let's do it to it. >You say 'let's do it to it.' > Sesil says 'lets go' >st You are already standing. fol soi >You now follow Soi. > Soi stops resting, and clambers on his feet. >set tac ag You are now employing aggressive tactics. set men off >AutoMental mode is now off. > Soi is leaving west, riding on a horse. You follow Soi. Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. A bandit sentry stands vigil here, slouching against his weapon. Soi is riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. alias as assist soi as > Soi attacks an evil warg! An evil warg dodges Soi's attack. > Soi deflects an evil warg's attack. > Sesil assists Soi. Sesil attacks an evil warg! Sesil slashes an evil warg's body hard. > Soi deflects an evil warg's attack. > An evil warg deflects Soi's attack. >You replaced the alias 'as'. > Sesil begins quietly muttering some strange, powerful words. > Soi deflects an evil warg's attack. An evil warg deflects Soi's attack. >cc Sesil utters a strange command, 'confuse' An evil warg appears to be confused! >ci You join the fight! You attack an evil warg! You slash an evil warg's body. HP:Healthy, Soi:Bruised, an evil warg:Scratched>You start to concentrate. |/-\ Sesil slashes an evil warg's body extremely hard. Soi deflects an evil warg's attack. | Soi slashes an evil warg's body. /- Sesil begins quietly muttering some strange, powerful words. \Ok. You start to concentrate. -\| A huge wolf attacks Soi! Soi deflects a huge wolf's attack. A huge wolf attacks Soi! Soi deflects a huge wolf's attack. /-\ Sesil utters a strange command, 'insight' Soi deflects an evil warg's attack. Ok. She has insight already. HP:Healthy, Soi:Bruised, an evil warg:Bruised> An evil warg deflects Soi's attack. HP:Healthy, Soi:Bruised, an evil warg:Bruised> Soi deflects a huge wolf's attack. Soi deflects a huge wolf's attack. HP:Healthy, Soi:Bruised, an evil warg:Bruised> You slash an evil warg's left hindleg. HP:Healthy, Soi:Bruised, an evil warg:Bruised>diag An evil warg hits Soi's body hard. HP:Healthy, Soi:Hurt, an evil warg:Bruised> Soi sends an evil warg sprawling with a powerful bash. HP:Healthy, Soi:Hurt, an evil warg:Bruised>set tac ag An evil warg has some bruises. An evil warg is in top shape. An evil warg has been here for a very long time. An evil warg is affected by: insight (long) confuse (fast-acting) She is well aware of the Wraith-world. HP:Healthy, Soi:Hurt, an evil warg:Bruised>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, an evil warg:Bruised> Sesil slashes an evil warg's body very hard. HP:Healthy, Soi:Hurt, an evil warg:Hurt> A huge wolf hits Soi's body. Soi deflects a huge wolf's attack. You slash an evil warg's body. HP:Healthy, Soi:Hurt, an evil warg:Hurt>l Soi slashes an evil warg's left foreleg. HP:Healthy, Soi:Hurt, an evil warg:Hurt>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. The silent corpse of a bandit sentry is lying here. An old, rusted iron key lies here. An evil warg (busy) is here, fighting Soi. A huge wolf is here, fighting Soi. A huge wolf is here, fighting Soi. A bandit sentry stands vigil here, slouching against his weapon. Soi is here, fighting an evil warg, riding on a horse. A horse is here, gazing at you. Sesil is here, fighting an evil warg, riding on a horse. A horse is here, gazing at you. HP:Healthy, Soi:Hurt, an evil warg:Hurt> You slash an evil warg's body. HP:Healthy, Soi:Hurt, an evil warg:Hurt> An evil warg has recovered from a bash! HP:Healthy, Soi:Hurt, an evil warg:Hurt> Soi deflects a huge wolf's attack. Soi deflects a huge wolf's attack. Sesil says 'flee' HP:Healthy, Soi:Hurt, an evil warg:Hurt> An evil warg deflects Soi's attack. HP:Healthy, Soi:Hurt, an evil warg:Hurt> Sesil stops fighting an evil warg. HP:Healthy, Soi:Hurt, an evil warg:Hurt>'dammit You slash an evil warg's body. You say 'dammit' HP:Healthy, Soi:Hurt, an evil warg:Hurt> An evil warg hits Soi's body hard. HP:Healthy, Soi:Hurt, an evil warg:Hurt>set tac def Soi deflects a huge wolf's attack. HP:Healthy, Soi:Hurt, an evil warg:Hurt> A huge wolf hits Soi's right leg. HP:Healthy, Soi:Wounded, an evil warg:Hurt> An evil warg avoids being bashed by Soi who loses his balance and falls! HP:Healthy, Soi:Wounded, an evil warg:Hurt>You are now employing defensive tactics. HP:Healthy, Soi:Wounded, an evil warg:Hurt> An evil warg deflects your attack. An evil warg hits Soi's right leg hard. HP:Healthy, Soi:Wounded, an evil warg:Hurt> Soi slashes an evil warg's right forefoot. HP:Healthy, Soi:Wounded, an evil warg:Hurt> Soi deflects a huge wolf's attack. HP:Healthy, Soi:Wounded, an evil warg:Hurt> A huge wolf hits Soi's head. HP:Healthy, Soi:Wounded, an evil warg:Hurt> Sesil assists Soi. Sesil attacks an evil warg! HP:Healthy, Soi:Wounded, an evil warg:Hurt> You slash an evil warg's body. Sesil slashes an evil warg's left foreleg hard. Soi panics, and attempts to flee! Soi flees head over heals! Soi is leaving west, riding on a horse. HP:Healthy, an evil warg:Hurt> You deflect an evil warg's attack. HP:Healthy, an evil warg:Hurt> Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil is leaving east, riding on a horse. A horse leaves east. HP:Healthy, an evil warg:Hurt> You slash an evil warg's head. f HP:Healthy, an evil warg:Hurt> An evil warg hits your head. HP:Scratched, an evil warg:Hurt>PANIC! You couldn't escape! HP:Scratched, an evil warg:Hurt> Sesil is entering from the east, riding on a horse. A horse enters from the east. HP:Scratched, an evil warg:Hurt> Soi is entering from the west, riding on a horse. Sesil is leaving east, riding on a horse. A horse leaves east. HP:Scratched, an evil warg:Hurt>f You flee head over heels. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Sesil is riding on a horse. A horse is here, gazing at you. HP:Scratched> Sesil is leaving west, riding on a horse. A horse leaves west. HP:Scratched>drink skin drink skin Soi is entering from the west, riding on a horse. HP:Scratched>You drink the water. You don't feel thirsty any more. HP:Scratched>Your stomach can't contain anymore! HP:Scratched> Sesil is entering from the west, riding on a horse. A horse enters from the west. HP:Scratched> Sesil looks at Soi. HP:Scratched> Soi group-says 'you got fear?' HP:Scratched> Sesil shakes his head. > Clouds race through the sky above the fields. > Soi group-says 'ainaran?' >st You are already standing. >gt nod l You group-say 'nod' >Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. >w Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. An old, rusted iron key lies here. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. A bandit sentry stands vigil here, slouching against his weapon. >cf huge You start to concentrate. - Sesil is entering from the east, riding on a horse. A horse enters from the east. \|/-\ Ok. A huge wolf ignores your breath. > Soi group-says 'fear huge wolves' > A huge wolf attacks YOU! A huge wolf hits your body hard. A huge wolf deflects your attack. HP:Scratched, a huge wolf:Healthy> Soi is entering from the east, riding on a horse. HP:Scratched, a huge wolf:Healthy>set tac def f You are now employing defensive tactics. HP:Scratched, a huge wolf:Healthy>You slash a huge wolf's left hindleg. You flee head over heels. Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. The slashed corpse of a gray wolf is lying here. A black rabbit scurries about. HP:Scratched> Soi is entering from the east, riding on a horse. Sesil is entering from the east, riding on a horse. A horse enters from the east. HP:Scratched> Soi attacks a black rabbit! Soi slashes a black rabbit's left hindleg. HP:Scratched> Soi dodges a black rabbit's attack. HP:Scratched> Sesil assists Soi. gt close the fackin ledgewall Sesil attacks a black rabbit! Sesil slashes a black rabbit's right hindleg hard. A black rabbit is dead! R.I.P. You receive your share of experience -- 5 points. The rabbit twitches and is still. HP:Scratched>as You group-say 'close the fackin ledgewall' HP:Scratched>But nobody is fighting him! HP:Scratched>w Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. HP:Scratched> Sesil is entering from the east, riding on a horse. A horse enters from the east. HP:Scratched>close ledgewall e e Nothing here by that name. HP:Scratched>Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. The slashed corpse of a black rabbit is lying here. The slashed corpse of a gray wolf is lying here. Soi is riding on a horse. HP:Scratched>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. An old, rusted iron key lies here. An evil, black warg paces around the clearing. A huge wolf stares at you intently. A huge wolf stares at you intently. A bandit sentry stands vigil here, slouching against his weapon. HP:Scratched> Soi group-says 'it is' cf huge >You start to concentrate. -\|/-\ Ok. A huge wolf ignores your breath. > Clouds race through the sky above the fields. Your regeneration slows again. >gt good You group-say 'good' >cf huge You start to concentrate. -\|/-\ Ok. A huge wolf ignores your breath. > A huge wolf attacks YOU! You deflect a huge wolf's attack. You lightly slash a huge wolf's head. HP:Healthy, a huge wolf:Scratched>cf huge You start to concentrate. -\|/-\ You deflect a huge wolf's attack. Ok. A huge wolf looks shocked for a brief moment before the panic sets in. HP:Healthy, a huge wolf:Scratched> You lightly slash a huge wolf's right foreleg. HP:Healthy, a huge wolf:Scratched> A huge wolf panics, and attempts to flee! A huge wolf flees head over heals! A huge wolf leaves west. HP:Healthy, a huge wolf:Scratched> You deflect a huge wolf's attack. HP:Healthy, a huge wolf:Scratched> A huge wolf deflects your attack. HP:Healthy, a huge wolf:Scratched>cf huge You deflect a huge wolf's attack. HP:Healthy, a huge wolf:Scratched> You lightly slash a huge wolf's left hindleg. HP:Healthy, a huge wolf:Scratched>Soi is entering from the west, riding on a horse. Sesil is entering from the west, riding on a horse. A horse enters from the west. You start to concentrate. -\|/- An evil warg says 'I must protect my friend!' An evil warg assists a huge wolf. An evil warg attacks YOU! An evil warg hits your left foot. An evil warg heroically rescues a huge wolf! You turn to face your next enemy. You could not concentrate anymore! HP:Scratched, an evil warg:Hurt> Soi attacks an evil warg! An evil warg deflects Soi's attack. Sesil assists Soi. Sesil attacks an evil warg! An evil warg deflects Sesil's attack. HP:Scratched, an evil warg:Hurt> An evil warg deflects your attack. HP:Scratched, an evil warg:Hurt>cf huge You start to concentrate. - You deflect an evil warg's attack. \|/-\ An evil warg deflects Soi's attack. Ok. A huge wolf ignores your breath. HP:Scratched, an evil warg:Hurt>sigh An evil warg hits your head hard. cf huge HP:Bruised, an evil warg:Hurt> An evil warg deflects your attack. HP:Bruised, an evil warg:Hurt> Sesil begins quietly muttering some strange, powerful words. HP:Bruised, an evil warg:Hurt>You sigh. HP:Bruised, an evil warg:Hurt> An evil warg avoids being bashed by Soi who loses his balance and falls! HP:Bruised, an evil warg:Hurt> You deflect an evil warg's attack. You lightly slash an evil warg's head. Sesil utters a strange command, 'confuse' HP:Bruised, an evil warg:Hurt>set tac def You start to concentrate. -\ An evil warg deflects Sesil's attack. |/- An evil warg dodges Soi's attack. \Ok. A huge wolf ignores your breath. You are now employing defensive tactics. HP:Bruised, an evil warg:Hurt> Sesil begins quietly muttering some strange, powerful words. HP:Bruised, an evil warg:Hurt> You deflect an evil warg's attack. HP:Bruised, an evil warg:Hurt>f An evil warg dodges your attack. HP:Scratched, an evil warg:Hurt>You flee head over heels. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. HP:Scratched>gt not enough spirit sc You group-say 'not enough spirit' HP:Scratched>You have 132/143 hit, 56/56 stamina, 128/145 moves, 0 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 44K. HP:Scratched>w Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. An old, rusted iron key lies here. An evil warg is here, fighting Soi. A huge wolf stares at you intently. A bandit sentry stands vigil here, slouching against his weapon. Soi is (busy) here, fighting an evil warg, riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. HP:Scratched> Sesil assists Soi. Sesil attacks an evil warg! Sesil slashes an evil warg's right foreleg hard. HP:Scratched> An evil warg avoids being bashed by Soi who loses his balance and falls! HP:Scratched>as set tac ag Soi deflects an evil warg's attack. You join the fight! You attack an evil warg! You lightly slash an evil warg's left foreleg. HP:Scratched, Soi:Hurt, an evil warg:Hurt>You are now employing aggressive tactics. HP:Scratched, Soi:Hurt, an evil warg:Hurt> Soi sends an evil warg sprawling with a powerful bash. HP:Scratched, Soi:Hurt, an evil warg:Hurt>diag Soi slashes an evil warg's head. HP:Scratched, Soi:Hurt, an evil warg:Hurt>An evil warg is somewhat hurt. An evil warg is in top shape. An evil warg has been here for a very long time. An evil warg is affected by: confuse (fast-acting) insight (long) She is well aware of the Wraith-world. HP:Scratched, Soi:Hurt, an evil warg:Hurt> You slash an evil warg's body. HP:Scratched, Soi:Hurt, an evil warg:Wounded> Sesil slashes an evil warg's body. HP:Scratched, Soi:Hurt, an evil warg:Wounded> Soi slashes an evil warg's head. HP:Scratched, Soi:Hurt, an evil warg:Wounded> A bandit sentry says 'I must protect my friend!' A bandit sentry assists an evil warg. A bandit sentry attacks Soi! Soi deflects a bandit sentry's attack. A huge wolf attacks Soi! Soi deflects a huge wolf's attack. HP:Scratched, Soi:Hurt, an evil warg:Wounded> You slash an evil warg's body hard. HP:Scratched, Soi:Hurt, an evil warg:Wounded> An evil warg has recovered from a bash! HP:Scratched, Soi:Hurt, an evil warg:Wounded> Soi lightly slashes an evil warg's head. HP:Healthy, Soi:Hurt, an evil warg:Wounded> Soi deflects an evil warg's attack. HP:Healthy, Soi:Hurt, an evil warg:Wounded> Soi dodges a huge wolf's attack. HP:Healthy, Soi:Hurt, an evil warg:Wounded> You slash an evil warg's right forefoot. HP:Healthy, Soi:Hurt, an evil warg:Wounded> Soi deflects a bandit sentry's attack. HP:Healthy, Soi:Hurt, an evil warg:Wounded> Sesil slashes an evil warg's body hard. HP:Healthy, Soi:Hurt, an evil warg:Bloodied> Soi dodges an evil warg's attack. set tac ag HP:Healthy, Soi:Hurt, an evil warg:Bloodied> You slash an evil warg's body. An evil warg avoids being bashed by Soi who loses his balance and falls! HP:Healthy, Soi:Hurt, an evil warg:Bloodied> Soi deflects a huge wolf's attack. HP:Healthy, Soi:Hurt, an evil warg:Bloodied>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, an evil warg:Bloodied> A bandit sentry hits Soi's body. HP:Healthy, Soi:Hurt, an evil warg:Bloodied> Clouds race through the sky above the fields. Saving Ainaran. HP:Healthy, Soi:Hurt, an evil warg:Bloodied> Soi deflects an evil warg's attack. HP:Healthy, Soi:Hurt, an evil warg:Bloodied> You slash an evil warg's left hindleg. HP:Healthy, Soi:Hurt, an evil warg:Bloodied> Soi sends an evil warg sprawling with a powerful bash. HP:Healthy, Soi:Hurt, an evil warg:Bloodied> Soi deflects a huge wolf's attack. HP:Healthy, Soi:Hurt, an evil warg:Bloodied>set tac ag Sesil slashes an evil warg's left hindleg very hard. HP:Healthy, Soi:Hurt, an evil warg:Awful> A bandit sentry lightly hits Soi's head. HP:Healthy, Soi:Wounded, an evil warg:Awful>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, an evil warg:Awful> An evil warg dodges Soi's attack. HP:Healthy, Soi:Hurt, an evil warg:Awful> You slash an evil warg's body. HP:Healthy, Soi:Hurt, an evil warg:Awful> Soi deflects a huge wolf's attack. HP:Healthy, Soi:Hurt, an evil warg:Awful> An evil warg has recovered from a bash! HP:Healthy, Soi:Hurt, an evil warg:Awful> Soi deflects a bandit sentry's attack. An evil warg deflects Soi's attack. HP:Healthy, Soi:Hurt, an evil warg:Awful> You slash an evil warg's body. HP:Healthy, Soi:Hurt, an evil warg:Awful> Sesil slashes an evil warg's body hard. An evil warg is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 1074 points. The evil warg yelps as it slumps to the ground. A huge wolf stops following an evil warg. > Soi deflects a huge wolf's attack. > Soi smiles happily. > Soi slashes a huge wolf's head hard. Sesil assists Soi. Sesil attacks a huge wolf! >as Soi deflects a bandit sentry's attack. >cc You join the fight! You attack a huge wolf! You lightly slash a huge wolf's body. HP:Healthy, Soi:Hurt, a huge wolf:Bruised> Soi deflects a huge wolf's attack. HP:Healthy, Soi:Hurt, a huge wolf:Bruised> A huge wolf deflects Soi's attack. HP:Healthy, Soi:Hurt, a huge wolf:Bruised>You start to concentrate. |/-\ Soi deflects a bandit sentry's attack. |/ Sesil slashes a huge wolf's right forefoot. -\ A huge wolf hits Soi's right arm. Ok. A huge wolf appears to be confused! HP:Healthy, Soi:Wounded, a huge wolf:Bruised> Soi sends a huge wolf sprawling with a powerful bash. HP:Healthy, Soi:Wounded, a huge wolf:Bruised>ci You can't summon enough energy to cast the spell. HP:Healthy, Soi:Wounded, a huge wolf:Bruised> You slash a huge wolf's left hindleg hard. HP:Healthy, Soi:Wounded, a huge wolf:Hurt>set tac ag Soi deflects a bandit sentry's attack. HP:Healthy, Soi:Wounded, a huge wolf:Hurt>Soi slashes a huge wolf's head hard. You are now employing aggressive tactics. HP:Healthy, Soi:Wounded, a huge wolf:Hurt> You slash a huge wolf's head. Sesil slashes a huge wolf's body extremely hard. A huge wolf has recovered from a bash! HP:Healthy, Soi:Wounded, a huge wolf:Wounded> Soi dodges a bandit sentry's attack. HP:Healthy, Soi:Wounded, a huge wolf:Wounded> Soi slashes a huge wolf's left hindleg hard. HP:Healthy, Soi:Wounded, a huge wolf:Wounded> You slash a huge wolf's left foreleg hard. Soi deflects a huge wolf's attack. 'not enough to insight HP:Healthy, Soi:Wounded, a huge wolf:Bloodied>sniff You say 'not enough to insight' HP:Healthy, Soi:Wounded, a huge wolf:Bloodied>You sniff sadly. *SNIFF* HP:Healthy, Soi:Wounded, a huge wolf:Bloodied> Soi deflects a bandit sentry's attack. Soi lightly slashes a huge wolf's body. HP:Healthy, Soi:Wounded, a huge wolf:Bloodied>who You slash a huge wolf's body. Sesil slashes a huge wolf's left hindleg very hard. A huge wolf is dead! R.I.P. You receive your share of experience -- 510 points. Your blood freezes as you hear a huge wolf's death cry. Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >'insight! Soi lightly slashes a bandit sentry's body. l as >You say 'insight!' > Soi dodges a bandit sentry's attack. >Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a huge wolf is lying here. The slashed corpse of an evil warg is lying here. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. An old, rusted iron key lies here. A bandit sentry is here, fighting Soi. Soi is here, fighting a bandit sentry, riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. >You join the fight! You attack a bandit sentry! You slash a bandit sentry's body. HP:Healthy, Soi:Wounded, a bandit sentry:Bruised> Soi slashes a bandit sentry's body. HP:Healthy, Soi:Wounded, a bandit sentry:Bruised>'sesil! Soi dodges a bandit sentry's attack. HP:Healthy, Soi:Wounded, a bandit sentry:Bruised> Sesil assists Soi. Sesil attacks a bandit sentry! Sesil slashes a bandit sentry's right leg. HP:Healthy, Soi:Wounded, a bandit sentry:Hurt>You say 'sesil!' HP:Healthy, Soi:Wounded, a bandit sentry:Hurt> You lightly slash a bandit sentry's head. HP:Healthy, Soi:Wounded, a bandit sentry:Hurt> A bandit sentry dodges Soi's attack. HP:Healthy, Soi:Wounded, a bandit sentry:Hurt> Soi deflects a bandit sentry's attack. HP:Healthy, Soi:Wounded, a bandit sentry:Hurt> Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Wounded, a bandit sentry:Hurt> You lightly slash a bandit sentry's head. HP:Healthy, Soi:Wounded, a bandit sentry:Hurt> A bandit sentry deflects Soi's attack. HP:Healthy, Soi:Wounded, a bandit sentry:Hurt> Sesil utters a strange command, 'insight' 'insight please! cackle HP:Healthy, Soi:Wounded, a bandit sentry:Hurt> Soi deflects a bandit sentry's attack. HP:Healthy, Soi:Wounded, a bandit sentry:Hurt>You slash a bandit sentry's body hard. You say 'insight please!' HP:Healthy, Soi:Wounded, a bandit sentry:Wounded> Soi slashes a bandit sentry's body. HP:Healthy, Soi:Wounded, a bandit sentry:Bloodied>You cackle gleefully. HP:Healthy, Soi:Wounded, a bandit sentry:Bloodied> Sesil slashes a bandit sentry's body hard. HP:Healthy, Soi:Wounded, a bandit sentry:Awful>hop You slash a bandit sentry's body. A bandit sentry is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 66 points. > Soi gets a small pile of coins from the slashed corpse of a bandit sentry. >Are you a little bunny? >sc You have 143/143 hit, 56/56 stamina, 136/145 moves, 3 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 43K. >'3 spirit now You say '3 spirit now' ci man >Nobody here by that name. > Soi giggles. Sesil says 'whoa' l >Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. The slashed corpse of a huge wolf is lying here. The slashed corpse of an evil warg is lying here. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. An old, rusted iron key lies here. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil says 'thats alot' > Sesil snickers softly. nod >You nod solemnly. >'I'm king of insight You say 'I'm king of insight' 'and spirit >gig You say 'and spirit' e > Clouds race through the sky above the fields. >You giggle. >Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. w w >Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. The slashed corpse of a huge wolf is lying here. The slashed corpse of an evil warg is lying here. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. An old, rusted iron key lies here. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. >Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. The slashed corpse of a black rabbit is lying here. The slashed corpse of a gray wolf is lying here. >e get coins all.cor Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. The slashed corpse of a huge wolf is lying here. The slashed corpse of an evil warg is lying here. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. An old, rusted iron key lies here. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. >There doesn't seem to be a coins in the slashed corpse of a bandit sentry. There doesn't seem to be a coins in the slashed corpse of a huge wolf. There doesn't seem to be a coins in the slashed corpse of an evil warg. >sc Sesil says 'lets go l' >Soi group-says 'we do joey?' You have 143/143 hit, 56/56 stamina, 137/145 moves, 3 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 43K. >brb Come back soon! nod >afk You nod solemnly. >You go away from keyboard. > Soi opens the ledgewall. >st You return to your keyboard. You are already standing. 'k >You say 'k' >set tac def You are now employing defensive tactics. > Clouds race through the sky above the fields. A leather cap decays into dust. A white, long-sleeved blouse decays into dust. A hardened pair of leather pants decays into dust. A pair of stout leather boots decays into dust. A belt pouch decays into dust. A black cloth belt decays into dust. An old, rusted iron key decays into dust. > Sesil stops riding a horse. A horse now follows Sesil. >'ponder You say 'ponder' >l Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. The slashed corpse of a huge wolf is lying here. The slashed corpse of an evil warg is lying here. An old, rusted iron key lies here. Soi is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing'go smile 'just kinda laggy set tac def at you. A horse is here, gazing at you. > Sesil says 'go' >You say 'go' >You smile happily. > Sesil says 'dont say the command' >You say 'just kinda laggy' > Sesil snickers softly. >You are now employing defensive tactics. > Sesil says 'use the coman' > Sesil says 'THINK' > Sesil says 'SPIT' > Sesil says 'PONDER' > Sesil says 'CACKLE' > Sesil says 'LAUGH' > Sesil says 'ROAR' >snicker You snicker softly. 'stop >l Soi giggles. >You say 'stop' > Sesil says 'CLUELESS' >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. The slashed corpse of a huge wolf is lying here. The slashed corpse of an evil warg is lying here. An old, rusted iron key lies here. Soi is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil says 'okay' > Soi stops riding a horse. A horse now follows Soi. > Sesil snickers softly. >smile You smile happily. > Soi leaves down. A horse leaves down. You follow Soi. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A longsword is lying here. A small shield made of iron lies discarded here. A small silken scarf lies on the ground. A thin metal brestplate lies discarded on the ground. An finely cut sapphire has been abandoned here...It glows blue! A small pile of coins is lying here. A torch is lying here. A small pile of coins is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from above. A horse enters from above. > Soi attacks a bandit guard! A bandit guard dodges Soi's attack. > Soi deflects a bandit guard's attack. >as You join the fight! You attack a bandit guard! You slash a bandit guard's left hand. ci HP:Healthy, Soi:Hurt, a bandit guard:Scratched>Soi deflects a bandit guard's attack. Soi slashes a bandit guard's head. You start to concentrate. - Sesil assists Soi. Sesil attacks a bandit guard! Sesil slashes a bandit guard's left arm very hard. \|set tac ag /-\ Ok. HP:Healthy, Soi:Hurt, a bandit guard:Bruised>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, a bandit guard:Bruised>set men off A bandit guard deflects Soi's attack. HP:Healthy, Soi:Hurt, a bandit guard:Bruised> Soi dodges a bandit guard's attack. HP:Healthy, Soi:Hurt, a bandit guard:Bruised>AutoMental mode is now off. HP:Healthy, Soi:Hurt, a bandit guard:Bruised> You slash a bandit guard's body. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> Sesil gets a small pile of coins. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> Sesil gets a small pile of coins. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> A bandit guard dodges Soi's attack. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> Sesil slashes a bandit guard's right arm hard. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> You slash a bandit guard's left arm. Soi dodges a bandit guard's attack. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> Soi slashes a bandit guard's body. HP:Healthy, Soi:Hurt, a bandit guard:Wounded> You lightly slash a bandit guard's body. HP:Healthy, Soi:Hurt, a bandit guard:Wounded> Soi dodges a bandit guard's attack. HP:Healthy, Soi:Hurt, a bandit guard:Wounded> Sesil slashes a bandit guard's body. A bandit guard deflects Soi's attack. HP:Healthy, Soi:Hurt, a bandit guard:Wounded> You slash a bandit guard's left arm. HP:Healthy, Soi:Hurt, a bandit guard:Bloodied> Soi deflects a bandit guard's attack. HP:Healthy, Soi:Hurt, a bandit guard:Bloodied> A torch decays into dust. A small, metal shield decays into dust. A longsword decays into dust. A thin metal breastplate decays into dust. A silk scarf decays into dust. A sapphire ring decays into dust. HP:Healthy, Soi:Hurt, a bandit guard:Bloodied> A bandit guard dodges Soi's attack. HP:Healthy, Soi:Hurt, a bandit guard:Bloodied> You slash a bandit guard's left arm. HP:Healthy, Soi:Hurt, a bandit guard:Bloodied>eyepoke joey You poke Stalwart Joey in the eye.. HP:Healthy, Soi:Hurt, a bandit guard:Bloodied> Soi deflects a bandit guard's attack. HP:Healthy, Soi:Hurt, a bandit guard:Bloodied> Sesil slashes a bandit guard's right arm hard. HP:Healthy, Soi:Hurt, a bandit guard:Awful> A bandit guard dodges Soi's attack. HP:Healthy, Soi:Hurt, a bandit guard:Awful> You slash a bandit guard's right arm. A bandit guard is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 146 points. > Soi gets a small pile of coins from the slashed corpse of a bandit guard. > Soi attacks a bandit guard! Soi slashes a bandit guard's right arm. Sesil assists Soi. Sesil attacks a bandit guard! as > Soi deflects a bandit guard's attack. >You join the fight! You attack a bandit guard! You slash a bandit guard's body. HP:Healthy, Soi:Hurt, a bandit guard:Bruised>ci Sesil slashes a bandit guard's head hard. HP:Healthy, Soi:Hurt, a bandit guard:Bruised>You start to concentrate. -\|/ Soi deflects a bandit guard's attack. A bandit guard dodges Soi's attack. -\ Ok. HP:Healthy, Soi:Hurt, a bandit guard:Bruised> You slash a bandit guard's body. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> A bandit guard deflects Soi's attack. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> Soi dodges a bandit guard's attack. Sesil slashes a bandit guard's body hard. who HP:Healthy, Soi:Hurt, a bandit guard:Hurt>Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf (AFK) (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Healthy, Soi:Hurt, a bandit guard:Hurt> You slash a bandit guard's left hand. HP:Healthy, Soi:Hurt, a bandit guard:Hurt>set tac ag sc A bandit guard deflects Soi's attack. HP:Healthy, Soi:Bruised, a bandit guard:Hurt>You are now employing aggressive tactics. HP:Healthy, Soi:Bruised, a bandit guard:Hurt>You have 143/143 hit, 56/56 stamina, 134/145 moves, 2 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 42K. HP:Healthy, Soi:Bruised, a bandit guard:Hurt> Soi deflects a bandit guard's attack. HP:Healthy, Soi:Bruised, a bandit guard:Hurt> You lightly slash a bandit guard's left hand. HP:Healthy, Soi:Bruised, a bandit guard:Wounded> A bandit guard deflects Soi's attack. Sesil slashes a bandit guard's right leg very hard. HP:Healthy, Soi:Bruised, a bandit guard:Wounded> Soi dodges a bandit guard's attack. HP:Healthy, Soi:Bruised, a bandit guard:Wounded> A bandit guard deflects your attack. HP:Healthy, Soi:Bruised, a bandit guard:Wounded> A bandit guard dodges Soi's attack. HP:Healthy, Soi:Bruised, a bandit guard:Wounded> You slash a bandit guard's left leg. HP:Healthy, Soi:Bruised, a bandit guard:Bloodied> Soi deflects a bandit guard's attack. HP:Healthy, Soi:Bruised, a bandit guard:Bloodied> Sesil slashes a bandit guard's left leg very hard. HP:Healthy, Soi:Bruised, a bandit guard:Awful> Soi lightly slashes a bandit guard's body. A bandit guard is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 146 points. > Soi gets a small pile of coins from the slashed corpse of a bandit guard. > Soi attacks Stalwart Joey! > Soi deflects Stalwart Joey's attack. >as ci Stalwart Joey deflects Soi's attack. You join the fight! You attack Stalwart Joey! You slash Stalwart Joey's right arm hard. HP:Healthy, Soi:Bruised, Stalwart Joey:Bruised>You start to concentrate. - Soi deflects Stalwart Joey's attack. \|/-\ Ok. HP:Healthy, Soi:Bruised, Stalwart Joey:Bruised> Soi lightly slashes Stalwart Joey's body. HP:Healthy, Soi:Bruised, Stalwart Joey:Bruised>diag Soi deflects Stalwart Joey's attack. Sesil assists Soi. Sesil attacks Stalwart Joey! Sesil slashes Stalwart Joey's head hard. HP:Healthy, Soi:Bruised, Stalwart Joey:Bruised>Stalwart Joey has some bruises. Stalwart Joey is in top shape. Stalwart Joey has arrived but recently. Stalwart Joey is affected by: insight (long) set tac ag He is very perceptive to the Wraith-world. HP:Healthy, Soi:Bruised, Stalwart Joey:Bruised> You slash Stalwart Joey's head hard. HP:Healthy, Soi:Bruised, Stalwart Joey:Hurt>You are now employing aggressive tactics. HP:Healthy, Soi:Bruised, Stalwart Joey:Hurt> Stalwart Joey deflects Soi's attack. HP:Healthy, Soi:Bruised, Stalwart Joey:Hurt> Soi deflects Stalwart Joey's attack. HP:Healthy, Soi:Bruised, Stalwart Joey:Hurt> You barely slash Stalwart Joey's body. HP:Healthy, Soi:Bruised, Stalwart Joey:Hurt> Soi deflects Stalwart Joey's attack. HP:Healthy, Soi:Bruised, Stalwart Joey:Hurt> Stalwart Joey deflects Soi's attack. HP:Healthy, Soi:Bruised, Stalwart Joey:Hurt> Stalwart Joey turns to fight Sesil! Sesil slashes Stalwart Joey's body. HP:Healthy, Sesil:Healthy, Stalwart Joey:Hurt> You slash Stalwart Joey's right arm. HP:Healthy, Sesil:Healthy, Stalwart Joey:Hurt> Stalwart Joey slashes Sesil's body. HP:Healthy, Sesil:Scratched, Stalwart Joey:Hurt> Stalwart Joey deflects Soi's attack. HP:Healthy, Sesil:Scratched, Stalwart Joey:Hurt> You slash Stalwart Joey's head hard. HP:Healthy, Sesil:Scratched, Stalwart Joey:Wounded> Stalwart Joey slashes Sesil's right arm hard. HP:Healthy, Sesil:Bruised, Stalwart Joey:Wounded> Stalwart Joey dodges Soi's attack. HP:Healthy, Sesil:Bruised, Stalwart Joey:Wounded> Sesil slashes Stalwart Joey's left arm hard. HP:Healthy, Sesil:Bruised, Stalwart Joey:Wounded> You slash Stalwart Joey's left arm hard. HP:Healthy, Sesil:Bruised, Stalwart Joey:Bloodied> Stalwart Joey slashes Sesil's body hard. HP:Healthy, Sesil:Hurt, Stalwart Joey:Bloodied> Stalwart Joey dodges Soi's attack. HP:Healthy, Sesil:Hurt, Stalwart Joey:Bloodied> Stalwart Joey slashes Sesil's body. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves down. A horse leaves down. A horse leaves down. HP:Healthy, Stalwart Joey:Bloodied> Stalwart Joey deflects your attack. HP:Healthy, Stalwart Joey:Bloodied> Soi slashes Stalwart Joey's right leg. HP:Healthy, Stalwart Joey:Bloodied> Sesil enters from below. A horse enters from below. A horse enters from below. HP:Healthy, Stalwart Joey:Bloodied> Sesil assists Soi. Sesil attacks Stalwart Joey! Sesil slashes Stalwart Joey's left arm extremely hard. Stalwart Joey is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 248 points. Stalwart Joey fails in his mission to defend the area, and dies painfully. > Soi gets a small pile of coins from the slashed corpse of Stalwart Joey. >gig get coins all.cor You giggle. >There doesn't seem to be a coins in the slashed corpse of Stalwart Joey. There doesn't seem to be a coins in the slashed corpse of a bandit guard. There doesn't seem to be a coins in the slashed corpse of a bandit guard. >exam cor You see nothing special.. When you look inside, you see: corpse (here) : a longsword a golden bracelet..It glows blue! a small, metal shield a pair of silk sleeves a silk scarf a thin metal breastplate a sapphire ring..It glows blue! a stone ring..It glows blue! a torch a large, metal shield a silk shirt a silk scarf a large, metal shield a hand axe a sapphire ring..It glows blue! a silk shirt a silk scarf a hand axe a large, metal shield a pair of silk sleeves a silk scarf a stone ring..It glows blue! a get goldencor thin metal breastplate a silk scarf a small, metal shield a longsword >You don't see a goldencor here. >get golden cor get golden cor get golden cor You get a golden bracelet from the slashed corpse of Stalwart Joey. >There doesn't seem to be a golden in the slashed corpse of Stalwart Joey. >There doesn't seem to be a golden in the slashed corpse of Stalwart Joey. >put golden pack You put a golden bracelet in a backpack. l >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of Stalwart Joey is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of a bandit guard is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a torch >who Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf (AFK) (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >'I hate matty Soi says 'lotsa eq on him:P' You say 'I hate matty' smile >exam cor Sesil drinks water from a water skin. >You smile happily. Sesil drinks water from a water skin. > Sesil says 'lets go' >You see nothing special.. When you look inside, you see: corpse (here) : a longsword a small, metal shield a pair of silk sleeves a silk scarf a thin metal breastplate a sapphire ring..It glows blue! a stone ring..It glows blue! a torch a large, metal shield a silk shirt a silk scarf a large, metal shield a hand axe a sapphire ring..It glows blue! a silk shirt a silk scarf a hand axe a large, metal shield a pair of silk sleeves a silk scarf a stone ring..It glows blue! a thin metal breastplate a silk scarf a small, metal shield a longsword > Soi leaves down. A horse leaves down. You follow Soi. Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. A horse is here, gazing at you. A horse is here, gazing at you. Matty Bumpo stands here, with a stupid smirk on his face. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from above. A horse enters from above. > Matty Bumpo avoids being bashed by Soi who loses his balance and falls! > Soi deflects Matty Bumpo's attack. Matty Bumpo deflects Soi's attack. >as cc You join the fight! You attack Matty Bumpo! Matty Bumpo deflects your attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Healthy>ci You start to concentrate. |/ Soi deflects Matty Bumpo's attack. Matty Bumpo dodges Soi's attack. -\|/-\ Sesil assists Soi. Sesil attacks Matty Bumpo! Matty Bumpo deflects Sesil's attack. Ok. Matty Bumpo appears to be confused! You start to concentrate. -\|/ Soi deflects Matty Bumpo's attack. Soi slashes Matty Bumpo's head. -set tac ag \ Ok. HP:Healthy, Soi:Bruised, Matty Bumpo:Scratched> Sesil says 'i hate his name' HP:Healthy, Soi:Bruised, Matty Bumpo:Scratched>Soi deflects Matty Bumpo's attack. Matty Bumpo deflects Soi's attack. You are now employing aggressive tactics. HP:Healthy, Soi:Bruised, Matty Bumpo:Scratched> You lightly slash Matty Bumpo's body. HP:Healthy, Soi:Bruised, Matty Bumpo:Scratched> Sesil slashes Matty Bumpo's left hand hard. HP:Healthy, Soi:Bruised, Matty Bumpo:Bruised> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bruised> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bruised> You lightly slash Matty Bumpo's head. HP:Healthy, Soi:Bruised, Matty Bumpo:Bruised> Sesil says 'Matty Bumpo' HP:Healthy, Soi:Bruised, Matty Bumpo:Bruised> Matty Bumpo slashes Soi's head very hard. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised> You lightly slash Matty Bumpo's left arm. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised> Sesil slashes Matty Bumpo's right leg very hard. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised> You slash Matty Bumpo's left leg. Soi lightly slashes Matty Bumpo's body. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised>'dang Soi deflects Matty Bumpo's attack. You say 'dang' HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised> You lightly slash Matty Bumpo's left arm. Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised> Sesil slashes Matty Bumpo's body. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised>set men off Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Bruised> You slash Matty Bumpo's left hand. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt>AutoMental mode is now off. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt>set tac ag Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> You lightly slash Matty Bumpo's body. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Sesil slashes Matty Bumpo's body. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> You lightly slash Matty Bumpo's left leg. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Soi's torch flickers weakly. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> You lightly slash Matty Bumpo's head. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Soi lightly slashes Matty Bumpo's left leg. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Sesil slashes Matty Bumpo's left arm. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> You barely slash Matty Bumpo's body. Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Soi slashes Matty Bumpo's left foot. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt>'so I can't hit that hard. You say 'so I can't hit that hard.' HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> You lightly slash Matty Bumpo's right leg. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt>'big deal. Sesil slashes Matty Bumpo's body. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt>You say 'big deal.' HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> You lightly slash Matty Bumpo's right leg. Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt>'I'm a friggin mystic. smile You lightly slash Matty Bumpo's body. Soi deflects Matty Bumpo's attack. You say 'I'm a friggin mystic.' HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt>You smile happily. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Hurt> Sesil slashes Matty Bumpo's head hard. HP:Healthy, Soi:Hurt, Matty Bumpo:Wounded> You slash Matty Bumpo's left arm. HP:Healthy, Soi:Hurt, Matty Bumpo:Wounded> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Wounded>set tac ag Soi giggles. HP:Healthy, Soi:Hurt, Matty Bumpo:Wounded>Matty Bumpo dodges Soi's attack. You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, Matty Bumpo:Wounded> You slash Matty Bumpo's left leg. Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Wounded> Sesil slashes Matty Bumpo's right arm. HP:Healthy, Soi:Hurt, Matty Bumpo:Wounded> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Wounded> Matty Bumpo deflects your attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Wounded> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Wounded> Soi barely slashes Matty Bumpo's body. HP:Healthy, Soi:Bruised, Matty Bumpo:Wounded>, knocks on wood. You slash Matty Bumpo's right leg. HP:Healthy, Soi:Bruised, Matty Bumpo:Wounded> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Wounded> Sesil lightly slashes Matty Bumpo's left arm. HP:Healthy, Soi:Bruised, Matty Bumpo:Wounded> Soi lightly slashes Matty Bumpo's body. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> You lightly slash Matty Bumpo's left leg. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied>Ainaran knocks on wood. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> You slash Matty Bumpo's left leg. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Matty Bumpo deflects Sesil's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> You lightly slash Matty Bumpo's left leg. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Matty Bumpo deflects your attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Sesil slashes Matty Bumpo's left leg. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> You slash Matty Bumpo's head. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> You lightly slash Matty Bumpo's right arm. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Bloodied>'freezing 'again sigh Sesil slashes Matty Bumpo's left arm. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Matty Bumpo deflects your attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Matty Bumpo deflects your attack. Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful>You say 'freezing' HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Matty Bumpo deflects Sesil's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful>You say 'again' HP:Healthy, Soi:Bruised, Matty Bumpo:Awful>You sigh. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Matty Bumpo deflects your attack. Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful>set tac ag Matty Bumpo deflects your attack. Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful>You are now employing aggressive tactics. HP:Healthy, Soi:Bruised, Matty Bumpo:Awful> Matty Bumpo slashes Soi's body hard. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>get coins all.cor Matty Bumpo deflects Sesil's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>You can't seem to find any cors here. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> You lightly slash Matty Bumpo's head. Soi looks at Matty Bumpo. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>get coins all.cor Matty Bumpo slashes Soi's left foot hard. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>You can't seem to find any cors here. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> You barely slash Matty Bumpo's body. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>get coins all.cor Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> Matty Bumpo deflects Sesil's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>You can't seem to find any cors here. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> Soi's torch flickers weakly. Sesil's torch flickers weakly. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> Matty Bumpo deflects your attack. con matty HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> Matty Bumpo dodges Soi's attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>Matty Bumpo slashes Soi's right hand hard. You would need a lot of luck! Matty Bumpo has been here for a very long time. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> Soi says 'die already' HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>get coins all.cor Matty Bumpo deflects your attack. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful>Matty Bumpo dodges Soi's attack. You can't seem to find any cors here. HP:Healthy, Soi:Hurt, Matty Bumpo:Awful> Matty Bumpo slashes Soi's left leg very hard. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Sesil slashes Matty Bumpo's right foot hard. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Sesil stops using a pair of supple leather boots. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Sesil wears a pair of supple leather boots on his feet. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Matty Bumpo deflects your attack. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Matty Bumpo slashes Soi's right foot hard. HP:Healthy, Soi:Bloodied, Matty Bumpo:Awful> Matty Bumpo dodges your attack. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Soi deflects Matty Bumpo's attack. Matty Bumpo deflects Soi's attack. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Matty Bumpo deflects Sesil's attack. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Matty Bumpo deflects your attack. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful>set tac ag Matty Bumpo dodges Soi's attack. Sesil begins quietly muttering some strange, powerful words. diag HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Soi deflects Matty Bumpo's attack. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful>You are now employing aggressive tactics. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> Soi beams a smile at Sesil. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful>Matty Bumpo is almost dead. Matty Bumpo is in top shape. Matty Bumpo has been here for a very long time. Matty Bumpo is affected by: insight (long) He is very perceptive to the Wraith-world. HP:Healthy, Soi:Wounded, Matty Bumpo:Awful> You slash Matty Bumpo's head. Matty Bumpo is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 1166 points. Your blood freezes as you hear Matty Bumpo's death cry. > Soi gets a pile of coins from the slashed corpse of Matty Bumpo. >get coins all.cor There doesn't seem to be a coins in the slashed corpse of Matty Bumpo. > Soi leaves up. A horse leaves up. You follow Soi. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of Stalwart Joey is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of a bandit guard is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from below. A horse enters from below. > Soi leaves up. A horse leaves up. You follow Soi. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. The slashed corpse of a huge wolf is lying here. The slashed corpse of an evil warg is lying here. An old, rusted iron key lies here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from below. A horse enters from below. >who Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf (AFK) (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >cast regen soi Soi closes the ledgewall. You start to concentrate. |/-cast curing soi \|/-\ Ok. >sc You start to concentrate. /-\|/-\Ok. You have 143/143 hit, 56/56 stamina, 131/145 moves, 1 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 41K. >'1 spirit Your regeneration slowed. >You say '1 spirit' >'I'm going to solo for a while wav Soi says 'who on yer team ainaran?' fol self >You say 'I'm going to solo for a while' >You wave. >You stop following Soi. >'Trace and Valian You say 'Trace and Valian' e >Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. >e pour water skin Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. >You pour some water into the skin. >w s Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. >Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. >ride who A horse stops following you. You mount a horse and start riding him. R>Players ------- [ 9 WdE] Aza the Wood Elf [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf (AFK) (sleeping) [ Vala ] Malek the Executioner [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. R>e e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R>w Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>set men off The sun rises across the fields. Clouds race through the sky above the fields. Your torch flickers weakly. R>AutoMental mode is now off. R>k wolf set tac def You attack an abandoned wolf! You slash an abandoned wolf's right forefoot. R HP:Healthy, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised>You are now employing defensive tactics. R HP:Healthy, an abandoned wolf:Bruised> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's left foreleg. R HP:Healthy, an abandoned wolf:Hurt>prac You have 6 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's right hindfoot. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> Soi enters from the west. A horse enters from the west. Sesil enters from the west. A horse enters from the west. A horse enters from the west. R HP:Healthy, an abandoned wolf:Bloodied> but eat meat An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Bloodied> Soi leaves east. A horse leaves east. Sesil leaves east. A horse leaves east. A horse leaves east. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. You slash an abandoned wolf's left hindleg. R HP:Healthy, an abandoned wolf:Awful> You lightly slash an abandoned wolf's left hindleg. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 114 points. Your blood freezes as you hear an abandoned wolf's death cry. R>R>R>You cut a raw piece of meat from the slashed corpse of an abandoned wolf. R>You eat a raw piece of meat. R>l set tac def Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. R>You are now employing defensive tactics. R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R>s Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. R>s You cannot go that way. R>n e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. R>k rabbit You attack a black rabbit! You slash a black rabbit's right hindleg. R HP:Healthy, a black rabbit:Hurt> You deflect a black rabbit's attack. R HP:Healthy, a black rabbit:Hurt> The day has now begun. Clouds race through the sky above the fields. Your torch flickers weakly. Saving Ainaran. R HP:Healthy, a black rabbit:Hurt> You slash a black rabbit's body. R HP:Healthy, a black rabbit:Wounded> You deflect a black rabbit's attack. R HP:Healthy, a black rabbit:Wounded> You slash a black rabbit's right foreleg. who R HP:Healthy, a black rabbit:Bloodied>Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf (AFK) (sleeping) [ Vala ] Malek the Executioner [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy, a black rabbit:Bloodied> You deflect a black rabbit's attack. R HP:Healthy, a black rabbit:Bloodied> A black rabbit deflects your attack. R HP:Healthy, a black rabbit:Bloodied> You slash a black rabbit's body hard. A black rabbit is dead! R.I.P. You receive your share of experience -- 11 points. The rabbit twitches and is still. R>but eat meat l You cut a small, raw piece of meat from the slashed corpse of a black rabbit. R>You eat a small, raw piece of meat. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. The slashed corpse of a black rabbit is lying here. You are riding on a horse. R>e s You cannot go that way. R>Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black rabbit scurries about. A black deer can barely be made out in the darkness here. A black rabbit scurries about. R>k rabbit You attack a black rabbit! You slash a black rabbit's right forefoot. R HP:Healthy, a black rabbit:Wounded> You dodge a black rabbit's attack. R HP:Healthy, a black rabbit:Wounded> You slash a black rabbit's head. A black rabbit is dead! R.I.P. You receive your share of experience -- 11 points. The rabbit twitches and is still. k deer R>You attack a black deer! R HP:Healthy, a black deer:Healthy> You deflect a black deer's attack. R HP:Healthy, a black deer:Healthy> You slash a black deer's head. R HP:Healthy, a black deer:Bruised> You deflect a black deer's attack. l R HP:Healthy, a black deer:Bruised> You lightly slash a black deer's right forefoot. R HP:Healthy, a black deer:Bruised>R HP:Healthy, a black deer:Bruised>who Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. The slashed corpse of a black rabbit is lying here. A black deer is here, fighting YOU! A black rabbit scurries about. You are here, fighting a black deer, riding on a horse. R HP:Healthy, a black deer:Bruised> You deflect a black deer's attack. A black deer deflects your attack. R HP:Healthy, a black deer:Bruised>Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human (AFK) [--- Dwf] Sarlent the Dwarf (AFK) (sleeping) [ Vala ] Malek the Executioner [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy, a black deer:Bruised> You slash a black deer's left foreleg. R HP:Healthy, a black deer:Hurt> You deflect a black deer's attack. R HP:Healthy, a black deer:Hurt> A black deer deflects your attack. R HP:Healthy, a black deer:Hurt> You deflect a black deer's attack. sc R HP:Healthy, a black deer:Hurt> You slash a black deer's body. R HP:Healthy, a black deer:Wounded>You have 143/143 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 40K. R HP:Healthy, a black deer:Wounded> A black deer deflects your attack. R HP:Healthy, a black deer:Wounded> You deflect a black deer's attack. R HP:Healthy, a black deer:Wounded> A black deer deflects your attack. R HP:Healthy, a black deer:Wounded> You deflect a black deer's attack. R HP:Healthy, a black deer:Wounded> You slash a black deer's body. A black deer panics, and attempts to flee! A black deer flees head over heals! A black deer leaves north. R> Clouds race through the sky above the fields. Your torch went out. R>**I'm listening to the Star Wars: Phantom Menace soundtrack atm, so it's pretty fun. l Unrecognized command. R>Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. The slashed corpse of a black rabbit is lying here. A black rabbit scurries about. You are riding on a horse. R>k rabbit You attack a black rabbit! You slash a black rabbit's left hindleg hard. R HP:Healthy, a black rabbit:Hurt> You deflect a black rabbit's attack. R HP:Healthy, a black rabbit:Hurt>set tac def You lightly slash a black rabbit's body. R HP:Healthy, a black rabbit:Wounded>You deflect a black rabbit's attack. You are now employing defensive tactics. R HP:Healthy, a black rabbit:Wounded> You slash a black rabbit's right hindleg. A black rabbit is dead! R.I.P. You receive your share of experience -- 11 points. The rabbit twitches and is still. R>but eat meat who You cut a small, raw piece of meat from the slashed corpse of a black rabbit. R>You eat a small, raw piece of meat. R>Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human (AFK) [--- Dwf] Sarlent the Dwarf (AFK) (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R>burp gig You burp loudly. R>You giggle. R>e A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black rabbit scurries about. R>k rabbit You attack a black rabbit! You slash a black rabbit's left foreleg. R HP:Healthy, a black rabbit:Bruised> You dodge a black rabbit's attack. R HP:Healthy, a black rabbit:Bruised>set tac ag You are now employing aggressive tactics. R HP:Healthy, a black rabbit:Bruised> You slash a black rabbit's right forefoot hard. R HP:Healthy, a black rabbit:Awful> A black rabbit barely hits your left hand. R HP:Scratched, a black rabbit:Awful> You slash a black rabbit's left foreleg hard. A black rabbit is dead! R.I.P. You receive your share of experience -- 11 points. The rabbit twitches and is still. set tac def R HP:Scratched>e You are now employing defensive tactics. R HP:Scratched>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R HP:Scratched>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) R HP:Scratched>set men on A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched>AutoMental mode is now on. R HP:Scratched> a ball of pale flame forces its Will against your concentration! set tac def R HP:Scratched Mind:in top shape, a ball of pale flame:in top shape> You force your Will against a ball of pale flame's concentration! R HP:Scratched Mind:in top shape, a ball of pale flame:in top shape>You are now employing defensive tactics. R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape>spit flame You force your Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited>who You force your Will against a ball of pale flame's concentration! You spit on it. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited>Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human (AFK) [--- Dwf] Sarlent the Dwarf (AFK) (sleeping) [ Vala ] Malek the Executioner [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly dispirited> A slight mist rises from the damp land into the cloudless sky. R HP:Healthy Mind:in top shape, a ball of pale flame:barely dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:barely dispirited> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly duped> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly duped> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat duped> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat duped> a ball of pale flame forces its Will against your dexterity! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat duped> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely clumsy, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely clumsy, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely clumsy, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely clumsy, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely clumsy, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely clumsy, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely clumsy, a ball of pale flame:quite clumsy>sc a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited>You have 138/138 hit, 56/56 stamina, 130/144 moves, 6 spirit. OB: 43, DB: 24, PB: 87, Speed: 21, Gold: 1, XP Needed: 40K. R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited>sigh You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited>You sigh. R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously retarded> a ball of pale flame forces its Will against your intelligence! R HP:Healthy Mind:slightly duped, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly duped, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly duped, a ball of pale flame:strongly retarded>**40K is kinda hard to get when you're a solo mystic in this place. a ball of pale flame forces its Will against your strength! m R HP:Healthy Mind:slightly duped, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! Your spirit increases by 8. You receive your share of experience -- 617 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>Unrecognized command. R>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ R>l A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. R>l d You see nothing special. l e R>l n You see nothing special. R>You see nothing special. R>l u You see nothing special. R>s Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A brown fox hunts for food here. R>of set men off Sorry, but you can't do that here! R>k wolf set tac def AutoMental mode is now off. R>You attack an abandoned wolf! You lightly slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Scratched> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Scratched>You are now employing defensive tactics. R HP:Healthy, an abandoned wolf:Scratched> Clouds race through the sky above the fields. R HP:Scratched, an abandoned wolf:Scratched> You lightly slash an abandoned wolf's head. R HP:Scratched, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Bruised> You slash an abandoned wolf's head. R HP:Scratched, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Bruised>who An abandoned wolf deflects your attack. Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Malek the Executioner [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Scratched, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Bruised> You slash an abandoned wolf's left forefoot. R HP:Scratched, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. You lightly slash an abandoned wolf's right foreleg. R HP:Scratched, an abandoned wolf:Hurt> You lightly slash an abandoned wolf's right hindleg. R HP:Scratched, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Hurt> An abandoned wolf deflects your attack. R HP:Scratched, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's left hindleg. R HP:Healthy, an abandoned wolf:Wounded> You dodge an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You slash an abandoned wolf's left forefoot. R HP:Healthy, an abandoned wolf:Wounded> You slash an abandoned wolf's left hindleg. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied>**It's sad kind of, that we don't get to keep these characters after the contest. *sniff* An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Bloodied>Unrecognized command. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Awful> You dodge an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Awful> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Awful> You deflect an abandoned wolf's attack. You lightly slash an abandoned wolf's head. An abandoned wolf is stunned, but will probably regain consciousness again. R HP:Healthy, an abandoned wolf:Dying> You slash an abandoned wolf's right foreleg very hard. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 140 points. Saving Ainaran. Your blood freezes as you hear an abandoned wolf's death cry. R>**These are pretty huge logs :-) l Unrecognized command. R>Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of an abandoned wolf is lying here. A brown fox hunts for food here. You are riding on a horse. R>k fox set tac ag You attack a brown fox! You slash a brown fox's body. R HP:Healthy, a brown fox:Hurt> You deflect a brown fox's attack. R HP:Healthy, a brown fox:Hurt>l fox You are now employing aggressive tactics. R HP:Healthy, a brown fox:Hurt> You see an elegant brown fox. You can't help but admire the striped tail and sharp snout. A brown fox is somewhat hurt. wav fox R HP:Healthy, a brown fox:Hurt>You slash a brown fox's left foreleg hard. You wave goodbye to a brown fox. R HP:Healthy, a brown fox:Bloodied> You dodge a brown fox's attack. R HP:Healthy, a brown fox:Bloodied> You slash a brown fox's left foreleg. A brown fox is dead! R.I.P. You receive your share of experience -- 11 points. Your blood freezes as you hear a brown fox's death cry. R>but eat meat l You fumble and waste the slashed corpse of a brown fox. R>You eat a large side of venison. You are full. R>Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of a brown fox is lying here. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. R> Clouds race through the sky above the fields. Saving Ainaran. R>w Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A brown fox hunts for food here. set tac def k wolf diag R>You are now employing defensive tactics. R> An abandoned wolf attacks YOU! You dodge an abandoned wolf's attack. You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Scratched>You do the best you can! R HP:Healthy, an abandoned wolf:Scratched> You slash an abandoned wolf's right hindleg. R HP:Healthy, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised>An abandoned wolf has some bruises. An abandoned wolf is in top shape. An abandoned wolf has been here for a little while. An abandoned wolf is not affected by anything. Its mind is totally numb. R HP:Healthy, an abandoned wolf:Bruised> You slash an abandoned wolf's right hindleg. R HP:Healthy, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised> You slash an abandoned wolf's left foreleg. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You lightly slash an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Hurt>who Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Malek the Executioner [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's left forefoot. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's left foreleg. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's right foreleg. R HP:Healthy, an abandoned wolf:Wounded> You dodge an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf dodges your attack. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Bloodied> An abandoned wolf deflects your attack. You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> You lightly slash an abandoned wolf's left foreleg. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Awful> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Awful> You lightly slash an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Awful> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Awful> You slash an abandoned wolf's body hard. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 124 points. Your blood freezes as you hear an abandoned wolf's death cry. R>**After the contest, i'm going to be working on another zone, and hopefully, just hopefully, a big project will be finished, and the game will expand some more, all for your pleasure and entertainment. :-) l Unrecognized command. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of an abandoned wolf is lying here. A brown fox hunts for food here. You are riding on a horse. R>k ox They aren't here. R>k fox Clouds race through the sky above the fields. R>You attack a brown fox! You lightly slash a brown fox's right foreleg. R HP:Healthy, a brown fox:Hurt>who You deflect a brown fox's attack. R HP:Healthy, a brown fox:Hurt>Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Malek the Executioner [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy, a brown fox:Hurt> You slash a brown fox's right hindleg. R HP:Healthy, a brown fox:Bloodied> You deflect a brown fox's attack. R HP:Healthy, a brown fox:Bloodied>gro A brown fox deflects your attack. R HP:Healthy, a brown fox:Bloodied>Your group consists of: HP: Healthy, S:Full, MV:Energetic -- Soi (Head of group) HP: Healthy, S:Full, MV:Energetic -- Sesil HP: Healthy, S:Full, MV:Energetic -- Ainaran R HP:Healthy, a brown fox:Bloodied> You deflect a brown fox's attack. R HP:Healthy, a brown fox:Bloodied> You slash a brown fox's head. A brown fox is dead! R.I.P. You receive your share of experience -- 11 points. Your blood freezes as you hear a brown fox's death cry. R>gt what's up? but You group-say 'what's up?' eat meat R>l You cut a small, raw piece of meat from the slashed corpse of a brown fox. R>You are too full to eat more. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of a brown fox is lying here. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. R>s Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>s Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. R>pour water skin There is no room for more. R> Soi group-says 'we xping' R>gt nod :-) You group-say 'nod :-)' R>, swings on the swing and jumps off into the water hole. Ainaran swings on the swing and jumps off into the water hole. R>, splashes around happily in the water. Ainaran splashes around happily in the water. R>cough s Yuck, try to cover your mouth next time! R>Clouds race through the sky above the fields. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>e Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. R>n Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... set tac def R>You are now employing defensive tactics. n R>Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>s l d Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... l u R>l e An ancient slab is here, fashioned into a door. R>You see nothing special. R>l w You see nothing special. R>You see nothing special. R>l u You see nothing special. R>l e You see nothing special. R>op slabdoor Ok. R>l Light Forest Exits are: N S D You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... You are riding on a horse. R>exam d To the down you see: Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. The slabdoor is open. R>who Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R>dismount You stop riding a horse. A horse starts following you. >d Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. >m 22 - 24(-)25 || || 20 - 21 - 23 >l Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. A horse is here, gazing at you. >ponder You ponder over matters as they appear to you at this moment. shrug >You shrug. >k warg set tac def You attack a black warg! You slash a black warg. HP:Healthy, a black warg:Scratched> You deflect a black warg's attack. HP:Healthy, a black warg:Scratched>You are now employing defensive tactics. HP:Healthy, a black warg:Scratched>con warg Easy. A black warg has been here for a very long time. HP:Healthy, a black warg:Scratched> A black warg dodges your attack. HP:Healthy, a black warg:Scratched> You deflect a black warg's attack. HP:Healthy, a black warg:Scratched>ci You start to concentrate. -\|/-\cc Ok. HP:Healthy, a black warg:Scratched> You deflect a black warg's attack. HP:Healthy, a black warg:Scratched>You start to concentrate. |/-\|/-\ Ok. A black warg appears to be confused! HP:Healthy, a black warg:Scratched> You slash a black warg. set tac ag HP:Healthy, a black warg:Bruised> You deflect a black warg's attack. HP:Healthy, a black warg:Bruised>You are now employing aggressive tactics. HP:Healthy, a black warg:Bruised>who You slash a black warg very hard. Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Healthy, a black warg:Bruised> You deflect a black warg's attack. HP:Healthy, a black warg:Bruised> You slash a black warg. HP:Healthy, a black warg:Hurt> You dodge a black warg's attack. HP:Healthy, a black warg:Hurt>gt found something... interesting You slash a black warg hard. HP:Healthy, a black warg:Hurt>You group-say 'found something... interesting' HP:Healthy, a black warg:Hurt>l You deflect a black warg's attack. Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. A black warg is here, fighting YOU! A dark warg stands here, its eyes glowing like a flame. A horse is here, gazing at you. HP:Healthy, a black warg:Hurt> You slash a black warg. exa d HP:Healthy, a black warg:Hurt>To the down you see: It is pitch black... HP:Healthy, a black warg:Hurt> Soi group-says 'what?' HP:Healthy, a black warg:Hurt> You deflect a black warg's attack. HP:Healthy, a black warg:Hurt> You slash a black warg hard. HP:Healthy, a black warg:Hurt> You deflect a black warg's attack. HP:Healthy, a black warg:Hurt> You slash a black warg hard. HP:Healthy, a black warg:Wounded>gt some orc thing You group-say 'some orc thing' HP:Healthy, a black warg:Wounded> You slash a black warg extremely hard. HP:Healthy, a black warg:Bloodied> A black warg lightly hits your right arm. HP:Scratched, a black warg:Bloodied> You slash a black warg hard. HP:Scratched, a black warg:Bloodied> You deflect a black warg's attack. HP:Scratched, a black warg:Bloodied> Soi group-says 'where?' HP:Scratched, a black warg:Bloodied> Sesil group-says 'what is it?' HP:Scratched, a black warg:Bloodied> You slash a black warg. HP:Scratched, a black warg:Awful> You deflect a black warg's attack. HP:Scratched, a black warg:Awful> You slash a black warg hard. HP:Scratched, a black warg:Awful>gt not sure yet, gonna explore You deflect a black warg's attack. You group-say 'not sure yet, gonna explore' HP:Scratched, a black warg:Awful> You slash a black warg. A black warg is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 66 points. HP:Scratched> Soi group-says 'orcish maze?' HP:Scratched>gt nod :) l You group-say 'nod :)' HP:Scratched>Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a black warg is lying here. A dark warg stands here, its eyes glowing like a flame. A horse is here, gazing at you. HP:Scratched>e It is pitch black... w get tor pack hol tor l > Sesil group-says 'ahhh' >Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a black warg is lying here. A dark warg stands here, its eyes glowing like a flame. set tac def >You get a torch from a backpack. > Saving Ainaran. >You light a torch and hold it. >Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a black warg is lying here. A dark warg stands here, its eyes glowing like a flame. A horse is here, gazing at you. >e You are now employing defensive tactics. > Soi group-says 'where is it?' >Burrow Exits are: N S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. >w n Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a black warg is lying here. A dark warg stands here, its eyes glowing like a flame. >Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. A goblin soldier patrols the halls. > A goblin soldier attacks YOU! A goblin soldier slashes your body hard. A goblin soldier dodges your attack. HP:Bruised, a goblin soldier:Healthy>s No way! You're fighting for your life! f set tac def HP:Bruised, a goblin soldier:Healthy> A goblin soldier dodges your attack. HP:Bruised, a goblin soldier:Healthy> A goblin soldier slashes your left foot hard. HP:Bruised, a goblin soldier:Healthy>You flee head over heels. A Disgusting Tunnel Exits are: E W This tunnel runs straight and flat thorugh the rock. Piles of debris on the floor give off a putrid stench, some even oozing greenish slime. Evidently the piles are the corpses of things just recently dead, as the ooze is still viscous enough to gather into a puddle in the middle s u e of the floor. A goblin miner is rolling heavy boulders. A long squat lizard peers around with luminous eyes. HP:Bruised>You are now employing defensive tactics. HP:Bruised>HP:Bruised>Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. A goblin soldier patrols the halls. set tac def gt shit gt goblins all over gt frozen too and bruised last time I saw set tac def pray HP:Bruised>Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a black warg is lying here. A dark warg stands here, its eyes glowing like a flame. HP:Bruised>Light Forest Exits are: N S D You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... HP:Bruised>HP:Bruised>You are now employing defensive tactics. HP:Bruised>You group-say 'shit' HP:Bruised>You group-say 'goblins all over' HP:Bruised>HP:Bruised>HP:Bruised> Sesil group-says 'giggle' HP:Bruised> Sesil group-says 'kill em' HP:Bruised>You group-say 'frozen too and bruised last time I saw' HP:Bruised>HP:Bruised>HP:Bruised>You are now employing defensive tactics. HP:Bruised>HP:Bruised>HP:Bruised>HP:Bruised>HP:Bruised> The sun sets behind the trees. Clouds can be seen above in the sky. HP:Bruised>You raise your prayers to the sky. HP:Bruised>HP:Bruised>HP:Bruised>gt shite You group-say 'shite' HP:Bruised>gt that scary shit You group-say 'that scary shit' HP:Bruised>gt can't do it solo You group-say 'can't do it solo' HP:Bruised>gt maybe in a group :-) You group-say 'maybe in a group :-)' HP:Bruised>l Light Forest Exits are: N S D You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A horse is here, gazing at you. cast regen HP:Bruised>You start to concentrate. |/-\|close slabdoor /-\Ok. You feel yourself becoming much healthier. Ok. HP:Bruised>who Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Bruised>l Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A horse is here, gazing at you. HP:Scratched> Soi group-says 'where?' HP:Scratched> Night falls over the land. Clouds can be seen above in the sky. HP:Scratched>gt it's at the room "Light Forest" only has a 2 line description You group-say 'it's at the room "Light Forest" only has a 2 line description' >l Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A horse is here, gazing at you. >ride A horse stops following you. You mount a horse and start riding him. R> Soi group-says 'near what?' R>gt the one that ends with How lovely... You group-say 'the one that ends with How lovely...' l R>Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... You are riding on a horse. R>n n Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>You cannot go that way. R>w Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. n n R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of a brown fox is lying here. The slashed corpse of an abandoned wolf is lying here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A brown fox hunts for food here. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. n R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. e R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. n A small, green snake slithers harmlessly here. R>You cannot go that way. w R>n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. R>You cannot go that way. R> Soi group-says 'what is it near?' R>gt right near our town dismount You group-say 'right near our town' R>You stop riding a horse. A horse starts following you. >re afk You sit down and rest your tired bones. >You go away from keyboard. > Not a cloud can be seen in the sky. > Soi group-says 'ouch' >gt come boys, I show you You return to your keyboard. You group-say 'come boys, I show you' >l Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >**Lick, found darkie maze :-) Unrecognized command. > Not a cloud can be seen in the sky. Saving Ainaran. > Soi group-says 'found it' >st You stop resting, and stand up. gt coming >s s You group-say 'coming' >s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. >Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. >s Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of a brown fox is lying here. The slashed corpse of an abandoned wolf is lying here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A brown fox hunts for food here. > An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. You slash an abandoned wolf's right hindleg. s HP:Healthy, an abandoned wolf:Scratched>No way! You're fighting for your life! HP:Healthy, an abandoned wolf:Scratched>set tac def s You are now employing defensive tactics. HP:Healthy, an abandoned wolf:Scratched>You lightly slash an abandoned wolf's head. No way! You're fighting for your life! HP:Healthy, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. HP:Healthy, an abandoned wolf:Bruised>f You flee head over heels. Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of a brown fox is lying here. The slashed corpse of an abandoned wolf is lying here. >w s Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of a brown fox is lying here. The slashed corpse of an abandoned wolf is lying here. A wolf approaches you, obviously abandoned by itss pack, hungry and angry. A brown fox hunts for food here. >Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. >Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. >s Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. >s e You cannot go that way. >Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. >n Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. >smile You smile happily. >op slabdoor Soi group-says 'what doorname?' >Ok. >fol soi Sesil stops riding a horse. A horse now follows Sesil. > Soi says 'regen' >You now follow Soi. >cast regen soi Soi stops riding a horse. A horse now follows Soi. >You start to concentrate. |/-\|/-\ Ok. >'tired of soloing anyway gig You say 'tired of soloing anyway' > Soi sits down and rests. >You giggle. >exam d Soi giggles. To the down you see: Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a black warg is lying here. A dark warg stands here, its eyes glowing like a flame. A shaggy cave bear is standing here, its head weaving to and fro. The slabdoor is open. >'shaggy bear down 'and a warg Clouds can be seen above in the sky. You are thirsty. You say 'shaggy bear down' >You say 'and a warg' > Soi says 'dark warg?' > Soi says 'or evil' >nod You nod solemnly. >'dark 'mont You say 'dark' >You say 'mont' >'mount Soi nods solemnly. >Soi stops resting, and clambers on his feet. You say 'mount' > Soi leaves down. A horse leaves down. You follow Soi. Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a black warg is lying here. A dark warg stands here, its eyes glowing list ke a flame. A shaggy cave bear is standing here, its head weaving to and fro. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from above. A horse enters from above. > Soi attacks a shaggy cave bear! Soi lightly slashes a shaggy cave bear's body. > A shaggy cave bear hits Soi's body hard. >You are already standing. >as cc You join the fight! You attack a shaggy cave bear! You slash a shaggy cave bear's right hindfoot. ci HP:Healthy, Soi:Wounded, a shaggy cave bear:Scratched>You start to concentrate. |/-\ A shaggy cave bear hits Soi's body. Sesil assists Soi. Sesil attacks a shaggy cave bear! Sesil slashes a shaggy cave bear's left foreleg hard. | A shaggy cave bear deflects Soi's attack. /-\ Soi says 'hmm' Ok. A shaggy cave bear appears to be confused! You start to concentrate. -\|/set tac ag -\ Soi dodges a shaggy cave bear's attack. Soi lightly slashes a shaggy cave bear's right hindleg. Ok. HP:Healthy, Soi:Wounded, a shaggy cave bear:Bruised>You are now employing aggressive tactics. HP:Healthy, Soi:Wounded, a shaggy cave bear:Bruised>exa n To the north you see: It is pitch black... HP:Healthy, Soi:Wounded, a shaggy cave bear:Bruised> You slash a shaggy cave bear's head hard. Soi deflects a shaggy cave bear's attack. Soi slashes a shaggy cave bear's body hard. HP:Healthy, Soi:Wounded, a shaggy cave bear:Hurt>'north is goblin Sesil slashes a shaggy cave bear's head hard. HP:Healthy, Soi:Wounded, a shaggy cave bear:Hurt> You slash a shaggy cave bear's body. HP:Healthy, Soi:Wounded, a shaggy cave bear:Hurt> Soi deflects a shaggy cave bear's attack. Soi slashes a shaggy cave bear's left hindleg. HP:Healthy, Soi:Wounded, a shaggy cave bear:Hurt>You say 'north is goblin' HP:Healthy, Soi:Wounded, a shaggy cave bear:Hurt> Sesil says 'regen soi' HP:Healthy, Soi:Wounded, a shaggy cave bear:Hurt> Soi says 'maze sorta thing' HP:Healthy, Soi:Wounded, a shaggy cave bear:Hurt>set tac ag You are now employing aggressive tactics. HP:Healthy, Soi:Wounded, a shaggy cave bear:Hurt> You slash a shaggy cave bear's right foreleg hard. HP:Healthy, Soi:Wounded, a shaggy cave bear:Wounded> Sesil slashes a shaggy cave bear's right forefoot very hard. HP:Healthy, Soi:Wounded, a shaggy cave bear:Wounded> Soi lightly slashes a shaggy cave bear's body. HP:Healthy, Soi:Wounded, a shaggy cave bear:Wounded> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Wounded, a shaggy cave bear:Wounded> You slash a shaggy cave bear's body hard. diag soi HP:Healthy, Soi:Wounded, a shaggy cave bear:Bloodied> Soi slashes a shaggy cave bear's head. HP:Healthy, Soi:Wounded, a shaggy cave bear:Bloodied>Soi deflects a shaggy cave bear's attack. Soi has a lot of wounds. Soi is in top shape. Soi is affected by: regeneration (fast-acting) anger (short) He is moderately sensitive to the spiritual. HP:Healthy, Soi:Wounded, a shaggy cave bear:Bloodied>'did already You slash a shaggy cave bear's body. HP:Healthy, Soi:Wounded, a shaggy cave bear:Bloodied>Sesil slashes a shaggy cave bear's left forefoot very hard. You say 'did already' HP:Healthy, Soi:Wounded, a shaggy cave bear:Awful> Soi lightly slashes a shaggy cave bear's left foreleg. A shaggy cave bear is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 708 points. > Soi tries to butcher the slashed corpse of a shaggy cave bear but only spoils it. cast curing soi >You start to concentrate. /-\|/-\ Ok. > Soi leaves north. A horse leaves north. You follow Soi. Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. A goblin soldier patrols the halls. Soi the Human is standing here. A horse is here, gazingas at you. A horse enters from the south. A horse enters from the south. > Soi attacks a goblin soldier! A goblin soldier deflects Soi's attack. > Soi deflects a goblin soldier's attack. >cc You join the fight! You attack a goblin soldier! A goblin soldier dodges your attack. HP:Healthy, Soi:Wounded, a goblin soldier:Healthy> Soi deflects a goblin soldier's attack. HP:Healthy, Soi:Wounded, a goblin soldier:Healthy> A goblin soldier deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Healthy> Sesil assists Soi. Sesil attacks a goblin soldier! A goblin soldier dodges Sesil's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Healthy>Soi deflects a goblin soldier's attack. A goblin soldier dodges Soi's attack. You start to concentrate. | You are thirsty. /-\con goblin |/-\set tac def Ok. A goblin soldier appears to be confused! The perfect match! A goblin soldier has been here for a very long time. HP:Healthy, Soi:Hurt, a goblin soldier:Healthy> You slash a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Scratched> Soi deflects a goblin soldier's attack. A goblin soldier deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Scratched>You are now employing defensive tactics. HP:Healthy, Soi:Hurt, a goblin soldier:Scratched> A goblin soldier dodges Sesil's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Scratched> You slash a goblin soldier. Sesil looks at a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Scratched> Soi deflects a goblin soldier's attack. Soi slashes a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Bruised>'perfect match You say 'perfect match' HP:Healthy, Soi:Hurt, a goblin soldier:Bruised>'level 15 You slash a goblin soldier. You say 'level 15' HP:Healthy, Soi:Hurt, a goblin soldier:Bruised> Soi deflects a goblin soldier's attack. A goblin soldier dodges Soi's attack. Soi looks at a goblin soldier. ci HP:Healthy, Soi:Hurt, a goblin soldier:Bruised> Sesil slashes a goblin soldier hard. HP:Healthy, Soi:Hurt, a goblin soldier:Bruised>You can't summon enough energy to cast the spell. HP:Healthy, Soi:Hurt, a goblin soldier:Bruised> You slash a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Bruised> Soi dodges a goblin soldier's attack. Soi lightly slashes a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Bruised> You slash a goblin soldier hard. set tac ag HP:Healthy, Soi:Hurt, a goblin soldier:Hurt>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, a goblin soldier:Hurt> A goblin soldier deflects Sesil's attack. Soi deflects a goblin soldier's attack. Soi slashes a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Hurt>l Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. A goblin soldier is here, fighting Soi. Soi the Human is here, fighting a goblin soldier. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is here, fighting a goblin soldier. A horse is here, gazing at you. A horse is here, gazing at you. HP:Healthy, Soi:Hurt, a goblin soldier:Hurt> You slash a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Hurt> Soi deflects a goblin soldier's attack. Soi slashes a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Hurt> You slash a goblin soldier. exa w HP:Healthy, Soi:Hurt, a goblin soldier:Hurt>To the west you see: It is pitch black... HP:Healthy, Soi:Hurt, a goblin soldier:Hurt> A goblin soldier deflects Sesil's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Hurt> Soi deflects a goblin soldier's attack. A goblin soldier dodges Soi's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Hurt>'one west too You slash a goblin soldier hard. You say 'one west too' HP:Healthy, Soi:Hurt, a goblin soldier:Hurt>l goblin Soi deflects a goblin soldier's attack. A goblin soldier deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Hurt>You slash a goblin soldier. Suspicion, anger and a raging hunger lie in the soldier's eyes, grown by enless nights of meaningless stalking, the cold, barren mountain and the many, many battles that were lost over the fruitful plains that now are ruled by the hated enemy. A goblin soldier has a lot of wounds. a goblin soldier is using: an orcish metal helm a leather skirt a large, wooden shield a leather belt an orc scimitar HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> A goblin soldier dodges Sesil's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> A goblin soldier dodges Soi's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> A goblin soldier slashes Soi's right leg very hard. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded> You slash a goblin soldier. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded>set tac ag A goblin soldier deflects Soi's attack. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded> Soi deflects a goblin soldier's attack. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded>You are now employing aggressive tactics. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded> You slash a goblin soldier hard. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded> Sesil slashes a goblin soldier. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded> A goblin soldier deflects Soi's attack. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded> bash Soi deflects a goblin soldier's attack. HP:Healthy, Soi:Wounded, a goblin soldier:Wounded> You slash a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Wounded>Learn how to bash properly first! HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> A goblin soldier deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> Soi deflects a goblin soldier's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> A goblin soldier deflects your attack. HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> A goblin soldier dodges Sesil's attack. sniff 'can't bash yet gig HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> A goblin soldier deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> Soi deflects a goblin soldier's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Wounded> You slash a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Bloodied>You sniff sadly. *SNIFF* HP:Healthy, Soi:Hurt, a goblin soldier:Bloodied> A goblin soldier deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Bloodied> You slash a goblin soldier. Soi deflects a goblin soldier's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Bloodied> Your regeneration slows again. HP:Healthy, Soi:Hurt, a goblin soldier:Bloodied>You say 'can't bash yet' HP:Healthy, Soi:Hurt, a goblin soldier:Bloodied>You giggle. HP:Healthy, Soi:Hurt, a goblin soldier:Bloodied> Sesil slashes a goblin soldier hard. HP:Healthy, Soi:Hurt, a goblin soldier:Bloodied> You slash a goblin soldier. Soi lightly slashes a goblin soldier. HP:Healthy, Soi:Hurt, a goblin soldier:Awful> Soi deflects a goblin soldier's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Awful>'haven't practiced it. Sesil says 'i suck at hitting' HP:Healthy, Soi:Hurt, a goblin soldier:Awful>You slash a goblin soldier. Soi slashes a goblin soldier. You say 'haven't practiced it.' HP:Healthy, Soi:Hurt, a goblin soldier:Awful> Soi deflects a goblin soldier's attack. HP:Healthy, Soi:Hurt, a goblin soldier:Awful> Sesil slashes a goblin soldier. A goblin soldier is dead! R.I.P. You receive your share of experience -- 810 points. Muttering a curse the orc collapses in a poodle of blood. > Soi gets a pile of coins from the slashed corpse of a goblin soldier. >get coins all.cor There doesn't seem to be a coins in the slashed corpse of a goblin soldier. >l Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. > Soi leaves west. A horse leaves west. You follow Soi. A Disgusting Tunnel Exits are: E W This tunnel runs straight and flat thorugh the rock. Piles of debris on the floor give off a putrid stench, some even oozing greenish slime. Evidently the piles are the corpses of things just recently dead, as the ooze is still viscous enough to gather into a puddle in the middle of the floor. A goblin miner is rolling heavy boulders. A long squat lizard peers around with luminous eyes. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the east. A horse enters from the east. > Soi attacks a goblin miner! A goblin miner deflects Soi's attack. > Soi deflects a goblin miner's attack. > Sesil says 'a poodle? or a puddle?' >as You are thirsty. Sesil assists Soi. Sesil attacks a goblin miner! A goblin miner deflects Sesil's attack. >You join the fight! You attack a goblin miner! You slash a goblin miner. HP:Healthy, Soi:Hurt, a goblin miner:Scratched>cc Soi deflects a goblin miner's attack. You can't summon enough energy to cast the spell. HP:Healthy, Soi:Hurt, a goblin miner:Scratched> A goblin miner dodges Soi's attack. HP:Healthy, Soi:Hurt, a goblin miner:Scratched> You slash a goblin miner. ci HP:Healthy, Soi:Hurt, a goblin miner:Scratched> Soi deflects a goblin miner's attack. HP:Healthy, Soi:Hurt, a goblin miner:Scratched>A goblin miner deflects Soi's attack. You can't summon enough energy to cast the spell. HP:Healthy, Soi:Hurt, a goblin miner:Scratched>'can't confuse A goblin miner deflects Sesil's attack. HP:Healthy, Soi:Hurt, a goblin miner:Scratched>You say 'can't confuse' HP:Healthy, Soi:Hurt, a goblin miner:Scratched> You slash a goblin miner. Soi says 'lizard' HP:Healthy, Soi:Hurt, a goblin miner:Bruised> A goblin miner pierces Soi's head hard. HP:Healthy, Soi:Wounded, a goblin miner:Bruised> A goblin miner dodges Soi's attack. HP:Healthy, Soi:Wounded, a goblin miner:Bruised>'or insight You say 'or insight' HP:Healthy, Soi:Wounded, a goblin miner:Bruised> You slash a goblin miner. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> Soi deflects a goblin miner's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> A goblin miner dodges Soi's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> Sesil looks at a squat lizard. HP:Healthy, Soi:Hurt, a goblin miner:Bruised>con miner A goblin miner dodges Sesil's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> You slash a goblin miner. HP:Healthy, Soi:Hurt, a goblin miner:Bruised>set tac ag The perfect match! A goblin miner has been here for a very long time. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> Soi deflects a goblin miner's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> A goblin miner deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> You slash a goblin miner. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> Soi deflects a goblin miner's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> A goblin miner deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised>'same level, 15 A goblin miner dodges Sesil's attack. You say 'same level, 15' HP:Healthy, Soi:Hurt, a goblin miner:Bruised>set tac ag You slash a goblin miner. HP:Healthy, Soi:Hurt, a goblin miner:Bruised>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> Soi deflects a goblin miner's attack. Sesil looks at a goblin miner. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> A goblin miner dodges Soi's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> You slash a goblin miner hard. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> A squat lizard attacks Soi! A squat lizard hits Soi's head. con lizard HP:Healthy, Soi:Wounded, a goblin miner:Bruised> Soi deflects a goblin miner's attack. A goblin miner dodges Soi's attack. HP:Healthy, Soi:Wounded, a goblin miner:Bruised>Do you feel lucky, punk? A squat lizard has been here for a very long time. HP:Healthy, Soi:Wounded, a goblin miner:Bruised> A goblin miner dodges Sesil's attack. HP:Healthy, Soi:Wounded, a goblin miner:Bruised>l You lightly slash a goblin miner. HP:Healthy, Soi:Wounded, a goblin miner:Hurt>A Disgusting Tunnel Exits are: E W This tunnel runs straight and flat thorugh the rock. Piles of debris on the floor give off a putrid stench, some even oozing greenish slime. Evidently the piles are the corpses of things just recently dead, as the ooze is still viscous enough to gather into a puddle in the middle of the floor. A goblin miner is here, fighting Soi. A squat lizard is here, fighting Soi. Soi the Human is here, fighting a goblin miner. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is here, fighting a goblin miner. A horse is here, gazing at you. A horse is here, gazing at you. HP:Healthy, Soi:Wounded, a goblin miner:Hurt>'shite A squat lizard hits Soi's right arm hard. HP:Healthy, Soi:Wounded, a goblin miner:Hurt> Soi deflects a goblin miner's attack. Soi lightly slashes a goblin miner. HP:Healthy, Soi:Wounded, a goblin miner:Hurt>set tac def You say 'shite' HP:Healthy, Soi:Wounded, a goblin miner:Hurt> Soi says 'flee' HP:Healthy, Soi:Wounded, a goblin miner:Hurt>You are now employing defensive tactics. HP:Healthy, Soi:Wounded, a goblin miner:Hurt> A goblin miner deflects your attack. HP:Healthy, Soi:Wounded, a goblin miner:Hurt>f A squat lizard hits Soi's head very hard. Soi panics, and attempts to flee! Soi flees head over heals! Soi leaves east. A horse leaves east. HP:Healthy, a goblin miner:Hurt>You flee head over heels. A Glimmering Wall Exits are: N E S W Strange materials flow into each other at the eastern facade of the cave, creating a many coloured, twirled wall. Black granite, white marble, which is untypical for this depth, veins of jade and even gold melt into this exceptional painting of nature. A dark warg stands here, its eyes glowing like a flame. >gt where you guys? You group-say 'where you guys?' >e A Disgusting Tunnel Exits are: E W This tunnel runs straight and flat thorugh the rock. Piles of debris on the floor give off a putrid stench, some even oozing greenish slime. Evidently the piles are the corpses of things just recently dead, as the ooze is still viscous enough to gather into a puddle in the middle of the floor. A goblin miner is rolling heavy boulders. A long squat lizard peers around with luminous eyes. >e Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. Soi the Human is resting here. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. > Soi smiles happily. >sc You have 144/144 hit, 56/56 stamina, 122/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. You are thirsty. >'1 spirit sigh You say '1 spirit' who >Soi lies down and falls asleep. You sigh. >Players ------- [ 10 Hum] Soi the Human (sleeping) [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >who Players ------- [ 10 Hum] Soi the Human (sleeping) [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >gt nice exp tho sc You group-say 'nice exp tho' >You have 144/144 hit, 56/56 stamina, 122/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. You are thirsty. > You are thirsty. drink skin >drink skin drink skin You drink the water. You don't feel thirsty any more. >Your stomach can't contain anymore! >Soi group-says 'nod' Your stomach can't contain anymore! >exam pack When you look inside, you see: backpack (carried) : a golden bracelet..It glows blue! a golden bear fur a fine dagger a small, raw piece of meat a raw piece of meat a golden bracelet..It glows blue! an etched leather girdle..It glows blue! a ruby necklace..It glows blue! a golden visor..It glows blue! a stone ring..It glows blue! a water skin a torch a torch >eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a torch >gt logging this too You group-say 'logging this too' > Sesil group-says 'why?' >gt I've logged day 1 and 2 and 3 You group-say 'I've logged day 1 and 2 and 3' > Soi group-says 'you love logging dont you?' >gt gonna put it on the site for people to see it :-) You group-say 'gonna put it on the site for people to see it :-)' >gt the people that couldn't take part You group-say 'the people that couldn't take part' > Sesil group-says 'HEY WHOEVER READS THIS LOG....... FUCK YOU' >gt for them, ya know. hehe You group-say 'for them, ya know. hehe' >gt bleh You group-say 'bleh' >gt i'll edit that out :-) You group-say 'i'll edit that out :-)' > Sesil group-says 'BLAH!' > Sesil group-says 'BLAH!' > Sesil group-says 'BLAH!' > Sesil group-says 'BLAH!' > Sesil group-says 'BLAH!' > Soi's torch flickers weakly. gt stop spamming me :-) > Soi group-says 'hehe' >You group-say 'stop spamming me :-)' >sc You have 144/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. >who Players ------- [ 10 Hum] Soi the Human (sleeping) [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >gt I hope to catch up to rusikas at least tonight sc You group-say 'I hope to catch up to rusikas at least tonight' >You have 144/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. > Sesil group-says 'no no no no no no no no no no no no no nonononononon on on ono no no no no non on on on on ono no no no no non ono no no no no no no no no no' >gt 37K tnl You group-say '37K tnl' >**Don't mind him, he's Jax. :-) Soi awakes, and clambers on his feet. >Unrecognized command. >sc Sesil looks at Soi. >You have 144/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. >diag soi Soi is somewhat hurt. Soi is in top shape. Soi is affected by: curing saturation (fast-acting) regeneration (fast-acting) anger (short) He is moderately sensitive to the spiritual. > Sesil drinks water from a water skin. > Sesil drinks water from a water skin. >'hurt You say 'hurt' > Soi leaves west. A horse leaves west. You follow Soi. A Disgusting Tunnel Exits are: E W This tunnel runs straight and flat thorugh the rock. Piles of debris on the floor give off a putrid stench, some even oozing greenish slime. Evidently the piles are the corpses of things just recently dead, as the ooze is still viscous enough to gather into a puddle in the middle of the floor. A goblin miner is rolling heavy boulders. A long squat lizard peers around with luminous eyes. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the east. A horse enters from the east. > Soi attacks a goblin miner! A goblin miner deflects Soi's attack. > Soi deflects a goblin miner's attack. >as You join the fight! You attack a goblin miner! A goblin miner dodges your attack. set tac ag HP:Healthy, Soi:Hurt, a goblin miner:Bruised> A goblin miner pierces Soi's body hard. HP:Healthy, Soi:Hurt, a goblin miner:Bruised> A goblin miner deflects Soi's attack. HP:Healthy, Soi:Hurt, a goblin miner:Bruised>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, a goblin miner:Bruised>set tac ag Soi says 'confuse' HP:Healthy, Soi:Hurt, a goblin miner:Bruised>A squat lizard attacks Soi! A squat lizard hits Soi's head very hard. You are now employing aggressive tactics. HP:Healthy, Soi:Wounded, a goblin miner:Bruised> Sesil assists Soi. Sesil attacks a goblin miner! A goblin miner deflects Sesil's attack. HP:Healthy, Soi:Wounded, a goblin miner:Bruised> A goblin miner pierces Soi's right arm very hard. HP:Healthy, Soi:Wounded, a goblin miner:Bruised> You slash a goblin miner. A goblin miner deflects Soi's attack. HP:Healthy, Soi:Wounded, a goblin miner:Bruised>'insight Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Wounded, a goblin miner:Bruised>You say 'insight' HP:Healthy, Soi:Wounded, a goblin miner:Bruised> Soi deflects a squat lizard's attack. HP:Healthy, Soi:Wounded, a goblin miner:Bruised> You slash a goblin miner. Soi deflects a goblin miner's attack. HP:Healthy, Soi:Wounded, a goblin miner:Bruised> A goblin miner deflects Soi's attack. Sesil utters a strange command, 'confuse' A goblin miner appears to be confused! HP:Healthy, Soi:Wounded, a goblin miner:Bruised>'and confuse sesil A squat lizard hits Soi's body hard. Soi panics, and attempts to flee! Soi flees head over heals! Soi leaves east. A horse leaves east. You say 'and confuse sesil' set tac ag HP:Healthy, Sesil:Healthy, a goblin miner:Bruised> You slash a goblin miner. HP:Healthy, Sesil:Healthy, a goblin miner:Bruised>A goblin miner pierces Sesil's left leg hard. You are now employing aggressive tactics. HP:Healthy, Sesil:Bruised, a goblin miner:Bruised>set tac def You are now employing defensive tactics. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves west. A horse leaves west. A horse leaves west. HP:Healthy, a goblin miner:Bruised> You slash a goblin miner. Soi group-says 'scream!' HP:Healthy, a goblin miner:Hurt>gt come You deflect a goblin miner's attack. HP:Healthy, a goblin miner:Hurt>You group-say 'come' HP:Healthy, a goblin miner:Hurt> A squat lizard attacks YOU! A squat lizard hits your body hard. HP:Bruised, a goblin miner:Hurt>gt assist You slash a goblin miner. HP:Bruised, a goblin miner:Hurt>You deflect a goblin miner's attack. You group-say 'assist' HP:Bruised, a goblin miner:Hurt> Soi enters from the east. HP:Bruised, a goblin miner:Hurt> Soi's torch flickers weakly. HP:Bruised, a goblin miner:Hurt>gt fuck no, flee A squat lizard hits your left arm very hard. HP:Bruised, a goblin miner:Hurt> A goblin miner deflects your attack. HP:Bruised, a goblin miner:Hurt> A goblin miner pierces your body hard. HP:Hurt, a goblin miner:Hurt> Soi assists you! Soi attacks a goblin miner! Soi slashes a goblin miner. HP:Hurt, a goblin miner:Hurt>You group-say 'fuck no, flee' HP:Hurt, a goblin miner:Hurt> A squat lizard hits your left arm very hard. HP:Hurt, a goblin miner:Hurt> You slash a goblin miner. HP:Hurt, a goblin miner:Hurt>f A goblin miner pierces your body hard. HP:Wounded, a goblin miner:Hurt>You flee head over heels. Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. HP:Wounded>drink skin drink skin drink skin You drink the water. You don't feel thirsty any more. gt flee? HP:Wounded>Your stomach can't contain anymore! HP:Wounded>Soi enters from the west. Your stomach can't contain anymore! HP:Wounded> Soi sits down and rests. HP:Wounded>You group-say 'flee?' HP:Hurt>sc You have 67/144 hit, 56/56 stamina, 134/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. HP:Hurt>'blah, need spirit bad who You say 'blah, need spirit bad' HP:Hurt>Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt>'couldn't find any mental mobs You say 'couldn't find any mental mobs' HP:Hurt>'they need to have a mini spirit mines here. smile You say 'they need to have a mini spirit mines here.' HP:Hurt>You smile happily. HP:Hurt>who Players ------- [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [ 10 Hum] Sesil the Human [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt>m .-.-. .-+-. .-. . | | | | | | | . .-+-+-+-+-+-+-+-. | | | | | | | +-. . . .-. . . . . | | | | +-+-.-. .-+-+-.-+-+ | | | | | +-+-.-+-.-V . . . . | | | | | | +-+ .-+-V- V . . | | | | | | | . . . +-V-+-+-+-. | | | | .-+-.-+-+-.-+-+-.-. | | | | | | | . +-+-+-+-.-+ . . . | | | | | | .-+-+-.-. . .-. HP:Hurt>gt methinks there is a goblin minstrel in here somewhere You group-say 'methinks there is a goblin minstrel in here somewhere' HP:Hurt> Soi's torch went out. HP:Hurt>sc You have 73/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. HP:Hurt>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt> Soi gets a torch from a backpack. HP:Hurt> Soi lights a torch and holds it. HP:Hurt>sc re sc You have 73/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. HP:Hurt>Sesil enters from the west. A horse enters from the west. A horse enters from the west. You sit down and rest your tired bones. HP:Hurt>You have 74/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. HP:Hurt>prac You have 6 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) HP:Hurt> Sesil sits down and rests. HP:Hurt>diag sesil Sesil has a lot of wounds. Sesil is in top shape. Sesil is affected by: anger (short) He is very perceptive to the Wraith-world. HP:Hurt>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt>gt I wish Farrakahn was on. You group-say 'I wish Farrakahn was on.' who HP:Hurt>Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt>gt he's a good hitter. :-) You group-say 'he's a good hitter. :-)' HP:Hurt>whois farrakahn Farrakahn is a level 13 Dwarf. HP:Hurt> Sarlent chats, 'whats the name of the door at the ledge?' HP:Hurt>chat ledgewall You chat, 'ledgewall' HP:Hurt>who Saving Ainaran. HP:Hurt>Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt> Soi group-says 'nod' HP:Hurt>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt>prac You have 6 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) HP:Hurt>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt>m .-.-. .-+-. .-. . | | | | | | | . .-+-+-+-+-+-+-+-. | | | | | | | +-. . . .-. . . . . | | | | +-+-.-. .-+-+-.-+-+ | | | | | +-+-.-+-.-V . . . . | | | | | | +-+ .-+-V- V . . | | | | | | | . . . +-V-+-+-+-. | | | | .-+-.-+-+-.-+-+-.-. | | | | | | | . +-+-+-+-.-+ . . . | | | | | | .-+-+-.-. . .-. HP:Hurt> Soi stops resting, and clambers on his feet. HP:Hurt>st diag soi You stop resting, and stand up. HP:Hurt>Soi is somewhat hurt. Soi is in top shape. Soi is affected by: anger (short) He is moderately sensitive to the spiritual. HP:Hurt>l Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. A horse is here, gazing at you. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Hurt>get coins all.cor There doesn't seem to be a coins in the slashed corpse of a goblin soldier. HP:Hurt>exam cor You see nothing special.. When you look inside, you see: corpse (here) : an orc scimitar a leather belt a large, wooden shield a leather skirt an orcish metal helm a torch an orc scimitar HP:Hurt>get tor cor You get a torch from the slashed corpse of a goblin soldier. HP:Hurt>put cor pack l You aren't carrying a cor. HP:Hurt>Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. A horse is here, gazing at you. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Hurt>put tor pack You put a torch in a backpack. HP:Hurt>exam w To the west you see: It is pitch black... HP:Hurt>sc You have 96/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. HP:Hurt>prac You have 6 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) HP:Hurt>**EDIT THIS OUT** Unrecognized command. l HP:Hurt>Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. A horse is here, gazing at you. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Hurt>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Hurt>sc You have 101/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. HP:Bruised>diag soi Soi is somewhat hurt. Soi is in top shape. Soi is not affected by anything. He is moderately sensitive to the spiritual. HP:Bruised>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Bruised>sc You have 105/144 hit, 56/56 stamina, 145/145 moves, 1 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 37K. HP:Bruised>w e A Disgusting Tunnel Exits are: E W This tunnel runs straight and flat thorugh the rock. Piles of debris on the floor give off a putrid stench, some even oozing greenish slime. Evidently the piles are the corpses of things just recently dead, as the ooze is still viscous enough to gather into a puddle in the middle of the floor. A goblin miner is rolling heavy boulders. A long squat lizard peers around with luminous eyes. HP:Bruised>Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised>w diag goblin e A Disgusting Tunnel Exits are: E W This tunnel runs straight and flat thorugh the rock. Piles of debris on the floor give off a putrid stench, some even oozing greenish slime. Evidently the piles are the corpses of things just recently dead, as the ooze is still viscous enough to gather into a puddle in the middle of the floor. A goblin miner is rolling heavy boulders. A long squat lizard peers around with luminous eyes. HP:Bruised>A goblin miner has some bruises. A goblin miner is in top shape. A goblin miner has been here for a very long time. A goblin miner is not affected by anything. His mind is totally numb. HP:Bruised>Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised>'he's bruised. You say 'he's bruised.' HP:Bruised> Soi sighs loudly. HP:Bruised>'no confuse or insight anymore You say 'no confuse or insight anymore' HP:Bruised>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Bruised>whois night Night is a level 9 Hobbit. HP:Bruised>whois soi Soi the Human is a level 10 Human. HP:Bruised>whois tasha No such player. HP:Bruised>m .-.-. .-+-. .-. . | | | | | | | . .-+-+-+-+-+-+-+-. | | | | | | | +-. . . .-. . . . . | | | | +-+-.-. .-+-+-.-+-+ | | | | | +-+-.-+-.-V . . . . | | | | | | +-+ .-+-V- V . . | | | | | | | . . . +-V-+-+-+-. | | | | .-+-.-+-+-.-+-+-.-. | | | | | | | . +-+-+-+-.-+ . . . | | | | | | .-+-+-.-. . .-. HP:Bruised> Soi says 'stand sesil' HP:Bruised>st You are already standing. HP:Bruised>set tac ag You are now employing aggressive tactics. HP:Bruised> Soi says 'lez get lizard first' HP:Bruised>'just mmake sure to confuse and insight You say 'just mmake sure to confuse and insight' HP:Bruised> Soi says 'hopefully goblin isnt agg' HP:Bruised>'goblin is ag You say 'goblin is ag' HP:Bruised>'very very ag Sesil's torch flickers weakly. HP:Bruised>You say 'very very ag' HP:Bruised> Soi sighs loudly. HP:Bruised>w con lizard e A Disgusting Tunnel Exits are: E W This tunnel runs straight and flat thorugh the rock. Piles of debris on the floor give off a putrid stench, some even oozing greenish slime. Evidently the piles are the corpses of things just recently dead, as the ooze is still viscous enough to gather into a puddle in the middle of the floor. A goblin miner is rolling heavy boulders. A long squat lizard peers around with luminous eyes. HP:Bruised>Do you feel lucky, punk? A squat lizard has been here for a very long time. HP:Bruised>Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised>'Do you feel lucky, punk? on lizard shiv You say 'Do you feel lucky, punk? on lizard' HP:Bruised>Brrrrrrrrr. HP:Bruised>'he's big You say 'he's big' HP:Bruised> Soi pokes Sesil in the eye.. HP:Bruised> Soi gives Sesil the evil eye. HP:Bruised>'that's about... 3 or so levels higher than myself You say 'that's about... 3 or so levels higher than myself' HP:Bruised> Soi says 'lez move on from lizard' HP:Bruised>'level 18 or so mob You say 'level 18 or so mob' HP:Bruised>nod You nod solemnly. HP:Bruised>st You are already standing. HP:Bruised>'south You say 'south' l HP:Bruised>Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. The slashed corpse of a goblin soldier is lying here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised> Soi nibbles on Sesil's ear. HP:Bruised> Soi says 'STAN' HP:Scratched>eyepoke sesil You poke Sesil in the eye.. HP:Scratched> The slashed corpse of a goblin soldier decays into dust. Sesil's torch flickers weakly. Saving Ainaran. HP:Scratched>'D You say 'D' HP:Scratched>l Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. An orc scimitar has been dropped here. An orcish helm with the device of the black tree is lying here. A leather skirt has been left here. A large wooden shield lies discarded on the ground. A strap of leather has been discarded here. An orc scimitar has been dropped here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Scratched> Soi giggles. HP:Scratched>order sesil stand Sesil has an indifferent look. HP:Scratched>'order sesil stand Soi snickers softly. 'Sesil has an indifferent look. HP:Scratched>You say 'order sesil stand' HP:Scratched>You say 'Sesil has an indifferent look.' HP:Scratched> Soi gives Sesil an order. Sesil has an indifferent look. HP:Scratched>snap PRONTO! You snap your fingers. HP:Scratched>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Scratched>force sesil stand Unrecognized command. HP:Scratched>beep sesil You beep Sesil. HP:Scratched>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Scratched>'beeped him Soi scratches his head in confusion. HP:Scratched>You say 'beeped him' HP:Scratched>kn sesil Your torch flickers weakly. Sesil's torch went out. HP:Scratched>Nothing here by that name. HP:Scratched>stomp sesil You stomp on Sesil's head! HP:Scratched>'Get up!! You say 'Get up!!' l HP:Scratched>Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. An orc scimitar has been dropped here. An orcish helm with the device of the black tree is lying here. A leather skirt has been left here. A large wooden shield lies discarded on the ground. A strap of leather has been discarded here. An orc scimitar has been dropped here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Scratched>'repop soon... You say 'repop soon...' HP:Scratched>'so get your ass up You say 'so get your ass up' HP:Scratched>who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Scratched>l Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. An orc scimitar has been dropped here. An orcish helm with the device of the black tree is lying here. A leather skirt has been left here. A large wooden shield lies discarded on the ground. A strap of leather has been discarded here. An orc scimitar has been dropped here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>'you're going to DIE if you don't get up You say 'you're going to DIE if you don't get up' HP:Scratched>'he's prolly going linkless You say 'he's prolly going linkless' > Your torch flickers weakly. >'just ICQ'ed him You say 'just ICQ'ed him' >'he'd better get up l You say 'he'd better get up' >Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. An orc scimitar has been dropped here. An orcish helm with the device of the black tree is lying here. A leather skirt has been left here. A large wooden shield lies discarded on the ground. A strap of leather has been discarded here. An orc scimitar has been dropped here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >s n Windy Stairs Exits are: N E S W (U) D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. A dark warg stands here, its eyes glowing like a flame. A shaggy cave bear is standing here, its head weaving to and fro. >Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. An orc scimitar has been dropped here. An orcish helm with the device of the black tree is lying here. A leather skirt has been left here. A large wooden shield lies discarded on the ground. A strap of leather has been discarded here. An orc scimitar has been dropped here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. >'cave bear south set tac def You say 'cave bear south' >You are now employing defensive tactics. >who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >set tac ag You are now employing aggressive tactics. >who Players ------- [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >beep sesil beep sesil beep sesil beep sesil beep sesil You beep Sesil. >You beep Sesil. >You beep Sesil. >You beep Sesil. >You beep Sesil. >'GET UP SESIL!! You say 'GET UP SESIL!!' >l Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. An orc scimitar has been dropped here. An orcish helm with the device of the black tree is lying here. A leather skirt has been left here. A large wooden shield lies discarded on the ground. A strap of leather has been discarded here. An orc scimitar has been dropped here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >'beeped him about 6 times You say 'beeped him about 6 times' who >Players ------- [--- WdE] Rew the Wood Elf [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. >whois rew Rew the Wood Elf. >pray rew You pray to Rew, hoping for his good will. > Your torch went out. >l Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. An orc scimitar has been dropped here. An orcish helm with the device of the black tree is lying here. A leather skirt has been left here. A large wooden shield lies discarded on the ground. A strap of leather has been discarded here. An orc scimitar has been dropped here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. >hol lamp You light a battered metal lamp and hold it. > Soi says 'beeped him 10:P' >'screw it You say 'screw it' >'leave him soon You say 'leave him soon' >s op slabdoor n Windy Stairs Exits are: N E S W (U) D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. A dark warg stands here, its eyes glowing like a flame. A shaggy cave bear is standing here, its head weaving to and fro. >Ok. >Burrow Exits are: S W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. An orc scimitar has been dropped here. An orcish helm with the device of the black tree is lying here. A leather skirt has been left here. A large wooden shield lies discarded on the ground. A strap of leather has been discarded here. An orc scimitar has been dropped here. Soi the Human is standing here. A horse is here, gazing at you. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. >'opened door south You say 'opened door south' > Sesil stops resting, and clambers on his feet. >hop Sesil giggles. > Sesil says 'sorry' >Are you a little bunny? >cheer Soi says 'finally' >You cheer. >l Soi leaves south. A horse leaves south. You follow Soi. Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. A dark warg stands here, its eyes glowing like a flame. A shaggy cave bear is standing here, its head weaving to and fro. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the north. A horse enters from the north. >Windy Stairs Exits are: N E S W U D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. A dark warg stands here, its eyes glowing like a flame. A shaggy cave bear is standing here, its head weaving to and fro. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. > Soi attacks a shaggy cave bear! Soi lightly slashes a shaggy cave bear's body. > Soi deflects a shaggy cave bear's attack. Sarlent chats, 'uruk near town' >as cc You join the fight! You attack a shaggy cave bear! You slash a shaggy cave bear's right foreleg. HP:Healthy, Soi:Healthy, a shaggy cave bear:Scratched>You can't summon enough energy to cast the spell. HP:Healthy, Soi:Healthy, a shaggy cave bear:Scratched> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Scratched> A shaggy cave bear dodges Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Scratched>ci You can't summon enough energy to cast the spell. HP:Healthy, Soi:Healthy, a shaggy cave bear:Scratched> You lightly slash a shaggy cave bear's right hindfoot. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> Soi deflects a shaggy cave bear's attack. A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised>'insight confuse set tac ag A shaggy cave bear deflects your attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised>You say 'insight confuse' HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised>Soi deflects a shaggy cave bear's attack. A shaggy cave bear deflects Soi's attack. You are now employing aggressive tactics. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised>nar dang You slash a shaggy cave bear's body hard. You narrate, 'dang' nar mystic? HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> Soi deflects a shaggy cave bear's attack. A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised>You narrate, 'mystic?' who HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised>You slash a shaggy cave bear's right foreleg hard. Players ------- [--- WdE] Rew the Wood Elf [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> Sesil assists Soi. Sesil attacks a shaggy cave bear! A shaggy cave bear dodges Sesil's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> You slash a shaggy cave bear's left hindleg. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> Saving Ainaran. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> A shaggy cave bear deflects your attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> A shaggy cave bear dodges Soi's attack. nar if he's mentalling, I want his ass. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised> A shaggy cave bear deflects Sesil's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Bruised>You slash a shaggy cave bear's right hindleg. You narrate, 'if he's mentalling, I want his ass.' HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> You slash a shaggy cave bear's body. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> Sesil says 'i was watching the whole time :P' HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> Soi closes the slabdoor. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> Sesil slashes a shaggy cave bear's right hindfoot. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> You slash a shaggy cave bear's left foreleg. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Hurt> You slash a shaggy cave bear's head hard. HP:Healthy, Soi:Healthy, a shaggy cave bear:Wounded>slap sesil You slap Sesil. HP:Healthy, Soi:Healthy, a shaggy cave bear:Wounded> A shaggy cave bear dodges Soi's attack. HP:Healthy, Soi:Healthy, a shaggy cave bear:Wounded> A shaggy cave bear dodges Sesil's attack. A shaggy cave bear hits Soi's right arm. HP:Healthy, Soi:Scratched, a shaggy cave bear:Wounded> You slash a shaggy cave bear's left foreleg. HP:Healthy, Soi:Scratched, a shaggy cave bear:Wounded> Soi slashes a shaggy cave bear's right hindleg. 'asshole HP:Healthy, Soi:Scratched, a shaggy cave bear:Wounded> gig Soi deflects a shaggy cave bear's attack. Soi punches Sesil in the arm. HP:Healthy, Soi:Scratched, a shaggy cave bear:Wounded> You slash a shaggy cave bear's body. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied>You say 'asshole' HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied>You giggle. set tac ag HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied>You are now employing aggressive tactics. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> A shaggy cave bear deflects Sesil's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> You lightly slash a shaggy cave bear's left foreleg. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> You slash a shaggy cave bear's body. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> A shaggy cave bear dodges Soi's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> A shaggy cave bear deflects Sesil's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> You slash a shaggy cave bear's right hindleg. HP:Healthy, Soi:Scratched, a shaggy cave bear:Awful> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Awful> A shaggy cave bear dodges Soi's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Bloodied> You lightly slash a shaggy cave bear's body. HP:Healthy, Soi:Scratched, a shaggy cave bear:Awful> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Awful> A shaggy cave bear deflects Sesil's attack. HP:Healthy, Soi:Scratched, a shaggy cave bear:Awful> You slash a shaggy cave bear's body hard. A shaggy cave bear is dead! R.I.P. You receive your share of experience -- 378 points. >'Forgive me for my foul use of language throughout this entire log folks, it's just how I get when I play. :-) You say 'Forgive me for my foul use of language throughout this entire log folks, it's just how I get when I play. :-)' l > Soi tries to butcher the slashed corpse of a shaggy cave bear but only spoils it. >Windy Stairs Exits are: N E S W (U) D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a shaggy cave bear is lying here. A dark warg stands here, its eyes glowing like a flame. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. >snicker You snicker softly. > Sarlent chats, 'mentaling' > Soi leaves south. A horse leaves south. You follow Soi. Burrow Exits are: N E W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the north. A chat *hop* ride n n n n n n n horse enters from the north. > Soi leaves west. A horse leaves west. You follow Soi. Burrow Exits are: N E S Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the east. A horse enters from the east. > Sarlent chats, 'fleed from me' >You chat, '*hop*' > Soi leaves south. A horse leaves south. You follow Soi. Flooded Crevice Exits are: N E S W Once again, water has intruded the mountain roots, flooding major parts of it and as the narrowing extension makes it even harder to move it is only a miracle, that the water masses have come to rest, considering other turbulent parts of the mountain. A water snake slithers across the ground, blending in. (hiding) Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the north. A horse enters from the north. >A horse stops following you. You mount a horse and start riding him. R> Sesil says 'lets rock him' R>Can not go there mounted. R>Can not go there mounted. R>Can not go there mounted. R>Soi attacks a water snake! Soi slashes a water snake. Can not go there mounted. R>Soi dodges a water snake's attack. Can not go there mounted. R>Can not go there mounted. R>Can not go there mounted. R> A horse stops following Sesil. Sesil mounts a horse and starts riding him. R> Sesil assists Soi. Sesil attacks a water snake! Sesil slashes a water snake hard. R> You are hungry. R> Soi slashes a water snake. R> Soi deflects a water snake's attack. R>as l You join the fight! You attack a water snake! You slash a water snake. R HP:Healthy, Soi:Healthy, a water snake:Awful> Soi slashes a water snake. A water snake is dead! R.I.P. You receive your share of experience -- 26 points. R>Flooded Crevice Exits are: N E S W Once again, water has intruded the mountain roots, flooding major parts of it and as the narrowing extension makes it even harder to move it is only a miracle, that the water masses have come to rest, considering other turbulent parts of the mountain. The slashed corpse of a water snake is lying here. Soi the Human is standing here. A horse is here, gazing at you. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. set tac ag R>l You are now employing aggressive tactics. R>Soi leaves south. A horse leaves south. ACK! You could not follow him! Can not go there mounted. Flooded Crevice Exits are: N E S W Once again, water has intruded the mountain roots, flooding major parts of it and as the narrowing extension makes it even harder to move it is only a miracle, that the water masses have come to rest, considering other turbulent parts of the mountain. The slashed corpse of a water snake is lying here. You are riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. R> Soi enters from the south. R> Sesil stops riding a horse. A horse now follows Sesil. R> Sesil leaves south. A horse leaves south. A horse leaves south. R>ponder s You ponder over matters as they appear to you at this moment. R> Soi leaves south. A horse leaves south. ACK! You could not follow him! Can not go there mounted. R>Can not go there mounted. R>dismount You stop riding a horse. A horse starts following you. l > The clancking of arms sounds from nearby. >Flooded Crevice Exits are: N E S W Once again, water has intruded the mountain roots, flooding major parts of it and as the narrowing extension makes it even harder to move it is only a miracle, that the water masses have come to rest, considering other turbulent parts of the mountain. The slashed corpse of a water snake is lying here. A horse is here, gazing at you. >s Shallows Exits are: N E S W Rounded, coloured stones form an uneven floor, crunching with every step from under the knee-deep water. The absence of currents have prohibited the appearance of sand and other forms of sediments that could cloud the water, therefore movement does hardly disturb the bottom. A shaggy cave bear is here, fighting Soi. A large grey scorpion (busy) is here, fighting Sesil. Sesil the Human is here, fighting a large grey scorpion. A horse is here, gazing at you. A horse is here, gazing at you. Soi the Human is here, fighting a shaggy cave bear. A horse is here, gazing at you. > Soi deflects a shaggy cave bear's attack. as > A shaggy cave bear deflects Soi's attack. Sesil panics, and attempts to flee! Sesil flees head over heals! Sesil leaves west. A horse leaves west. A horse leaves west. >You join the fight! You attack a shaggy cave bear! You slash a shaggy cave bear's head. HP:Healthy, Soi:Healthy, a shaggy cave bear:Scratched>set tac ag A shaggy cave bear hits Soi's head hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Scratched>A shaggy cave bear deflects Soi's attack. You are now employing aggressive tactics. HP:Healthy, Soi:Bruised, a shaggy cave bear:Scratched> Sesil enters from the west. A horse enters from the west. A horse enters from the west. HP:Healthy, Soi:Bruised, a shaggy cave bear:Scratched> You slash a shaggy cave bear's left forefoot. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> A large grey scorpion attacks Soi! Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> Sesil assists Soi. Sesil attacks a shaggy cave bear! Sesil slashes a shaggy cave bear's right foreleg hard. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> Soi deflects a shaggy cave bear's attack. 'ass HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> A shaggy cave bear dodges Soi's attack. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised>You slash a shaggy cave bear's head. You say 'ass' 'confuse HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised>A large grey scorpion lightly hits Soi's body. You say 'confuse' HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> A shaggy cave bear hits Soi's right arm. A shaggy cave bear dodges Soi's attack. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised>'ins You slash a shaggy cave bear's left hindfoot. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised>who Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised>Soi deflects a large grey scorpion's attack. You say 'ins' HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised>Players ------- [--- WdE] Rew the Wood Elf (linkless) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. HP:Healthy, Soi:Bruised, a shaggy cave bear:Bruised> A shaggy cave bear hits Soi's body. Soi lightly slashes a shaggy cave bear's right forefoot. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> You lightly slash a shaggy cave bear's body. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Sesil utters a strange command, 'confuse' Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Bruised, a shaggy cave bear:Hurt> A shaggy cave bear hits Soi's body. Sesil utters a strange command, 'insight' HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> You slash a shaggy cave bear's body. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> A shaggy cave bear deflects Sesil's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> A shaggy cave bear avoids being bashed by Soi who loses his balance and falls! HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> Soi deflects a large grey scorpion's attack. set tac ag HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> A shaggy cave bear hits Soi's right foot. A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> You slash a shaggy cave bear's body. Sesil begins quietly muttering some strange, powerful words. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt>sc You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt>You have 144/144 hit, 56/56 stamina, 127/145 moves, 1 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 37K. You are hungry. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> A shaggy cave bear deflects Soi's attack. Sesil utters a strange command, 'confuse' A shaggy cave bear appears to be confused! HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> You slash a shaggy cave bear's body. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> Soi dodges a large grey scorpion's attack. Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> A shaggy cave bear deflects Sesil's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Hurt> You slash a shaggy cave bear's body. A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded> Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded> You slash a shaggy cave bear's left foreleg. A shaggy cave bear deflects Soi's attack. Ornendil chats, 'Greetings Grapple Fans' HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded> Soi dodges a shaggy cave bear's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded> Soi deflects a large grey scorpion's attack. con scorpion HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded>You could do it with a needle! A large grey scorpion has been here for a very long time. HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded> Sesil slashes a shaggy cave bear's head hard. HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded> You slash a shaggy cave bear's body. HP:Healthy, Soi:Hurt, a shaggy cave bear:Wounded> Soi slashes a shaggy cave bear's left forefoot. HP:Healthy, Soi:Hurt, a shaggy cave bear:Bloodied> Soi dodges a shaggy cave bear's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Bloodied> Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Bloodied> You slash a shaggy cave bear's right forefoot hard. HP:Healthy, Soi:Hurt, a shaggy cave bear:Bloodied> Soi slashes a shaggy cave bear's right forefoot. HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful> Soi dodges a shaggy cave bear's attack. spit scorpion HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful>You spit on it. HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful> Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful> A shaggy cave bear dodges Sesil's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful> You slash a shaggy cave bear's body. HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful> A shaggy cave bear deflects Soi's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful> Soi deflects a shaggy cave bear's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful> Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Hurt, a shaggy cave bear:Awful> You slash a shaggy cave bear's right forefoot. A shaggy cave bear is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 717 points. >as A large grey scorpion deflects Soi's attack. set tac ag >You join the fight! You attack a large grey scorpion! HP:Healthy, Soi:Hurt, a large grey scorpion:Scratched>You are now employing aggressive tactics. HP:Healthy, Soi:Hurt, a large grey scorpion:Scratched> Soi deflects a large grey scorpion's attack. You lightly slash a large grey scorpion's left hand. l HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised> A large grey scorpion dodges Soi's attack. HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised>Sesil assists Soi. Sesil attacks a large grey scorpion! A large grey scorpion deflects Sesil's attack. Shallows Exits are: N E S W Rounded, coloured stones form an uneven floor, crunching with every step from under the knee-deep water. The absence of currents have prohibited the appearance of sand and other forms of sediments that could cloud the water, therefore movement does hardly disturb the bottom. The slashed corpse of a shaggy cave bear is lying here. A large grey scorpion is here, fighting Soi. Soi the Human is here, fighting a large grey scorpion. A horse is here, gazing at you. A horse is here, gazing at you. Sesil the Human (busy) is here, fighting a large grey scorpion. A horse is here, gazing at you. ci A horse is here, gazing at you. HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised> You are hungry. HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised>You start to concentrate. -\|/-\ Soi deflects a large grey scorpion's attack. Ok. HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised> A large grey scorpion deflects Soi's attack. HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised> You lightly slash a large grey scorpion's left leg. 'take us up HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised>You say 'take us up' HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised> Soi lightly slashes a large grey scorpion's body. HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised> Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised>'and out Sesil slashes a large grey scorpion's right foot. HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised>You say 'and out' HP:Healthy, Soi:Hurt, a large grey scorpion:Bruised> You slash a large grey scorpion's left hand. HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt>'gotta head to town A large grey scorpion deflects Soi's attack. HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt>You say 'gotta head to town' HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt>lick Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt> You slash a large grey scorpion's head. HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt>You lick your mouth and smile. HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt> A large grey scorpion deflects Soi's attack. HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt> Ornendil tells you 'hello sir'. HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt> Sesil slashes a large grey scorpion's right leg hard. HP:Healthy, Soi:Hurt, a large grey scorpion:Hurt> Soi deflects a large grey scorpion's attack. You slash a large grey scorpion's body. HP:Healthy, Soi:Hurt, a large grey scorpion:Wounded> Soi slashes a large grey scorpion's left leg. HP:Healthy, Soi:Hurt, a large grey scorpion:Wounded> You slash a large grey scorpion's body. HP:Healthy, Soi:Hurt, a large grey scorpion:Bloodied> Soi deflects a large grey scorpion's attack. HP:Healthy, Soi:Hurt, a large grey scorpion:Bloodied> A large grey scorpion dodges Sesil's attack. Soi slashes a large grey scorpion's body. HP:Healthy, Soi:Hurt, a large grey scorpion:Bloodied> You slash a large grey scorpion's body hard. A large grey scorpion is stunned, but will probably regain consciousness again. HP:Healthy, a large grey scorpion:Dying>tell ornendil Hello to you, fine sir. :-) Soi slashes a large grey scorpion's body very hard. A large grey scorpion is dead! R.I.P. Your spirit increases by 2. You receive your share of experience -- 361 points. The scorpion clatters to the ground, twiching sporadically. >You tell Ornendil 'Hello to you, fine sir. :-)' >who Players ------- [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Soi leaves north. A horse leaves north. You follow Soi. Flooded Crevice Exits are: N E S W Once again, water has intruded the mountain roots, flooding major parts of it and as the narrowing extension makes it even harder to move it is only a miracle, that the water masses have come to rest, considering other turbulent parts of the mountain. The slashed corpse of a water snake is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the south. A horse enters from the south. > Soi leaves south. A horse leaves south. You follow Soi. Shallows Exits are: N E S W Rounded, coloured stones form an uneven floor, crunching with every step from under the knee-deep water. The absence of currents have prohibited the appearance of sand and other forms of sediments that could cloud the water, therefore movement does hardly disturb the bottom. The slashed corpse of a large grey scorpion is lying here. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the north. A horse enters from the north. > Soi leaves east. A horse leaves east. You follow Soi. Center of a Cave Complex Exits are: E W The natural elevation of this central part has forced the water to retreat, creating an isle - like, dry spot in the cavern. The during darkness has prevailed against any form of life, which, on it's turn, would not be interested anyway in this deserted area. A goblin soldier patrols the halls. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the west. A horse enters from the west. > Soi leaves west. A horse leaves west. You follow Soi. Shallows Exits are: N E S W Rounded, coloured stones form an uneven floor, crunching with every step from under the knee-deep water. The absence of currents have prohibited the appearance of sand and other forms of sediments that could cloud the water, therefore movement does hardly disturb the bottom. The slashed corpse of a large grey scorpion is lying here. The slashed corpse of a shaggy cave bear is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the east. A horse enters from the east. > Soi leaves north. A horse leaves north. You follow Soi. Flooded Crevice Exits are: N E S W Once again, water has intruded the mountain roots, flooding major parts of it and as the narrowing extension makes it even harder to move it is only a miracle, that the water masses have come to rest, considering other turbulent parts of the mountain. The slashed corpse of a water snake is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the south. A horse enters from the south. > Soi leaves east. A horse leaves east. You follow Soi. Hall of Whispers Exits are: E W The darkness dances in all shades of the nothing from one wall to the next, from one end to the other, to the music of silence, reaching out it's tender arms towards the visitor, embracing him, tearing him into the swirling steps of oblivion, whispering the bitter words in the sweetest tone ... The pierced corpse of a goblin soldier is floating here. A naiad is chanting softly here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the west. A horse enters from the west. > Ornendil tells you 'any news on Tocarry?'. Soi leaves east. A horse leaves east. You follow Soi. Jade Monoliths Exits are: E S W Finally, on the 17th day of our journey we reached the Delta of Linchyr. The vast sea extended before us, a greenish - blue water, in which I found the proportion of green to be most notable, as it is common knowledge that large volumes of water receive their colour through the angle of the impacting light : golden for a left angle, as at sunrise, blue on a vertical angle and red on a right angle, as observed during sunset. Even more does this mystery excite me, as the sea's colour seemed almost unaffected in luminance and saturation by the changing daylight ..." Academician Provost Llaurindyl Walkohe - "An inquiry into the cause and nature of colours" A shaggy cave bear is standing here, its head weaving to and fro. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the west. A horse enters from the west. > Soi leaves west. A horse leaves west. You follow Soi. Hall of Whispers Exits are: E W The darkness dances in all shades of the nothing from one wall to the next, from one end to the other, to the music of silence, reaching out it's tender arms towards the visitor, embracing him, tearing him into the swirling steps of oblivion, whispering the bitter words in the sweetest tone ... The pierced corpse of a goblin soldier is floating here. A naiad is chanting softly here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the east. A horse enters from the east. > Soi leaves west. A horse leaves west. You follow Soi. Flooded Crevice Exits are: N E S W Once again, water has intruded the mountain roots, flooding major parts of it and as the narrowing extension makes it even harder to move it is only a miracle, that the water masses have come to rest, considering other turbulent parts of the mountain. The slashed corpse of a water snake is lying here. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the east. A horse enters from the east. > Soi leaves north. A horse leaves north. You follow Soi. Burrow Exits are: N E S Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the south. A horse enters from the south. > Soi leaves east. A horse leaves east. You follow Soi. Burrow Exits are: N E W Animals have carried sticks and leaf from the woods into the cavern, transforming it into an habitation fit to their needs. Hidden deep into the mountain, not only do they defy the harsh winter, the storms and the hunts that take place on the surface, but also benefit from their generous neighbor's diet. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the west. A horse enters from the west. > Soi leaves north. A horse leaves north. You follow Soi. Windy Stairs Exits are: N E S W (U) D A strong, cold wind rushes out from within the mountain having it's source most likely near the foot of the mountain. Not so much the traces of animals, as the ones of their mortal remains suggest that the complex of mazes that reaches far into the massif may be inhabited by potentially dangerous dwellers. The slashed corpse of a shaggy cave bear is lying here. A dark warg stands here, its eyes glowing like a flame. Soi the Human is standing here. A horse is here, gazing at you. A horse enters from the south. A horse enters from the south. MV:Weary> Soi opens the slabdoor. MV:Weary> Soi leaves up. A horse leaves up. You follow Soi. Light Forest Exits are: N S D You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... Soi the Human is standing here. A horse is here, gazing at you. A horse enters from below. A horse enters from below. MV:Weary> Soi closes the slabdoor. MV:Weary> A horse stops following Soi. Soi mounts a horse and starts riding him. MV:Weary>tell ornendil Not really, I know he was on a little Friday and some Saturday. he's p(Valian) might want to check out last seen ride You tell Ornendil 'Not really, I know he was on a little Friday and some Saturday. he's p(Valian) might want to check out last seen' MV:Weary>A horse stops following you. You mount a horse and start riding him. R MV:Weary>l Soi is leaving north, riding on a horse. You follow Soi. Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is (busy) riding on a horse. A horse enters from the south. A horse enters from the south. R MV:Weary>Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is (busy) riding on a horse. You are riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. R MV:Weary> Ornendil tells you 'he is one of you Haleyville guys is he?'. Soi is leaving west, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A brown fox hunts for food here. Soi is (busy) riding on a horse. A horse enters from the east. A horse enters from the east. R MV:Weary> Clouds race through the sky above the fields. You are hungry. R MV:Weary> Soi drinks water from a water skin. R MV:Weary> Soi drinks water from a water skin. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. Soi is (busy) riding on a horse. A horse enters from the south. A horse enters from the south. R MV:Weary>reply shake, don't think so Soi eats a raw piece of meat. You tell Ornendil 'shake, don't think so' R MV:Weary> Soi eats a leg of lamb. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black deer can barely be made out in the darkness here. Soi is (busy) riding on a horse. A horse enters from the south. A horse enters from the south. R MV:Weary>'all n Soi is leaving north, riding on a horse. You follow Soi. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Soi is (busy) riding on a horse. A horse enters from the south. A horse enters from the south. R MV:Weary>You say 'all n' R MV:Weary>smile You smile happily. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Soi is (busy) riding on a horse. A horse enters from the south. A horse enters from the south. R MV:Weary> Soi is leaving north, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. Soi is (busy) riding on a horse. A horse enters from the south. A horse enters from the south. R MV:Weary>e e e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R MV:Weary>Ornendil tells you 'you read the news?'. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R MV:Weary>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R MV:Weary>n Soi narrates, 'where uruk go?:)' At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. R MV:Weary>ne next No such message. R MV:Weary>reply which one? You tell Ornendil 'which one?' R MV:Weary>ne last Message 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug Here's an update on our two biggest problems. The freezes are caused by the code that reads/writes part of the player file. As you may know by now, our player file has undergone a large transformation from its format in rots.org. Fingolfin is working to fix the problem before we go live on this server. The spirit bug is caused in the part of the code that saves a player's spirit when the player rents. Fingolfin is working to fix the problem before we go live on this server. Thanks for your patience through this. Just remember, the more bugs we find during this contest, the less bugs we have to deal with when we go live on this server. So keep reporting any strange things you find! Good Luck, Errent Wolfe, Architect of Arda R MV:Weary> Sarlent chats, 'they booked' R MV:Weary> Soi is (busy) entering from the south, riding on a horse. A horse enters from the south. A horse enters from the south. R MV:Weary> Ornendil tells you 'he can't play cus' he is in hospital'. fol self R MV:Weary>You stop following Soi. R MV:Weary> Sarlent chats, 'they were wounded' R MV:Weary> Soi chats, 'booked?' R MV:Weary>rep eek! You tell Ornendil 'eek!' R MV:Weary>rep what happened to him!!?? You tell Ornendil 'what happened to him!!??' R MV:Weary> Sarlent chats, 'they ran' R MV:Weary> Sesil says 'where they?' R MV:Weary>gasp Ornendil tells you 'was involved in a head-on car crash'. You gasp in astonishment. Sarlent chats, 'fast' R MV:Weary>'my teammate is in the hospital You say 'my teammate is in the hospital' R MV:Weary>reply that horrible!! You tell Ornendil 'that horrible!!' R MV:Weary> The slightly wane moon goes off the sky. Not a cloud can be seen in the sky. You are hungry. R MV:Weary> Soi says 'how?' R MV:Weary>reply that's. You tell Ornendil 'that's.' R MV:Weary> Ornendil tells you 'nods'. R MV:Weary>'head on car crash You say 'head on car crash' R MV:Weary>reply is he going to be okay?? l You tell Ornendil 'is he going to be okay??' R MV:Weary>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. You are riding on a horse. Soi is riding on a horse. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. R MV:Weary> Soi says 'ouch' R MV:Weary> Sesil snickers softly. Soi frowns. blank R MV:Weary>You give a blank look at nothing. R MV:Weary> Ornendil tells you 'I think so'. R MV:Weary> Ornendil tells you 'read the board'. R MV:Weary> Sarlent enters from the south. R MV:Weary> Sarlent bounces around. rep good, good, he's a great guy you know. I hadn't heard anything of it. R MV:Weary>You tell Ornendil 'good, good, he's a great guy you know. I hadn't heard anything of it.' dismount n R MV:Weary>n n You stop riding a horse. A horse starts following you. n MV:Weary>Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. MV:Weary>You cannot go that way. MV:Weary>read next You cannot go that way. MV:Weary>You cannot go that way. MV:Weary>No such message. MV:Weary>read last Sarlent enters from the south. MV:Weary>The Innkeeper pouts. Message 9 : Sun Feb 18 (Ainaran) :: Mail I advise everyone that is level 10 and above to check their mail... someone may have already sent you some... Ainaran, the Holy Wanderer MV:Weary>exam board There are 6 messages. 1 : Fri Feb 16 (Ainaran) :: Greetings 3 : Fri Feb 16 (Scan) :: board 4 : Sat Feb 17 (Ainaran) :: Day 1 7 : Sun Feb 18 (Orcrist) :: my opinion 8 : Sun Feb 18 (Cogadh) :: RE:News 8/9 9 : Sun Feb 18 (Ainaran) :: Mail MV:Weary>read next No such message. MV:Weary>reply which one? You tell Ornendil 'which one?' MV:Weary>ne all There are 8 messages. 2 : Fri Feb 16 (Errent) :: Reloading after crashes 4 : Fri Feb 16 (Errent) :: Mail System 6 : Sat Feb 17 (Errent) :: Artifacts 7 : Sat Feb 17 (Errent) :: Bugs and Reimbs 8 : Sat Feb 17 (Errent) :: Uruk Hovel 9 : Sat Feb 17 (Errent) :: The Race War 10 : Sun Feb 18 (Errent) :: Mistie Mountains 11 : Sun Feb 18 (Errent) :: Freezes and Spirit Bug MV:Weary> Ornendil tells you 'He isn't one of the Hville regulars?'. MV:Weary> You are hungry. > Sarlent bows deeply. >tell ornendil nod, he isn't from Haleyville as far as I know Sarlent leaves south. >You tell Ornendil 'nod, he isn't from Haleyville as far as I know' >bow sarlent Nobody here by that name. >who Players ------- [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. >tell ornendil I have to create my imm on this server still heh You tell Ornendil 'I have to create my imm on this server still heh' >l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >read next No such message. > Ornendil tells you 'I only sneaked in becuase the firewall collapses at reboot time'. > You are hungry. >reply hehe l You tell Ornendil 'hehe' >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >chat sigh who You chat, 'sigh' >Players ------- [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Soi chats, '?' >chat some news or something about Dale Earndhardt or whatever his name is You chat, 'some news or something about Dale Earndhardt or whatever his name is' > Sarlent chats, 'anybody know where good xp 4 a mystic is?' >chat died in a car accident or something... bleh, today is just the day for car accidents. Sarlent chats, 'yeah, he died' >You chat, 'died in a car accident or something... bleh, today is just the day for car accidents.' >l Soi chats, 'what happened to him?' >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > You are hungry. >reat rat rat Unrecognized command. er er >You get a soldier ration from a large sack. >You get a soldier ration from a large sack. >You eat a soldier ration. >l You eat a soldier ration. You are full. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >chat blah The Innkeeper frowns. You chat, 'blah' >who Players ------- [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Ornendil chats, 'pardon?' > Soi chats, 'dale earndhardt died in the daytona???' >chat race car driver died You chat, 'race car driver died' > Sesil chats, 'blah' > Ornendil chats, 'oh sorry' > Sesil chats, 'shit that was my favorite racer' > Soi chats, 'mine too' >chat it's everyone's day for car wrecks. who You chat, 'it's everyone's day for car wrecks.' >Players ------- [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Sesil chats, 'blah frik' > Ornendil chats, 'Tocarry was involved in a car accident today' >chat Tocarry, and Mr. Earndhardt. You chat, 'Tocarry, and Mr. Earndhardt.' >l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > Saving Ainaran. >read next No such message. >s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sarlent the Dwarf is standing here. ne next >No such message. > Soi chats, 'what happened to tocarry?' > Sarlent bounces around. >nar prolly going to have to go for a bit in a minute. You narrate, 'prolly going to have to go for a bit in a minute.' > Ornendil chats, 'Do any of you remember a player called Bremen?' > Sarlent smiles happily. > Sarlent rolls on the floor laughing. > Sarlent throws back his head and cackles with insane glee! > Sesil chats, 'yes' >chat nod You chat, 'nod' > Sarlent hits himself, and says OUCH! > Sarlent starts waving his hands around wildly looking for someone to slap! > Sarlent bounces around. > Sesil chats, 'y?' >sc You have 144/144 hit, 56/56 stamina, 113/145 moves, 4 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 36K. >who whois valian Sarlent dances around happily. >Players ------- [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Sarlent dances around happily. >Valian . > Ornendil chats, 'he was killed outright in a car accident some 2 years ago :-(' >, prays for Tocarry, hoping for his good will. Ainaran prays for Tocarry, hoping for his good will. > Not a cloud can be seen in the sky. Soi's torch flickers weakly. >chat nod :( Sesil chats, 'man! :(' >You chat, 'nod :(' > Ornendil chats, 'i used to exp with him and his friend :-(' > Sarlent tries to hold it in, but he's struggling. >nod You nod solemnly. >who Players ------- [ 13 Dwf] Farrakahn the Dwarf [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. > Sarlent he can't hold it in anymore. >chat I'll be back shortly.. Farrakahn tells you 'whats up?'. >You chat, 'I'll be back shortly..' > Soi chats, 'nods' >reply Tocarry was in a car accident You tell Farrakahn 'Tocarry was in a car accident' > Sarlent he bursts out crying. >comf sarlent You comfort him. > Farrakahn tells you 'ack thats sucks.. he ok?'. >reply He's supposively going to be okay.. You tell Farrakahn 'He's supposively going to be okay..' > Not a cloud can be seen in the sky. Soi's torch went out. > Sarlent says 'Why Dale???' > Sarlent bursts into tears. > Farrakahn tells you 'good'. >reply and also, Dale Earndhardt died, so my stepdad is going to want to get on for a bit Farrakahn enters from the north. >Farrakahn leaves south. You tell Farrakahn 'and also, Dale Earndhardt died, so my stepdad is going to want to get on for a bit' > Farrakahn enters from the south. > Sarlent looks at Soi. > Farrakahn tells you 'heh nod :)'. > Ornendil chats, 'Tocarry's email is ' >reply shrug, I'll get off for a while, need a break, then i'll be back Farrakahn tells you 'sounds like my stepdad'. >nod You tell Farrakahn 'shrug, I'll get off for a while, need a break, then i'll be back' >chat nod You nod solemnly. >You chat, 'nod' > Farrakahn tells you 'see ya'. >reply I hate my stepdad You tell Farrakahn 'I hate my stepdad' > Farrakahn says 'hmm soi wanna help me kill matty and get ob eq?' >reply check out your mail :-) You tell Farrakahn 'check out your mail :-)' >l Farrakahn tells you 'dont we all :)'. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sarlent the Dwarf is standing here. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. >nod You nod solemnly. >flip You flip head over heels. > Farrakahn tells you 'i dont think u emailed me'. >fip juggler Ornendil chats, 'so if yall feel like send a message, I am sure it would be gratefully recieved' > Soi says 'i gonna have to go in a sec' >Unrecognized command. > Farrakahn tells you 'but i will check it'. >reply game mail Sarlent says 'can i help' >You tell Farrakahn 'game mail' > Sarlent says 'im bored' > Not a cloud can be seen in the sky. >rep hehe You tell Farrakahn 'hehe' > Farrakahn leaves west. > Sarlent gets a soldier ration from a backpack. > Sarlent gets a soldier ration from a backpack. >chat nod, already have. :-) You chat, 'nod, already have. :-)' who > Sarlent eats a soldier ration. > Sarlent eats a soldier ration. >Players ------- [ 13 Dwf] Farrakahn the Dwarf [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. >chat he'd better be okay, or I'll kick his ass. You chat, 'he'd better be okay, or I'll kick his ass.' >who Players ------- [ 13 Dwf] Farrakahn the Dwarf [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. >who Players ------- [ 13 Dwf] Farrakahn the Dwarf [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. >l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sarlent the Dwarf is standing here. A horse is here, gazing at you. >sc You have 144/144 hit, 56/56 stamina, 145/145 moves, 4 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 36K. You are getting thirsty. >drink skin drink skin drink skin You drink the water. You are full. >You drink the water. You don't feel thirsty any more. You are full. >exam pack Your stomach can't contain anymore! >When you look inside, you see: backpack (carried) : a torch a golden bracelet..It glows blue! a golden bear fur a fine dagger a small, raw piece of meat a raw piece of meat a golden bracelet..It glows blue! an etched leather girdle..It glows blue! a ruby necklace..It glows blue! a golden visor..It glows blue! a stone ring..It glows blue! a water skin a torch a torch > Sarlent leaves west. > Not a cloud can be seen in the sky. Saving Ainaran. >tell farrakahn need eq still? l You tell Farrakahn 'need eq still?' w >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. A horse is here, gazing at you. >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! Someone has dropped a letter here. Someone has dropped a letter here. A tall, thin man wearing spectacles is standing here. Farrakahn the Dwarf is standing here. Sarlent the Dwarf is standing here. >receive letter A hurried mailman tells you, 'Sorry, you don't have any mail waiting.' >l Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! Someone has dropped a letter here. Someone has dropped a letter here. A tall, thin man wearing spectacles is standing here. Farrakahn the Dwarf is standing here. Sarlent the Dwarf is standing here. A horse is here, gaziponder get letter 'federal offense ng at you. >You ponder over matters as they appear to you at this moment. >You get a letter. >You say 'federal offense' > Sarlent leaves east. > Farrakahn gets a letter. > Farrakahn narrates, 'how do i dispose of mail?' >drop letter You drop a letter. > Sarlent enters from the east. > Sesil chats, 'drop letter :P' >nar let em decay I suppose You narrate, 'let em decay I suppose' > Farrakahn gets a letter. > Sarlent destroys a letter. >nar or that :-) You narrate, 'or that :-)' l >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Farrakahn the Dwarf is standing here. A horse is here, gazing at you. Sarlent the Dwarf is standing here. > Farrakahn tells you 'nod i need some ob eq'. >i You are carrying: a water skin a small, raw piece of meat a torch a small, raw piece of meat a small, raw piece of meat a blue marble ring..It glows blue! a water skin a torch a large sack a backpack >give fur farrakahn You don't seem to have a fur. >get fur pack You get a golden bear fur from a backpack. >give fur farrakahn exam pack You give a golden bear fur to Farrakahn. >When you look inside, you see: backpack (carried) : a torch a golden bracelet..It glows blue! a fine dagger a small, raw piece of meat a raw piece of meat a golden bracelet..It glows blue! an etched leather girdle..It glows blue! a ruby necklace..It glows blue! a golden visor..It glows blue! a stone ring..It glows blue! a water skin a torch a torch >get bracelet pack get bracelet pack You get a golden bracelet from a backpack. >You get a golden bracelet from a backpack. >give bracelet farrakahn give bracelet farrakahn You give a golden bracelet to Farrakahn. Sarlent leaves east. >You give a golden bracelet to Farrakahn. >exam pack Farrakahn narrates, 'so other fuckers can read my mail?' >When you look inside, you see: backpack (carried) : a torch a fine dagger a small, raw piece of meat a raw piece of meat an etched leather girdle..It glows blue! a ruby necklace..It glows blue! a golden visor..It glows blue! a stone ring..It glows blue! a water skin a torch a torch > Sesil chats, 'shake' tell sarlent how did you destroy it? >You tell Sarlent 'how did you destroy it?' >l Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Farrakahn the Dwarf is standing here. A horse is here, gazing at you. >i You are carrying: a water skin a small, raw piece of meat a torch a small, raw piece of meat a small, raw piece of meat a blue marble ring..It glows blue! a water skin a torch a large sack a backpack > Farrakahn leaves east. >e At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sarlent the Dwarf is standing here. > Sarlent tells you 'i didnt'. >tell sarlent ponder You tell Sarlent 'ponder' > Not a cloud can be seen in the sky. > Sarlent tells you 'just goofing off, i emoted'. >rep emote ahh You tell Sarlent 'emote ahh' >i You are carrying: a water skin a small, raw piece of meat a torch a small, raw piece of meat a small, raw piece of meat a blue marble ring..It glows blue! a water skin a torch a large sack a backpack >tell farrakahn got some rings too s s s You tell Farrakahn 'got some rings too' >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >e Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. >wher Players in your Zone -------------------- Squish - Outpost Barracks Farrakahn - Outpost Barracks Soi - At the Well Ainaran - Weapon Shed Sarlent - At the Well >w n n Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. n n >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. n >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sarlent the Dwarf is standing here. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. Farrakahn the Dwarf is standing here. >You cannot go that way. >give ring farrakahn exam pack You give a blue marble ring to Farrakahn. >When you look inside, you see: backpack (carried) : a torch a fine dagger a small, raw piece of meat a raw piece of meat an etched leather girdle..It glows blue! a ruby necklace..It glows blue! a golden visor..It glows blue! a stone ring..It glows blue! a water skin a torch a torch >get ring pack You get a stone ring from a backpack. >put ring pack You put a stone ring in a backpack. >who Players ------- [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. >'that's it. l You say 'that's it.' gig >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. Farrakahn the Dwarf is standing here. A horse is here, gazing at you. >You giggle. > Your lamp flickers weakly. > Sesil chats, 'uruk town' s set tac def > Sesil enters from the south. A horse enters from the south. A horse enters from the south. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sarlent the Dwarf is standing here. >You are now employing defensive tactics. > Sesil enters from the north. A horse enters from the north. A horse enters from the north. >> Sesil chats, 'he at sentry' > Sesil sits down and rests. > Sesil says 'regen me please' n >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. Farrakahn the Dwarf is standing here. >s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sarlent the Dwarf is standing here. Sesil the Human is resting here. A horse is here, gazing at you. A horse is here, gazing at you. > Sesil says 'so i can kill him' cast regen sesil >n You can't summon enough energy to cast the spell. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. Farrakahn the Dwarf is standing here. > Sesil enters from the south. A horse enters from the south. A horse enters from the south. > Sesil says 'regen me ainaran' >tell sesil You can't summon enough energy to cast the spell. You tell Sesil 'You can't summon enough energy to cast the spell.' > Sesil tells you 'damn'. > Sesil leaves south. A horse leaves south. A horse leaves south. >l sc Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. Farrakahn the Dwarf is standing here. A horse is here, gazing at you. >You have 144/144 hit, 56/56 stamina, 145/145 moves, 4 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 1, XP Needed: 36K. >exam rack An old battered rack stands here, scratched and worn with age. When you look inside, you see: rack (here) : a skull ring a wax seal a twisted piece of wire a painted, white key a twisted piece of wire >gig Your lamp flickers weakly. Saving Ainaran. >You giggle. >exam pack When you look inside, you see: backpack (carried) : a stone ring..It glows blue! a torch a fine dagger a small, raw piece of meat a raw piece of meat an etched leather girdle..It glows blue! a ruby necklace..It glows blue! a golden visor..It glows blue! a water skin a torch a torch > *an Uruk* enters from the south. > *an Uruk* panics, and attempts to flee! >kill uruk *an Uruk* leaves south. >They aren't here. >s kill uruk Squish leaves south. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sarlent the Dwarf is standing here. Squish the Dwarf is standing here. *an Uruk* is standing here. >You attack *an Uruk*! You slash *an Uruk*'s right arm. HP:Healthy, *an Uruk*:Bruised> You deflect *an Uruk*'s attack. Squish attacks *an Uruk*! Squish slashes *an Uruk*'s body. HP:Healthy, *an Uruk*:Bruised>cc Sarlent leaves west. HP:Healthy, *an Uruk*:Bruised> A juggler attacks *an Uruk*! A juggler deeply wounds *an Uruk*'s right leg with his pierce. HP:Healthy, *an Uruk*:Bloodied> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves north. > Sarlent enters from the west. >Your victim is not here! > *an Uruk* enters from the north. > *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves south. > Sarlent leaves south. >nar he bloodied s kill uruk set tac ag set men on You narrate, 'he bloodied' set men off >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. > Squish enters from the north. >They aren't here. >You are now employing aggressive tactics. >AutoMental mode is now on. >Sesil leaves south. A horse leaves south. A horse leaves south. AutoMental mode is now off. >w Squish narrates, 'he bloodied' w > Squish leaves south. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. A dark warg stands here, its eyes glowing like a flame. Sarlent the Dwarf is standing here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. A dark warg stands here, its eyes glowing like a flame. Sarlent the Dwarf is standing here. > *an Uruk* enters from the east. k warg > *an Uruk* leaves west. >You attack a black warg! You slash a black warg. HP:Healthy, a black warg:Scratched> A black warg hits your body hard. HP:Bruised, a black warg:Scratched> *an Uruk* enters from the west. HP:Bruised, a black warg:Scratched> *an Uruk* mounts a black warg and starts riding him. HP:Bruised, a black warg:Scratched> *an Uruk* is leaving west, riding on a black warg. HP:Bruised> Sesil enters from the east. A horse enters from the east. A horse enters from the east. HP:Scratched>ponder Sesil leaves west. A horse leaves west. A horse leaves west. HP:Scratched>w You ponder over matters as they appear to you at this moment. HP:Scratched>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. w HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. HP:Scratched>s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>Sesil leaves north. A horse leaves north. A horse leaves north. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer can barely be made out in the darkness here. A black rabbit scurries about. HP:Scratched>s Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. s s HP:Scratched>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. HP:Scratched>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. s HP:Scratched>s Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. HP:Scratched>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. HP:Scratched>s s e s You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. HP:Scratched>You cannot go that way. HP:Scratched>n n Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A wolf approaches you, obviously abandoned by its pack, hungry and angry. A wolf approaches you, obviously abandoned by its pack, hungry and angry. HP:Scratched>Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A brown fox hunts for food here. HP:Scratched>n You cannot go that way. HP:Scratched>w Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. HP:Scratched>n Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. n HP:Scratched>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A brown fox hunts for food here. HP:Scratched>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer can barely be made out in the darkness here. A black rabbit scurries about. HP:Scratched>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Sarlent the Dwarf is standing here. HP:Scratched>sigh e You sigh. HP:Scratched>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. HP:Scratched>w n n n The waning moon shows in the sky. The dark cloudy sky makes it difficult to see far down the road. Your lamp went out. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Sarlent the Dwarf is standing here. HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. HP:Scratched>You cannot go that way. HP:Scratched>e You cannot go that way. HP:Scratched>n Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Scratched>n You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>e Sarlent chats, 'uruk is only lvl 6' HP:Scratched>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. HP:Scratched>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Scratched>n n n n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Sesil is riding on a horse. A horse is here, gazing at you. HP:Scratched>Sesil is leaving south, riding on a horse. A horse leaves south. Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf (linkless) is standing here. Squish the Dwarf is resting here. HP:Scratched>You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>fame sarlent There were found 0 records about Sarlent, total fame 0. HP:Scratched>who Players ------- [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 9 characters displayed. HP:Scratched> Squish narrates, 'point being?' HP:Scratched>nar kill it anyway You narrate, 'kill it anyway' HP:Scratched>nar it's a fackin uruk :-) You narrate, 'it's a fackin uruk :-)' HP:Scratched>aff Sarlent chats, 'point being, easy kill' HP:Scratched>You are affected by: anger (short) HP:Scratched>chat solo it thn Squish narrates, 'snicker if so easy than he be dead already' HP:Scratched>You chat, 'solo it thn' HP:Scratched> Sarlent chats, 'just a good runner, as all lowbies are' > Sesil chats, 'bah shaddup yah loser' > Azalea has entered the game. > The Innkeeper sneezes. > Ornendil tells you 'so your team looks like 2nd place after the Estonian Juggernaut'. > Saving Ainaran. > Sesil chats, 'anyone on that uruk?' > The Innkeeper glares around him. > Squish drinks water from a water skin. > Squish drinks water from a water skin. > The Innkeeper frowns. Squish gets a soldier ration from a large sack. > Squish gets a soldier ration from a large sack. > Squish eats a soldier ration. > Squish eats a soldier ration. >reply hehe You tell Ornendil 'hehe' >who Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >who Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. > Squish stops resting, and clambers on his feet. > Squish leaves south. >tell ornendil keep a secret? You tell Ornendil 'keep a secret?' >who Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >tell ornendil you can't tell anyone else anyway, after I tell you. hehe You tell Ornendil 'you can't tell anyone else anyway, after I tell you. hehe' > Ornendil tells you 'just goes to show that to be a good player at RoTS you don't have to to be a total prick'. >reply exactly. You tell Ornendil 'exactly.' > Farrakahn disappears into the void. > Ornendil tells you 'depends on the secret'. >reply A good player in my book is someone that is respectable, a dependable ally, and of course, a good friend or accquintence. You tell Ornendil 'A good player in my book is someone that is respectable, a dependable ally, and of course, a good friend or accquintence.' >reply got an artifact :-) You tell Ornendil 'got an artifact :-)' >who Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. > Sesil chats, 'uruk back around sentry horribly :)' >chat go for it man You chat, 'go for it man' >chat I've gotta rent at a moment's notice, so I can't deal with medium anger atm :-) You chat, 'I've gotta rent at a moment's notice, so I can't deal with medium anger atm :-)' >who Ornendil tells you 'no a good player is someone who enjoys them selves but not at some elses expense'. >Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 10 Hum] Sesil the Human [ 10 Hum] Soi the Human (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >tell ornendil that added You tell Ornendil 'that added' >who The Innkeeper yawns. Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 11 Hum] Sesil the Human [ 10 Hum] Soi the Human (linkless) (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >who Sesil chats, 'lvl no hike *STOMP*' >Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 11 Hum] Sesil the Human [ 10 Hum] Soi the Human (linkless) (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >chat comf You chat, 'comf' >chat I haven't gotten one yet You chat, 'I haven't gotten one yet' >chat but *cheer* on level who You chat, 'but *cheer* on level' >Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 11 Hum] Sesil the Human [ 10 Hum] Soi the Human (linkless) (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >aff l You are not affected by anything. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Azalea the Human is standing here. > Ornendil tells you 'thats why I stick up for Haleyville (most of them)'. >reply :-) You tell Ornendil ':-)' > Sesil enters from the south. A horse enters from the south. A horse enters from the south. > Sesil looks at Azalea. > Ornendil tells you 'although Amanda is cute as well'. > Sesil stops using a pair of supple leather boots. > Sesil wears a pair of supple leather boots on his feet. >reply nod :-) Sesil coughs loudly. >You tell Ornendil 'nod :-)' >rep most of the haley people are good, but some of them are just annoying. hehe You tell Ornendil 'most of the haley people are good, but some of them are just annoying. hehe' >who Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 11 Hum] Sesil the Human [ 10 Hum] Soi the Human (linkless) (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. > Azalea yawns. >reply that's something they can't help thoug Sesil looks at Azalea. You tell Ornendil 'that's something they can't help thoug' > Azalea looks at Sesil. >bow azalea You bow before him. > Sesil says 'anyone know who bunkar is?' > Azalea says 'where yah get that :)' > Sesil says 'juggler' > Azalea says 'yah I know bunkar' >shake You shake your head. >'dunno l You say 'dunno' >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Azalea the Human is standing here. Sesil the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. > Azalea says 'why?' > Sesil says 'dunno hes my boy' >'I think he couldn't be in the contest. You say 'I think he couldn't be in the contest.' > Azalea whispers something to Sesil. >'yeah, Bunk is awesome You say 'yeah, Bunk is awesome' > Sesil nods his head at you in agreement. tell azalea I know it's you fool. :-) >You tell Azalea 'I know it's you fool. :-)' > Squish tells you 'level 5 *hop*'. > Ornendil tells you 'they just need to remember sometimes there are miserable europeans put there like me and Suller'. > Azalea tells you 'nod nod :), who is that fella?'. >tell ornendil *giggle* You tell Ornendil '*giggle*' >tell azalea Jax You tell Azalea 'Jax' >who Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 11 Hum] Sesil the Human [ 10 Hum] Soi the Human (linkless) (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. > Sarlent enters from the south. > Azalea tells you 'eww *snicker* he know who I am?'. > Sesil whispers something to Azalea. > Squish narrates, 'my own version here' > Squish sings, 'ill be ' >rep shrug The Innkeeper yawns. >You tell Azalea 'shrug' > Squish sings, 'the greatest' > Squish sings, 'FUCK of your life!' > Azalea tells you 'come take me and do some shit'. >who Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 11 Hum] Sesil the Human [ 10 Hum] Soi the Human (linkless) (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. >tell azalea I've gotta rent soon You tell Azalea 'I've gotta rent soon' > Sesil leaves south. A horse leaves south. A horse leaves south. > Sarlent looks at Azalea. >tell azalea dale earnhardt died.. You tell Azalea 'dale earnhardt died..' > The Innkeeper sinks deeply into thought, but seems to be a little lost. Azalea tells you 'bah :) I need some levels so I can go pkill some'. > Azalea tells you 'who that?'. >reply as soon as stepdad gets on, he's gonna want to get on and look up bullshit news You tell Azalea 'as soon as stepdad gets on, he's gonna want to get on and look up bullshit news' >reply some racecar driver You tell Azalea 'some racecar driver' >reply i'll be back on later though You tell Azalea 'i'll be back on later though' >reply I'd better.... You tell Azalea 'I'd better....' > Azalea tells you 'nod I might be on then'. >rep cool You tell Azalea 'cool' >rep i want to get to 20 before tomorrow who You tell Azalea 'i want to get to 20 before tomorrow' >Players ------- [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [--- WdE] Rew the Wood Elf (linkless) (AFK) [ 11 Hum] Sesil the Human [ 10 Hum] Soi the Human (linkless) (AFK) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder 10 characters displayed. > Sarlent looks at Azalea. > Azalea tells you 'nod'. >tell ornendil How badly hurt is he? You tell Ornendil 'How badly hurt is he?' > Sarlent leaves south. > Azalea says 'any artifacts yet?' >shrug smile afk You shrug. >You smile happily. >You go away from keyboard. > Azalea leaves south. > Ornendil tells you 'I don't know'. > Azalea enters from the south. > Sarlent enters from the south. > Azalea leaves south. > Sarlent leaves south. > Squish narrates, 'uruk here' > Squish narrates, 'sesil' > Squish narrates, 'he ranher' > Soi narrates, 'where uruk?' > Squish narrates, 'its a ranger uruk' > Soi narrates, 'where?' > Sesil chats, 'he slab' > Squish narrates, 'umm west of the town is all i bout know' >rep nod You return to your keyboard. You tell Ornendil 'nod' who >Players ------- [ 10 Hum] Soi the Human [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [ 11 Hum] Sesil the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. >chat well folks, I'll be back soon, hopefully You chat, 'well folks, I'll be back soon, hopefully' > Squish narrates, 'bah shit' > Ornendil tells you 'waves, take care'. >chat someone in my household wants to look up on that racecar driver's death You chat, 'someone in my household wants to look up on that racecar driver's death' > Squish narrates, 'it dark' > Sesil chats, 'me rip' > Sesil chats, 'hehe bull deeplied me :P' >chat if i'm not on, please do me and Tocarry a favor, even if you don't believe in God... keep him in your prayers. You chat, 'if i'm not on, please do me and Tocarry a favor, even if you don't believe in God... keep him in your prayers.' >chat he's a good guy, and a good friend. who Sesil tells you 'wait help me re eq first'. >You chat, 'he's a good guy, and a good friend.' >Players ------- [ 10 Hum] Soi the Human [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [ 11 Hum] Sesil the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. > Sesil enters from above. > Sesil sighs loudly. >'gotta jet sigh You say 'gotta jet' >You sigh. > Squish narrates, 'peer this sucks' >apolo sesil Sesil says 'vit regen me and gimme torch pelase' >You apologize profusedly to him, and beg for forgiveness. >sc You have 144/144 hit, 56/56 stamina, 145/145 moves, 4 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 1, XP Needed: 36K. You are getting hungry. > Sesil says 'so i can loot' > Soi tells you 'just sent him e-mail'. > Sesil says 'cmon man' >'You have 144/144 hit, 56/56 stamina, 145/145 moves, 0 spirit. You say 'You have 144/144 hit, 56/56 stamina, 145/145 moves, 0 spirit.' > Sesil leaves south. >repy :-) who Unrecognized command. >Players ------- [ 10 Hum] Soi the Human [--- Hum] Azalea the Human [--- Dwf] Squish the Dwarf [ 13 Dwf] Farrakahn the Dwarf (linkless) (AFK) [G. Maia] Ornendil the Tree Shepherd. [ 11 Hum] Sesil the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ Vala ] Seraph the Russian Linux Coder 9 characters displayed. >rep :-) You tell Soi ':-)' >nar See you soon You narrate, 'See you soon' > Farrakahn tells you 'u got spirit?'. R>sc You have 144/144 hit, 56/56 stamina, 144/145 moves, 19 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 36K. rep getting some R>You tell Farrakahn 'getting some' R> Farrakahn tells you 'nod'. rep down to 19 due to spirit bug. l R>You tell Farrakahn 'down to 19 due to spirit bug.' R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. You are riding on a horse. R>s s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black rabbit scurries about. R> Farrakahn tells you 'nod'. R>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) R>set men on k flame AutoMental mode is now on. R> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>Your mind is not ready yet. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> a ball of pale flame forces its Will against your will! R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded>who Players ------- [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 10 Hum] Soi the Human [ 14 Dwf] Farrakahn the Dwarf [--- Hum] Azalea the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded>ne next A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded>No such message. R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! tell farrakhan it's nice to see you level hehe R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously clumsy> a ball of pale flame forces its Will against your strength! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously clumsy>Nobody by that name. R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously clumsy> a ball of pale flame forces its Will against your will! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly dispirited, a ball of pale flame:seriously retarded> a ball of pale flame forces its Will against your intelligence! R HP:Healthy Mind:slightly duped, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly duped, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly duped, a ball of pale flame:seriously retarded> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:slightly sickly, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's will! tell farrakahn it's nice to see you level :-) R HP:Healthy Mind:slightly sickly, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly sickly, a ball of pale flame:seriously retarded>You tell Farrakahn 'it's nice to see you level :-)' R HP:Healthy Mind:slightly sickly, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:slightly sickly, a ball of pale flame:strongly retarded> A slight mist rises from the damp land into the cloudless sky. R HP:Scratched S:Surging Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched S:Surging Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's concentration! R HP:Scratched S:Surging Mind:barely sickly, a ball of pale flame:strongly retarded> Farrakahn tells you 'heh nod'. R HP:Scratched S:Surging Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched S:Surging Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's constitution! R HP:Scratched S:Surging Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched S:Surging Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's dexterity! R HP:Scratched S:Surging Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! tell farrakahn and it's even nicer to see that those other high characters aren't on :-) R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's will! R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly retarded>You tell Farrakahn 'and it's even nicer to see that those other high characters aren't on :-)' R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's will! R HP:Scratched Mind:barely sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly sickly> You force your Will against a ball of pale flame's strength! R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly sickly> You force your Will against a ball of pale flame's will! Farrakahn tells you 'nod'. R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly sickly>reply especially them, because all they do is whitie-whitie pk A ball of pale flame tries its Will against your mind, but you resist! You tell Farrakahn 'especially them, because all they do is whitie-whitie pk' R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly sickly> You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly sickly> You force your Will against a ball of pale flame's learning! l R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly retarded>You force your Will against a ball of pale flame's concentration! A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A ball of pale flame (shadow) is here, fighting YOU! You are here, fighting a ball of pale flame, riding on a horse. R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:barely sickly, a ball of pale flame:horribly retarded> You force your Will against a ball of pale flame's learning! Your spirit increases by 8. You receive your share of experience -- 833 points. Saving Ainaran. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R HP:Scratched>l A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. s R HP:Scratched>Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. R HP:Scratched> Farrakahn tells you 'well i heard taraan has the shield of mordor'. R HP:Scratched>rep nod You tell Farrakahn 'nod' R HP:Scratched>rep shrug You tell Farrakahn 'shrug' R HP:Scratched>rep we'll have to kill him w You tell Farrakahn 'we'll have to kill him' R HP:Scratched>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. s R HP:Scratched> Errent narrates, 'Who's it going?' R HP:Scratched>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Scratched> Farrakahn tells you 'they got any other known artifacts?'. R HP:Scratched> Errent narrates, 'how, even' R HP:Scratched> Soi narrates, 'cool' R> The sun sets across the fields. Clouds race through the sky above the fields. R HP:Scratched> Soi narrates, 'rusikas thinks he won' R HP:Scratched> Soi narrates, 'he not playing anymore' nar quite well, besides all of the injuries going on.. R HP:Scratched> Farrakahn tells you 'shrug i just wanna get a level so i can go check out the big mobs see what they load'. R HP:Scratched>You narrate, 'quite well, besides all of the injuries going on..' R HP:Scratched> Soi narrates, 'nods' R HP:Scratched>nar Have you heard about Tocarry, Errent? You narrate, 'Have you heard about Tocarry, Errent?' R HP:Scratched> Errent tells you 'injuries?'. R HP:Scratched>tell farrakahn nod :-) You tell Farrakahn 'nod :-)' R> Farrakahn tells you 'come sentry?'. R> Errent narrates, 'Oh, I heard something about it, yes' R>nar tocarry was in a head-on collison in a car crash You narrate, 'tocarry was in a head-on collison in a car crash' R>nar also, mr. Dale Earnhardt of racing died in a wreck today. l You narrate, 'also, mr. Dale Earnhardt of racing died in a wreck today.' R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. You are riding on a horse. R> Soi narrates, 'is he ok or what?' tell farrakahn nod R>You tell Farrakahn 'nod' R>n n Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black rabbit scurries about. R> Night falls over the land. Clouds race through the sky above the fields. R> Soi narrates, 'tocarry' R>nar Tocarry is suppose to be okay.. l You narrate, 'Tocarry is suppose to be okay..' w R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black rabbit scurries about. You are riding on a horse. R>A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black deer can barely be made out in the darkness here. R> Soi narrates, 'good' R>nar I hope he is, he was my teammate You narrate, 'I hope he is, he was my teammate' n R>Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. R>w You cannot go that way. e R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>nar and a good friend n You narrate, 'and a good friend' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. nar still is :-) n R>You narrate, 'still is :-)' R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. R>s w w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. w R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi narrates, 'dont subtract points for that...' R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. R>You cannot go that way. R>s w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. w R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>n n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>You cannot go that way. R>w Soi narrates, 'plz errent?:)' R>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The hacked corpse of a bandit sentry is lying here. Soi is resting here, riding on a horse. Farrakahn is riding on a nice pony. R>bow You bow deeply. R>dismount sc You stop riding a horse. A horse starts following you. >You have 144/144 hit, 56/56 stamina, 143/145 moves, 34 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 35K. >'34 spirit You say '34 spirit' > Farrakahn narrates, 'shrug i wanna levels.. to see how many str hykes i can get.. got 3 so far' > Farrakahn stops riding a nice pony. A nice pony now follows Farrakahn. >nar nod :-) l You narrate, 'nod :-)' >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The hacked corpse of a bandit sentry is lying here. Soi is resting here, riding on a horse. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >'I wanna find the twig gig You say 'I wanna find the twig' >You giggle. > Clouds race through the sky above the fields. > Farrakahn says 'why?' >'if someone else hasn't found it already You say 'if someone else hasn't found it already' > Farrakahn says 'what u think it do?' >'another artifact You say 'another artifact' >shrug You shrug. 'we'll have to see smile >You say 'we'll have to see' >You smile happily. > Farrakahn drinks water from a water skin. > Farrakahn drinks water from a water skin. >who Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 10 Hum] Soi the Human [ 14 Dwf] Farrakahn the Dwarf [--- Hum] Azalea the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. > Farrakahn says 'well we can try fearing that webspinner' sc >You have 144/144 hit, 56/56 stamina, 132/145 moves, 34 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 0, XP Needed: 35K. >nod Farrakahn says 'and then killing the massive' >You nod solemnly. > Farrakahn says 'or fear massive out' >'as soon as I get one more mystic level You say 'as soon as I get one more mystic level' >inf Soi says 'oh, lez try:)' >You are Ainaran the Wood Elf, a good (207) male Wood Elf. You have reached level 15. You are level 7 Warrior, 4 Ranger, 16 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 4 hours. You are 5'10" high, weight 108.0lb and carrying 52.2lb. You have 144/144 hit points, 56/56 stamina, 138/145 moves and 34 spirit. You have 4 silver and 50 copper coins. Your OB is 82, dodge is 15, parry 58, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 39, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 348654 exp, and need 35346 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. The moon lights your surroundings. You are not affected by anything. > Farrakahn says 'kill shit' > Farrakahn says 'kill matty and joey for xp' > Soi strecthes out his sore muscles. > Soi stops resting, and clambers on his feet. >'level 17 mystic would do good on fear st You say 'level 17 mystic would do good on fear' >fol soi You are already standing. Farrakahn says 'and group ainaran' >You now follow Soi. > Soi stops riding a horse. A horse now follows Soi. > *an Uruk* is entering from the east, riding on a black warg. >set tac ag You are now employing aggressive tactics. > *an Uruk* is leaving west, riding on a black warg. > You join the group of Soi. >stare The new-born moon goes off the sky. Clouds race through the sky above the fields. Soi's torch flickers weakly. >You stare at the sky. >'leave him be Soi drinks water from a water skin. >You say 'leave him be' > Farrakahn leaves west. A nice pony leaves west. > Farrakahn enters from the west. A nice pony enters from the west. > Farrakahn says 'nod' >gt he's only 1 You group-say 'he's only 1' > Farrakahn says 'do joey' > *an Uruk* is entering from the west, riding on a black warg. >gt we have other things to worry about :-) Soi attacks *an Uruk*! *an Uruk* dodges Soi's attack. > Soi deflects *an Uruk*'s attack. >You group-say 'we have other things to worry about :-)' Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s body very hard. >spit uruk kill uruk cc set tac def gt frozen :P *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. > *an Uruk* is entering from the east, riding on a black warg. >You spit on him. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. >Whom do you want to press? >Your victim is not here! > Farrakahn yells 'run home little 1 :)' > Soi leaves down. A horse leaves down. You follow Soi. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from above. A nice pony enters from above. >You are now employing defensive tactics. >> Soi attacks Stalwart Joey! Stalwart Joey dodges Soi's attack. > Soi deflects Stalwart Joey's attack. Farrakahn assists Soi. Farrakahn attacks Stalwart Joey! Farrakahn deeply wounds Stalwart Joey's left hand with his cleave. > Somebody yells 'shiuh bml?' >A bandit guard says 'I must protect my friend!' A bandit guard assists Stalwart Joey. A bandit guard attacks Soi! A bandit guard cleaves Soi's right arm hard. You group-say 'frozen :P' > Stalwart Joey slashes Soi's head. > Stalwart Joey deflects Soi's attack. > Soi deflects Stalwart Joey's attack. > Soi dodges a bandit guard's attack. > Farrakahn sends Stalwart Joey sprawling with a powerful bash. > Stalwart Joey deflects Soi's attack. > Farrakahn cleaves Stalwart Joey's right leg hard. > A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks Soi! Soi deflects a bandit guard's attack. > Soi deflects a bandit guard's attack. as > Stalwart Joey deflects Soi's attack. >You join the fight! You force your Will against Stalwart Joey's dexterity! cc HP:Healthy, Soi:Hurt, Stalwart Joey:slightly clumsy>ci Farrakahn cleaves Stalwart Joey's body. HP:Healthy, Soi:Hurt, Stalwart Joey:slightly clumsy>You start to concentrate. | Stalwart Joey has recovered from a bash! /- Soi deflects a bandit guard's attack. \| Stalwart Joey dodges Soi's attack. / A bandit guard cleaves Soi's head. -\Soi deflects Stalwart Joey's attack. Ok. Stalwart Joey appears to be confused! You start to concentrate. -\|/ Farrakahn sends Stalwart Joey sprawling with a powerful bash. -\ Ok. HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy> You force your Will against Stalwart Joey's will! Soi deflects a bandit guard's attack. Soi slashes Stalwart Joey's left leg. HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy> A bandit guard cleaves Soi's body. HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy>set tac def You force your Will against Stalwart Joey's intelligence! HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy>You are now employing defensive tactics. HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy> Farrakahn cleaves Stalwart Joey's body hard. HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy>'flee Stalwart Joey deflects Soi's attack. HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy> A bandit guard cleaves Soi's left arm. HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy> Stalwart Joey has recovered from a bash! HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy> You force your Will against Stalwart Joey's concentration! HP:Healthy, Soi:Wounded, Stalwart Joey:slightly clumsy> A bandit guard cleaves Soi's right leg. Soi panics, and attempts to flee! Soi flees head over heals! Soi leaves down. A horse leaves down. set men off set tac def gt come HP:Healthy, Stalwart Joey:slightly clumsy>You say 'flee' HP:Healthy, Stalwart Joey:slightly clumsy> Soi enters from below. HP:Healthy, Stalwart Joey:slightly clumsy> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:slightly clumsy>AutoMental mode is now off. HP:Healthy, Stalwart Joey:Wounded> You slash Stalwart Joey's left leg. Farrakahn cleaves Stalwart Joey's left arm extremely hard. HP:Healthy, Stalwart Joey:Awful> Farrakahn says 'dont waste spirit to confuse this pussy' HP:Healthy, Stalwart Joey:Awful>You are now employing defensive tactics. HP:Healthy, Stalwart Joey:Awful> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Awful> Stalwart Joey deflects your attack. HP:Healthy, Stalwart Joey:Awful> Farrakahn sends Stalwart Joey sprawling with a powerful bash. HP:Healthy, Stalwart Joey:Awful>You group-say 'come' HP:Healthy, Stalwart Joey:Awful> A bandit guard says 'I must protect my friend!' A bandit guard assists Stalwart Joey. A bandit guard attacks YOU! A bandit guard cleaves your left leg. A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks YOU! You deflect a bandit guard's attack. HP:Scratched, Stalwart Joey:Awful> Soi attacks Stalwart Joey! Soi slashes Stalwart Joey's left arm. Stalwart Joey is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 412 points. Stalwart Joey fails in his mission to defend the area, and dies painfully. You turn to face your next enemy. HP:Scratched, a bandit guard:Healthy> A bandit guard deflects your attack. HP:Scratched, a bandit guard:Healthy>cc ci set tac def Soi gets a small pile of coins from the slashed corpse of Stalwart Joey. HP:Scratched, a bandit guard:Healthy> Soi's torch flickers weakly. HP:Scratched, a bandit guard:Healthy> A bandit guard deflects your attack. HP:Scratched, a bandit guard:Healthy> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:Healthy> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:Healthy> Soi attacks a bandit guard! A bandit guard deflects Soi's attack. HP:Scratched, a bandit guard:Healthy> Farrakahn assists you! Farrakahn attacks a bandit guard! Farrakahn cleaves a bandit guard's left arm very hard. gt blah, freezing gt someone make sure to get rescue sometime? ;-) HP:Scratched, a bandit guard:Bruised>You start to concentrate. |/-You deflect a bandit guard's attack. A bandit guard cleaves your right leg. You could not concentrate anymore! You start to concentrate. -\|/-\ A bandit guard deflects Soi's attack. Ok. HP:Scratched, a bandit guard:Bruised> You slash a bandit guard's right arm. HP:Scratched, a bandit guard:Bruised> Farrakahn deeply wounds a bandit guard's left leg with his cleave. HP:Scratched, a bandit guard:Wounded> ] 35mA bandit guard cleaves your right hand. A bandit guard cleaves your body. HP:Bruised, a bandit guard:Wounded> Soi slashes a bandit guard's body. HP:Bruised, a bandit guard:Bloodied> You slash a bandit guard's body. HP:Bruised, a bandit guard:Bloodied>HP:Bruised, a bandit guard:Bloodied> Farrakahn cleaves a bandit guard's right hand extremely hard. A bandit guard is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 267 points. You turn to face your next enemycc . HP:Bruised, a bandit guard:Healthy>You deflect a bandit guard's attack. You are now employing defensive tactics. Soi gets a small pile of coins from the hacked corpse of a bandit guard. HP:Bruised, a bandit guard:Healthy> A bandit guard deflects your attack. HP:Bruised, a bandit guard:Healthy> Soi attacks a bandit guard! A bandit guard deflects Soi's attack. HP:Bruised, a bandit guard:Healthy> A bandit guard cleaves your right arm. HP:Bruised, a bandit guard:Healthy> A bandit guard deflects your attack. HP:Bruised, a bandit guard:Healthy> A bandit guard deflects Soi's attack. HP:Bruised, a bandit guard:Healthy> A bandit guard deflects your attack. HP:Bruised, a bandit guard:Healthy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:Healthy> Farrakahn says 'were u trying to mental for spirit?' HP:Bruised, a bandit guard:Healthy>You group-say 'blah, freezing' HP:Bruised, a bandit guard:Healthy> A bandit guard deflects Soi's attack. HP:Bruised, a bandit guard:Healthy> A bandit guard dodges your attack. HP:Bruised, a bandit guard:Healthy> ci Farrakahn says 'mental him' HP:Bruised, a bandit guard:Healthy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:Healthy> Soi lightly slashes a bandit guard's right arm. HP:Bruised, a bandit guard:Scratched> A bandit guard deflects your attack. HP:Bruised, a bandit guard:Scratched> A bandit guard cleaves your left arm. HP:Hurt, a bandit guard:Scratched> Soi slashes a bandit guard's head. HP:Hurt, a bandit guard:Bruised> A bandit guard dodges your attack. HP:Hurt, a bandit guard:Bruised> Farrakahn says 'get some spirit' HP:Hurt, a bandit guard:Scratched> You deflect a bandit guard's attack. HP:Hurt, a bandit guard:Scratched> A bandit guard deflects Soi's attack. A bandit guard deflects your attack. HP:Hurt, a bandit guard:Scratched>You group-say 'someone make sure to get rescue sometime? ;-)' HP:Hurt, a bandit guard:Scratched>HP:Hurt, a bandit guard:Scratched>HP:Hurt, a bandit guard:Scratched>HP:Hurt, a bandit guard:Scratched> You deflect a bandit guard's attack. HP:Hurt, a bandit guard:Scratched> A bandit guard deflects Soi's attack. A bandit guard deflects your attack. HP:Hurt, a bandit guard:Scratched> Farrakahn begins quietly muttering some strange, powerful words. HP:Hurt, a bandit guard:Scratched> A bandit guard deflects Soi's attack. A bandit guard dodges your attack. HP:Hurt, a bandit guard:Scratched> Farrakahn utters a strange command, 'insight' HP:Hurt, a bandit guard:Scratched> You deflect a bandit guard's attack. HP:Hurt, a bandit guard:Scratched> Soi smiles happily. HP:Hurt, a bandit guard:Scratched> Farrakahn begins quietly muttering some strange, powerful words. HP:Hurt, a bandit guard:Scratched> A bandit guard deflects your attack. Soi says 'ok' HP:Hurt, a bandit guard:Scratched> A bandit guard deflects Soi's attack. HP:Hurt, a bandit guard:Scratched>You start to concentrate. |/ You deflect a bandit guard's attack. set tac def -\| Farrakahn utters a strange command, 'insight' /-\Ok. A bandit guard appears to be confused! You start to concentrate. -\ Soi slashes a bandit guard's right hand. |/-\You dodge a bandit guard's attack. Ok. You are now employing defensive tactics. HP:Bruised, a bandit guard:Bruised> A bandit guard deflects Soi's attack. HP:Bruised, a bandit guard:Bruised> You slash a bandit guard's body. HP:Bruised, a bandit guard:Bruised>diag You deflect a bandit guard's attack. HP:Bruised, a bandit guard:Bruised>A bandit guard has some bruises. A bandit guard is in top shape. A bandit guard has been here for a very long time. A bandit guard is affected by: insight (long) confuse (fast-acting) He is very perceptive to the Wraith-world. HP:Bruised, a bandit guard:Bruised>spit man Farrakahn says 'i cant affect his mind' HP:Bruised, a bandit guard:Bruised> Soi lightly slashes a bandit guard's body. HP:Bruised, a bandit guard:Bruised> Farrakahn giggles. HP:Bruised, a bandit guard:Bruised> You slash a bandit guard's right leg hard. HP:Bruised, a bandit guard:Hurt>Nobody here by that name. HP:Bruised, a bandit guard:Hurt> You dodge a bandit guard's attack. HP:Bruised, a bandit guard:Hurt> Soi slashes a bandit guard's body. HP:Bruised, a bandit guard:Hurt> You slash a bandit guard's head. HP:Bruised, a bandit guard:Hurt> Farrakahn assists Soi. Farrakahn attacks a bandit guard! Farrakahn deeply wounds a bandit guard's left leg with his cleave. HP:Bruised, a bandit guard:Bloodied> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:Bloodied> Soi slashes a bandit guard's body. HP:Bruised, a bandit guard:Bloodied> You slash a bandit guard's right arm. HP:Bruised, a bandit guard:Awful> Farrakahn deeply wounds a bandit guard's left leg with his cleave. A bandit guard is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 267 points. HP:Bruised> Soi gets a small pile of coins from the hacked corpse of a bandit guard. HP:Bruised>'I'm cool... I'm cool.. You say 'I'm cool... I'm cool..' HP:Bruised> The ledgewall closes quietly. HP:Bruised> Soi's torch went out. HP:Bruised> Soi says '530 tnl' HP:Bruised>'just freezing, but I'm cool. You say 'just freezing, but I'm cool.' HP:Bruised>get coins all.cor There doesn't seem to be a coins in the hacked corpse of a bandit guard. There doesn't seem to be a coins in the hacked corpse of a bandit guard. There doesn't seem to be a coins in the slashed corpse of Stalwart Joey. Farrakahn opens the ledgewall. sc HP:Bruised> Farrakahn leaves up. HP:Bruised>You have 104/144 hit, 56/56 stamina, 145/145 moves, 36 spirit. OB: 33, DB: 25, PB: 77, Speed: 21, Gold: 0, XP Needed: 34K. You are getting hungry. HP:Bruised> Somebody says 'regen' HP:Bruised>'34K tnl You follow Soi. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The hacked corpse of a bandit sentry is lying here. *an Uruk* is here, fighting Farrakahn. A dark warg stands here, its eyes glowing like a flame. Farrakahn the Dwarf (busy) is here, fighting *an Uruk*. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. HP:Bruised>You say '34K tnl' HP:Bruised>peer uruk l uruk Farrakahn sends *an Uruk* sprawling with a powerful bash. HP:Bruised> Soi attacks *an Uruk*! *an Uruk* dodges Soi's attack. HP:Bruised> Farrakahn cleaves *an Uruk*'s left leg very hard. HP:Bruised> Soi slashes *an Uruk*'s head hard. *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! HP:Bruised>You peer at *an Uruk*, trying to figure him out. HP:Bruised> *an Uruk* has recovered from a bash! *an Uruk* panics, and attempts to flee! set tac def *an Uruk* flees head over heals! *an Uruk* leaves down. A black warg leaves down. close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall close ledgewall gt keep it closed HP:Bruised> *an Uruk* enters from below. A black warg enters from below. HP:Bruised> *an Uruk* leaves west. A black warg leaves west. HP:Bruised>You do not see that here. HP:Bruised>You are now employing defensive tactics. HP:Bruised> Soi leaves west. A horse leaves west. You follow someone. It is pitch black... Farrakahn enters from the east. A nice pony enters from the east. HP:Bruised> Farrakahn leaves west. HP:Bruised> Your blood freezes as you hear Ankren's death cry. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. Farrakahn narrates, 'ankren dies' HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>Nothing here by that name. HP:Bruised>You group-say 'keep it closed' HP:Bruised> Soi leaves west. You follow Soi. Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. The hacked corpse of *an Uruk* is lying here. A dark warg stands here, its eyes glowing like a flame. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. HP:Bruised>get coins all.cor Sarlent chats, 'again?' HP:Bruised>You get a large heap of coins from the hacked corpse of *an Uruk*. There were 5 gold, 6 silver and 32 copper coins. HP:Bruised>gig You giggle. HP:Bruised>exam cor be You see nothing special.. When you look inside, you see: corpse (here) : A severed head of Sesil A severed head of Sarlent A severed head of Azalea a fine shortsword an etched leather girdle..It glows blue! an indigo wool cloak a large, wooden shield an indigo pair of cotton sleeves an indigo pair of cotton gloves a pair of soft leather boots an indigo pair of cotton pants an indigo cotton hood an indigo cotton shirt a silk scarf a skull ring a water skin a twisted piece of wire a fine longsword a backpack a large sack HP:Bruised>You behead the hacked corpse of *an Uruk*. HP:Bruised>'don't loot i You say 'don't loot' HP:Bruised>You are carrying: A severed head of Ankren a water skin a torch a torch a large sack a soldier ration a backpack a water skin HP:Bruised> Farrakahn gets a skull ring from the hacked corpse of *an Uruk*. HP:Bruised>'ankren You say 'ankren' HP:Bruised>drop head You drop A severed head of Ankren. HP:Bruised> Farrakahn gets a twisted piece of wire from the hacked corpse of *an Uruk*. HP:Bruised>l Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. A severed head of Ankren is lying here. The hacked corpse of *an Uruk* is lying here, its head missing. A dark warg stands here, its eyes glowing like a flame. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Bruised> Farrakahn says 'can move now' HP:Bruised> Soi says 'i thought he quit' HP:Bruised>'don't loot gig You say 'don't loot' HP:Bruised>You giggle. HP:Bruised> Soi leaves east. A horse leaves east. You follow Soi. Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Clouds race through the sky above the fields. HP:Bruised> Farrakahn says 'whats wire?' HP:Bruised>'key to mystic stuff grin Soi says 'key' l HP:Bruised>You say 'key to mystic stuff' HP:Bruised>You grin evilly. HP:Bruised>Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. i HP:Bruised>You are carrying: a water skin a torch a torch a large sack a soldier ration a backpack a water skin HP:Bruised> Farrakahn says 'to what?' HP:Bruised>exam pack Farrakahn nods solemnly. HP:Bruised>When you look inside, you see: backpack (carried) : a stone ring..It glows blue! a torch a small, raw piece of meat a raw piece of meat a golden visor..It glows blue! a water skin a torch a torch HP:Bruised> Soi says 'circlet' HP:Bruised>'circlet Farrakahn says 'hmm go to the ruins' HP:Bruised>You say 'circlet' HP:Bruised> Farrakahn says 'maybe skull ring is key to the catacombs ' HP:Bruised> Soi leaves east. A horse leaves east. You follow Soi. Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The hacked corpse of a bandit sentry is lying here. A bandit sentry stands vigil here, slouching against his weapon. Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Soi says 'it not a key' HP:Bruised>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Eniumenav 17| | Vanemuine 4| Sakisur 15| | Scan 2| Drengist 7| | Soi 1| Naraat 7| | Testhobbit 1| Ankren 2| | Errent 0| Aia 0| | Aggrippa 0| Draug 0| | Bree 0| Anthre 0| | Bitwize 0| Fnuffi 0| | Cogadh 0| Grox 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 40| |Total fame for the forces of good: -38| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ HP:Bruised>fame There were found 0 records about Ainaran, total fame 0. HP:Bruised>fame farrakahn On the 3rd Day of Hisime, Farrakahn killed Ankren. On the 19th Day of Narquelie, Farrakahn was slain by Eniumenav. On the 19th Day of Narquelie, Farrakahn was slain by Naraat. There were found 3 records about Farrakahn, total fame -1. HP:Bruised>sc who Farrakahn says 'kill some stuff' HP:Bruised>You have 118/144 hit, 56/56 stamina, 145/145 moves, 36 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 34K. You are getting hungry. HP:Bruised>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 10 Hum] Soi the Human [ 14 Dwf] Farrakahn the Dwarf [--- Hum] Azalea the Human (AFK) [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. HP:Bruised> Clouds race through the sky above the fields. You are hungry. HP:Bruised>nod sc You nod solemnly. HP:Bruised>diag soi You have 118/144 hit, 56/56 stamina, 145/145 moves, 36 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 34K. You are hungry. HP:Bruised> Soi opens the ledgewall. HP:Bruised>Soi is somewhat hurt. Soi is in top shape. Soi is affected by: anger (medium) insight (medium) He is very perceptive to the Wraith-world. HP:Bruised> Soi leaves down. A horse leaves down. You follow Soi. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The hacked corpse of a bandit guard is lying here. The hacked corpse of a bandit guard is lying here. The slashed corpse of Stalwart Joey is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from above. A nice pony enters from above. HP:Bruised> Soi leaves down. A horse leaves down. You follow Soi. Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. A horse is here, gazing at you. A horse is here, gazing at you. Matty Bumpo stands here, with a stupid smirk on his face. Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from above. A nice pony enters from above. Farrakahn says 'xp xp :)' HP:Bruised>set tac def You are now employing defensive tactics. as HP:Bruised>But nobody is fighting him! HP:Bruised> Matty Bumpo avoids being bashed by Soi who loses his balance and falls! HP:Bruised> Soi deflects Matty Bumpo's attack. Soi slashes Matty Bumpo's left leg. HP:Bruised> Farrakahn assists Soi. Farrakahn attacks Matty Bumpo! Farrakahn cleaves Matty Bumpo's body very hard. HP:Bruised> Soi deflects Matty Bumpo's attack. Matty Bumpo dodges Soi's attack. cast regen soi HP:Bruised>as You start to concentrate. cc |/ci -\| Farrakahn sends Matty Bumpo sprawling with a powerful bash. / Soi says 'bah' -\ Matty Bumpo dodges Soi's attack. Ok. You join the fight! You attack Matty Bumpo! Matty Bumpo deflects your attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Bruised>You start to concentrate. |/- Farrakahn cleaves Matty Bumpo's left leg very hard. \|/-\Matty Bumpo dodges Soi's attack. Ok. Matty Bumpo appears to be confused! You start to concentrate. -\| Matty Bumpo has recovered from a bash! /- Soi deflects Matty Bumpo's attack. \ Ok. HP:Bruised, Soi:Hurt, Matty Bumpo:Bruised> Matty Bumpo deflects Soi's attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Bruised>set tac ag Soi deflects Matty Bumpo's attack. Farrakahn sends Matty Bumpo sprawling with a powerful bash. HP:Bruised, Soi:Hurt, Matty Bumpo:Bruised> Matty Bumpo deflects your attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Bruised>Farrakahn cleaves Matty Bumpo's right hand extremely hard. You are now employing aggressive tactics. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt>who Soi barely slashes Matty Bumpo's body. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt>Players ------- [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 10 Hum] Soi the Human [ 14 Dwf] Farrakahn the Dwarf [--- Hum] Azalea the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt> You slash Matty Bumpo's head. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt> Farrakahn cleaves Matty Bumpo's right leg very hard. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt> Soi barely slashes Matty Bumpo's body. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt> Matty Bumpo has recovered from a bash! HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt> You lightly slash Matty Bumpo's body. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt> Matty Bumpo deflects Soi's attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt> Soi deflects Matty Bumpo's attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Hurt> You slash Matty Bumpo's left hand. HP:Bruised, Soi:Hurt, Matty Bumpo:Wounded> Farrakahn sends Matty Bumpo sprawling with a powerful bash. HP:Bruised, Soi:Hurt, Matty Bumpo:Wounded> Matty Bumpo deflects Soi's attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Wounded> Farrakahn cleaves Matty Bumpo's body hard. HP:Bruised, Soi:Hurt, Matty Bumpo:Wounded> You slash Matty Bumpo's left hand. chat I love this game :-) HP:Bruised, Soi:Hurt, Matty Bumpo:Wounded>You chat, 'I love this game :-)' HP:Bruised, Soi:Hurt, Matty Bumpo:Wounded> Soi lightly slashes Matty Bumpo's left arm. HP:Bruised, Soi:Hurt, Matty Bumpo:Wounded> Matty Bumpo has recovered from a bash! HP:Bruised, Soi:Hurt, Matty Bumpo:Wounded> You slash Matty Bumpo's left foot. Farrakahn cleaves Matty Bumpo's right leg extremely hard. HP:Bruised, Soi:Hurt, Matty Bumpo:Bloodied> Soi deflects Matty Bumpo's attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Bloodied> Matty Bumpo deflects Soi's attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Bloodied> You lightly slash Matty Bumpo's body. HP:Bruised, Soi:Hurt, Matty Bumpo:Bloodied> Farrakahn cleaves Matty Bumpo's right leg hard. HP:Bruised, Soi:Hurt, Matty Bumpo:Awful> Soi deflects Matty Bumpo's attack. HP:Bruised, Soi:Hurt, Matty Bumpo:Awful> Soi barely slashes Matty Bumpo's right arm. HP:Bruised, Soi:Hurt, Matty Bumpo:Awful> You lightly slash Matty Bumpo's left leg. HP:Bruised, Soi:Hurt, Matty Bumpo:Awful> Farrakahn cleaves Matty Bumpo's body extremely hard. Matty Bumpo is dead! R.I.P. Your spirit increases by 7. You receive your share of experience -- 1146 points. Your blood freezes as you hear Matty Bumpo's death cry. HP:Bruised>get coins all.cor Soi gets a pile of coins from the hacked corpse of Matty Bumpo. HP:Bruised>There doesn't seem to be a coins in the hacked corpse of Matty Bumpo. HP:Bruised>'nice Soi says 'lvl' HP:Bruised>You say 'nice' HP:Bruised>'1146 You say '1146' HP:Bruised>grin soi Farrakahn shows his approval by clapping his small hands together. HP:Bruised> Soi says 'g2g' HP:Bruised>You grin evilly at him. HP:Bruised>hop soi You are hungry. Saving Ainaran. HP:Bruised>You hop around with Soi. HP:Bruised>sc 'freeeeeeeeeeeeeeeeze sigh Farrakahn nods his head at Soi in agreement. HP:Bruised> Soi leaves up. A horse leaves up. You follow Soi. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The hacked corpse of a bandit guard is lying here. The hacked corpse of a bandit guard is lying here. The slashed corpse of Stalwart Joey is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from below. A nice pony enters from below. HP:Bruised> Soi leaves up. A horse leaves up. You follow Soi. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The hacked corpse of a bandit sentry is lying here. A bandit sentry stands vigil here, slouching against his weapon. Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from below. A nice pony enters from below. HP:Bruised>You have 120/144 hit, 56/56 stamina, 128/145 moves, 34 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 33K. You are hungry. HP:Bruised> Soi leaves east. A horse leaves east. You follow Soi. Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Farrakahn says 'ok u go xp on spirits ainaran and i go hit flee some shit' HP:Bruised> A horse stops following Soi. Soi mounts a horse and starts riding him. HP:Bruised> Soi is leaving south, riding on a horse. You follow Soi. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Soi is riding on a horse. Farrakahn enters from the north. A nice pony enters from the north. HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. The slashed corpse of an abandoned wolf is lying here. A black rabbit scurries about. Soi is riding on a horse. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. Soi is riding on a horse. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised>You say 'freeeeeeeeeeeeeeeeze' Soi is leaving north, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. Soi is riding on a horse. Farrakahn enters from the south. A nice pony enters from the south. HP:Bruised>You sigh. HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Soi is riding on a horse. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Soi is riding on a horse. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Soi is riding on a horse. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Soi is leaving north, riding on a horse. You follow Soi. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Soi is riding on a horse. Farrakahn enters from the south. A nice pony enters from the south. HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Soi is riding on a horse. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Soi is riding on a horse. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Soi is leaving east, riding on a horse. You follow Soi. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as weride ll as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Soi is riding on a horse. Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised> Soi is leaving north, riding on a horse. You follow Soi. At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi is riding on a horse. Farrakahn enters from the south. A nice pony enters from the south. HP:Bruised>A horse stops following you. You mount a horse and start riding him. R HP:Bruised> Soi stops riding a horse. A horse now follows Soi. R HP:Bruised> Soi waves. R HP:Bruised>dismount You stop riding a horse. A horse starts following you. HP:Bruised>wav soi Farrakahn says 'juggler have memory?' HP:Bruised>You wave goodbye to Soi. bow soi HP:Bruised>You bow before him. HP:Bruised>'methinks so l fol self A juggler teaches Farrakahn for a while. HP:Bruised> A juggler teaches Farrakahn for a while. HP:Bruised> A juggler teaches Farrakahn for a while. HP:Bruised> A juggler teaches Farrakahn for a while. HP:Bruised>You say 'methinks so' HP:Bruised>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Soi the Human is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Bruised>You stop following Soi. HP:Bruised> A juggler teaches Farrakahn for a while. HP:Bruised> A juggler teaches Farrakahn for a while. HP:Bruised>'those idiots killed him earlier You say 'those idiots killed him earlier' HP:Bruised> Farrakahn says 'i heard' 'Sesil came in... HP:Bruised>You say 'Sesil came in...' HP:Bruised>'took supples cac You say 'took supples' HP:Bruised>You cackle gleefully. HP:Bruised> Farrakahn giggles. HP:Bruised> Not a cloud can be seen in the sky. You are hungry. HP:Bruised> Farrakahn says 'they chase sesil?' HP:Bruised>'a little You say 'a little' HP:Bruised> Farrakahn sits down and rests. HP:Bruised>'but one went linkless who Farrakahn giggles. HP:Bruised>You say 'but one went linkless' HP:Bruised>Players ------- [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 11 Hum] Soi the Human [ 14 Dwf] Farrakahn the Dwarf [--- Hum] Azalea the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. HP:Bruised>sc You have 123/144 hit, 56/56 stamina, 113/145 moves, 34 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 33K. You are hungry. HP:Bruised>'I really wanna level smile You say 'I really wanna level' HP:Bruised>You smile happily. HP:Bruised>'33k tnl You say '33k tnl' HP:Bruised> Farrakahn says 'go kill some spirits then' HP:Bruised> Farrakahn says 'best way for u to get xp' HP:Bruised>'I wanna get a pk that stays on my damn exploits too gig You say 'I wanna get a pk that stays on my damn exploits too' HP:Bruised>You giggle. HP:Bruised>'after I killed Ashburz and Drengist last night, there was a big crash You say 'after I killed Ashburz and Drengist last night, there was a big crash' HP:Bruised> Farrakahn frowns. HP:Bruised> Not a cloud can be seen in the sky. You are hungry. HP:Bruised>'game rebooted and came back to before the crash and before the kill shrug You say 'game rebooted and came back to before the crash and before the kill' HP:Bruised> Farrakahn says 'ok im gonna go out and solo stuff' HP:Bruised> Farrakahn stops resting, and clambers on his feet. HP:Bruised>You shrug. HP:Bruised>nod You nod solemnly. HP:Bruised>'I as well st You say 'I as well' HP:Bruised>You are already standing. HP:Bruised>'hold Farrakahn leaves south. A nice pony leaves south. HP:Bruised>You say 'hold' HP:Bruised>cv farrakahn Nobody here by that name. HP:Bruised> HP:Bruised>HP:Bruised>tell farrakahn hold :-) You tell Farrakahn 'hold :-)' HP:Bruised> Soi leaves north. A horse leaves north. HP:Bruised>tell farrakahn I'll drug ya up s You tell Farrakahn 'I'll drug ya up' HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>s s where Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. HP:Bruised>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Bruised>Players in your Zone -------------------- Ainaran - Dirth Path Bends Soi - Outpost Barracks Azalea - Outpost Barracks HP:Bruised>n n Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Farrakahn tells you 'why?'. HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. HP:Bruised>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Bruised>w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. HP:Bruised>where Players in your Zone -------------------- Ainaran - Entrance to the Free People's Outpost Azalea - Outpost Barracks HP:Bruised> Farrakahn narrates, 'blah these get annoying' HP:Bruised>rep vit or something? who You tell Farrakahn 'vit or something?' HP:Bruised>Players ------- [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 11 Hum] Soi the Human (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [--- Hum] Azalea the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. HP:Bruised>nar uruk? You narrate, 'uruk?' HP:Bruised>nar it's prolly ankren, let him loot You narrate, 'it's prolly ankren, let him loot' e HP:Bruised> Not a cloud can be seen in the sky. You are hungry. HP:Bruised>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Bruised>n e You cannot go that way. HP:Bruised>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. HP:Bruised> Farrakahn narrates, 'no the freezes' HP:Bruised>n e You cannot go that way. HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>nar ahh yes, i have to agree n You narrate, 'ahh yes, i have to agree' pour water skin HP:Bruised>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. HP:Bruised> Sarlent chats, 'ankren is like the uruk on' HP:Bruised> Farrakahn narrates, 'no the freezes' HP:Bruised>You pour some water into the skin. HP:Bruised> Farrakahn narrates, 'ack typo' HP:Bruised>pour water skin There is no room for more. s HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. s HP:Bruised>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. HP:Bruised>n w w w Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. HP:Bruised>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Bruised>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. set tac def HP:Bruised>You are now employing defensive tactics. HP:Bruised>prac You have 6 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) Farrakahn narrates, 'i cant xp solo due to this freezing shit' HP:Bruised>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Bruised>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. HP:Bruised>n You cannot go that way. nar :( e HP:Bruised>n You narrate, ':(' Sarlent chats, 'its terrible' HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. prac HP:Bruised>Hello, Ainaran! I can teach you these skills: You have 6 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) sanctuary 0% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 101% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 64% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) HP:Bruised>s prac Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>You have 6 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 9 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 16 time, 2 spirit) human language (Mastered) HP:Bruised> Farrakahn narrates, 'fuck it i bloodied' HP:Bruised> Sarlent chats, 'been this way since the beginning' HP:Bruised>n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. prac HP:Bruised>Hello, Ainaran! I can teach you these skills: You have 6 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) sanctuary 0% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 101% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 64% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) HP:Bruised> Not a cloud can be seen in the sky. You are hungry. Saving Ainaran. HP:Scratched> Farrakahn narrates, 'blah it was only good at 6 am eastern time' HP:Scratched> Farrakahn narrates, 'otherwise its a laggy fucking piece of shit' HP:Scratched>prac sanctuary You practice it for a while. prac sanctuary HP:Scratched>prac sanctuary prac sanctuary prac sanctuary You practice it for a while. prac sanctuary HP:Scratched>You practice it for a while. HP:Scratched>prac sanctuary prac sanctuary You practice it for a while. HP:Scratched>You practice it for a while. The guildmaster bows and tells you 'Sorry, I can not teach you better.' HP:Scratched>You're already perfect in this. HP:Scratched>You're already perfect in this. HP:Scratched>You're already perfect in this. HP:Scratched>prac Hello, Ainaran! I can teach you these skills: You have 1 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 0% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) sanctuary 100% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 101% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 64% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) HP:Scratched> Farrakahn narrates, 'i would be level 18 at least if link was perfect' HP:Scratched> Farrakahn narrates, 'maybe higher' HP:Scratched>prac pragmatism You practice it for a while. HP:Scratched>nar If I just had the time and less lag, I'd be a higher level You narrate, 'If I just had the time and less lag, I'd be a higher level' l HP:Scratched>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Scratched> Not a cloud can be seen in the sky. You are hungry. HP:Scratched>nar doesn't matter, i'm still having a ball pour water skin You narrate, 'doesn't matter, i'm still having a ball' HP:Scratched>rat er There is no room for more. HP:Scratched>There doesn't seem to be a rat in a large sack. HP:Scratched>You eat a soldier ration. HP:Scratched>s s s s s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. s HP:Scratched>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. HP:Scratched>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Scratched>w s s s s e You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. HP:Scratched>Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. HP:Scratched>You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>Sundries Store Exits are: W This building serves as the output's main source for rations and other edible goods. A large pit has been dug in the center of the room, and chests of dried meats and other rations from the Anduin Valley are stored down next to the cool earth, and away from the sun. A halfelven shopkeeper stands here politely. HP:Scratched>i You are carrying: a water skin a torch a torch a large sack a backpack a water skin HP:Scratched>buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat buy rat a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. buy rat buy rat buy rat HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>buy rat buy rat a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>ration : You can't carry that many items. HP:Scratched>put all.rat pack You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. You put a soldier ration in a backpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a babuy rat ckpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a backpack. HP:Scratched>buy rat buy rat buy rat buy rat a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched> Farrakahn narrates, 'btw get me a circlet if u can ainaran' HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>put all.rat sack You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. You put a soldier ration in a large sack. A soldier ration won't fit in a large sack. HP:Scratched>nar nod :-) You narrate, 'nod :-)' buy rat buy rat buy rat put rat sack put rat sack put rat sack HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched>er a halfelven shopkeeper tells you 'That's 5 copper. Thanks for your custom.'. You now have a soldier ration. HP:Scratched> er Sarlent chats, 'im in the uruk caves, no one here :(' HP:Scratched>er A soldier ration won't fit in a large sack. HP:Scratched>A soldier ration won't fit in a large sack. HP:Scratched>w A soldier ration won't fit in a large sack. HP:Scratched>You eat a soldier ration. You are full. HP:Scratched>You are too full to eat more. HP:Scratched>You are too full to eat more. HP:Scratched>Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. HP:Scratched>chat comf n n You chat, 'comf' HP:Scratched>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. HP:Scratched>You cannot go that way. HP:Scratched>e n n set men on Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Scratched>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. HP:Scratched>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Scratched>AutoMental mode is now on. HP:Scratched>nar how long will you be on, Farrakahn? You narrate, 'how long will you be on, Farrakahn?' w w w HP:Scratched>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. HP:Scratched>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Farrakahn is resting here, riding on a nice pony. HP:Scratched> Farrakahn tells you 'regen me to o:)'. HP:Scratched> Farrakahn looks at you. HP:Scratched>cast regen farrakahn You start to concentrate. |/-\|cast curing farrakahn /-\ Ok. HP:Scratched>You start to concentrate. /-\|/-\ Ok. HP:Scratched>cv farrakahn You start to concentrate. -\|/-\ Ok. >cast evasion cast evasion cast evasion cast evasion cast evasion You start to concentrate. Farrakahn stops riding a nice pony. A nice pony now follows Farrakahn. Farrakahn lies down and falls asleep. cast evasion \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \cast detect |/cast detect -\You lost your concentration! You start to concentrate. \|cast detect cast detect /-cast detect \cast detect You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \| Farrakahn group-says 'hehe thanks' /-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-gt nod :-) \You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|alias sanc cast 'sanctuary' /-\You lost your concentration! You group-say 'nod :-)' >You added the alias 'sanc'. > Farrakahn group-says 'level 20 would be nice for spec regen :)' >sanc farrakahn You start to concentrate. -\|/-\|/gt nod -\|/-\ Not a cloud can be seen in the sky. |gt gave you sanc :-) gt level 16 sanc /-\|/-\Ok. Farrakahn is surrounded by a bright aura. You group-say 'nod' >You group-say 'gave you sanc :-)' > Farrakahn group-says 'snicker :)' >You group-say 'level 16 sanc' >>Farrakahn group-says 'nod' >sanc sc You start to concentrate. -\|/-\|/- \ You could not concentrate anymore! You have 144/144 hit, 56/56 stamina, 145/145 moves, 21 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 5, XP Needed: 33K. You are getting thirsty. >>>drink skin drink skin drink skin drink skin You drink the water. You don't feel thirsty any more. You are full. >You drink the water. You don't feel thirsty any more. You are full. >Your stomach can't contain anymore! >Your stomach can't contain anymore! >gt you're good to go You group-say 'you're good to go' > Farrakahn group-says 'nod' >gt I'm gonna go do those hazy's hopefully without interruption from 4 uruks You group-say 'I'm gonna go do those hazy's hopefully without interruption from 4 uruks' > Farrakahn group-says 'if link is good i can solo mirkwolves for 3k apiece :)' >gt every time i went there today, 4 uruks or more showed up l You group-say 'every time i went there today, 4 uruks or more showed up' >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Farrakahn the Dwarf (glowing) is sleeping here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > Farrakahn group-says 'ack nod' gt *grin* >You group-say '*grin*' > The sun rises behind the buildings. The half-grown moon shows in the sky. Not a cloud can be seen in the sky. Saving Ainaran. >gt Farrakahn the Dwarf (glowing) is sleeping here. You group-say 'Farrakahn the Dwarf (glowing) is sleeping here.' >gt *cackle* You group-say '*cackle*' l >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Farrakahn the Dwarf (glowing) is sleeping here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. >s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer can barely be made out in the darkness here. >s s Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. >Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. e >Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. set men on n >AutoMental mode is now on. >A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) > Sarlent chats, 'man the uruk caves are confusing' >k flame You force your Will against a ball of pale flame's constitution! HP:Healthy Mind:in top shape, a ball of pale flame:barely sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:barely sickly>chat hehe You force your Will against a ball of pale flame's strength! HP:Healthy Mind:in top shape, a ball of pale flame:slightly weakened> a ball of pale flame forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a ball of pale flame:slightly weakened>You chat, 'hehe' HP:Healthy Mind:somewhat duped, a ball of pale flame:slightly weakened>set tac def You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:somewhat duped, a ball of pale flame:slightly weakened>You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, a ball of pale flame:slightly weakened> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a ball of pale flame:slightly weakened>chat aren't they always? ;-) Farrakahn group-says 'really?' HP:Healthy Mind:somewhat duped, a ball of pale flame:slightly weakened> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:somewhat duped, a ball of pale flame:slightly duped> A ball of pale flame tries its Will against your mind, but you resist! gt nod HP:Healthy Mind:somewhat duped, a ball of pale flame:slightly duped> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:somewhat duped, a ball of pale flame:somewhat duped> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a ball of pale flame:somewhat duped> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:somewhat duped, a ball of pale flame:somewhat clumsy>You chat, 'aren't they always? ;-)' HP:Healthy Mind:somewhat duped, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's will! HP:Healthy Mind:somewhat duped, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:somewhat duped, a ball of pale flame:seriously clumsy>A ball of pale flame tries its Will against your mind, but loses control! You group-say 'nod' HP:Healthy Mind:somewhat duped, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:somewhat duped, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's constitution! HP:Healthy Mind:somewhat duped, a ball of pale flame:horribly clumsy> a ball of pale flame forces its Will against your intelligence! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's constitution! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's strength! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's strength! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> Sarlent chats, 'A Cloudy Pool Exits are: W hehe:)' HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's dexterity! Your spirit increases by 8. You receive your share of experience -- 517 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. >gt dunno what can break my sanc yet... so love it while you can :-) inf The day has now begun. A slight mist rises from the damp land into the cloudless sky. S:Surging>You group-say 'dunno what can break my sanc yet... so love it while you can :-)' S:Surging>You are Ainaran the Wood Elf, a good (207) male Wood Elf. You have reached level 15. You are level 7 Warrior, 4 Ranger, 16 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 4 hours. You are 5'10" high, weight 108.0lb and carrying 82.7lb. You have 144/144 hit points, 53/54 stamina, 131/145 moves and 33 spirit. You have 5 gold, 9 silver and 67 copper coins. Your OB is 43, dodge is 25, parry 87, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 39, Your skill encumbrance is 9, and your movement is encumbered by 6. You move with some difficulty. You have scored 351353 exp, and need 32647 more to advance. Strength: 16/16, Intelligence: 5/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. The moon lights your surroundings. You are affected by: anger (short) S:Surging>gt i'm (207) good l You group-say 'i'm (207) good' S:Surging>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A horse is here, gazing at you. S:Surging>w Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. n S:Surging>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer can barely be made out in the darkness here. S:Surging>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. w w S:Surging>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. >Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A black rabbit scurries about. >n w w You cannot go that way. w >Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. >You cannot go that way. >You cannot go that way. >s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. >w w n w ci man k man Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. >Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. >Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. >You start to concentrate. -\|/-\Ok. You force your Will against a bandit sentry's concentration! HP:Healthy, a bandit sentry:in top shape> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:in top shape> You force your Will against a bandit sentry's dexterity! HP:Healthy, a bandit sentry:slightly clumsy> Farrakahn narrates, 'fuck that :)' HP:Healthy, a bandit sentry:slightly clumsy> You deflect a bandit sentry's attack. You couldn't reach his mind. HP:Healthy, a bandit sentry:slightly clumsy> You force your Will against a bandit sentry's constitution! HP:Healthy, a bandit sentry:slightly clumsy> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:slightly clumsy> You force your Will against a bandit sentry's will! HP:Healthy, a bandit sentry:slightly clumsy> You force your Will against a bandit sentry's dexterity! HP:Healthy, a bandit sentry:somewhat clumsy> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's concentration! set tac def HP:Healthy, a bandit sentry:somewhat clumsy>who You are now employing defensive tactics. HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's will! HP:Healthy, a bandit sentry:somewhat clumsy>Players ------- [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 11 Hum] Soi the Human (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [--- Hum] Azalea the Human (AFK) [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. HP:Healthy, a bandit sentry:somewhat clumsy> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's intelligence! HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's dexterity! HP:Healthy, a bandit sentry:seriously clumsy> You deflect a bandit sentry's attack. Farrakahn narrates, 'i go solo something easier than mirkwolves in lag' HP:Healthy, a bandit sentry:seriously clumsy> You couldn't reach his mind. HP:Healthy, a bandit sentry:seriously clumsy> You deflect a bandit sentry's attack. nar :-) HP:Healthy, a bandit sentry:seriously clumsy> You force your Will against a bandit sentry's will! HP:Healthy, a bandit sentry:seriously clumsy>You narrate, ':-)' HP:Healthy, a bandit sentry:seriously clumsy> You force your Will against a bandit sentry's will! HP:Healthy, a bandit sentry:strongly dispirited> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:strongly dispirited> You force your Will against a bandit sentry's will! Your spirit increases by 5. You receive your share of experience -- 300 points. >get coins all.cor You get a small pile of coins from the silent corpse of a bandit sentry. There were 40 copper coins. sc >You have 144/144 hit, 54/54 stamina, 129/145 moves, 40 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 32K. > Clouds race through the sky above the fields. S:Surging>op ledgewall d Ok. >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. >close ledgewall Ok. ci guard >You start to concentrate. -\|/-\ Ok. >k guard You force your Will against a bandit guard's intelligence! Sarlent chats, 'man, too much lag to get back' cc HP:Healthy, a bandit guard:barely duped> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:barely duped>You start to concentrate. |/-\|/-\ A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks YOU! You deflect a bandit guard's attack. Ok. HP:Healthy, a bandit guard:barely duped> You force your Will against a bandit guard's strength! HP:Healthy, a bandit guard:slightly weakened>cc You deflect a bandit guard's attack. HP:Healthy, a bandit guard:slightly weakened>You force your Will against a bandit guard's concentration! You start to concentrate. Sarlent chats, 'and too dangerous' |/-\|/ You deflect a bandit guard's attack. - A bandit guard cleaves your body. You could not concentrate anymore! HP:Scratched, a bandit guard:slightly weakened> You force your Will against a bandit guard's concentration! HP:Scratched, a bandit guard:slightly weakened>cc op ledgewall You force your Will against a bandit guard's strength! HP:Scratched, a bandit guard:somewhat weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:somewhat weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:somewhat weakened>You force your Will against a bandit guard's strength! You start to concentrate. |/-\|/-\ You deflect a bandit guard's attack. Ok. A bandit guard appears to be confused! HP:Scratched, a bandit guard:quite weakened>You force your Will against a bandit guard's learning! Ok. HP:Scratched, a bandit guard:quite weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:quite weakened> You couldn't reach his mind. HP:Scratched, a bandit guard:quite weakened>HP:Scratched, a bandit guard:quite weakened>A bandit guard cleaves your left arm hard. HP:Bruised, a bandit guard:quite weakened> You deflect a bandit guard's attack. You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:quite weakened>set tac def f u u You force your Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:quite weakened>You are now employing defensive tactics. HP:Bruised, a bandit guard:quite weakened> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:quite weakened> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:quite weakened> You force your Will against a bandit guard's dexterity! Sarlent chats, 'i think ill just quit at the cloudy pool :)' HP:Bruised, a bandit guard:quite weakened>You force your Will against a bandit guard's dexterity! You flee head over heels. It is pitch black... HP:Bruised>Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. HP:Bruised>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. u HP:Bruised>You cannot go that way. HP:Bruised>get coins all.cor There doesn't seem to be a coins in the silent corpse of a bandit sentry. HP:Bruised>get tor pack hol tor You get a torch from a backpack. l HP:Bruised>You light a torch and hold it. HP:Bruised>d Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. A horse is here, gazing at you. k guard HP:Bruised>Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. HP:Bruised>You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:quite weakened> You dodge a bandit guard's attack. HP:Bruised, a bandit guard:quite weakened> You force your Will against a bandit guard's strength! HP:Bruised, a bandit guard:seriously weakened>sc You deflect a bandit guard's attack. You couldn't reach his mind. HP:Bruised, a bandit guard:seriously weakened>set tac def You try your Will against a bandit guard's mind, but he resists! HP:Bruised, a bandit guard:seriously weakened> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:seriously weakened>You have 128/144 hit, 55/55 stamina, 131/145 moves, 37 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 32K. HP:Bruised, a bandit guard:seriously weakened> You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:seriously weakened> You force your Will against a bandit guard's strength! HP:Bruised, a bandit guard:strongly weakened>You are now employing defensive tactics. HP:Bruised, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:strongly weakened> You dodge a bandit guard's attack. HP:Bruised, a bandit guard:strongly weakened> Your torch flickers weakly. HP:Bruised S:Surging, a bandit guard:strongly weakened> You force your Will against a bandit guard's constitution! HP:Bruised S:Surging, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's dexterity! HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's strength! HP:Scratched, a bandit guard:strongly weakened> You dodge a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened> You couldn't reach his mind. HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's will! set tac def HP:Scratched, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened>You are now employing defensive tactics. HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's will! HP:Scratched, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's will! HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's intelligence! HP:Scratched, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's constitution! gt I gotta prac parry better HP:Scratched, a bandit guard:strongly weakened>You group-say 'I gotta prac parry better' HP:Scratched, a bandit guard:strongly weakened> You couldn't reach his mind. HP:Scratched, a bandit guard:strongly weakened>gt and dodge sometime gt *grin* You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's learning! HP:Scratched, a bandit guard:strongly weakened>A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks YOU! You deflect a bandit guard's attack. You group-say 'and dodge sometime' HP:Scratched, a bandit guard:strongly weakened> You dodge a bandit guard's attack. You force your Will against a bandit guard's intelligence! HP:Scratched, a bandit guard:strongly weakened>You group-say '*grin*' HP:Scratched, a bandit guard:strongly weakened> You deflect a bandit guard's attack. You couldn't reach his mind. HP:Scratched, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened> You couldn't reach his mind. HP:Scratched, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened> You couldn't reach his mind. HP:Scratched, a bandit guard:strongly weakened>set tac def diag You deflect a bandit guard's attack. HP:Scratched, a bandit guard:strongly weakened>You are now employing defensive tactics. Farrakahn group-says 'nod probably :)' HP:Scratched, a bandit guard:strongly weakened> You force your Will against a bandit guard's dexterity! HP:Scratched, a bandit guard:strongly weakened>A bandit guard looks healthy. A bandit guard is strongly weakened. A bandit guard has been here for a little while. A bandit guard is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Scratched, a bandit guard:strongly weakened> A bandit guard cleaves your body. HP:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly weakened>f You flee head over heels. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. u HP:Bruised> Sarlent chats, 'maybe linkless' HP:Bruised>You cannot go that way. HP:Bruised>d Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. HP:Bruised>k guard You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's strength! Your spirit increases by 7. You receive your share of experience -- 624 points. gt hehe HP:Bruised>You group-say 'hehe' HP:Bruised>gt 624 for soloing bandit guard You group-say '624 for soloing bandit guard' ci guard HP:Bruised>You start to concentrate. -k guard gt mental that is cc \|/-\ Ok. HP:Bruised> Your torch went out. Saving Ainaran. HP:Scratched>You force your Will against a bandit guard's intelligence! HP:Scratched, a bandit guard:slightly duped> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:slightly duped> You force your Will against a bandit guard's dexterity! HP:Scratched, a bandit guard:slightly clumsy>You group-say 'mental that is' HP:Scratched, a bandit guard:slightly clumsy>You start to concentrate. A bandit guard cleaves your left arm. You could not concentrate anymore! HP:Bruised, a bandit guard:slightly clumsy> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:slightly clumsy> You couldn't reach his mind. gt and freezing :P HP:Bruised, a bandit guard:slightly clumsy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:slightly clumsy> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:slightly clumsy>set tac def You force your Will against a bandit guard's strength! You group-say 'and freezing :P' HP:Bruised, a bandit guard:slightly clumsy>You deflect a bandit guard's attack. You are now employing defensive tactics. diag HP:Bruised, a bandit guard:slightly clumsy> You force your Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:somewhat clumsy>A bandit guard looks healthy. A bandit guard is somewhat clumsy and slightly duped. A bandit guard has been here for a little while. A bandit guard is affected by: insight (long) He is very perceptive to the Wraith-world. cc HP:Bruised, a bandit guard:somewhat clumsy>A bandit guard cleaves your right arm. You couldn't reach his mind. You start to concentrate. |/-\|/-\ Ok. HP:Bruised, a bandit guard:somewhat clumsy>cc You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:somewhat clumsy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:somewhat clumsy> You force your Will against a bandit guard's learning! HP:Bruised, a bandit guard:somewhat clumsy>You start to concentrate. |/-\|/-\ You deflect a bandit guard's attack. Ok. HP:Bruised, a bandit guard:somewhat clumsy> You force your Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:somewhat clumsy>diag You force your Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:seriously duped>A bandit guard looks healthy. A bandit guard is seriously duped and slightly weakened. A bandit guard has been here for a little while. A bandit guard is affected by: insight (long) He is very perceptive to the Wraith-world. HP:Bruised, a bandit guard:seriously duped> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:seriously duped> You force your Will against a bandit guard's learning! HP:Bruised, a bandit guard:seriously duped> Farrakahn group-says 'nod freezing fucks everything up' HP:Bruised, a bandit guard:seriously duped>'arg cc You force your Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:seriously clumsy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:seriously clumsy>You say 'arg' HP:Bruised, a bandit guard:seriously clumsy>You start to concentrate. |/-\|/-\ Ok. A bandit guard appears to be confused! HP:Bruised, a bandit guard:seriously clumsy> You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:seriously clumsy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:seriously clumsy>set tac def You couldn't reach his mind. HP:Bruised, a bandit guard:seriously clumsy>You are now employing defensive tactics. HP:Bruised, a bandit guard:seriously clumsy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:seriously clumsy> You force your Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:seriously duped> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:seriously duped> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:seriously duped>gt wonder how much I'll get for Joey You force your Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:strongly clumsy>You group-say 'wonder how much I'll get for Joey' HP:Bruised, a bandit guard:strongly clumsy> You force your Will against a bandit guard's learning! HP:Bruised, a bandit guard:strongly clumsy> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly clumsy> You force your Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:horribly clumsy> You deflect a bandit guard's attack. You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:horribly clumsy> You force your Will against a bandit guard's learning! HP:Bruised, a bandit guard:horribly clumsy> You deflect a bandit guard's attack. sc HP:Bruised, a bandit guard:horribly clumsy> You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:horribly clumsy>You have 122/145 hit, 56/56 stamina, 145/145 moves, 44 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 31K. HP:Bruised, a bandit guard:horribly clumsy> You force your Will against a bandit guard's dexterity! Your spirit increases by 7. You receive your share of experience -- 641 points. HP:Bruised>get coins all.cor You get a small pile of coins from the silent corpse of a bandit guard. There were 80 copper coins. You get a small pile of coins from the silent corpse of a bandit guard. There were 80 copper coins. HP:Bruised>get gold cor There doesn't seem to be a gold in the silent corpse of a bandit guard. HP:Bruised>get gold 2.cor There doesn't seem to be a gold in the silent corpse of a bandit guard. HP:Bruised>get stone cor There doesn't seem to be a stone in the silent corpse of a bandit guard. HP:Bruised>get stone 2.cor There doesn't seem to be a stone in the silent corpse of a bandit guard. HP:Bruised>get ring cor get ring cor get ring cor get ring 2.cor get ring 2.cor get ring 2.cor You get a sapphire ring from the silent corpse of a bandit guard. HP:Bruised>There doesn't seem to be a ring in the silent corpse of a bandit guard. HP:Bruised>There doesn't seem to be a ring in the silent corpse of a bandit guard. HP:Bruised>You get a sapphire ring from the silent corpse of a bandit guard. HP:Bruised>There doesn't seem to be a ring in the silent corpse of a bandit guard. HP:Bruised>There doesn't seem to be a ring in the silent corpse of a bandit guard. HP:Bruised>exam cor You see nothing special.. When you look inside, you see: corpse (here) : a hand axe a large, metal shield a pair of silk sleeves a silk scarf a torch HP:Bruised>exam 2.cor You see nothing special.. When you look inside, you see: corpse (here) : a hand axe a large, metal shield a silk scarf a silk shirt a torch HP:Bruised>shrug You shrug. HP:Bruised>ci joey set tac def You start to concentrate. -\|/aff cast regen -\cast curing Ok. You are now employing defensive tactics. HP:Bruised>You are affected by: anger (short) HP:Bruised>You start to concentrate. |/-\|cast evasion cast evasion /-\Ok. You feel yourself becoming much healthier. You start to concentrate. /cast evasion cast evasion -\|/-\ Ok. You feel yourself becoming healthier. HP:Scratched>You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You feel someone protecting you. You start to concentrate. Farrakahn group-says 'nod' k joey \|/-\ You lost your concentration! HP:Scratched>cc You force your Will against Stalwart Joey's dexterity! HP:Scratched, Stalwart Joey:slightly clumsy>ci You deflect Stalwart Joey's attack. Farrakahn group-says 'no clue' HP:Scratched, Stalwart Joey:slightly clumsy>You start to concentrate. |/-\|/-\ You deflect Stalwart Joey's attack. Ok. Stalwart Joey appears to be confused! You start to concentrate. -\|/-\ Ok. He has insight already. HP:Healthy, Stalwart Joey:slightly clumsy> You force your Will against Stalwart Joey's strength! HP:Healthy, Stalwart Joey:slightly clumsy> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:slightly clumsy>gt about to find out :-) You force your Will against Stalwart Joey's learning! HP:Healthy, Stalwart Joey:slightly clumsy>You group-say 'about to find out :-)' HP:Healthy, Stalwart Joey:slightly clumsy> You dodge Stalwart Joey's attack. HP:Healthy, Stalwart Joey:slightly clumsy> You force your Will against Stalwart Joey's will! HP:Healthy, Stalwart Joey:slightly clumsy> Stalwart Joey slashes your head hard. HP:Bruised, Stalwart Joey:slightly clumsy> You force your Will against Stalwart Joey's will! HP:Bruised, Stalwart Joey:somewhat dispirited>gt matty has a SHITTTTTTTTTTy will You force your Will against Stalwart Joey's intelligence! set tac def HP:Scratched, Stalwart Joey:somewhat dispirited> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:somewhat dispirited>You group-say 'matty has a SHITTTTTTTTTTy will' diag HP:Scratched, Stalwart Joey:somewhat dispirited> You force your Will against Stalwart Joey's intelligence! HP:Scratched, Stalwart Joey:somewhat dispirited>You are now employing defensive tactics. HP:Scratched, Stalwart Joey:somewhat dispirited> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:somewhat dispirited> You force your Will against Stalwart Joey's intelligence! HP:Scratched, Stalwart Joey:somewhat duped>Stalwart Joey looks healthy. Stalwart Joey is somewhat duped. Stalwart Joey has been here for a little while. Stalwart Joey is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. gt he died from me hitting will 3 times in group last time, I was only mentalling hehe set tac def gt freezing in with joey :( HP:Scratched, Stalwart Joey:somewhat duped> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:somewhat duped> You couldn't reach his mind. HP:Scratched, Stalwart Joey:somewhat duped> You force your Will against Stalwart Joey's will! HP:Scratched, Stalwart Joey:somewhat dispirited> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:somewhat dispirited> You couldn't reach his mind. HP:Scratched, Stalwart Joey:somewhat dispirited> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:somewhat dispirited> You force your Will against Stalwart Joey's constitution! HP:Scratched, Stalwart Joey:somewhat dispirited>gt pray for no repop set tac def gt damn, frozen for 30 seconds gt I'm probably dead gt *KNOCK ON WOOD* **KNOCK ON WOOD!!!** set tac def You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:somewhat dispirited> You force your Will against Stalwart Joey's strength! HP:Scratched, Stalwart Joey:somewhat dispirited> You deflect Stalwart Joey's attack. You couldn't reach his mind. HP:Healthy, Stalwart Joey:somewhat dispirited>You group-say 'he died from me hitting will 3 times in group last time, I was only mentalling hehe' HP:Healthy, Stalwart Joey:somewhat dispirited> Farrakahn narrates, 'fucking a i cant xp in this' HP:Healthy, Stalwart Joey:somewhat dispirited> You force your Will against Stalwart Joey's concentration! HP:Healthy, Stalwart Joey:somewhat dispirited> You dodge Stalwart Joey's attack. HP:Healthy, Stalwart Joey:somewhat dispirited>HP:Healthy, Stalwart Joey:somewhat dispirited>HP:Healthy, Stalwart Joey:somewhat dispirited> You force your Will against Stalwart Joey's intelligence! HP:Healthy, Stalwart Joey:quite duped> You dodge Stalwart Joey's attack. HP:Healthy, Stalwart Joey:quite duped>You are now employing defensive tactics. HP:Healthy, Stalwart Joey:quite duped> You force your Will against Stalwart Joey's dexterity! HP:Healthy, Stalwart Joey:quite duped>HP:Healthy, Stalwart Joey:quite duped>HP:Healthy, Stalwart Joey:quite duped>HP:Healthy, Stalwart Joey:quite duped> You deflect Stalwart Joey's attack. You force your Will against Stalwart Joey's intelligence! HP:Healthy, Stalwart Joey:seriously duped> You couldn't reach his mind. HP:Healthy, Stalwart Joey:seriously duped> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:seriously duped> You force your Will against Stalwart Joey's learning! HP:Healthy, Stalwart Joey:seriously duped> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:seriously duped>You group-say 'freezing in with joey :(' HP:Healthy, Stalwart Joey:seriously duped> You force your Will against Stalwart Joey's will! HP:Healthy, Stalwart Joey:seriously duped> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:seriously duped> You force your Will against Stalwart Joey's constitution! HP:Healthy, Stalwart Joey:seriously duped> You force your Will against Stalwart Joey's will! HP:Healthy, Stalwart Joey:seriously dispirited> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:seriously dispirited> You force your Will against Stalwart Joey's strength! HP:Healthy, Stalwart Joey:seriously dispirited> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:seriously dispirited> You couldn't reach his mind. HP:Healthy, Stalwart Joey:seriously dispirited>You group-say 'pray for no repop' HP:Healthy, Stalwart Joey:seriously dispirited> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:seriously dispirited> You couldn't reach his mind. HP:Healthy, Stalwart Joey:seriously dispirited> You force your Will against Stalwart Joey's learning! HP:Healthy, Stalwart Joey:seriously dispirited> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:seriously dispirited>HP:Healthy, Stalwart Joey:seriously dispirited>HP:Healthy, Stalwart Joey:seriously dispirited> You force your Will against Stalwart Joey's will! HP:Healthy, Stalwart Joey:strongly dispirited>You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:strongly dispirited>HP:Healthy, Stalwart Joey:strongly dispirited> You force your Will against Stalwart Joey's dexterity! HP:Healthy, Stalwart Joey:strongly dispirited>HP:Healthy, Stalwart Joey:strongly dispirited>HP:Healthy, Stalwart Joey:strongly dispirited>You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:strongly dispirited> You force your Will against Stalwart Joey's concentration! HP:Healthy, Stalwart Joey:strongly dispirited> You deflect Stalwart Joey's attack. You force your Will against Stalwart Joey's will! Your spirit increases by 8. You receive your share of experience -- 1089 points. Stalwart Joey fails in his mission to defend the area, and dies painfully. >> Farrakahn narrates, 'wtf' >You are now employing defensive tactics. >You group-say 'damn, frozen for 30 seconds' >You group-say 'I'm probably dead' >You group-say '*KNOCK ON WOOD*' >Unrecognized command. >>>You are now employing defensive tactics. >>> Saving Ainaran. >gt woo You group-say 'woo' >gt he didn't hit me one time :-) You group-say 'he didn't hit me one time :-)' >gt You receive your share of experience -- 1089 points. *hop* You group-say 'You receive your share of experience -- 1089 points. *hop*' >get coins all.cor You can't seem to find any cors here. >get gold cor Farrakahn group-says 'nice' >You don't have a cor. >l It is pitch black... get tor pack >You get something from something. hol tor >l You light something and hold it. >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. A horse is here, gazing at you. >get gold cor You get a golden bracelet from the silent corpse of Stalwart Joey. >exam cor You see nothing special.. When you look inside, you see: corpse (here) : a longsword a small, metal shield a pair of silk sleeves a silk scarf a thin metal breastplate a sapphire ring..It glows blue! a stone ring..It glows blue! a torch a small pile of coins a torch a golden bracelet..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a silk shirt a silk scarf a large, metal shield a hand axe a silk scarf a large, metal shield a hand axe get coins all.cor get coins all.cor get coins all.cor >You get a small pile of coins from the silent corpse of Stalwart Joey. There were 1 silver coin. There doesn't seem to be a coins in the silent corpse of a bandit guard. There doesn't seem to be a coins in the silent corpse of a bandit guard. >There doesn't seem to be a coins in the silent corpse of Stalwart Joey. There doesn't seem to be a coins in the silent corpse of a bandit guard. There doesn't seem to be a coins in the silent corpse of a bandit guard. >Nyven chats, 'hullo everyone' There doesn't seem to bget all cor e a coins in the silent corpse of Stalwart Joey. There doesn't seem to be a coins in the silent corpse of a bandit guard. There doesn't seem to be a coins in the silent corpse of a bandit guard. >You get a longsword from the silent corpse of Stalwart Joey. You get a small, metal shield from the silent corpse of Stalwart Joey. You get a pair of silk sleeves from the silent corpse of Stalwart Joey. You get a silk scarf from the silent corpse of Stalwart Joey. You get a thin metal breastplate from the silent corpse of Stalwart Joey. You get a sapphire ring from the silent corpse of Stalwart Joey. You get a stone ring from the silent corpse of Stalwart Joey. You get a torch from the silent corpse of Stalwart Joey. You get a torch from the silent corpse of Stalwart Joey. a golden bracelet: You can't carry that many items. a golden bracelet: You can't carry that many items. a sapphire ring: You can't carry that many items. a silk shirt: You can't carry that many items. a silk scarf: You can't carry that many items. a large, metal shield: You can't carry that many items. a hand axe: You can't carry that many items. a silk scarf: You can't carry that many items. a large, metal shield: You can't carry that many items. a hand axe: You can't carry that many items. >put all pack You put a torch in a backpack. You put a torch in a backpack. You put a stone ring in a backpack. You put a sapphire ring in a backpack. A thin metal breastplate won't fit in a backpack. You put a silk scarf in a backpack. You put a pair of silk sleeves in a backpack. A small, metal shield won't fit in a backpack. A longsword won't fit in a backpack. You put a golden bracelet in a backpack. You put a sapphire ring in a backpack. You put a sapphire ring in a backpack. A water skin won't fit in a backpack. A soldier ratget all cor ion won't fit in a backpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a backpack. A torch won't fit in a backpack. A torch won't fit in a backpack. A large sack won't fit in a backpack. A water skin won't fit in a backpack. >You get a golden bracelet from the silent corpse of Stalwart Joey. You get a golden bracelet from the silent corpse of Stalwart Joey. You get a sapphire ring from the silent corpse of Stalwart Joey. You get a silk shirt from the silent corpse of Stalwart Joey. You get a silk scarf from the silent corpse of Stalwart Joey. You get a large, metal shield from the silent corpse of Stalwart Joey. You get a hand axe from the silent corpse of Stalwart Joey. You get a silk scarf from the silent corpse of Stalwart Joey. You get a large, metal shield from the silent corpse of Stalwart Joey. a hand axe: You can't carry that many items. >put all pack get all cor Farrakahn group-says '1.1k for a black bear solo' >A large, metal shield won't fit in a backpack. You put a silk scarf in a backpack. A hand axe won't fit in a backpack. A large, metal shield won't fit in a backpack. You put a silk scarf in a backpack. You put a silk shirt in a backpack. A sapphire ring won't fit in a backpack. A golden bracelet won't fit in a backpack. A golden bracelet won't fit in a backpack. A thin metal breastplate won't fit in a backpack. A small, metal shield won't fit in a backpack. A longsword won't fit in a backpack. A water skin won't fit inu gt grin gt sweet a backpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a backpack. A soldier ration won't fit in a backpack. A torch won't fit in a backpack. A torch won't fit in a backpack. A large sack won't fit in a backpack. A water skin won't fit in a backpack. >You get a hand axe from the silent corpse of Stalwart Joey. >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. >You group-say 'grin' >sc You group-say 'sweet' >gt I'm going to go make some money You have 145/145 hit, 56/56 stamina, 143/145 moves, 51 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 30K. >You group-say 'I'm going to go make some money' >gt got 3 goldens from his corpse i You group-say 'got 3 goldens from his corpse' >You are carrying: a hand axe a large, metal shield a hand axe a large, metal shield a sapphire ring..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a thin metal breastplate a small, metal shield a longsword a water skin a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin > Nyven chats, 'hmmm seems someone has been playing my character' >e Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. >who Players ------- [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 11 Hum] Soi the Human (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [--- Hum] Azalea the Human [ Vala ] Seraph the Russian Linux Coder (AFK) 7 characters displayed. >narrate anyone want any goldens? :-) You narrate, 'anyone want any goldens? :-)' e >Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. >w e Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. pour water skin > Your regeneration slows again. >Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. >You pour some water into the skin. >tell nyven Josh? w You tell Nyven 'Josh?' s >Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. >Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. >e e Nyven tells you 'yah man'. Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >tell nyven :-) s You tell Nyven ':-)' >Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. A black rabbit scurries about. > Nyven tells you 'someone's been on my char'. >rep nod... keith n You tell Nyven 'nod... keith' >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >rep or was it you? Nyven tells you 'fuck head'. >You tell Nyven 'or was it you?' >rep dunno The dark cloudy sky makes it difficult to see far down the road. e e e >You tell Nyven 'dunno' >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. A black rabbit scurries about. A black rabbit scurries about. >You cannot go that way. >You cannot go that way. >n Nyven tells you 'god damn him'. Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. e e e e >Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. >Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. > Nyven tells you 'him'. >You cannot go that way. >w n n n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. >You cannot go that way. >You cannot go that way. >rep sigh e You cannot go that way. >You tell Nyven 'sigh' >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >chat anyone want eq? come to the outpost? e You chat, 'anyone want eq? come to the outpost?' >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >>e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >e n You cannot go that way. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Nyven the Human is standing here. >bow nyven 'lagging a good bit. > Nyven says 'hey man' >You bow before him. > Nyven bows deeply. > Nyven looks at you. >You say 'lagging a good bit.' > Not a cloud can be seen in the sky. > Nyven says 'shit on you' > Nyven gasps in astonishment. '? >You say '?' >'Impressed/ You say 'Impressed/' >gig You giggle. > Nyven says 'you're hooked up man... looks like you're doing nice' > Nyven nods solemnly. >'don't be, I've just been having fun You say 'don't be, I've just been having fun' >l nyven Nyven the Human You see nothing special about him. Nyven looks healthy. >'now, I hook you up i You say 'now, I hook you up' >You are carrying: a water skin a hand axe a large, metal shield a hand axe a large, metal shield a sapphire ring..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a thin metal breastplate a small, metal shield a longsword a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin > Nyven says 'fucking keith got me a mobdeath' > Farrakahn group-says 'i come there for a regen' >gt nod You group-say 'nod' > Farrakahn group-says 'not eq :)' >gt come ahead gt hehe You group-say 'come ahead' >You group-say 'hehe' > Nyven says 'thanks man... i'll take whatever you can give' >give shield nyven You give a large, metal shield to Nyven. > Nyven straps a large, metal shield around his arm as a shield. >give bracelet nyven give bracelet nyven i You give a golden bracelet to Nyven. 'I've got a shitload 'just soloed Joey gig >You give a golden bracelet to Nyven. > Farrakahn is entering from the south, riding on a nice pony. > Nyven puts a golden bracelet on around his right wrist. Nyven puts a golden bracelet on around his left wrist. >You are carrying: a water skin a hand axe a hand axe a large, metal shield a sapphire ring..It glows blue! a thin metal breastplate a small, metal shield a longsword a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin >You say 'I've got a shitload' > The half-grown moon goes off the sky. Not a cloud can be seen in the sky. Saving Ainaran. >You say 'just soloed Joey' >You giggle. > Nyven says 'cool' >give ring nyven You give a sapphire ring to Nyven. >give sword joey No-one by that name here. > Nyven slides a sapphire ring on to his right ring finger. >i You are carrying: a water skin a hand axe a hand axe a large, metal shield a thin metal breastplate a small, metal shield a longsword a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin give sword nyven >You give a longsword to Nyven. >ponder 'come one south s You ponder over matters as they appear to you at this moment. >You say 'come one south' >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >exam pack When you look inside, you see: backpack (carried) : a silk shirt a silk scarf a silk scarf a sapphire ring..It glows blue! a sapphire ring..It glows blue! a golden bracelet..It glows blue! a pair of silk sleeves a silk scarf a sapphire ring..It glows blue! a stone ring..It glows blue! a torch a torch a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a stone ring..It glows blue! a small, raw piece of meat a raw piece of meat a golden visor..It glows blue! a water skin a torch > Farrakahn tells you 'been able to get me a circlet yet?'. >get silk pack get silk pack You get a silk shirt from a backpack. >You get a silk scarf from a backpack. >rep not yet You tell Farrakahn 'not yet' >rep was doing joey and co You tell Farrakahn 'was doing joey and co' > Farrakahn tells you 'nod'. >tell nyven come one south :-) You tell Nyven 'come one south :-)' >i Nyven enters from the north. You are carrying: a silk scarf a silk shirt a water skin a hand axe a hand axe a large, metal shield a thin metal breastplate a small, metal shield a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin > Nyven sends smoke rings skyward and watches as they chase one another. >get silk pack Farrakahn tells you 'can i get a regen ?'. get silk pack get silk pack >You get a silk scarf from a backpack. >You get a pair of silk sleeves from a backpack. >You get a silk scarf from a backpack. >give silk nyven give silk nyven give silk nyven You give a silk scarf to Nyven. >You give a pair of silk sleeves to Nyven. >You give a silk scarf to Nyven. >give shirt nyven reply nod Nyven wears a silk scarf around his neck. > Nyven wears a silk scarf around his neck. >You give a silk shirt to Nyven. >You tell Farrakahn 'nod' > Nyven wears a silk shirt on his body. >rep anything man :-) i Nyven wears a pair of silk sleeves on his arms. >You tell Farrakahn 'anything man :-)' >You are carrying: a silk scarf a water skin a hand axe a hand axe a large, metal shield a thin metal breastplate a small, metal shield a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin Farrakahn is entering from the north, riding on a nice pony. > Farrakahn group-says 'just a regen :)' give metal nyven >You give a large, metal shield to Nyven. > Nyven looks at Farrakahn. >cast regen farrakahn You start to concentrate. |/-\|/-\ Ok. >sc Nyven says 'already got a shield' You have 145/145 hit, 56/56 stamina, 145/145 moves, 46 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 30K. exam pack > Farrakahn smiles happily. >When you look inside, you see: backpack (carried) : a sapphire ring..It glows blue! a sapphire ring..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a stone ring..It glows blue! a torch a torch a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a stone ring..It glows blue! a small, raw piece of meat a raw piece of meat a golden visor..It glows blue! a water skin a torch Farrakahn thanks you heartily. > Farrakahn is leaving west, riding on a nice pony. >get stone pack get stone pack You get a stone ring from a backpack. >You get a stone ring from a backpack. >eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword a torch > Nyven licks his mouth and smiles. >give stone nyven give stone nyven Farrakahn narrates, 'blah them mirkwolves still in room together' >You give a stone ring to Nyven. >Nyven stops using a sapphire ring. You give a stone ring to Nyven. >'I can get more You say 'I can get more' >nar bleh Nyven slides a stone ring on to his right ring finger. Nyven slides a stone ring on to his left ring finger. l >You narrate, 'bleh' >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A horse is here, gazing at you. Nyven the Human is standing here. > Nyven says 'coool' >exam pack When you look inside, you see: backpack (carried) : a sapphire ring..It glows blue! a sapphire ring..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a torch a torch a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a small, raw piece of meat a raw piece of meat a golden visor..It glows blue! a water skin a torch >get visor pack You get a golden visor from a backpack. 'eek >You say 'eek' > Nyven says 'at least i'll have some fun' >put visor pack Nyven says 'what's that?' You put a golden visor in a backpack. >whisper nyven an artifact..... SHHHHH Ok. cackle >You cackle gleefully. >exam pack When you look inside, you see: backpack (carried) : a golden visor..It glows blue! a sapphire ring..It glows blue! a sapphire ring..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a torch a torch a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a small, raw piece of meat a raw piece of meat a water skin a torch >hop Are you a little bunny? > Nyven grins evilly. > Nyven throws back his head and cackles with insane glee! >tell nyven I got it all by myself :-) You tell Nyven 'I got it all by myself :-)' >tell nyven had to kill 2 hazy's 2 grey's and a tunnel ghost for it You tell Nyven 'had to kill 2 hazy's 2 grey's and a tunnel ghost for it' >tell nyven at level 8 Nyven tells you 'cool man'. >You tell Nyven 'at level 8' >exam pack When you look inside, you see: backpack (carried) : a golden visor..It glows blue! a sapphire ring..It glows blue! a sapphire ring..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a torch a torch a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a small, raw piece of meat a raw piece of meat a water skin a torch >l nyven sc give 2 gold nyven beck nyven 'we'll get you some cotton or something 'if I don't freeze the whole way 'like I am atm. Nyven the Human You see nothing special about him. Nyven looks healthy. Nyven is using: a stone ring..It glows blue! a stone ring..It glows blue! a silk scarf a silk scarf a silk shirt a pair of silk sleeves a large, metal shield a golden bracelet..It glows blue! a golden bracelet..It glows blue! a longsword >You have 145/145 hit, 56/56 stamina, 145/145 moves, 46 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 30K. >Ok. You give 2 gold coins to Nyven. > Nyven says 'cool' >You beckon for him to follow you. > Nyven starts following you. > Nyven nods solemnly. >You say 'we'll get you some cotton or something' > Nyven nods solemnly. >You say 'if I don't freeze the whole way' >You say 'like I am atm.' >'Froze during one whole fight sigh l You say 'Froze during one whole fight' >You sigh. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A horse is here, gazing at you. Nyven the Human is standing here. >'went in hurt You say 'went in hurt' >'came back healthy You say 'came back healthy' cackle >l You cackle gleefully. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A horse is here, gazing at you. Nyven the Human is standing here. > Nyven says 'hmm' >w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Nyven enters from the east. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Nyven enters from the east. >w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Nyven enters from the east. >bow boy You bow before it. >gig Imreas narrates, 'how do i check mail?' You giggle. > Farrakahn narrates, 'found a solo 1 and he bit it :)' > Farrakahn narrates, 'receive' >nar go to the post office and type receive mail You narrate, 'go to the post office and type receive mail' s >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Nyven enters from the north. >ride A horse stops following you. You mount a horse and start riding him. w R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A black rabbit scurries about. Nyven enters from the east. nar grats w R> The dark cloudy sky makes it difficult to see far down the road. Saving Ainaran. R>You narrate, 'grats' R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Nyven enters from the east. R>w Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. Nyven enters from the east. R>point man You point at him! 'look at em smile R>You say 'look at em' R>You smile happily. R>who Players ------- [ 10 Dwf] Imreas the Dwarf [--- Hum] Azalea the Human [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ 11 Hum] Soi the Human (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Nyven attacks a young highwayman! Nyven slashes a young highwayman's body very hard. A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves south. R> An abandoned wolf enters from the south. An abandoned wolf attacks YOU! You dodge an abandoned wolf's attack. You cannot fathom an abandoned wolf's mind. 'got your cotton and everything R HP:Healthy, an abandoned wolf:in top shape>You say 'got your cotton and everything' R HP:Healthy, an abandoned wolf:in top shape> You cannot fathom an abandoned wolf's mind. R HP:Healthy, an abandoned wolf:in top shape>set men off You cannot fathom an abandoned wolf's mind. spit wolf R HP:Healthy, an abandoned wolf:in top shape>You deflect an abandoned wolf's attack. AutoMental mode is now off. R HP:Healthy, an abandoned wolf:Healthy> Nyven assists you! Nyven attacks an abandoned wolf! Nyven lightly slashes an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Scratched>Nyven nods solemnly. You spit on it. R HP:Healthy, an abandoned wolf:Scratched>set tac def An abandoned wolf dodges your attack. R HP:Healthy, an abandoned wolf:Scratched>You are now employing defensive tactics. R HP:Healthy, an abandoned wolf:Scratched> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Scratched> Nyven slashes an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bruised> You lightly slash an abandoned wolf's right hindleg. R HP:Healthy, an abandoned wolf:Bruised> Nyven slashes an abandoned wolf's left foreleg. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's body hard. You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded>'get all.cot cor smile You say 'get all.cot cor' R HP:Healthy, an abandoned wolf:Wounded>You smile happily. R HP:Healthy, an abandoned wolf:Wounded> Nyven lightly slashes an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Wounded> You slash an abandoned wolf's left hindfoot hard. R HP:Healthy, an abandoned wolf:Bloodied> An abandoned wolf hits your left foot. R HP:Scratched, an abandoned wolf:Bloodied> Nyven slashes an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Awful> You slash an abandoned wolf's right hindleg. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 89 points. Your blood freezes as you hear an abandoned wolf's death cry. R HP:Scratched>but You cut a raw piece of meat from the slashed corpse of an abandoned wolf. R HP:Scratched>eat meat l You eat a raw piece of meat. R HP:Scratched>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of an abandoned wolf is lying here. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. You are riding on a horse. Nyven the Human is standing here. R HP:Scratched> Nyven smiles happily. R HP:Scratched> Nyven says 'kent's here man' R HP:Scratched>nod grin You nod solemnly. R>You grin evilly. s R>Nyven says 'say hullo' Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. A young highwayman approaches you, a grin on his face. Nyven enters from the north. R>'tell him about the shit Imreas is entering from the north, riding on a nice pony. A nice pony enters from the north. R> Imreas is leaving south, riding on a nice pony. A nice pony leaves south. R> Nyven attacks a young highwayman! Nyven slashes a young highwayman's left leg. A young highwayman is dead! R.I.P. R>You say 'tell him about the shit' R> Imreas is entering from the south, riding on a nice pony. A nice pony enters from the south. R>'Hullo Kent :-) Imreas says 'any uruks?' R>You say 'Hullo Kent :-)' R>shake 'just one Imreas looks at Nyven. R>Nyven gets a dagger from the slashed corpse of a young highwayman. Nyven gets an indigo wool cloak from the slashed corpse of a young highwayman. Nyven gets an indigo pair of cotton sleeves from the slashed corpse of a young highwayman. Nyven gets an indigo pair of cotton gloves from the slashed corpse of a young highwayman. Nyven gets an indigo pair of cotton pants from the slashed corpse of a young highwayman. Nyven gets an indigo cotton hood from the slashed corpse of a young highwayman. Nyven gets an indigo cotton shirt from the slashed corpse of a young highwayman. Nyven gets a small pile of coins from the slashed corpse of a young highwayman. Nyven gets a leather belt from the slashed corpse of a young highwayman. Nyven gets a dagger from the slashed corpse of a young highwayman. Nyven gets a dagger from the slashed corpse of a young highwayman. You shake your head. R>'Ankren You say 'just one' R> Imreas looks at you. R>You say 'Ankren' R> The dark cloudy sky makes it difficult to see far down the road. R> Imreas says 'nice circlet' R>'little lowbie not worth a shit Nyven wears an indigo cotton hood on his head. Nyven puts an indigo pair of cotton pants on his legs. Nyven puts an indigo pair of cotton gloves on his hands. R>You say 'little lowbie not worth a shit' R>gig You giggle. R> Imreas gets a soldier ration from a backpack. R>nod imreas Imreas eats a soldier ration. R>You nod your head at him in agreement. R> Imreas gets a soldier ration from a backpack. R> Imreas eats a soldier ration. R> Imreas is leaving south, riding on a nice pony. A nice pony leaves south. R>tell nyven it's exactly like a circlet You tell Nyven 'it's exactly like a circlet' R>tell nyven except, it's gold, and it's a visor. You tell Nyven 'except, it's gold, and it's a visor.' R>l Nyven looks at you. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. The slashed corpse of a young highwayman is lying here. A black rabbit scurries about. You are riding on a horse. Nyven the Human is standing here. R> Nyven says 'yah' R> Nyven says 'that's bad man' R>tell nyven keep it hush-hush n 'we do joey You tell Nyven 'keep it hush-hush' **Okay, so I was telling everyone that I got the artifact. big deal... I was excited. :-) Anyway, Nyven is one of my best friends in real life -- Rickshaw** R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of an abandoned wolf is lying here. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. Nyven enters from the south. R>You say 'we do joey' R>'and you can take what you need s w w You say 'and you can take what you need' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. The slashed corpse of a young highwayman is lying here. A black rabbit scurries about. Nyven enters from the north. R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Nyven enters from the east. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Nyven enters from the east. R> Clouds race through the sky above the fields. 'he's the equivalent of zark R>You say 'he's the equivalent of zark' R>gig w You giggle. R>You cannot go that way. R>n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Nyven enters from the south. R>e pour water skin Your regeneration slowed. Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. Nyven enters from the west. R>There is no room for more. R>w w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Nyven enters from the east. R>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. Nyven enters from the east. R>cast regen You start to concentrate. |/-\|/-'wait for repop \ Ok. You feel yourself becoming much healthier. R>smile You say 'wait for repop' R>You smile happily. R>l Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. You are riding on a horse. Nyven the Human is standing here. R>who Players ------- [ 10 Dwf] Imreas the Dwarf [--- Hum] Azalea the Human [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ 11 Hum] Soi the Human (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R>gt what's up man? You group-say 'what's up man?' R>gro Your group consists of: HP: Healthy, S:Full, MV:Energetic -- Soi (Head of group) HP: Healthy, S:Full, MV:Energetic -- Ainaran HP: Hurt, S:Full, MV:Energetic -- Farrakahn R> Nyven says 'sorry kent needed some money' R> Farrakahn group-says 'sleeping for hps so i can go back out and try and bash fle stuff in lag' R> Nyven says 'he's goign to the store' R>gt nod, cool. You group-say 'nod, cool.' R> Nyven says 'so maybe he'll leave us alone to play for a bit' R> Nyven smiles happily. R>gt just take care... don't do anything too dangerous You group-say 'just take care... don't do anything too dangerous' grin nyven nod R>You grin evilly at him. R>You nod solemnly. R> Clouds race through the sky above the fields. 'how much tnl? R>who You say 'how much tnl?' R> Nyven says 'um... is it dangerous here?' R>Players ------- [ 10 Dwf] Imreas the Dwarf [--- Hum] Azalea the Human (linkless) [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (AFK) [ 11 Hum] Soi the Human (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 8 characters displayed. R> Farrakahn group-says 'shrug mirkwolves bears and bulls' 'very R>You say 'very' 'everywhere R> Nyven says '5K' R>You say 'everywhere' R> Nyven says 'eek' R> Nyven says 'shit' R>'it's cool tho You say 'it's cool tho' 'you're with me R> Farrakahn group-says 'i was thinking bout trying stony-fisted troll' R>You say 'you're with me' R> Nyven says 'what's a dark vicious wolf?' 'I'm 3'rd highest whitie in the game R>You say 'I'm 3'rd highest whitie in the game' R>'hardass mob l You say 'hardass mob' R> Farrakahn group-says 'btw fierce troll loads dark black shield' R>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. You are riding on a horse. Nyven the Human is standing here. R>gt 8grin* You group-say '8grin*' R>gt we've got to do one of those later You group-say 'we've got to do one of those later' R> Nyven says 'shadow is winning now' 'Farrakahn is p(rots) R>You say 'Farrakahn is p(rots)' R>'he's a friend of mine. smile Nyven says 'ahhh' R>You say 'he's a friend of mine.' R>You smile happily. R> Above the fields, not a cloud can be seen in the sky. Saving Ainaran. 'he's in my group, we're group saying R>l You say 'he's in my group, we're group saying' R>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. You are riding on a horse. Nyven the Human is standing here. exam cor R> Nyven nods solemnly. R>You see nothing special.. When you look inside, you see: corpse (here) : a black cloth belt a pair of stout leather boots a hardened pair of leather pants a leather cap a white, long-sleeved blouse a belt pouch R>get belt cor give belt nyven You get a black cloth belt from the slashed corpse of a bandit sentry. R>You give a black cloth belt to Nyven. R> Farrakahn group-says 'shrug we gonna do ruins later :)' R>gt nod :-) Nyven smiles happily. R>You group-say 'nod :-)' R> Nyven wears a black cloth belt around his waist. R>gt I'm going to level dammit Nyven drops a leather belt. You group-say 'I'm going to level dammit' gt hehe R>sc You group-say 'hehe' R>You have 145/145 hit, 56/56 stamina, 140/145 moves, 41 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 4, XP Needed: 29K. You are getting thirsty. R> Nyven grins evilly. R> Farrakahn group-says 'im doing that somehow :)' R>gt onlyl 29K tnl You group-say 'onlyl 29K tnl' R>gt grin You group-say 'grin' R>l Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A strap of leather has been discarded here. The slashed corpse of a bandit sentry is lying here. You are riding on a horse. Nyven the Human is standing here. R> Nyven gives you a large, metal shield. R> Farrakahn group-says 'nod 17k till level 15' R>gig You giggle. R> Nyven says 'i have one already' R>nod shrug You nod solemnly. R>You shrug. R>'i'll sell it sc You say 'i'll sell it' R>You have 145/145 hit, 56/56 stamina, 145/145 moves, 41 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 4, XP Needed: 29K. You are getting thirsty. R> Nyven says 'thanks for all this stuff man' R>'money's hard to get when you start nod You say 'money's hard to get when you start' 'no probl R>You nod solemnly. R>You say 'no probl' R> Above the fields, not a cloud can be seen in the sky. R>'i get you a circlet in a minute if you hang after we do joey smile Nyven says 'stalwart joey huh? he a bitch?' R>You say 'i get you a circlet in a minute if you hang after we do joey' R>You smile happily. R> The ledgewall closes quietly. A bandit sentry arrives. A bandit sentry wears a leather cap on his head. A bandit sentry wears a white, long-sleeved blouse on his body. A bandit sentry puts a hardened pair of leather pants on his legs. A bandit sentry wears a pair of stout leather boots on his feet. A bandit sentry wears a black cloth belt around his waist. R>'he's the equivalent of zark set tac def ci man k man set men on Nyven says 'eeek' R>You say 'he's the equivalent of zark' R>You are now employing defensive tactics. R>You start to concentrate. -\|/-\Ok. You attack a bandit sentry! You lightly slash a bandit sentry's right foot. R HP:Healthy, a bandit sentry:Scratched>'this guy is a piece of shit 'i'm telling you gig You evade a bandit sentry's attack. R HP:Healthy, a bandit sentry:Scratched>AutoMental mode is now on. R HP:Healthy, a bandit sentry:in top shape> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:slightly sickly> Nyven assists you! Nyven attacks a bandit sentry! Nyven slashes a bandit sentry's body. R HP:Healthy, a bandit sentry:slightly sickly> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:slightly sickly> You dodge a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly sickly> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:somewhat sickly> Nyven lightly slashes a bandit sentry's left arm. R HP:Healthy, a bandit sentry:somewhat sickly>'matty, on the other hand... 'dunno, he's kinda tough 'he hits hard. You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat sickly> Nyven lightly slashes a bandit sentry's right arm. R HP:Healthy, a bandit sentry:somewhat sickly> You couldn't reach his mind. R HP:Healthy, a bandit sentry:somewhat sickly>You say 'this guy is a piece of shit' R HP:Healthy, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:quite clumsy> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:quite clumsy> Nyven slashes a bandit sentry's body. R HP:Healthy, a bandit sentry:quite clumsy>You say 'i'm telling you' R HP:Healthy, a bandit sentry:quite clumsy> You force your Will against a bandit sentry's learning! Nyven nods solemnly. R HP:Healthy, a bandit sentry:quite clumsy>Nyven lightly slashes a bandit sentry's right hand. You giggle. R HP:Healthy, a bandit sentry:quite clumsy> You deflect a bandit sentry's attack. You couldn't reach his mind. R HP:Healthy, a bandit sentry:quite clumsy> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:seriously sickly> Nyven slashes a bandit sentry's right arm. R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously sickly> A bandit sentry deflects Nyven's attack. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:seriously sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:seriously sickly> Nyven lightly slashes a bandit sentry's left arm. R HP:Healthy, a bandit sentry:seriously sickly> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> A bandit sentry deflects Nyven's attack. R HP:Healthy, a bandit sentry:seriously retarded> You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously retarded>You say 'matty, on the other hand...' R HP:Healthy, a bandit sentry:seriously retarded> Nyven lightly slashes a bandit sentry's body. You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously retarded> You dodge a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded>You force your Will against a bandit sentry's concentration! You say 'dunno, he's kinda tough' R HP:Healthy, a bandit sentry:seriously retarded> A bandit sentry deflects Nyven's attack. R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:seriously retarded>You say 'he hits hard.' R HP:Healthy, a bandit sentry:seriously retarded> A bandit sentry deflects Nyven's attack. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:seriously retarded> A bandit sentry deflects Nyven's attack. R HP:Healthy, a bandit sentry:seriously retarded> You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> A bandit sentry deflects Nyven's attack. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:seriously clumsy> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:strongly retarded> Nyven slashes a bandit sentry's left arm. You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:strongly retarded> You couldn't reach his mind. R HP:Healthy, a bandit sentry:strongly retarded> Clouds race through the sky above the fields. R HP:Healthy, a bandit sentry:seriously retarded> Nyven lightly slashes a bandit sentry's body. R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:seriously retarded>R HP:Healthy, a bandit sentry:seriously retarded> You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously retarded> Nyven lightly slashes a bandit sentry's right leg. R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. 'freezing R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:seriously retarded>sigh You say 'freezing' R HP:Healthy, a bandit sentry:seriously retarded>A bandit sentry deflects Nyven's attack. You sigh. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:seriously retarded> Nyven barely slashes a bandit sentry's right leg. R HP:Healthy, a bandit sentry:seriously retarded>'missed half of the fight l You say 'missed half of the fight' R HP:Healthy, a bandit sentry:seriously retarded> You couldn't reach his mind. Nyven says 'we got it' R HP:Healthy, a bandit sentry:seriously retarded>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A strap of leather has been discarded here. The slashed corpse of a bandit sentry is lying here. You are here, fighting a bandit sentry, riding on a horse. Nyven the Human is here, fighting a bandit sentry. A bandit sentry is here, fighting YOU! R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded> A bandit sentry deflects Nyven's attack. R HP:Healthy, a bandit sentry:seriously retarded>nod set men off You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously retarded> Nyven slashes a bandit sentry's body. You couldn't reach his mind. R HP:Healthy, a bandit sentry:seriously retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:seriously retarded>You nod solemnly. R HP:Healthy, a bandit sentry:seriously retarded>You force your Will against a bandit sentry's dexterity! AutoMental mode is now off. R HP:Healthy, a bandit sentry:Awful> Nyven lightly slashes a bandit sentry's left hand. A bandit sentry is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 85 points. R>get coins all.cor You get a small pile of coins from the slashed corpse of a bandit sentry. There were 40 copper coins. There doesn't seem to be a coins in the slashed corpse of a bandit sentry. R>op ledgewall Nyven gets a black cloth belt from the slashed corpse of a bandit sentry. Nyven gets a pair of stout leather boots from the slashed corpse of a bandit sentry. Nyven gets a hardened pair of leather pants from the slashed corpse of a bandit sentry. Nyven gets a leather cap from the slashed corpse of a bandit sentry. Nyven gets a white, long-sleeved blouse from the slashed corpse of a bandit sentry. Nyven gets a belt pouch from the slashed corpse of a bandit sentry. Nyven gets an old, rusted iron key from the slashed corpse of a bandit sentry. Nyven gets a pair of stout leather boots from the slashed corpse of a bandit sentry. R>Ok. R>grin You grin evilly. R> Nyven wears a pair of stout leather boots on his feet. R> Nyven says 'those any good?' R> Nyven drops an indigo cotton shirt. R>'k, if other bandit assists, flee and head up up brb afk You say 'k, if other bandit assists, flee and head up up' R>Come back soon! R>You go away from keyboard. R> Nyven nods solemnly. R> Nyven drops an indigo pair of cotton sleeves. R> Nyven drops a belt pouch. Nyven drops a leather cap. Nyven drops a hardened pair of leather pants. Nyven drops a pair of stout leather boots. R> Clouds race through the sky above the fields. You are thirsty. You leave the group of Soi. R> Nyven drops an indigo wool cloak. R> Imreas narrates, 'uruk in' Nyven gives you an old, rusted iron key. R> Nyven drops a white, long-sleeved blouse. R> Imreas narrates, 'slab that is' R> Nyven drops a dagger. R> Your regeneration slows again. R> Nyven drops a dagger. R> Nyven gets a belt pouch. R> Nyven drops a belt pouch. R> Nyven says 'hrm' R>nar nod You return to your keyboard. You narrate, 'nod' R>nar get em :-) You narrate, 'get em :-)' R> The sun rises across the fields. Clouds race through the sky above the fields. You are thirsty. Saving Ainaran. R>l drink skin drink skin Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. A strap of leather has been discarded here. The slashed corpse of a bandit sentry is lying here. You are riding on a horse. Nyven the Human is standing here. R>'let's do this You drink the water. R>You drink the water. You don't feel thirsty any more. R>You say 'let's do this' R>dismount set tac def You stop riding a horse. A horse starts following you. >You are now employing defensive tactics. >aff You are affected by: anger (short) evasion (medium) > Nyven nods solemnly. >cast regen cast curing You start to concentrate. |/-\|/-\Ok. You feel yourself becoming much healthier. You start to concentrate. 'just remember if they assist and I go down, flee up up /-\|/-\ Ok. You feel yourself becoming healthier. >You say 'just remember if they assist and I go down, flee up up' >d Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. Nyven enters from above. ci man >You start to concentrate. -\|/-\ Ok. >k man You attack Stalwart Joey! You slash Stalwart Joey's right leg. set tac def HP:Healthy, Stalwart Joey:Scratched> You deflect Stalwart Joey's attack. Nyven assists you! Nyven attacks Stalwart Joey! Nyven slashes Stalwart Joey's head. HP:Healthy, Stalwart Joey:Bruised>You are now employing defensive tactics. HP:Healthy, Stalwart Joey:Bruised> Stalwart Joey turns to fight Nyven! HP:Healthy, Nyven:Healthy, Stalwart Joey:Bruised> Stalwart Joey slashes Nyven's body. get coins all.cor HP:Healthy, Nyven:Bruised, Stalwart Joey:Bruised> You slash Stalwart Joey's right hand hard. HP:Healthy, Nyven:Bruised, Stalwart Joey:Bruised> Nyven slashes Stalwart Joey's head. HP:Healthy, Nyven:Bruised, Stalwart Joey:Bruised>You can't seem to find any cors here. HP:Healthy, Nyven:Bruised, Stalwart Joey:Bruised> Nyven smiles happily. HP:Healthy, Nyven:Bruised, Stalwart Joey:Bruised>cc Stalwart Joey slashes Nyven's body very hard. HP:Healthy, Nyven:Wounded, Stalwart Joey:Bruised>'flee 'flee You barely slash Stalwart Joey's body. You start to concentrate. |/- Nyven barely slashes Stalwart Joey's body. \|/-\ Stalwart Joey slashes Nyven's body. Ok. You say 'flee' HP:Healthy, Nyven:Wounded, Stalwart Joey:Hurt> Nyven says 'lagging' HP:Healthy, Nyven:Wounded, Stalwart Joey:Hurt> Nyven lightly slashes Stalwart Joey's left hand. HP:Healthy, Nyven:Wounded, Stalwart Joey:Hurt> Stalwart Joey slashes Nyven's left arm hard. Nyven is stunned, but will probably regain consciousness again. HP:Healthy, Nyven:Dying, Stalwart Joey:Hurt> Stalwart Joey deflects your attack. HP:Healthy, Nyven:Dying, Stalwart Joey:Hurt>Stalwart Joey slashes Nyven's body very hard. Nyven is dead! R.I.P. Your blood freezes as you hear Nyven's death cry. Nyven stops following you. You say 'flee' HP:Healthy, Stalwart Joey:Hurt> A bandit guard says 'I must protect my friend!' A bandit guard assists Stalwart Joey. A bandit guard attacks YOU! A bandit guard cleaves your right hand hard. HP:Bruised, Stalwart Joey:Hurt> Stalwart Joey dodges your attack. HP:Bruised, Stalwart Joey:Hurt> You deflect Stalwart Joey's attack. HP:Bruised, Stalwart Joey:Hurt>chat damn Stalwart Joey deflects your attack. f HP:Scratched, Stalwart Joey:Hurt> You deflect a bandit guard's attack. HP:Scratched, Stalwart Joey:Hurt>You chat, 'damn' HP:Scratched, Stalwart Joey:Hurt>You deflect Stalwart Joey's attack. PANIC! You couldn't escape! HP:Scratched, Stalwart Joey:Hurt>f Stalwart Joey deflects your attack. Imreas narrates, 'uruk is a ranger' HP:Scratched, Stalwart Joey:Hurt>You deflect a bandit guard's attack. You flee head over heels. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. A strap of leather has been discarded here. The slashed corpse of a bandit sentry is lying here. op ledgewall HP:Scratched> The day has now begun. The almost full moon shows in the sky. Clouds race through the sky above the fields. The slashed corpse of a bandit sentry decays into dust. Your torch flickers weakly. HP:Scratched> Nyven chats, 'np' HP:Scratched> Imreas narrates, 'level 8' HP:Scratched>It's already open! HP:Scratched>nar sigh You narrate, 'sigh' HP:Scratched>nar I get your stuff man d You narrate, 'I get your stuff man' >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. get all cor spit joey > Nyven narrates, 'np man' >You get a longsword from the slashed corpse of *a Human*. You get a golden bracelet from the slashed corpse of *a Human*. You get a golden bracelet from the slashed corpse of *a Human*. You get a black cloth belt from the slashed corpse of *a Human*. You get a large, metal shield from the slashed corpse of *a Human*. a pair of silk sleeves: You can't carry that many items. an indigo pair of cotton gloves: You can't carry that many items. a pair of stout leather boots: You can't carry that many items. an indigo pair of cotton pants: You can't carry that many items. an indigo cotton hood: You can't carry that many items. a silk shirt: You can't carry that many items. a silk scarf: You can't carry that many items. a silk scarf: You can't carry that many items. a stone ring: You can't carry that many items. a stone ring: You can't carry that many items. a large heap of coins: You can't carry that many items. a black cloth belt: You can't carry that many items. a dagger: You can't carry that many items. a sapphire ring: You can't carry that many items. >You spit on him. > Farrakahn narrates, 'shrug they welcome to come fight my 17 speed and 120 ob :)' > Stalwart Joey grins evilly and attacks Ainaran! Stalwart Joey attacks YOU! You deflect Stalwart Joey's attack. A bandit guard says 'I must protect my friend!' A bandit guard assists Stalwart Joey. A bandit guard attacks YOU! u A bandit guard cleaves your head. Stalwart Joey deflects your attack. f set tac def u u f f u u HP:Scratched, Stalwart Joey:Hurt> Imreas narrates, 'i just pracreset and i got same' HP:Scratched, Stalwart Joey:Hurt>No way! You're fighting for your life! HP:Scratched, Stalwart Joey:Hurt>You flee head over heels. Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. A horse is here, gazing at you. A horse is here, gazing at you. Matty Bumpo stands here, with a stupid smirk on his face. HP:Scratched>You are now employing defensive tactics. HP:Scratched>Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. HP:Scratched>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. A strap of leather has been discarded here. HP:Scratched>You flee head over heels. Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. HP:Scratched>You flee head over heels. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. A strap of leather has been discarded here. HP:Scratched>Imreas narrates, 'if not more' You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched> Imreas is entering from the east, riding on a nice pony. A nice pony enters from the east. HP:Scratched> Imreas is leaving east, riding on a nice pony. A nice pony leaves east. > Farrakahn narrates, 'ob?' >sigh You sigh. > Imreas narrates, 'nod' >tell imreas help me loot? You tell Imreas 'help me loot?' > Imreas narrates, '34 war' > Farrakahn narrates, 'nice :)' >tell imreas please? Nyven just died :( You tell Imreas 'please? Nyven just died :(' > Farrakahn narrates, 'u a barb thats why' > Farrakahn narrates, 'what str?' > Imreas tells you 'i cant...'. > Clouds race through the sky above the fields. Your torch flickers weakly. tell rep k i tell nyven I coming :( tell nyven sigh, im sorry man >Nobody by that name. >You are carrying: a large, metal shield a black cloth belt a golden bracelet..It glows blue! a golden bracelet..It glows blue! a longsword a water skin an old, rusted iron key a large, metal shield a silk scarf a hand axe a hand axe a thin metal breastplate a small, metal shield a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin > Imreas narrates, 'thats for me to know and you to find out :)' >You tell Nyven 'I coming :(' > Farrakahn narrates, 'shrug i got a 22' >You tell Nyven 'sigh, im sorry man' >>Imreas narrates, 'nice, i got 21' >> Nyven tells you 'take yer time... lag is fucking stupid'. >tell nyven if I get out of this freeze w You tell Nyven 'if I get out of this freeze' >Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. > Farrakahn narrates, 'surprized u got more ob than me tho :(' >i You are carrying: a large, metal shield a black cloth belt a golden bracelet..It glows blue! a golden bracelet..It glows blue! a longsword a water skin an old, rusted iron key a large, metal shield a silk scarf a hand axe a hand axe a thin metal breastplate a small, metal shield a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin > Farrakahn narrates, 'more than 120?' drop metal >You drop a large, metal shield. >drop cloth drop gold You drop a black cloth belt. drop gold >i Imreas narrates, 'its in the war levels' You drop a golden bracelet. >You drop a golden bracelet. >You are carrying: a longsword a water skin an old, rusted iron key a large, metal shield a silk scarf a hand axe a hand axe a thin metal breastplate a small, metal shield a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin >drop skin You drop a water skin. >drop long dro key Imreas narrates, 'i got like 121 max atm' >You drop a longsword. >You drop an old, rusted iron key. Farrakahn narrates, 'shrug what warrior level are ya?' >drop shield i You drop a large, metal shield. >You are carrying: a silk scarf a hand axe a hand axe a thin metal breastplate a small, metal shield a soldier ration a soldier ration a soldier ration a torch a torch a large sack a backpack a water skin >drop all Imreas narrates, 'atm, 12' > Farrakahn narrates, 'nod i got 120 max atm' >get pack get sack You drop a silk scarf. You drop a hand axe. You drop a hand axe. You drop a thin metal breastplate. You drop a small, metal shield. You drop a soldier ration. You drop a soldier ration. You drop a soldier ration. You drop a torch. You drop a torch. You drop a large sack. You drop a backpack. You drop a water skin. >Clouds race through the sky above the fields. Your torch went out. You get a backpack. >You get a large sack. exam pack get all.tor >When you look inside, you see: backpack (carried) : a golden visor..It glows blue! a sapphire ring..It glows blue! a sapphire ring..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a torch a torch a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a small, raw piece of meat a raw piece of meat a water skin a torch er er >i You get a torch. You get a torch. >You eat a soldier ration. >You eat a soldier ration. You are full. >You are carrying: a torch a torch a large sack a backpack > Farrakahn narrates, 'hmm nod' >exam sack l This is a large sack, made to carry things. When you look inside, you see: sack (carried) : a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration >Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A water skin is lying here. A soldier ration is lying here on the floor. A small shield made of iron lies discarded here. A thin metal brestplate lies discarded on the ground. A hand axe is lying here. A hand axe is lying here. A small silken scarf lies on the ground. A large metal shield lies discarded on the ground. An old, rusted iron key lies here. A longsword is lying here. A water skin is lying here. A small golden bracelet has been dropped here...It glows blue! A small golden bracelet has been dropped here...It glows blue! A long strip of a strange, dark fabric lies here. A large metal shield lies discarded on the ground. A horse is here, gazing at you. >e Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. A strap of leather has been discarded here. >d get all cor u Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. >You get a pair of silk sleeves from the slashed corpse of *a Human*. You get an indigo pair of cotton gloves from the slashed corpse of *a Human*. You get a pair of stout leather boots from the slashed corpse of *a Human*. You get an indigo pair of cotton pants from the slashed corpse of *a Human*. You get an indigo cotton hood from the slashed corpse of *a Human*. You get a silk shirt from the slashed corpse of *a Human*. You get a silk scarf from the slashed corpse of *a Human*. You get a silk scarf from the slashed corpse of *a Human*. You get a stone ring from the slashed corpse of *a Human*. You get a stone ring from the slashed corpse of *a Human*. You get a large heap of coins from the slashed corpse of *a Human*. There were 2 gold, and 83 copper coins. You get a black cloth belt from the slashed corpse of *a Human*. You get a dagger from the slashed corpse of *a Human*. You get a sapphire ring from the slashed corpse of *a Human*. >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. A strap of leather has been discarded here. > Farrakahn narrates, 'what u wielding?' >w Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A water skin is lying here. A soldier ration is lying here on the floor. A small shield made of iron lies discarded here. A thin metal brestplate lies discarded on the ground. A hand axe is lying here. A hand axe is lying here. A small silken scarf lies on the ground. A large metal shield lies discarded on the ground. An old, rusted iron key lies here. A longsword is lying here. A water skin is lying here. A small golden bracelet has been dropped here...It glows blue! A small golden bracelet has been dropped here...It glows blue! A long strip of a strange, dark fabric lies here. A large metal shield lies discarded on the ground. > Imreas narrates, 'fine axe' >get gold get gold You get a golden bracelet. >You get a golden bracelet. >i l You are carrying: a golden bracelet..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a dagger a black cloth belt a stone ring..It glows blue! a stone ring..It glows blue! a silk scarf a silk scarf a silk shirt an indigo cotton hood an indigo pair of cotton pants a pair of stout leather boots an indigo pair of cotton gloves a pair of silk sleeves a torch a torch a large sack a backpack >Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A water skin is lying here. A soldier ration is lying here on the floor. A small shield made of iron lies discarded here. A thin metal brestplate lies discarded on the ground. A hand axe is lying here. A hand axe is lying here. A small silken scarf lies on the ground. A large metal shield lies discarded on the ground. An old, rusted iron key lies here. A longsword is lying here. A water skin is lying here. A long strip of a strange, dark fabric lies here. A large metal shield lies discarded on the ground. A horse is here, gazing at you. >get scarf You get a silk scarf. >get shield Farrakahn narrates, 'bizarre how u got more ob than me' >get sword l You get a small, metal shield. >Your hands are already full! >Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A water skin is lying here. A soldier ration is lying here on the floor. A thin metal brestplate lies discarded on the ground. A hand axe is lying here. A hand axe is lying here. A large metal shield lies discarded on the ground. An old, rusted iron key lies here. A longsword is lying here. A water skin is lying here. A long strip of a strange, dark fabric lies here. A large metal shield lies discarded on the ground. A horse is here, gazing at you. >get belt Your hands are already full! > Imreas narrates, 'shrug' i >You are carrying: a small, metal shield a silk scarf a golden bracelet..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a dagger a black cloth belt a stone ring..It glows blue! a stone ring..It glows blue! a silk scarf a silk scarf a silk shirt an indigo cotton hood an indigo pair of cotton pants a pair of stout leather boots an indigo pair of cotton gloves a pair of silk sleeves a torch a torch a large sack a backpack put all.silk pack get belt >l You put a silk scarf in a backpack. You put a silk scarf in a backpack. You put a silk scarf in a backpack. You put a silk shirt in a backpack. You put a pair of silk sleeves in a backpack. >Nyven yells 'i'm killing a rabbit for some damn reason' You get a black cloth belt. >Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A water skin is lying here. A soldier ration is lying here on the floor. A thin metal brestplate lies discarded on the ground. A hand axe is lying here. A hand axe is lying here. A large metal shield lies discarded on the ground. An old, rusted iron key lies here. A longsword is lying here. A water skin is lying here. A large metal shield lies discarded on the ground. A horse is here, gazing at you. >get sword You get a longsword. > Above the fields, not a cloud can be seen in the sky. Saving Ainaran. >yell :-) You yell, ':-)' e e >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. where A cap made of leather is lying here. A pair of hard leather pants lie here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. A strap of leather has been discarded here. >Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. >Players in your Zone -------------------- Nyven - Old Dirt Road Ainaran - Hillock >s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. e >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. >e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. e >You cannot go that way. s >Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. >n n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. >Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A black rabbit scurries about. w where >Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. A young highwayman approaches you, a grin on his face. >Players in your Zone -------------------- Nyven - Plains Ainaran - Old Dirt Road >s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. >s Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. A black rabbit scurries about. >yell stay still hehe w You yell, 'stay still hehe' >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. >where Farrakahn narrates, 'these freezes are no fun' >Players in your Zone -------------------- Nyven - Plains Ainaran - Old Dirt Road >nar nod s You narrate, 'nod' >Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A flickering ball of pale flame dances through the air. (shadow) A black rabbit scurries about. >e Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. w n >Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A flickering ball of pale flame dances through the air. (shadow) A black rabbit scurries about. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. >e e Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. A black rabbit scurries about. >You cannot go that way. > Nyven yells 'okay man... i'm south of rabbit' >n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. >e e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. >You cannot go that way. >n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. >e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. e >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The badly beaten corpse of a black rabbit is lying here. A large, brown snake slithers here, watching for food. >s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer is here, fighting Nyven. Nyven the Human is here, fighting a black deer. > A black deer lightly hits Nyven's left leg. > Nyven barely hits a black deer's left foreleg. >smile Imreas narrates, 'golden bear fur is only 2 obs?' You smile happily. > Nyven barely hits a black deer's head. i > Nyven smiles happily. > A black deer barely hits Nyven's left arm. > Nyven barely hits a black deer's body. A black deer panics, and attempts to flee! A black deer flees head over heals! A black deer leaves south. >Above the fields, not a cloud can be seen in the sky. You are carrying: a longsword a black cloth belt a small, metal shield a golden bracelet..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a dagger a black cloth belt a stone ring..It glows blue! a stone ring..It glows blue! an indigo cotton hood an indigo pair of cotton pants a pair of stout leather boots an indigo pair of cotton gloves a torch a torch a large sack a backpack > Nyven says 'hehehehehehhehehehehehe' >'hold Nyven grins evilly. You say 'hold' >give all nyven You give a longsword to Nyven. You give a black cloth belt to Nyven. You give a small, metal shield to Nyven. You give a golden bracelet to Nyven. You give a golden bracelet to Nyven. You give a sapphire ring to Nyven. You give a dagger to Nyven. You give a black cloth belt to Nyven. You give a stone ring to Nyven. You give a stone ring to Nyven. You give an indigo cotton hood to Nyven. Nyven seems to have his hands full. Nyven seems to have his hands full. Nyven seems to have his hands full. Nyven seems to have his hands full. Nyven seems to have his hands full. Nyven seems to have his hands full. Nyven seems to have his hands full. > Nyven nods solemnly. > Nyven wears an indigo cotton hood on his head. Nyven slides a stone ring on to his right ring finger. Nyven slides a stone ring on to his left ring finger. Nyven wears a black cloth belt around his waist. Nyven wields a dagger. Nyven puts a golden bracelet on around his right wrist. Nyven puts a golden bracelet on around his left wrist. Nyven straps a small, metal shield around his arm as a shield. >i You are carrying: an indigo pair of cotton pants a pair of stout leather boots an indigo pair of cotton gloves a torch a torch a large sack a backpack >give all.cot nyven You give an indigo pair of cotton pants to Nyven. You give an indigo pair of cotton gloves to Nyven. >give tor nyven smile You give a torch to Nyven. >You smile happily. > Nyven puts an indigo pair of cotton gloves on his hands. Nyven puts an indigo pair of cotton pants on his legs. >get all.silk pack Your regeneration slows again. >You get a pair of silk sleeves from a backpack. You get a silk shirt from a backpack. You get a silk scarf from a backpack. You get a silk scarf from a backpack. You get a silk scarf from a backpack. >give silk nyven give silk nyven give silk nyven give silk nyven You give a silk scarf to Nyven. >You give a silk scarf to Nyven. >You give a silk scarf to Nyven. >You give a silk shirt to Nyven. > Nyven wears a silk scarf around his neck. put silk pack >l You put a pair of silk sleeves in a backpack. >Nyven wears a silk scarf around his neck. Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Nyven the Human is standing here. A horse is here, gazing at you. > Nyven wears a silk shirt on his body. >'that's it? You say 'that's it?' >l nyven Nyven the Human You see nothing special about him. Nyven is somewhat hurt. Nyven is using: a stone ring..It glows blue! a stone ring..It glows blue! a silk scarf a silk scarf a silk shirt an indigo cotton hood an indigo pair of cotton pants an indigo pair of cotton gloves a small, metal shield a black cloth belt a golden bracelet..It glows blue! a golden bracelet..It glows blue! a dagger > Nyven drops a twisted piece of wire. Nyven drops a painted, white key. cast regen nyven > Nyven blinks his eyes innocently. >You start to concentrate. |/-cast curing nyven \|cv nyven /-\ Nyven drops a wax seal. Ok. You start to concentrate. /-\|/-\Ok. You start to concentrate. -\|/sanc nyven -\ Ok. >You start to concentrate. -\|/-\|/-\|/-\|/-\|/-'now... follow me \ Ok. Nyven is surrounded by a bright aura. >'if you die again You say 'now... follow me' > Nyven stops using a dagger. >You say 'if you die again' > Nyven wields a longsword. >'I'll fucking delete l Above the fields, not a cloud can be seen in the sky. You say 'I'll fucking delete' >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A hard piece of wax is laying here. A bright white key has been left here. A twisted piece of wire has been abandoned here. Nyven the Human (glowing) is standing here. A horse is here, gazing at you. > Nyven starts following you. > Nyven chuckles politely. > Nyven says 'no fuck that' n >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The badly beaten corpse of a black rabbit is lying here. A large, brown snake slithers here, watching for food. Nyven (glowing) enters from the south. > Nyven says 'i will' >'you won't. w w You say 'you won't.' >Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Nyven (glowing) enters from the east. >Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Nyven (glowing) enters from the east. >n You cannot go that way. w w >Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. Nyven (glowing) enters from the east. >You cannot go that way. >'you're cool man s w w w n Nyven says 'i don't care about this shit man' >You say 'you're cool man' >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Nyven (glowing) enters from the north. >Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Nyven (glowing) enters from the east. >Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Nyven (glowing) enters from the east. >You cannot go that way. >Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A wolf approaches you, obviously abandoned by its pack, hungry and angry. *an Uruk* is riding on a black warg. Nyven (glowing) enters from the south. > Nyven says 'it's cool' >n *an Uruk* is leaving west, riding on a black warg. >You cannot go that way. >stare Nyven says 'eek' >'chill You stare at the sky. >'he lowbie Nyven says 'um' >You say 'chill' >You say 'he lowbie' >w Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. The slashed corpse of a bandit sentry is lying here. A strap of leather has been discarded here. *an Uruk* (hiding) is standing here. A dark warg stands here, its eyes glowing like a flame. Nyven (glowing) enters from the east. >tip uruk Nyven nods solemnly. >Nyven giggles. You tip your hat at *an Uruk*, and wish him a good day. > Nyven says 'hey man' >l uruk Nyven waves. >*an Uruk* You see nothing special about him. *an Uruk* looks healthy. *an Uruk* is using: a silk scarf an indigo cotton shirt an indigo cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves an indigo pair of cotton sleeves a large, metal shield an indigo wool cloak an etched leather girdle..It glows blue! a fine shortsword a backpack A severed head of Azalea A severed head of Sarlent A severed head of Sesil > *an Uruk* leaps out of nowhere and hits you HARD! That really did HURT! HP:Bruised, *an Uruk*:Healthy> You evade *an Uruk*'s attack. HP:Bruised, *an Uruk*:Healthy> *an Uruk* chuckles politely. HP:Bruised, *an Uruk*:Healthy>snicker You lightly slash *an Uruk*'s body. HP:Bruised, *an Uruk*:Scratched> Nyven assists you! Nyven attacks *an Uruk*! Nyven lightly slashes *an Uruk*'s body. HP:Bruised, *an Uruk*:Bruised> You dodge *an Uruk*'s attack. You feel less protected. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! eyepoke uruk *an Uruk* leaves west. A black warg leaves west. HP:Bruised>You snicker softly. HP:Bruised>Nobody here by that name. gig HP:Bruised> Nyven says 'fuckhead' HP:Bruised> *an Uruk* yells 'emld =)' HP:Bruised>You giggle. HP:Bruised>yell :-) Nyven yells 'fuck head' HP:Bruised>You yell, ':-)' HP:Bruised>e Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Nyven enters from the west. s HP:Bruised> An abandoned wolf attacks YOU! An abandoned wolf lightly hits your left arm. You slash an abandoned wolf's left hindleg. HP:Bruised, an abandoned wolf:Scratched>No way! You're fighting for your life! HP:Bruised, an abandoned wolf:Scratched>f Nyven assists you! Nyven attacks an abandoned wolf! Nyven lightly slashes an abandoned wolf's body. You flee head over heels. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. HP:Bruised>w You cannot go that way. HP:Bruised>n Nyven enters from the north. HP:Bruised>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Nyven enters from the south. HP:Bruised> Clouds race through the sky above the fields. HP:Bruised> Nyven giggles. HP:Bruised>snicker s An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. An abandoned wolf deflects your attack. HP:Bruised, an abandoned wolf:Bruised>You snicker softly. HP:Bruised, an abandoned wolf:Bruised>No way! You're fighting for your life! HP:Bruised, an abandoned wolf:Bruised>set tac def Nyven assists you! Nyven attacks an abandoned wolf! An abandoned wolf deflects Nyven's attack. shrug HP:Bruised, an abandoned wolf:Bruised> An abandoned wolf deflects your attack. HP:Bruised, an abandoned wolf:Bruised>You are now employing defensive tactics. HP:Bruised, an abandoned wolf:Bruised> You dodge an abandoned wolf's attack. HP:Bruised, an abandoned wolf:Bruised>You shrug. HP:Bruised, an abandoned wolf:Bruised> Nyven slashes an abandoned wolf's body. You slash an abandoned wolf's right forefoot. HP:Bruised, an abandoned wolf:Hurt>'he got me to bruised You deflect an abandoned wolf's attack. You say 'he got me to bruised' nar uruk HP:Bruised, an abandoned wolf:Hurt> You slash an abandoned wolf's body. HP:Bruised, an abandoned wolf:Wounded>Nyven slashes an abandoned wolf's body hard. You narrate, 'uruk' HP:Bruised, an abandoned wolf:Wounded> You slash an abandoned wolf's body hard. You deflect an abandoned wolf's attack. HP:Bruised, an abandoned wolf:Bloodied> Nyven lightly slashes an abandoned wolf's body. HP:Bruised, an abandoned wolf:Awful>nar near sentinel You narrate, 'near sentinel' HP:Bruised, an abandoned wolf:Awful> Imreas narrates, 'where?' HP:Bruised, an abandoned wolf:Awful> You lightly slash an abandoned wolf's body. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 81 points. Your blood freezes as you hear an abandoned wolf's death cry. HP:Bruised>nar he ranger :-) You narrate, 'he ranger :-)' HP:Bruised> Nyven tries to butcher the slashed corpse of an abandoned wolf but only spoils it. HP:Bruised> Farrakahn narrates, 'i busy xping :)' HP:Bruised>nar stabbed me and got me to bruised... how cute is that? You narrate, 'stabbed me and got me to bruised... how cute is that?' l HP:Scratched>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. The slashed corpse of an abandoned wolf is lying here. A friendly little pony is here, looking well-groomed and happy. Nyven the Human is standing here. A horse is here, gazing at you. HP:Scratched> Farrakahn narrates, 'i busy xping :)' HP:Scratched> Imreas narrates, 'whos senital' s nar bandit sentinel HP:Scratched> *an Uruk* is entering from the west, riding on a black warg. HP:Scratched>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Nyven enters from the north. HP:Scratched>You narrate, 'bandit sentinel' HP:Scratched>nar near highwaymen e You narrate, 'near highwaymen' HP:Scratched>Nyven says 'i got yer back' Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Nyven enters from the west. HP:Scratched> Nyven grins evilly. HP:Scratched>w Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Nyven enters from the east. HP:Scratched>set tac def n You are now employing defensive tactics. HP:Scratched>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. The slashed corpse of an abandoned wolf is lying here. A friendly little pony is here, looking well-groomed and happy. Nyven enters from the south. >s s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Nyven enters from the north. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Nyven enters from the north. >w Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. Nyven enters from the east. >e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Nyven enters from the west. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Nyven enters from the west. >n Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. Nyven enters from the south. > The sun sets across the fields. Clouds race through the sky above the fields. Saving Ainaran. e >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Nyven enters from the west. repo >You say 'I am healthy, my stamina is full, and i am energetic.' gig >set tac def You giggle. w w >You are now employing defensive tactics. > Nyven says 'I am healthy, my stamina is full, and i am energetic.' >Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Nyven enters from the east. >Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Nyven enters from the east. >'it's prolly ankren You say 'it's prolly ankren' >tell nyven thanatos :-) You tell Nyven 'thanatos :-)' n >Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. The slashed corpse of an abandoned wolf is lying here. A friendly little pony is here, looking well-groomed and happy. Nyven enters from the south. > Nyven tells you 'nod'. >w Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. A bandit sentry stands vigil here, slouching against his weapon. Nyven enters from the east. > Nyven grins evilly. >set men on Imreas narrates, 'lag' AutoMental mode is now on. >ci man You start to concentrate. k man -\|/-\Ok. You force your Will against a bandit sentry's constitution! HP:Healthy, a bandit sentry:slightly sickly> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:slightly sickly> Nyven assists you! Nyven attacks a bandit sentry! Nyven lightly slashes a bandit sentry's right hand. HP:Healthy, a bandit sentry:slightly sickly> You force your Will against a bandit sentry's learning! HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's concentration! HP:Healthy, a bandit sentry:slightly retarded> set men off Nyven lightly slashes a bandit sentry's body. HP:Healthy, a bandit sentry:slightly retarded> You couldn't reach his mind. HP:Healthy, a bandit sentry:slightly retarded>AutoMental mode is now off. HP:Healthy, a bandit sentry:Bruised>nar it's a lowbie You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:Bruised> Nyven slashes a bandit sentry's head. HP:Healthy, a bandit sentry:Bruised>nar of course You slash a bandit sentry's body. HP:Healthy, a bandit sentry:Bruised>You narrate, 'it's a lowbie' HP:Healthy, a bandit sentry:Bruised> Nyven slashes a bandit sentry's body. You slash a bandit sentry's right hand. HP:Healthy, a bandit sentry:Hurt> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:Hurt>You narrate, 'of course' HP:Healthy, a bandit sentry:Hurt> Nyven slashes a bandit sentry's body. HP:Healthy, a bandit sentry:Wounded> You barely slash a bandit sentry's left leg. HP:Healthy, a bandit sentry:Wounded> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:Wounded> Nyven slashes a bandit sentry's left arm. A bandit sentry deflects your attack. who HP:Healthy, a bandit sentry:Wounded>Players ------- [ 10 Dwf] Imreas the Dwarf [--- Hum] Azalea the Human (linkless) (AFK) [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. HP:Healthy, a bandit sentry:Wounded> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:Wounded> You lightly slash a bandit sentry's right foot. HP:Healthy, a bandit sentry:Bloodied> Nyven lightly slashes a bandit sentry's body. HP:Healthy, a bandit sentry:Bloodied> You deflect a bandit sentry's attack. HP:Healthy, a bandit sentry:Bloodied> Nyven lightly slashes a bandit sentry's head. You lightly slash a bandit sentry's left leg. HP:Healthy, a bandit sentry:Awful>nar ankren, no doubt You narrate, 'ankren, no doubt' HP:Healthy, a bandit sentry:Awful> You lightly slash a bandit sentry's right arm. A bandit sentry is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 84 points. > Nyven says '7K now : <' >l Night falls over the land. Clouds race through the sky above the fields. >Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. Nyven the Human is standing here. A horse is here, gazing at you. >comf nyven You comfort him. >'you get it soon You say 'you get it soon' get coins all.cor >You get a small pile of coins from the slashed corpse of a bandit sentry. There were 40 copper coins. >op ledgewall Ok. >'get ready to flee gig You say 'get ready to flee' >aff You giggle. >The moon lights your surroundings. You are affected by: anger (short) curing saturation (fast-acting) > Nyven nods solemnly. >cast evasion cast evasion cast evasion cast evasion You start to concentrate. \|/cast detect cast detect cast detect -\You lost your concentration! You start to concentrate. \|/-\Ok. You feel someone protecting you. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|cast detect /-\Ok. Your feel your awareness improve. You start to concentrate. \|/-\ Ok. >l Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. Nyven the Human is standing here. A horse is here, gazing at you. >who Players ------- [ 10 Dwf] Imreas the Dwarf [--- Hum] Azalea the Human (linkless) (AFK) [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 14 Dwf] Farrakahn the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. > Clouds race through the sky above the fields. > Nyven says 'you cool?' >nar how about some lowbies pk :-) nod You narrate, 'how about some lowbies pk :-)' >You nod solemnly. >tell nyven talked to thanatos You tell Nyven 'talked to thanatos' > Nyven tells you 'hehe'. >tell nyven told him to level up before he tries to stab me l You tell Nyven 'told him to level up before he tries to stab me' >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. Nyven the Human is standing here. A horse is here, gazing at you. >d Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. Nyven enters from above. ci guard > Nyven tells you 'hehehe'. >You start to concentrate. -\|/-\set tac def Ok. >You are now employing defensive tactics. k guard >You attack a bandit guard! A bandit guard deflects your attack. HP:Healthy, a bandit guard:Healthy> You deflect a bandit guard's attack. Nyven assists you! Nyven attacks a bandit guard! A bandit guard dodges Nyven's attack. HP:Healthy, a bandit guard:Healthy> A bandit guard dodges your attack. HP:Healthy, a bandit guard:Healthy> A bandit guard deflects Nyven's attack. You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Healthy> You slash a bandit guard's head. 'flee up up when you have to HP:Healthy, a bandit guard:Scratched> A bandit guard deflects Nyven's attack. HP:Healthy, a bandit guard:Scratched> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Scratched>You say 'flee up up when you have to' HP:Healthy, a bandit guard:Scratched> Stalwart Joey grins evilly and attacks Ainaran! Stalwart Joey attacks YOU! You deflect Stalwart Joey's attack. HP:Healthy, a bandit guard:Scratched> A bandit guard deflects your attack. HP:Healthy, a bandit guard:Scratched>'flee A bandit guard dodges Nyven's attack. HP:Healthy, a bandit guard:Scratched> A bandit guard cleaves your right leg. HP:Scratched, a bandit guard:Scratched> Nyven nods solemnly. HP:Scratched, a bandit guard:Scratched> Stalwart Joey slashes your body hard. HP:Bruised, a bandit guard:Scratched> A bandit guard dodges your attack. HP:Bruised, a bandit guard:Scratched>A bandit guard deflects Nyven's attack. You say 'flee' HP:Bruised, a bandit guard:Scratched> Stalwart Joey slashes your right hand hard. set tac def A bandit guard cleaves your left arm hard. Nyven panics, and attempts to flee! Nyven flees head over heals! Nyven leaves down. HP:Hurt, a bandit guard:Scratched>A bandit guard deflects your attack. You are now employing defensive tactics. HP:Hurt, a bandit guard:Scratched>f You deflect Stalwart Joey's attack. HP:Bruised, a bandit guard:Scratched>You deflect a bandit guard's attack. A bandit guard deflects your attack. You flee head over heels. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. HP:Bruised> Nyven yells 'no torch : <' HP:Bruised>yell up up You yell, 'up up' HP:Bruised>yell hurry You yell, 'hurry' HP:Bruised>exam d Nyven enters from below. HP:Bruised>To the down you see: Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. The ledgewall is open. HP:Bruised> Nyven giggles. HP:Bruised>'Matty's down there... Clouds race through the sky above the fields. HP:Bruised>You say 'Matty's down there...' HP:Bruised>'he's extremely aggy to whities You say 'he's extremely aggy to whities' HP:Bruised> Nyven says 'matty?' HP:Bruised>'and he deeplys You say 'and he deeplys' HP:Bruised>nod You nod solemnly. cast regen HP:Bruised> Nyven says 'eeeeeeeeeeeek' HP:Bruised>cast curing You start to concentrate. | Nyven says 'ok' /-\|/- Imreas narrates, 'it appears hes in slab' \Ok. You feel yourself becoming much healthier. You start to concentrate. /-\|nar he wants to solo said 1/1 nar so, feel welcome /-\ Ok. HP:Bruised>You narrate, 'he wants to solo said 1/1' HP:Bruised>You narrate, 'so, feel welcome' HP:Scratched> Imreas narrates, 'with you?' HP:Scratched>l Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. A horse is here, gazing at you. Nyven the Human is standing here. HP:Scratched>nar shake, I too high, it wouldn't be fair. :-) l You narrate, 'shake, I too high, it wouldn't be fair. :-)' HP:Scratched>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. A horse is here, gazing at you. Nyven the Human is standing here. HP:Scratched>who Players ------- [ 10 Dwf] Imreas the Dwarf [--- Hum] Azalea the Human (linkless) (AFK) [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf [ 14 Dwf] Farrakahn the Dwarf (AFK) [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. HP:Scratched>l Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. A horse is here, gazing at you. Nyven the Human is standing here. >d Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. Nyven enters from above. k guard >You attack a bandit guard! A bandit guard deflects your attack. HP:Healthy, a bandit guard:Scratched> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Scratched>set tac def cc ci You are now employing defensive tactics. HP:Healthy, a bandit guard:Scratched>You start to concentrate. |/- You deflect a bandit guard's attack. Nyven assists you! Nyven attacks a bandit guard! A bandit guard deflects Nyven's attack. \|/-\Ok. A bandit guard appears to be confused! You start to concentrate. -\|/-\ You deflect a bandit guard's attack. Saving Ainaran. Ok. He has insight already. HP:Healthy, a bandit guard:Scratched> Nyven lightly slashes a bandit guard's head. You lightly slash a bandit guard's left hand. HP:Healthy, a bandit guard:Bruised> A bandit guard deflects your attack. HP:Healthy, a bandit guard:Bruised> Nyven lightly slashes a bandit guard's right foot. HP:Healthy, a bandit guard:Bruised> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Bruised> A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks YOU! You deflect a bandit guard's attack. 'blah set tac def 'flee HP:Healthy, a bandit guard:Bruised> You lightly slash a bandit guard's body. HP:Healthy, a bandit guard:Bruised> Nyven lightly slashes a bandit guard's right hand. HP:Healthy, a bandit guard:Bruised>You deflect a bandit guard's attack. You say 'blah' HP:Healthy, a bandit guard:Bruised> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Bruised>You are now employing defensive tactics. HP:Healthy, a bandit guard:Bruised> You slash a bandit guard's left leg. HP:Healthy, a bandit guard:Hurt> Nyven slashes a bandit guard's right leg. HP:Healthy, a bandit guard:Hurt>You say 'flee' HP:Healthy, a bandit guard:Hurt> You evade a bandit guard's attack. HP:Healthy, a bandit guard:Hurt> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Hurt> You slash a bandit guard's right arm. HP:Healthy, a bandit guard:Hurt> Nyven slashes a bandit guard's left arm. HP:Healthy, a bandit guard:Hurt> You evade a bandit guard's attack. 'or not HP:Healthy, a bandit guard:Hurt> You deflect a bandit guard's attack. You slash a bandit guard's left arm. HP:Healthy, a bandit guard:Wounded> Nyven slashes a bandit guard's body. HP:Healthy, a bandit guard:Wounded>You say 'or not' HP:Healthy, a bandit guard:Wounded> Nyven says 'got high wimpy this time' HP:Healthy, a bandit guard:Wounded> You deflect a bandit guard's attack. You slash a bandit guard's body. HP:Healthy, a bandit guard:Wounded> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Wounded> Nyven slashes a bandit guard's body. HP:Healthy, a bandit guard:Bloodied>nod You lightly slash a bandit guard's right arm. HP:Healthy, a bandit guard:Bloodied> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Bloodied> Nyven slashes a bandit guard's head. HP:Healthy, a bandit guard:Bloodied> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Bloodied>smile You nod solemnly. HP:Healthy, a bandit guard:Bloodied>You smile happily. HP:Healthy, a bandit guard:Bloodied> A bandit guard deflects your attack. HP:Healthy, a bandit guard:Bloodied> Nyven slashes a bandit guard's right leg. 'I got it HP:Healthy, a bandit guard:Awful> Nyven says 'freezzzing too' HP:Healthy, a bandit guard:Awful> You dodge a bandit guard's attack. HP:Healthy, a bandit guard:Awful>You deflect a bandit guard's attack. You say 'I got it' HP:Healthy, a bandit guard:Awful> You lightly slash a bandit guard's right foot. 'it's cool man HP:Healthy, a bandit guard:Awful> Nyven slashes a bandit guard's left arm. A bandit guard is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 274 points. You turn to face your next enemy. HP:Healthy, a bandit guard:Healthy> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:Healthy>A bandit guard deflects your attack. You say 'it's cool man' HP:Healthy, a bandit guard:Healthy> Nyven says 'frozen...' HP:Healthy, a bandit guard:Healthy> A bandit guard cleaves your left hand. A bandit guard dodges your attack. HP:Scratched, a bandit guard:Healthy> Nyven assists you! Nyven attacks a bandit guard! A bandit guard deflects Nyven's attack. HP:Scratched, a bandit guard:Healthy>'they goin down Stalwart Joey grins evilly and attacks Ainaran! Stalwart Joey attacks YOU! You deflect Stalwart Joey's attack. You say 'they goin down' HP:Scratched, a bandit guard:Healthy> A bandit guard deflects your attack. HP:Scratched, a bandit guard:Healthy>gro all You deflect a bandit guard's attack. HP:Scratched, a bandit guard:Healthy> Nyven lightly slashes a bandit guard's left foot. HP:Scratched, a bandit guard:Scratched>'flee Nyven joins your group. A horse joins your group. HP:Scratched, a bandit guard:Scratched> Nyven says 'back... almost' HP:Scratched, a bandit guard:Scratched>You deflect Stalwart Joey's attack. You say 'flee' HP:Scratched, a bandit guard:Scratched> A bandit guard deflects your attack. HP:Scratched, a bandit guard:Scratched> You deflect a bandit guard's attack. HP:Scratched, a bandit guard:Scratched> Nyven says 'kind of' HP:Scratched, a bandit guard:Scratched> Nyven lightly slashes a bandit guard's head. HP:Scratched, a bandit guard:Bruised> Stalwart Joey slashes your right leg hard. HP:Bruised, a bandit guard:Bruised>set tac def You slash a bandit guard's right arm. HP:Bruised, a bandit guard:Bruised>You are now employing defensive tactics. HP:Bruised, a bandit guard:Bruised>'flee Nyven slashes a bandit guard's left leg. HP:Bruised, a bandit guard:Bruised> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:Bruised>'flee 'flee Stalwart Joey slashes your right leg. You say 'flee' HP:Bruised, a bandit guard:Bruised> A bandit guard deflects your attack. HP:Bruised, a bandit guard:Bruised>You say 'flee' HP:Bruised, a bandit guard:Bruised>You say 'flee' HP:Bruised, a bandit guard:Bruised> Nyven slashes a bandit guard's body. HP:Bruised, a bandit guard:Bruised> You deflect Stalwart Joey's attack. HP:Bruised, a bandit guard:Bruised> You deflect a bandit guard's attack. Nyven panics, and attempts to flee! Nyven flees head over heals! Nyven leaves up. HP:Bruised, a bandit guard:Bruised> You lightly slash a bandit guard's right leg. HP:Bruised, a bandit guard:Hurt>f Stalwart Joey slashes your body. HP:Bruised, a bandit guard:Hurt>u u You flee head over heels. It is pitch black... HP:Bruised>Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of a bandit guard is lying here. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. HP:Bruised>Nyven yells 'done' Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Nyven the Human is standing here. HP:Bruised> Nyven smiles happily. HP:Bruised>smile An abandoned wolf attacks Nyven! An abandoned wolf hits Nyven's right foot hard. Nyven panics, and attempts to flee! Nyven flees head over heals! Nyven leaves east. You smile happily. HP:Bruised> Your regeneration slowed. HP:Bruised>k wolf You attack an abandoned wolf! You lightly slash an abandoned wolf's left forefoot. set men off HP:Bruised, an abandoned wolf:Scratched> You dodge an abandoned wolf's attack. HP:Bruised, an abandoned wolf:Scratched>AutoMental mode is now off. set tac ag HP:Bruised, an abandoned wolf:Scratched> The almost full moon goes off the sky. Clouds race through the sky above the fields. HP:Bruised, an abandoned wolf:Scratched>You are now employing aggressive tactics. HP:Bruised, an abandoned wolf:Scratched>gt west You slash an abandoned wolf's head. HP:Bruised, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. HP:Bruised, an abandoned wolf:Bruised>You group-say 'west' HP:Bruised, an abandoned wolf:Bruised> You slash an abandoned wolf's right hindleg. HP:Bruised, an abandoned wolf:Hurt> Nyven group-says 'hrm... that was silly' HP:Bruised, an abandoned wolf:Hurt> Nyven enters from the east. HP:Bruised, an abandoned wolf:Hurt> An abandoned wolf lightly hits your right leg. gt get exp HP:Bruised, an abandoned wolf:Hurt>You group-say 'get exp' HP:Bruised, an abandoned wolf:Hurt> You slash an abandoned wolf's body hard. HP:Bruised, an abandoned wolf:Wounded>sc You deflect an abandoned wolf's attack. HP:Bruised, an abandoned wolf:Wounded>You have 119/145 hit, 56/56 stamina, 134/145 moves, 27 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 29K. HP:Bruised, an abandoned wolf:Wounded> You slash an abandoned wolf's left forefoot. HP:Bruised, an abandoned wolf:Wounded> Nyven assists you! Nyven attacks an abandoned wolf! An abandoned wolf deflects Nyven's attack. HP:Bruised, an abandoned wolf:Wounded> You slash an abandoned wolf's body hard. HP:Bruised, an abandoned wolf:Awful> You deflect an abandoned wolf's attack. HP:Bruised, an abandoned wolf:Awful> Nyven lightly slashes an abandoned wolf's left foreleg. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 117 points. Your blood freezes as you hear an abandoned wolf's death cry. HP:Bruised>sc but eat meat You have 121/145 hit, 56/56 stamina, 136/145 moves, 27 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 29K. HP:Bruised>You cut a raw piece of meat from the slashed corpse of an abandoned wolf. HP:Bruised>You eat a raw piece of meat. HP:Bruised>set wimpy 80 l OK, you'll flee if you drop below 80 hit points. HP:Bruised>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discardeaff d on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. A horse is here, gazing at you. Nyven the Human is standing here. HP:Bruised>You are affected by: regeneration (fast-acting) detect hidden (long) evasion (long) anger (short) HP:Bruised>cast regen You start to concentrate. | /-You could not concentrate anymore! HP:Bruised>cast curing HP:Bruised>You start to concentrate. /-\|/-\ Ok. You feel yourself becoming healthier. HP:Bruised>d Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of a bandit guard is lying here. The slashed corpse of *a Human* is lying here. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. Nyven enters from above. HP:Bruised>k guard You attack a bandit guard! A bandit guard deflects your attack. HP:Bruised, a bandit guard:Bruised> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:Bruised>set tac def Nyven assists you! Nyven attacks a bandit guard! A bandit guard dodges Nyven's attack. cc HP:Scratched, a bandit guard:Bruised>diag ci You are now employing defensive tactics. HP:Scratched, a bandit guard:Bruised>You start to concentrate. |/-\ You deflect a bandit guard's attack. |/-\Ok. A bandit guard has some bruises. A bandit guard is in top shape. A bandit guard has been here for a little while. A bandit guard is not affected by anything. He is moderately sensitive to the spiritual. HP:Scratched, a bandit guard:Bruised>A bandit guard deflects Nyven's attack. You start to concentrate. -\|/-\ You deflect a bandit guard's attack. Ok. HP:Scratched, a bandit guard:Bruised> A bandit guard deflects your attack. HP:Scratched, a bandit guard:Bruised> Nyven slashes a bandit guard's head. HP:Scratched, a bandit guard:Hurt>cc You start to concentrate. |/ You deflect a bandit guard's attack. -\ A bandit guard deflects Nyven's attack. |/-\ Ok. A bandit guard appears to be confused! HP:Scratched, a bandit guard:Hurt> You slash a bandit guard's body. HP:Scratched, a bandit guard:Hurt> Nyven slashes a bandit guard's left foot. You dodge a bandit guard's attack. HP:Scratched, a bandit guard:Hurt>nod You slash a bandit guard's body. HP:Scratched, a bandit guard:Wounded>You nod solemnly. HP:Scratched, a bandit guard:Wounded> Nyven grins evilly. HP:Scratched, a bandit guard:Wounded>'damn skippy Nyven slashes a bandit guard's head. HP:Scratched, a bandit guard:Wounded> You dodge a bandit guard's attack. HP:Scratched, a bandit guard:Wounded>You say 'damn skippy' HP:Scratched, a bandit guard:Wounded> You slash a bandit guard's left arm. HP:Scratched, a bandit guard:Bloodied>'I figured out how to make highlights grin set tac def 'and I'm freezing sigh set tac def Stalwart Joey grins evilly and attacks Ainaran! Stalwart Joey attacks YOU! Stalwart Joey slashes your right arm. HP:Scratched, a bandit guard:Wounded>'flee 'flee 'flee 'flee 'flee set tac def Nyven slashes a bandit guard's body. HP:Scratched, a bandit guard:Bloodied> You dodge a bandit guard's attack. HP:Scratched, a bandit guard:Bloodied> You lightly slash a bandit guard's right hand. HP:Scratched, a bandit guard:Awful> You deflect Stalwart Joey's attack. HP:Scratched, a bandit guard:Bloodied> Nyven slashes a bandit guard's left arm. HP:Scratched, a bandit guard:Awful> You slash a bandit guard's right leg. A bandit guard is dead! R.I.P. Your spirit increases by 5. You receiv cc ci **KNOCK ON WOOD** pray set tac def f f f f f f f u u u u u u u e your share of experience -- 281 points. You turn to face your next enemy. HP:Scratched, Stalwart Joey:Healthy> Nyven assists you! Nyven attacks Stalwart Joey! HP:Scratched, Stalwart Joey:Healthy> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Healthy> Stalwart Joey deflects Nyven's attack. HP:Scratched, Stalwart Joey:Healthy> You lightly slash Stalwart Joey's right arm. HP:Scratched, Stalwart Joey:Scratched>You say 'I figured out how to make highlights' HP:Scratched, Stalwart Joey:Scratched> Nyven grins evilly. HP:Scratched, Stalwart Joey:Scratched>You deflect Stalwart Joey's attack. You grin evilly. HP:Scratched, Stalwart Joey:Scratched>You are now employing defensive tactics. HP:Scratched, Stalwart Joey:Scratched> Nyven lightly slashes Stalwart Joey's right arm. HP:Scratched, Stalwart Joey:Scratched> You lightly slash Stalwart Joey's left arm. HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised>You say 'and I'm freezing' HP:Scratched, Stalwart Joey:Bruised>You sigh. HP:Scratched, Stalwart Joey:Bruised>You are now employing defensive tactics. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey deflects Nyven's attack. HP:Scratched, Stalwart Joey:Bruised> You slash Stalwart Joey's left hand. Nyven gets a small pile of coins from the slashed corpse of a bandit guard. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey slashes your right arm. HP:Scratched, Stalwart Joey:Bruised> Nyven slashes Stalwart Joey's head. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey deflects your attack. HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised>You say 'flee' HP:Scratched, Stalwart Joey:Bruised>You say 'flee' HP:Scratched, Stalwart Joey:Bruised>You say 'flee' HP:Scratched, Stalwart Joey:Bruised>Nyven gets a torch from the slashed corpse of a bandit guard. You say 'flee' HP:Scratched, Stalwart Joey:Bruised>Nyven barely slashes Stalwart Joey's body. You say 'flee' HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. Stalwart Joey dodges your attack. HP:Scratched, Stalwart Joey:Bruised>Nyven panics, and attempts to flee! Nyven flees head over heals! Nyven leaves down. You are now employing defensive tactics. HP:Scratched, Stalwart Joey:Bruised> Nyven enters from below. HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey deflects your attack. Nyven leaves up. HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey deflects your attack. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey slashes your left hand hard. HP:Bruised, Stalwart Joey:Bruised> Stalwart Joey deflects your attack. HP:Bruised, Stalwart Joey:Bruised>HP:Bruised, Stalwart Joey:Bruised> Nyven group-says 'cool' HP:Bruised, Stalwart Joey:Bruised>HP:Bruised, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Bruised, Stalwart Joey:Bruised> Stalwart Joey dodges your attack. HP:Bruised, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. Farrakahn narrates, 'he wanna solo with me :)' HP:Bruised, Stalwart Joey:Bruised> Stalwart Joey dodges your attack. HP:Bruised, Stalwart Joey:Bruised>HP:Bruised, Stalwart Joey:Bruised> Imreas narrates, 'found cthogul' HP:Bruised, Stalwart Joey:Bruised>HP:Bruised, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Bruised, Stalwart Joey:Bruised> Stalwart Joey dodges your attack. HP:Bruised, Stalwart Joey:Bruised>You start to concentrate. | Nyven group-says 'Matty Bumpo huh?' /- Imreas narrates, 'no he doesnt' \ You deflect Stalwart Joey's attack. You could not concentrate anymore! You start to concentrate. -You could not concentrate anymore! HP:Bruised, Stalwart Joey:Bruised>HP:Bruised, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey dodges your attack. HP:Scratched, Stalwart Joey:Bruised> Imreas narrates, 'hes in cthogul awful' HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey dodges your attack. HP:Scratched, Stalwart Joey:Bruised> Nyven enters from above. HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. Nyven assists you! Nyven attacks Stalwart Joey! Stalwart Joey deflects Nyven's attack. HP:Scratched, Stalwart Joey:Bruisegt flee gt flee gt flee d>Unrecognized command. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey deflects your attack. HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised> gt flee Stalwart Joey deflects Nyven's attack. HP:Scratched, Stalwart Joey:Bruised>HP:Scratched, Stalwart Joey:Bruised>Stalwart Joey deflects your attack. HP:Scratched, Stalwart Joey:Bruised>HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey slashes your head. HP:Bruised, Stalwart Joey:Bruised> Stalwart Joey deflects Nyven's attack. HP:Bruised, Stalwart Joey:Bruised> Stalwart Joey deflects your attack. HP:Bruised, Stalwart Joey:Bruised> Stalwart Joey slashes your body. HP:Bruised, Stalwart Joey:Bruised> Stalwart Joey deflects Nyven's attack. HP:Bruised, Stalwart Joey:Bruised>Stalwart Joey deflects your attack. You raise your prayers to the sky. gt flee HP:Bruised, Stalwart Joey:Bruised>You are now employing defensive tactics. HP:Bruised, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. Nyvengt flee says 'you okay?' HP:Bruised, Stalwart Joey:Bruised>PANIC! You couldn't escape! HP:Bruised, Stalwart Joey:Bruised> Nyven slashes Stalwart Joey's head. HP:Bruised, Stalwart Joey:Bruised>You flee head over heels. Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a bandit sentset tac def ry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. HP:Bruised>You flee head over heels. Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A large wooden shield lies discarded on the ground. A water skin is lying here. A soldier ration is lying here on the floor. A thin metal brestplate lies discarded on the ground. A hand axe is lying here. A hand axe is lying here. An old, rusted iron key lies here. A water skin is lying here. A large metal shield lies discarded on the ground. A huge wolf stares at you intently. HP:Bruised>You flee head over heels. It is pitch black... HP:Bruised>You flee head over heels. Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A large wooden shield lies discarded on the ground. A water skin is lying here. A soldier ration is lying here on the floor. A thin metal brestplate lies discarded on the ground. A hand axe is lying here. A hand axe is lying here. An old, rusted iron key lies here. A water skin is lying here. A large metal shield lies discarded on the ground. A huge wolf stares at you intently. HP:Bruised>You flee head over heels. It is pitch black... HP:Bruised>You flee head over heels. It is pitch black... HP:Bruised>You cannot go that way. HP:Bruised>You cannot go that way. HP:Bruised>You cannot go that way. HP:Bruised>You cannot go that way. HP:Bruised>You cannot go that way. HP:Bruised>You cannot go that way. HP:Bruised>You cannot go that way. HP:Bruised> Imreas narrates, 'i wounded now' HP:Bruised>You group-say 'flee' HP:Bruised>You group-say 'flee' HP:Bruised>You group-say 'flee' HP:Bruised>You group-say 'flee' HP:Bruised>You group-say 'flee' HP:Bruised>You group-say 'flee' HP:Bruised> Clouds race through the sky above the fields. HP:Scratched> Farrakahn narrates, 'damn i regen like shit.. i go afk for like 4 mins i come back im still down 70 hp' HP:Scratched> Nyven group-says 'did di' HP:Scratched>You are now employing defensive tactics. HP:Scratched> Nyven group-says 'i am' HP:Scratched> Nyven group-says 'i'm cool' HP:Scratched>u u u You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched> Nyven group-says 'i'm up top' HP:Scratched>gt sigh l You group-say 'sigh' HP:Scratched>It is pitch black... HP:Scratched> Nyven group-says 'how are you?' HP:Scratched> Your regeneration slows again. u u u HP:Scratched>You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>l get tor pack It is pitch black... hol tor HP:Scratched>You get something from something. l HP:Scratched>You light something and hold it. HP:Scratched>Grassy Field Exits are: N E S You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. A horse is here, gazing at you. HP:Scratched>e Grassy Field Exits are: N E S W You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. > Imreas narrates, 'this guy got lucky' >e Thick Grassy Field Exits are: S W The grass looks like it thins out to the west of here, but you are still waist deep in a solid green ocean. A large cluster of rocks blocks travel to the east. A gray wolf is growling at you. >nar :) w w Imreas narrates, 'he opened slab at awful' >You narrate, ':)' >Grassy Field Exits are: N E S W You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. >Grassy Field Exits are: N E S You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. > Imreas narrates, 'and he ran in' >n Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. A dark warg stands here, its eyes glowing like a flame. >e Imreas narrates, 'VERY lucky' >Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A large wooden shield lies discarded on the ground. A water skin is lying here. A soldier ration is lying here on the floor. A thin metal brestplate lies discarded on the ground. A hand axe is lying here. A hand axe is lying here. An old, rusted iron key lies here. A water skin is lying here. A large metal shield lies discarded on the ground. A huge wolf stares at you intently. >sigh You sigh. e >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a bandit sentry is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. Nyven the Human is standing here. >sigh Nyven group-says 'where are you?' >You sigh. > Imreas narrates, 'then i ran all around the uruk caves and met like 20 mobs' >'friggin scared the shit out of me Nyven leaves west. >You say 'friggin scared the shit out of me' > Farrakahn narrates, 'that or your really unlucky :)' > Nyven enters from the west. >'friggin scared the shit out of me You say 'friggin scared the shit out of me' > Nyven drinks water from a water skin. > Nyven giggles. 'was frozen for a long time >You say 'was frozen for a long time' 'let's do this now aff war > Nyven says 'i'm cool man' d k joey >You say 'let's do this now' > Clouds race through the sky above the fields. Saving Ainaran. >You are affected by: curing saturation (fast-acting) detect hidden (long) evasion (long) anger (short) >Nyven says 'yah i got that way too' You scream a piercing warcry! > Nyven nods solemnly. >cc Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of a bandit guard is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of *a Human* is lying here. Stalwart Joey stands here, stiff as a board. Nyven enters from above. ci set tac def >You attack Stalwart Joey! Stalwart Joey deflects your attack. HP:Healthy, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Bruised>You start to concentrate. |/ Nyven screams a piercing warcry! -\ Nyven assists you! Nyven attacks Stalwart Joey! Stalwart Joey deflects Nyven's attack. |/-\ Stalwart Joey slashes your left arm. You could not concentrate anymore! HP:Scratched, Stalwart Joey:Bruised>You start to concentrate. - Stalwart Joey turns to fight Nyven! \|/-\ Stalwart Joey deflects Nyven's attack. Ok. He has insight already. You are now employing defensive tactics. HP:Scratched, Nyven:Healthy, Stalwart Joey:Bruised> Nyven deflects Stalwart Joey's attack. HP:Scratched, Nyven:Healthy, Stalwart Joey:Bruised> Nyven panics, and attempts to flee! Nyven flees head over heals! Nyven leaves down. HP:Scratched, Stalwart Joey:Bruised> Stalwart Joey dodges your attack. HP:Scratched, Stalwart Joey:Bruised>diag Nyven enters from below. HP:Scratched, Stalwart Joey:Bruised> You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised>cc Stalwart Joey has some bruises. Stalwart Joey is in top shape. Stalwart Joey has been here for a little while. Stalwart Joey is affected by: insight (long) He is very perceptive to the Wraith-world. HP:Scratched, Stalwart Joey:Bruised> Nyven assists you! Nyven attacks Stalwart Joey! Stalwart Joey deflects Nyven's attack. HP:Scratched, Stalwart Joey:Bruised>You start to concentrate. |/-\ Nyven grins evilly. |/ You deflect Stalwart Joey's attack. -\ Ok. Stalwart Joey appears to be confused! HP:Scratched, Stalwart Joey:Bruised> Nyven lightly slashes Stalwart Joey's body. HP:Scratched, Stalwart Joey:Bruised> You slash Stalwart Joey's body. HP:Scratched, Stalwart Joey:Bruised>cac You deflect Stalwart Joey's attack. HP:Scratched, Stalwart Joey:Bruised>You cackle gleefully. HP:Scratched, Stalwart Joey:Bruised>spit joey spit joey Nyven lightly slashes Stalwart Joey's left arm. spit joey You slash Stalwart Joey's right arm. set tac def HP:Healthy, Stalwart Joey:Hurt> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Hurt>You spit on him. HP:Healthy, Stalwart Joey:Hurt>You spit on him. HP:Healthy, Stalwart Joey:Hurt>Nyven gives a thumbs up! You spit on him. HP:Healthy, Stalwart Joey:Hurt> You slash Stalwart Joey's left leg. HP:Healthy, Stalwart Joey:Hurt> Nyven slashes Stalwart Joey's head. HP:Healthy, Stalwart Joey:Hurt> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Hurt>You are now employing defensive tactics. HP:Healthy, Stalwart Joey:Hurt> Nyven slashes Stalwart Joey's left arm. You evade Stalwart Joey's attack. You barely slash Stalwart Joey's body. HP:Healthy, Stalwart Joey:Hurt> You dodge Stalwart Joey's attack. You lightly slash Stalwart Joey's body. 'fuckin dodge this!! HP:Healthy, Stalwart Joey:Hurt> Nyven slashes Stalwart Joey's left leg. HP:Healthy, Stalwart Joey:Hurt>You say 'fuckin dodge this!!' HP:Healthy, Stalwart Joey:Hurt> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Hurt> You slash Stalwart Joey's right foot. HP:Healthy, Stalwart Joey:Wounded> Nyven slashes Stalwart Joey's head. HP:Healthy, Stalwart Joey:Wounded> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Wounded> You slash Stalwart Joey's left foot. HP:Healthy, Stalwart Joey:Wounded> Nyven slashes Stalwart Joey's left arm. HP:Healthy, Stalwart Joey:Bloodied> Nyven says 'yahhhh man!!!!!!!!!!!!' HP:Healthy, Stalwart Joey:Bloodied> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Bloodied> Stalwart Joey deflects your attack. HP:Healthy, Stalwart Joey:Bloodied>'fucker!!!!!! Nyven slashes Stalwart Joey's head. HP:Healthy, Stalwart Joey:Bloodied>You say 'fucker!!!!!!' HP:Healthy, Stalwart Joey:Bloodied> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Bloodied> You lightly slash Stalwart Joey's right leg. HP:Healthy, Stalwart Joey:Bloodied> Nyven spits on Stalwart Joey. HP:Healthy, Stalwart Joey:Bloodied> Nyven lightly slashes Stalwart Joey's body. HP:Healthy, Stalwart Joey:Awful> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Awful> Stalwart Joey deflects your attack. HP:Healthy, Stalwart Joey:Awful> Nyven slashes Stalwart Joey's right arm. HP:Healthy, Stalwart Joey:Awful> You deflect Stalwart Joey's attack. HP:Healthy, Stalwart Joey:Awful> You lightly slash Stalwart Joey's body. HP:Healthy, Stalwart Joey:Awful> Nyven lightly slashes Stalwart Joey's right arm. Stalwart Joey is dead! R.I.P. Your spirit increases by 6. You receive your share of experience -- 461 points. Stalwart Joey fails in his mission to defend the area, and dies painfully. >spit You spit over your left shoulder. > Nyven says 'ayyyyyyyaaaahhh' >'fuckin a. get coins all.cor You say 'fuckin a.' >You get a small pile of coins from the slashed corpse of Stalwart Joey. There were 1 silver coin. There doesn't seem to be a coins in the slashed corpse of a bandit guard. You get a small pile of coins from the slashed corpse of a bandit guard. There were 80 copper coins. There doesn't seem to be a coins in the slashed corpse of *a Human*. >'get what you want You say 'get what you want' >exam cor You see nothing special.. When you look inside, you see: corpse (here) : a longsword a golden bracelet..It glows blue! a small, metal shield a pair of silk sleeves a silk scarf a thin metal breastplate a stone ring..It glows blue! a torch a torch a silk shirt a silk scarf a large, metal shield a hand axe a silk scarf a large, metal shield a hand axe > Nyven gets a stone ring from the slashed corpse of Stalwart Joey. >'everything's screwed up here. gig Nyven gets a golden bracelet from the slashed corpse of Stalwart Joey. You say 'everything's screwed up here.' >Nyven shrugs. You giggle. >'goldens load on zark mobs You say 'goldens load on zark mobs' > Nyven gets a silk scarf from the slashed corpse of Stalwart Joey. Nyven gets a silk scarf from the slashed corpse of Stalwart Joey. Nyven gets a silk scarf from the slashed corpse of Stalwart Joey. >'cirlcets load on tunnel ghosts You say 'cirlcets load on tunnel ghosts' gig l > Nyven chuckles politely. >You giggle. Farrakahn tells you 'hmm night just logged on but i dont think it was him or something'. >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of Stalwart Joey is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of *a Human* is lying here. A horse is here, gazing at you. Nyven the Human is standing here. >rep hmm You tell Farrakahn 'hmm' >'look at matty real quick Imreas narrates, 'his tracks just dissapear' Nyven gets a torch from the slashed corpse of Stalwart Joey. Nyven gets a torch from the slashed corpse of Stalwart Joey. >You say 'look at matty real quick' > Nyven says 'that's it' >'goin down Nyven starts to meditate. >You say 'goin down' >d Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. A horse is here, gazing at you. A horse is here, gazing at you. Matty Bumpo stands here, with a stupid smirk on his face. Nyven (busy) enters from above. > Nyven stops meditating. > Nyven looks at Matty Bumpo. > Nyven leaves up. > Farrakahn tells you 'blah wish he would log on again and it be him and xp'. >u Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of Stalwart Joey is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of *a Human* is lying here. Nyven the Human is standing here. >gt nod.. who You group-say 'nod..' >Players ------- [ 10 Dwf] Imreas the Dwarf [--- Hum] Azalea the Human (linkless) (AFK) [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. gt uruks won't bother us >gt uruks are pussies again You group-say 'uruks won't bother us' >You group-say 'uruks are pussies again' l >'he's kinda tough u u Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. The slashed corpse of Stalwart Joey is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of a bandit guard is lying here. The slashed corpse of *a Human* is lying here. Nyven the Human is standing here. A horse is here, gazing at you. >You say 'he's kinda tough' > Nyven grins evilly. >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. The slashed corpse of an abandoned wolf is lying here. A leather pouch has been left here. A dagger has been left here. A dagger has been left here. A white, long-sleeved blouse is lying on the ground here. A cloak made of indigo wool lies discarded on the ground. A pair of stout leather boots is lying here. A pair of hard leather pants lie here. A cap made of leather is lying here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A strap of leather has been discarded here. Nyven enters from below. >You cannot go that way. >'haven't soloed him yet smile You say 'haven't soloed him yet' >You smile happily. >'I'm gonna go do some spirits You say 'I'm gonna go do some spirits' >'just soak up exp s You say 'just soak up exp' ride >You cannot go that way. >A horse stops following you. You mount a horse and start riding him. R>e Nyven says 'okay' R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. e A friendly little pony is here, looking well-groomed and happy. Nyven enters from the west. R>pour water skin Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. Nyven enters from the west. drink skin drink skin R>You can't find it! R>drink skin drink skin You can't find it! pour water skin R>You can't find it! R>You can't find it! R>You can't find it! R>get skin pack You can't find it! R>You get a water skin from a backpack. R>pour water skin drink skin drink skin There is no room for more. R>You drink the water. You don't feel thirsty any more. R>Your stomach can't contain anymore! R>who Players ------- [ 10 Dwf] Imreas the Dwarf [--- Hum] Azalea the Human (linkless) (AFK) [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. pour water skin R>You pour some water into the skin. R> Nyven pours some water into a skin. R>nod w s s You nod solemnly. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Nyven enters from the east. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Nyven enters from the north. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Nyven enters from the north. e e R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Nyven enters from the west. set men on R>Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Nyven enters from the west. R>n AutoMental mode is now on. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Nyven enters from the south. R>e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. Nyven enters from the west. e R>You cannot go that way. n R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A black rabbit scurries about. Nyven enters from the south. R>e ponder 'freezing bad sigh Not a cloud can be seen in the sky. Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Nyven enters from the west. R>You ponder over matters as they appear to you at this moment. R>You say 'freezing bad' R>You sigh. R> Farrakahn narrates, 'this lagg and shit just eats my hps ' e R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Nyven enters from the west. R>nar nod s You narrate, 'nod' R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A hard piece of wax is laying here. A bright white key has been left here. A twisted piece of wire has been abandoned here. Nyven enters from the north. nar same here R>You narrate, 'same here' R> Imreas narrates, 'god damn it, he just dissapeared' R>get wire s You get a twisted piece of wire. R>Imreas narrates, 'i cant find him' Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black deer can barely be made out in the darkness here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Nyven enters from the north. R>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) Nyven enters from the west. R>k flame You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly duped> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly duped> A ball of pale flame tries its Will against your mind, but you resist! Nyven says 'cool' R HP:Healthy Mind:in top shape, a ball of pale flame:slightly duped> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat weakened>l flame A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat weakened> It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat weakened> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat weakened> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat weakened> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's will! 'pale flame occasionally loads rubys R HP:Healthy Mind:in top shape, a ball of pale flame:seriously weakened>smile a ball of pale flame forces its Will against your concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously weakened> a ball of pale flame forces its Will against your learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened>You say 'pale flame occasionally loads rubys' R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened> A ball of pale flame tries its Will against your mind, but you resist! 'and freezes are abundant 'and there's a spirit bug 'and other bugs 'being since it's a new server 'spirit bug pisses me off though. **MUTTER* 'just don't reconnect when you freeze 'it makes the freezing even worse for everyone else. R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened>You smile happily. R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously weakened> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously retarded> Farrakahn narrates, 'fucking a that was pointless' R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> Farrakahn narrates, 'there goes 140 hps to nothing :(' R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> a ball of pale flame forces its Will against your strength! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded>You say 'and freezes are abundant' R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's will! Nyven sings, 'had a bad day, yah...' R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> a ball of panar blahhh le flame forces its Will against your concentration! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely retarded, a ball of pale flame:horribly weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:horribly weakened>You force your Will against a ball of pale flame's learning! Your spirit increases by 5. You receive your share of experience -- 458 points. Saving Ainaran. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. You say 'and there's a spirit bug' R> A slight mist rises from the damp land into the cloudless sky. Saving Ainaran. R>You say 'and other bugs' R>You say 'being since it's a new server' R>You say 'spirit bug pisses me off though.' R>R>R>Unrecognized command. R> Nyven says 'what spirit bug?' R>R>R> Imreas narrates, 'how i would love locate living atm' R>You say 'just don't reconnect when you freeze' R>You say 'it makes the freezing even worse for everyone else.' R> Nyven says 'why?' R> Nyven says 'oh shit' R> A slight mist rises from the damp land into the cloudless sky. Nyven's torch flickers weakly. R> Farrakahn narrates, 'why so u could delay when u cast it :)' R> Imreas narrates, 'rip an uruk' R> Imreas narrates, 'it not samnar shit e one tho' R>You narrate, 'blahhh' R> Imreas narrates, 'im lowbie killing, as a lowbie' R>You narrate, 'shit' R>nar **OVERFLOW** You narrate, '**OVERFLOW**' R> A slight mist rises from the damp land into the cloudless sky. Nyven's torch flickers weakly. R> Nyven narrates, 'from what?' R>nar froze :( l You narrate, 'froze :(' R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. Nyven the Human is standing here. R> Nyven narrates, 'comf' R>'big time You say 'big time' R>'missed everything you said You say 'missed everything you said' R>l A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. Nyven the Human is standing here. R>shrug You shrug. R>s Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. Nyven enters from the north. R> Nyven says 'shit man ihave to go' R>nod w n n You nod solemnly. n R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black deer can barely be made out in the darkness here. Nyven enters from the east. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Nyven enters from the south. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A hard piece of wax is laying here. A bright white key has been left here. Nyven enters from the south. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Nyven enters from the south. R>e e e n Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. Nyven enters from the west. e R>You cannot go that way. R>e Nyven says 'i think they are bback' You cannot go that way. R>e e You cannot go that way. R>e You cannot go that way. R>w n n n n n e e e n n n n dismount n You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Nyven enters from the east. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Nyven enters from the south. R>You cannot go that way. Farrakahn narrates, 'fucking a i hate this lagg' R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Nyven enters from the west. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Nyven enters from the west. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Nyven enters from the west. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Nyven enters from the south. R>Can not go there mounted. R>Can not go there mounted. R>Can not go there mounted. R>You stop riding a horse. A horse starts following you. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Nyven enters from the south. >smile nyven 'wish me luck You smile at him. >You say 'wish me luck' > Nyven says 'see ya man thanks for the help' > Nyven's torch went out. >, knocks on wood. Ainaran knocks on wood. > Nyven says 'how long will this be up?' > Nyven says 'good luck' >, knocks on wood really really hard. Ainaran knocks on wood really really hard. >'all the time You say 'all the time' >'well, competition ends tomorrow night 4 central l You say 'well, competition ends tomorrow night 4 central' >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. Nyven the Human is standing here. read next >No such message. >'sorry for killing you sigh You say 'sorry for killing you' >read nex You sigh. >who No such message. >Players ------- [ 10 Dwf] Imreas the Dwarf [ 3 Hum] Nyven the Human [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 6 characters displayed. >'listening to dead sous by NIN Nyven says 'that's cool man' smile >You say 'listening to dead sous by NIN' >You smile happily. > Farrakahn narrates, 'wish i could figure out what skull ring does :)' > Nyven says 'well i have to split' >nod Nyven says 'be cool' >You nod solemnly. >wav Nyven hugs you tightly. >You wave. > Nyven waves. hug nyven >You hug him. > Nyven chats, 'wave all' > The Innkeeper helps Nyven into his private chamber. Nyven stops following you. Nyven leaves your group. >nar me too... nar if I could take a look at it's description I could figure out something maybe l You narrate, 'me too...' >You narrate, 'if I could take a look at it's description I could figure out something maybe' >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. A friendly little pony is here, looking well-groomed and happy. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. >who The Innkeeper glares around him. Players ------- [ 10 Dwf] Imreas the Dwarf [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. >sc You have 145/145 hit, 56/56 stamina, 145/145 moves, 34 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 28K. >sc Farrakahn narrates, 'it doesnt seem to do anything with the desc' >You have 145/145 hit, 56/56 stamina, 145/145 moves, 34 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 28K. >nar hmm You narrate, 'hmm' nar send me a tell? >You narrate, 'send me a tell?' >s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >prac Hello, Ainaran! I can teach you these skills: You have 0 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 36% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) sanctuary 101% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 101% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 64% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) >sc You have 145/145 hit, 56/56 stamina, 145/145 moves, 34 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 28K. gig w w >You giggle. >Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. >You cannot go that way. >e s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. w >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. >s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A hard piece of wax is laying here. A bright white key has been left here. >s s Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black deer can barely be made out in the darkness here. n e >set men on k flame Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. >AutoMental mode is now on. >Whom do you want to press? > The day has now begun. A slight mist rises from the damp land into the cloudless sky. >>w Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A wolf approaches you, obviously abandoned by its pack, hungry and angry. n >set tac def Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this w plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A hard piece of wax is laying here. A bright white key has been left here. >w w w You are now employing defensive tactics. >Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. >You cannot go that way. >You cannot go that way. >You cannot go that way. >s s A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black rabbit scurries about. >You cannot go that way. >w Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black deer can barely be made out in the darkness here. >n n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. >Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A black rabbit scurries about. >w w w Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. >You cannot go that way. >You cannot go that way. >k man You couldn't reach his mind. ci HP:Healthy, a young highwayman:in top shape>You couldn't reach his mind. You start to concentrate. -\who |/-\ Ok. HP:Healthy, a young highwayman:in top shape> You force your Will against a young highwayman's will! HP:Healthy, a young highwayman:somewhat dispirited> You deflect a young highwayman's attack. HP:Healthy, a young highwayman:somewhat dispirited>Players ------- [ 10 Dwf] Imreas the Dwarf [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. HP:Healthy, a young highwayman:somewhat dispirited> You couldn't reach his mind. HP:Healthy, a young highwayman:somewhat dispirited> You force your Will against a young highwayman's strength! HP:Healthy, a young highwayman:somewhat dispirited> You evade a young highwayman's attack. HP:Healthy, a young highwayman:somewhat dispirited> You force your Will against a young highwayman's constitution! HP:Healthy, a young highwayman:somewhat sickly> Farrakahn tells you '- this ring seems to be extremely light weight for the material it was made from. It is just small and circular, but the color and texture are almost hypnotizing'. HP:Healthy, a young highwayman:somewhat sickly> You force your Will against a young highwayman's strength! HP:Healthy, a young highwayman:quite weakened> You evade a young highwayman's attack. HP:Healthy, a young highwayman:quite weakened> You force your Will against a young highwayman's will! HP:Healthy, a young highwayman:quite dispirited> You force your Will against a young highwayman's strength! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves south. >reply ponder You tell Farrakahn 'ponder' >reply confuse? You tell Farrakahn 'confuse?' >reply does it lower your stats or anything Farrakahn tells you 'resist confuse?'. >You tell Farrakahn 'does it lower your stats or anything' >reply any affects? reply opnder The full moon shows in the sky. The dark cloudy sky makes it difficult to see far down the road. Your regeneration slowed. >You tell Farrakahn 'any affects?' >You tell Farrakahn 'opnder' Farrakahn tells you 'shake'. >reply ponder You tell Farrakahn 'ponder' > Farrakahn tells you 'doesnt seem to do anything'. >reply it does.. You tell Farrakahn 'it does..' >reply because it's a no rent item l You tell Farrakahn 'because it's a no rent item' >Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. A horse is here, gazing at you. >s n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A young highwayman approaches you, a grin on his face. s >Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. k man >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A young highwayman approaches you, a grin on his face. >You force your Will against a young highwayman's constitution! HP:Healthy, a young highwayman:seriously weakened>fo man You deflect a young highwayman's attack. HP:Healthy, a young highwayman:seriously weakened> Farrakahn tells you 'hmm'. HP:Healthy, a young highwayman:seriously weakened> You force your Will against a young highwayman's strength! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves south. >s Nobody here by that name. >fol man Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. A black rabbit scurries about. A young highwayman approaches you, a grin on his face. >k man reply it has to have some value You now follow a young highwayman. > Farrakahn tells you 'think its a resist confuse ring?'. >You force your Will against a young highwayman's constitution! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves west. You are busy with something else. >You tell Farrakahn 'it has to have some value' >reply ponder... You tell Farrakahn 'ponder...' > Farrakahn tells you 'to bad we dont got id :)'. >reply what if it's like the signet ring used to be... You tell Farrakahn 'what if it's like the signet ring used to be...' reply what if darkies got a hold of it.. >You tell Farrakahn 'what if darkies got a hold of it..' > The dark cloudy sky makes it difficult to see far down the road. >reply gave it to their innkeeper or something... You tell Farrakahn 'gave it to their innkeeper or something...' >reply their mobs would overtake ours? reply ponder.. l You tell Farrakahn 'their mobs would overtake ours?' >You tell Farrakahn 'ponder..' >Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. A black rabbit scurries about. A horse is here, gazing at you. > Farrakahn tells you 'and it turns our town into a dark zone?'. > Farrakahn tells you 'i doubt its like that'. >reply shrug You tell Farrakahn 'shrug' >reply might just be... You tell Farrakahn 'might just be...' >reply hope no darkies figure that one out l You tell Farrakahn 'hope no darkies figure that one out' >Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. A black rabbit scurries about. A horse is here, gazing at you. >n Imreas narrates, 'i cant wait for old rots' >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. >s w Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. A black rabbit scurries about. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A young highwayman approaches you, a grin on his face. >nar hehe You narrate, 'hehe' >k man Imreas narrates, 'or well, the ordinary' >You force your Will against a young highwayman's learning! A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves south. You are busy with something else. >s k man Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A young highwayman approaches you, a grin on his face. >You force your Will against a young highwayman's strength! Your spirit increases by 1. You receive your share of experience -- 22 points. You stop following a young highwayman. >nar nod get coins all.cor n You narrate, 'nod' >You get a small pile of coins from the silent corpse of a young highwayman. There were 83 copper coins. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. >n Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. n >You cannot go that way. e >n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Farrakahn tells you 'u know where to get rubies too ?'. >Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. >You cannot go that way. > The dark cloudy sky makes it difficult to see far down the road. Saving Ainaran. >reply nod You tell Farrakahn 'nod' >reply but they hardly load You tell Farrakahn 'but they hardly load' e >Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A black rabbit scurries about. >s s e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. >Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black rabbit scurries about. >Imreas narrates, 'i think someone should kill the juggler and give me his boots' A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. >reply on a ball of pale flame You tell Farrakahn 'on a ball of pale flame' >reply roar e You tell Farrakahn 'roar' >Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >s Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. >s s Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. >Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. >s Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >e An abandoned wolf leaves east. set tac def set men off >Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A large wild dog watches you carefully. A wolf approaches you, obviously abandoned by its pack, hungry and angry. n nar blahhh >You are now employing defensive tactics. >AutoMental mode is now off. >Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. Farrakahn narrates, 'blah lagg' > A Mirkwolf attacks YOU! A Mirkwolf hits your right leg hard. A Mirkwolf deflects your attack. HP:Scratched, a Mirkwolf:Healthy> A Mirkwolf deflects your attack. HP:Scratched, a Mirkwolf:Healthy> You deflect a Mirkwolf's attack. HP:Scratched, a Mirkwolf:Healthy>HP:Scratched, a Mirkwolf:Healthy>HP:Scratched, a Mirkwolf:Healthy> A Mirkwolf deflects your attack. HP:Scratched, a Mirkwolf:Healthy> A Mirkwolf hits your head. HP:Bruised, a Mirkwolf:Healthy> A Mirkwolf dodges your attack. HP:Bruised, a Mirkwolf:Healthy> You deflect a Mirkwolf's attack. HP:Bruised, a Mirkwolf:Healthy>You narrate, 'blahhh' HP:Bruised, a Mirkwolf:Healthy> A Mirkwolf deflects your attack. HP:Bruised, a Mirkwolf:Healthy> A Mirkwolf hits your head. HP:Bruised, a Mirkwolf:Healthy>nar frozen too much ;( f You narrate, 'frozen too much ;(' HP:Bruised, a Mirkwolf:Healthy>You flee head over heels. Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A brown fox hunts for food here. HP:Bruised>nar froze in a mirkwolf's room bleh s You narrate, 'froze in a mirkwolf's room bleh' HP:Bruised>Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. HP:Bruised>e s You cannot go that way. HP:Bruised>An abandoned wolf enters from the south. An abandoned wolf attacks YOU! You evade an abandoned wolf's attack. You slash an abandoned wolf's right hindleg. No way! You're fighting for your life! HP:Bruised, an abandoned wolf:Bruised>f You flee head over heels. Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A large wild dog watches you carefully. w HP:Bruised> Clouds can be seen above in the sky. HP:Bruised>drink skin Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. HP:Bruised>You drink the water. You don't feel thirsty any more. HP:Bruised>n Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. HP:Bruised>n Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. s pour water skin HP:Bruised>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. HP:Bruised>n n You pour some water into the skin. HP:Bruised>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. HP:Bruised>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. HP:Bruised>n Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. ride HP:Bruised>A horse stops following you. You mount a horse and start riding him. R HP:Bruised>w w w w A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. w R HP:Bruised>Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black rabbit scurries about. n R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. R HP:Bruised>w w w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Bruised>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Bruised>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R HP:Bruised>You cannot go that way. R HP:Bruised>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. A gray wolf is growling at you. R HP:Bruised> A gray wolf attacks YOU! You deflect a gray wolf's attack. You slash a gray wolf's right foreleg hard. R HP:Bruised, a gray wolf:Bruised>set tac def You slash a gray wolf's right hindfoot. R HP:Bruised, a gray wolf:Bruised>You are now employing defensive tactics. R HP:Bruised, a gray wolf:Bruised>who You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Bruised>Players ------- [ 10 Dwf] Imreas the Dwarf (writing) [ 15 WdE] Ainaran the Wood Elf [--- Dwf] Sarlent the Dwarf (linkless) (AFK) [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) 5 characters displayed. R HP:Bruised, a gray wolf:Bruised> You slash a gray wolf's body. R HP:Bruised, a gray wolf:Hurt>sc You have 122/145 hit, 56/56 stamina, 108/145 moves, 33 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 28K. stat R HP:Bruised, a gray wolf:Hurt> You evade a gray wolf's attack. R HP:Bruised, a gray wolf:Hurt>Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. R HP:Bruised, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Bruised, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Bruised, a gray wolf:Hurt> You slash a gray wolf's left foreleg. R HP:Bruised, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Hurt> You lightly slash a gray wolf's left forefoot. R HP:Bruised, a gray wolf:Hurt> You dodge a gray wolf's attack. R HP:Bruised, a gray wolf:Hurt> You slash a gray wolf's body. R HP:Bruised, a gray wolf:Wounded> You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Wounded> You slash a gray wolf's body. R HP:Bruised, a gray wolf:Wounded> A gray wolf deflects your attack. You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Wounded> You slash a gray wolf's right foreleg. R HP:Bruised, a gray wolf:Bloodied> You evade a gray wolf's attack. R HP:Bruised, a gray wolf:Bloodied> You slash a gray wolf's body. R HP:Bruised, a gray wolf:Awful> The dark cloudy sky makes it difficult to see far down the road. R HP:Bruised, a gray wolf:Awful> You deflect a gray wolf's attack. R HP:Bruised, a gray wolf:Awful> You slash a gray wolf's left hindleg. A gray wolf is dead! R.I.P. You receive your share of experience -- 233 points. Your blood freezes as you hear a gray wolf's death cry. R HP:Bruised>but eat meat l You cut a raw piece of meat from the slashed corpse of a gray wolf. R HP:Bruised>You eat a raw piece of meat. R HP:Bruised>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of a gray wolf is lying here. You are riding on a horse. R HP:Bruised>nar any other darkies around? s You narrate, 'any other darkies around?' R HP:Bruised>Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. R HP:Bruised>whois drengist Drengist is a level 13 Uruk-Hai. R HP:Bruised>nar prefferably drengist or so whois ashburz You narrate, 'prefferably drengist or so' R HP:Bruised>Ashburz is a level 7 Uruk-Hai. l R HP:Scratched>fame war Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. You are riding on a horse. R HP:Scratched>+---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Eniumenav 17| | Vanemuine 4| Sakisur 15| | Scan 2| Drengist 7| | Imreas 1| Naraat 7| | Soi 1| Ankren whois eniumenav 2| | Testhobbit 1| Draug 0| | Errent 0| Anthre 0| | Aggrippa 0| Fnuffi 0| | Bree 0| Grox 0| | Bitwize 0| Muzrub 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 39| |Total fame for the forces of good: -37| +---------------------------------------------------+ |The Shadow's power falls o ver the land of Arda. | +---------------------------------------------------+ R HP:Scratched>Eniumenav is a level 12 Uruk-Hai. R HP:Scratched>l nar damn this freezing crap :( R HP:Scratched>R HP:Scratched>Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. You are riding on a horse. nar if I had the money, I'd buy us a new network to run off of or something :-) set tac def R HP:Scratched> The dark cloudy sky makes it difficult to see far down the road. R HP:Scratched>R HP:Scratched>R HP:Scratched>You narrate, 'damn this freezing crap :(' R HP:Scratched>You narrate, 'if I had the money, I'd buy us a new network to run off of or something :-)' R HP:Scratched>R HP:Scratched>R HP:Scratched>You are now employing defensive tactics. R HP:Scratched> It becomes hard to see far down the road as the sun sets. The dark cloudy sky makes it difficult to see far down the road. Your torch flickers weakly. Saving Ainaran. R>R>R>l Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. You are riding on a horse. R>n Old Dirt Road Exits are: N E S W sigh This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of a gray wolf is lying here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A gray wolf is growling at you. n R> An abandoned wolf attacks YOU! You dodge an abandoned wolf's attack. A gray wolf attacks YOU! You deflect a gray wolf's attack. You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Scratched> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bruised>You sigh. R HP:Healthy, an abandoned wolf:Bruised>No way! You're fighting for your life! R HP:Healthy, an abandoned wolf:Bruised> You deflect a gray wolf's attack. R HP:Healthy, an abandoned wolf:Bruised> You evade an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised>set tac def ci You slash an abandoned wolf's left foreleg. You are now employing defensive tactics. R HP:Healthy, an abandoned wolf:Hurt>You start to concentrate. -\| You evade a gray wolf's attack. /- You deflect an abandoned wolf's attack. \ Ok. R HP:Healthy, an abandoned wolf:Hurt> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Hurt> You dodge a gray wolf's attack. R tap HP:Healthy, an abandoned wolf:Hurt> You dodge an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt>You slash an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Hurt>R HP:Healthy, an abandoned wolf:Hurt>You deflect a gray wolf's attack. Have a little patience! R HP:Healthy, an abandoned wolf:Hurt> You lightly slash an abandoned wolf's right forefoot. You dodge an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt>diag An abandoned wolf is somewhat hurt. An abandoned wolf is in top shape. An abandoned wolf has been here for a little while. An abandoned wolf is affected by: insight (long) It is well aware of the Wraith-world. R HP:Healthy, an abandoned wolf:Hurt>who An abandoned wolf dodges your attack. R HP:Healthy, an abandoned wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, an abandoned wolf:Hurt>Players ------- [ 10 Dwf] Imreas the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Wounded> You deflect a gray wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Wounded> You evade a gray wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bloodied>who Players ------- [ 10 Dwf] Imreas the Dwarf (mailing) [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. R HP:Healthy, an abandoned wolf:Bloodied> You deflect a gray wolf's attack. Night falls over the land. The dark cloudy sky makes it difficult to see far down the road. Your torch flickers weakly. R HP:Healthy, an abandoned wolf:Wounded> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Bloodied> You deflect a gray wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied>get tor pack You deflect an abandoned wolf's attack. hol tor R HP:Healthy, an abandoned wolf:Bloodied>l You get a torch from a backpack. R HP:Healthy, an abandoned wolf:Bloodied>You're already holding something. R HP:Healthy, an abandoned wolf:Bloodied>rem tor rem tor rem tor hol tor You slash an abandoned wolf's right hindleg. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of a gray wolf is lying here. An abandoned wolf is here, fighting YOU! A gray wolf is here, fighting YOU! You are here, fighting an abandoned wolf, riding on a horse. R HP:Healthy, an abandoned wolf:Awful> You deflect a gray wolf's attack. R HP:Healthy, an abandoned wolf:Awful> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Awful> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Awful>You stop using a torch. R HP:Healthy, an abandoned wolf:Awful>You stop using a torch. R HP:Healthy, an abandoned wolf:Awful>You deflect a gray wolf's attack. You don't seem to be using a tor. R HP:Healthy, an abandoned wolf:Awful>An abandoned wolf deflects your attack. You deflect an abandoned wolf's attack. You light a torch and hold it. R HP:Healthy, an abandoned wolf:Awful> You deflect a gray wolf's attack. R HP:Healthy, an abandoned wolf:Awful> You slash an abandoned wolf's left foreleg. An abandoned wolf is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 142 points. Your blood freezes as you hear an abandoned wolf's death cry. You turn to face your next enemy. ci R HP:Healthy, a gray wolf:Healthy> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Healthy>You deflect a gray wolf's attack. You start to concentrate. -\|/-\ Ok. R HP:Healthy, a gray wolf:Healthy>who You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Healthy>A gray wolf deflects your attack. Players ------- [ 10 Dwf] Imreas the Dwarf (mailing) [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. R HP:Healthy, a gray wolf:Healthy> You deflect a gray wolf's attack. You slash a gray wolf's body. R HP:Healthy, a gray wolf:Scratched>pray farrakahn You pray to Farrakahn, hoping for his good will. R HP:Healthy, a gray wolf:Scratched> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Scratched> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Scratched>whois farrakahn You slash a gray wolf's right foreleg. Farrakahn the Dwarf is a level 14 Dwarf. R HP:Healthy, a gray wolf:Bruised>who You evade a gray wolf's attack. R HP:Healthy, a gray wolf:Bruised>Players ------- [ 10 Dwf] Imreas the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder (AFK) 4 characters displayed. R HP:Healthy, a gray wolf:Bruised> You lightly slash a gray wolf's left foreleg. R HP:Healthy, a gray wolf:Bruised> You evade a gray wolf's attack. R HP:Healthy, a gray wolf:Bruised> You slash a gray wolf's left foreleg. R HP:Healthy, a gray wolf:Hurt>gro A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt>Your group consists of: HP: Healthy, S:Full, MV:Energetic -- Ainaran (Head of group) HP: Healthy, S:Full, MV:Energetic -- a horse R HP:Healthy, a gray wolf:Hurt> A gray wolf dodges your attack. R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt>gt it was I that prayed to you. :-) You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt>You group-say 'it was I that prayed to you. :-)' R HP:Healthy, a gray wolf:Hurt>l A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a gray wolf is lying here. A gray wolf is here, fighting YOU! You are here, fighting a gray wolf, riding on a horse. R HP:Healthy, a gray wolf:Hurt>ungro You evade a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt>A gray wolf dodges your attack. A horse leaves your group. You have disbanded the group. R HP:Healthy, a gray wolf:Hurt> A gray wolf dodges your attack. l R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a gray wolf is lying here. A gray wolf is here, fighting YOU! You are here, fighting a gray wolf, riding on a horse. R HP:Healthy, a gray wolf:Hurt>who You slash a gray wolf's head. R HP:Healthy, a gray wolf:Hurt>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ 10 Dwf] Imreas the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder 5 characters displayed. R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Healthy, a gray wolf:Hurt> The dark cloudy sky makes it difficult to see far down the road. set tac ag R HP:Healthy, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Healthy, a gray wolf:Hurt>diag You slash a gray wolf's body. R HP:Healthy, a gray wolf:Hurt>You are now employing aggressive tactics. R HP:Healthy, a gray wolf:Hurt> A gray wolf lightly hits your head. R HP:Scratched, a gray wolf:Hurt>You slash a gray wolf's left hindleg. A gray wolf is somewhat hurt. A gray wolf is in top shape. A gray wolf has been here for quite a while. A gray wolf is affected by: insight (long) It is well aware of the Wraith-world. R HP:Scratched, a gray wolf:Hurt>set tac def You are now employing defensive tactics. cc R HP:Scratched, a gray wolf:Hurt> A gray wolf deflects your attack. R HP:Scratched, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Scratched, a gray wolf:Hurt>set tac ag You start to concentrate. |/-\|/-\Ok. A gray wolf appears to be confused! You are now employing aggressive tactics. R HP:Scratched, a gray wolf:Hurt> You deflect a gray wolf's attack. R HP:Scratched, a gray wolf:Hurt> You slash a gray wolf's body hard. R HP:Scratched, a gray wolf:Wounded> You dodge a gray wolf's attack. R HP:Scratched, a gray wolf:Wounded> You slash a gray wolf's body. R HP:Scratched, a gray wolf:Bloodied> You slash a gray wolf's right foreleg hard. who R HP:Scratched, a gray wolf:Awful> You deflect a gray wolf's attack. R HP:Scratched, a gray wolf:Awful>Players ------- [ Arata ] Errent Wolfe, Architect of Arda [ 10 Dwf] Imreas the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder 5 characters displayed. R HP:Scratched, a gray wolf:Awful> You slash a gray wolf's left foreleg hard. A gray wolf is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 241 points. Your blood freezes as you hear a gray wolf's death cry. R HP:Scratched>set tac def You are now employing defensive tactics. but R HP:Scratched>eat meat You cut a raw piece of meat from the slashed corpse of a gray wolf. l R HP:Scratched>You eat a raw piece of meat. R HP:Scratched> You feel less protected. R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of a gray wolf is lying here. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a gray wolf is lying here. You are riding on a horse. but 2.cor R HP:Scratched>eat meat but 3.cor eat meat You cut a raw piece of meat from the slashed corpse of an abandoned wolf. R HP:Scratched>You eat a raw piece of meat. R HP:Scratched>It has already been butchered. R>You don't seem to have any. R>l Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. The slashed corpse of a gray wolf is lying here. The slashed corpse of an abandoned wolf is lying here. The slashed corpse of a gray wolf is lying here. You are riding on a horse. R>n er er er i Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. k wolf ci R>You don't seem to have any. R>You don't seem to have any. R>You don't seem to have any. R>You are carrying: a torch a torch a water skin a twisted piece of wire a pair of stout leather boots a torch a large sack a backpack R>You attack an abandoned wolf! You lightly slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Scratched> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Scratched>You start to concentrate. -\|/-\ Ok. R HP:Healthy, an abandoned wolf:Scratched> An abandoned wolf hits your body. R HP:Scratched, an abandoned wolf:Scratched>l boots sc You slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Bruised> These boots look very sturdy, as though they could carry someone many miles without fatigue. R HP:Scratched, an abandoned wolf:Bruised>You have 139/145 hit, 56/56 stamina, 137/145 moves, 31 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 27K. R HP:Scratched, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Bruised> You slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Bruised> You slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Hurt> You lightly slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Hurt> You dodge an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Hurt> An abandoned wolf deflects your attack. R HP:Scratched, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Hurt>whois peter sc An abandoned wolf deflects your attack. R HP:Scratched, an abandoned wolf:Hurt>No such player. R HP:Scratched, an abandoned wolf:Hurt>Clouds race through the sky above the fields. You have 143/145 hit, 56/56 stamina, 144/145 moves, 31 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 27K. R HP:Scratched, an abandoned wolf:Hurt>rem boots You deflect an abandoned wolf's attack. You slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Hurt>You stop using a pair of soft leather boots. R HP:Scratched, an abandoned wolf:Hurt> You slash an abandoned wolf's body. wear stout R HP:Scratched, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Wounded>You wear a pair of stout leather boots on your feet. R HP:Scratched, an abandoned wolf:Wounded> An abandoned wolf dodges your attack. R HP:Healthy, an abandoned wolf:Wounded>sc You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded>You have 145/145 hit, 56/56 stamina, 132/133 moves, 31 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 27K. R HP:Healthy, an abandoned wolf:Wounded> You slash an abandoned wolf's right forefoot. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf hits your body. R HP:Scratched, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's body. R HP:Scratched, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Bloodied> You slash an abandoned wolf's head. R HP:Scratched, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Scratched, an abandoned wolf:Bloodied> You slash an abandoned wolf's head. An abandoned wolf is stunned, but will probably regain consciousness again. sc R HP:Scratched, an abandoned wolf:Dying>You have 138/145 hit, 56/56 stamina, 133/133 moves, 31 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 27K. R HP:Scratched, an abandoned wolf:Dying> You slash an abandoned wolf's right foreleg hard. An abandoned wolf is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 126 points. Your blood freezes as you hear an abandoned wolf's death cry. R HP:Scratched>rem stout wear soft sc You stop using a pair of stout leather boots. R HP:Scratched>You wear a pair of soft leather boots on your feet. R HP:Scratched>You have 139/145 hit, 56/56 stamina, 130/145 moves, 34 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 27K. R HP:Scratched>who nod Players ------- [ Arata ] Morgoth Wolfe, Architect of Arda [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder 4 characters displayed. R HP:Scratched>You nod solemnly. R HP:Scratched>pray morgoth *an Uruk* attempts to ambush you, but you manage to avoid it! R HP:Scratched, *an Uruk*:Scratched> *an Uruk* dodges your attack. You deflect *an Uruk*'s attack. R HP:Scratched, *an Uruk*:Scratched>You pray to Morgoth, hoping for his good will. R HP:Scratched, *an Uruk*:Scratched>set tac def You lightly slash *an Uruk*'s right leg. You deflect *an Uruk*'s attack. gig R HP:Scratched, *an Uruk*:Bruised>You are now employing defensive tactics. R HP:Scratched, *an Uruk*:Bruised>cc You giggle. R HP:Scratched, *an Uruk*:Bruised>You start to concentrate. set men on |/-\| You deflect *an Uruk*'s attack. / *an Uruk* looks at you. -\Ok. *an Uruk* appears to be confused! AutoMental mode is now on. R HP:Scratched, *an Uruk*:in top shape>ci You couldn't reach his mind. R HP:Scratched, *an Uruk*:in top shape> You deflect *an Uruk*'s attack. R HP:Scratched, *an Uruk*:in top shape> You couldn't reach his mind. R HP:Scratched, *an Uruk*:in top shape> Clouds race through the sky above the fields. Saving Ainaran. R HP:Healthy, *an Uruk*:in top shape> You couldn't reach his mind. R HP:Healthy, *an Uruk*:in top shape>*an Uruk* chuckles politely. You start to concentrate. - You deflect *an Uruk*'s attack. \|l uruk /- *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. \ You could not find your opponent. R>You do not see that here. R>e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east kill uruk of here. Perhaps you should get back on it before you get lost in this dense greenery. R>Your victim disappeared! e R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. nar uruk R>You narrate, 'uruk' R>nar on odr n You narrate, 'on odr' R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. e nar he confused R>e Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R>You narrate, 'he confused' R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A black rabbit scurries about. R>w nar ranger :P Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. s set tac def aff R>You narrate, 'ranger :P' R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. cast evasion cast evasion cast evasion cast evasion cast detect cast detect cast detect cast detect R>You are now employing defensive tactics. R>The moon lights your surroundings. You are affected by: anger (medium) detect hidden (long) R>R>R>You start to concentrate. \|/-\Ok. You feel someone protecting you. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\ Ok. R> Clouds race through the sky above the fields. R>aff The moon lights your surroundings. You are affected by: evasion (long) anger (medium) detect hidden (long) R>l Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. You are riding on a horse. R>w w Farrakahn narrates, 'concerned with getting the 5k till level 15 right now' nar nod :-) R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this denar it's a lowbie anyway nse greenery. R>You narrate, 'nod :-)' R>You narrate, 'it's a lowbie anyway' R>s n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R>nar most likely ankren You narrate, 'most likely ankren' R>nar I avoided his stab You narrate, 'I avoided his stab' R>whois ankren e Ankren the Uruk-Hai is a level 7 Uruk-Hai. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. R>e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R>s Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black deer can barely be made out in the darkness here. e R>A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. e R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. e e set tac def nar damn this lag sucks nar he might be able to kill me if he catches me frozen :P R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) set men on k flame nar well, I'm frozen, wonder if he got me nar damn this freezing crap to Thangorodrim! R>You cannot go that way. R>You are now employing defensive tactics. R>You narrate, 'damn this lag sucks' R> Gangrel chats, 'uruk in our place?' R>You narrate, 'he might be able to kill me if he catches me frozen :P' R> The full moon goes off the sky. A slight mist rises from the damp land into the cloudless sky. R>AutoMental mode is now on. R>You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:in top shape, a ball of pale flame:barely sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:barely sickly> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly clumsy> a ball of pale flame forces its Will against your strength! R HP:Healthy Mind:barely weakened, a ball of pale flame:slightly clumsy> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely weakened, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely weakened, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely weakened, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely weakened, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously clumsy>R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously clumsy>R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously clumsy>R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely weakened, a ball of pale flame:seriously clumsy> a ball of pale flame forces its Will against your strength! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly clumsy> a ball of pale flame forces its Will against your strength! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's dexterity! Your spirit increases by 8. You receive your share of experience -- 506 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>R>R> A ball of pale flame arrives. R> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:slightly weakened, a ball of pale flame:slightly sickly> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:slightly sickly> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:slightly weakened, a ball of pale flame:slightly sickly> a ball of pale flame forces its Will against your intelligence! R HP:Healthy Mind:slightly weakened, a ball of pale flame:slightly sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly weakened, a ball of pale flame:somewhat duped>You narrate, 'well, I'm frozen, wonder if he got me' R HP:Healthy Mind:slightly weakened, a ball of pale flame:somewhat duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:somewhat duped> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> The slightly wane moon goes off the sky. A slight mist rises from the damp land into the cloudless sky. R HP:Healthy Mind:slightly weakened, a ball of pale flame:quite duped> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly sickly> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly weakened, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's constitution! Your spirit increases by 8. You receive your share of experience -- 441 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>R>R>You narrate, 'damn this freezing crap to Thangorodrim!' Farrakahn narrates, 'fucking bastard' R> Farrakahn narrates, 'that uruk stabbed me afk sleeping' R>l A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. R>who A slight mist rises from the damp land into the cloudless sky. R HP:Scratched>Players ------- [--- Hum] Azalea the Human [--- Dwf] Gangrel the Dwarf [ Arata ] Morgoth Bauglir, Master of the Shadows [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder 6 characters displayed. R HP:Scratched>l w n n n A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. R HP:Scratched>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A hard piece of wax is laying here. A bright white key has been left here. *an Uruk* (linkless) is standing here. R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A black rabbit scurries about. A small, green snake slithers harmlessly here. R HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too bigs for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. R HP:Scratched>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A black rabbit scurries about. A small, green snake slithers harmlessly here. l uruk R HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A hard piece of wax is laying here. A bright white key has been left here. *an Uruk* (linkless) is standing here. R HP:Scratched>*an Uruk* You see nothing special about him. *an Uruk* has a few scratches. *an Uruk* is using: a silk scarf an indigo cotton shirt an indigo cotton hood an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves an indigo pair of cotton sleeves an indigo wool cloak an etched leather girdle..It glows blue! a fine longsword A severed head of Azalea A severed head of Sarlent A severed head of Sesil R> *an Uruk* has reconnected. R> A black rabbit enters from the north. R>wav n n Farrakahn narrates, 'watch out for stabbing uruk' R>You wave. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>nar he little You narrate, 'he little' R>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R> Gangrel chats, 'i'll get him :)' R> Azalea enters from the east. R> *an Uruk* leaves east. R>bow azalea You bow before him. l R> Azalea leaves west. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. You are riding on a horse. R>who Players ------- [--- Dwf] Smoke the Dwarf [--- Hum] Azalea the Human [--- Dwf] Gangrel the Dwarf [ Arata ] Morgoth Bauglir, The Dark Lord [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. R>e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Gangrel the Dwarf is here, fighting *an Uruk*. A friendly little pony is here, looking well-groomed and happy. *an Uruk* is here, fighting Gangrel. R>kill uruk *an Uruk* deflects Gangrel's attack. R>You couldn't reach his mind. R HP:Healthy, Gangrel:Wounded, *an Uruk*:in top shape> *an Uruk* slashes Gangrel's body. R HP:Healthy, Gangrel:Wounded, *an Uruk*:in top shape> You couldn't reach his mind. R HP:Healthy, Gangrel:Wounded, *an Uruk*:in top shape>diag Gangrel deflects *an Uruk*'s attack. *an Uruk* has a few scratches. *an Uruk* is in top shape. *an Uruk* is affected by: anger (medium) He is moderately sensitive to the spiritual. ci R HP:Healthy, Gangrel:Wounded, *an Uruk*:in top shape> Gangrel sends *an Uruk* sprawling with a powerful bash. R HP:Healthy, Gangrel:Wounded, *an Uruk*:in top shape> You couldn't reach his mind. R HP:Healthy, Gangrel:Wounded, *an Uruk*:in top shape>You start to concentrate. -\|/ Azalea enters from the west. cc - Gangrel lightly crushes *an Uruk*'s left leg. \ Ok. R HP:Healthy, Gangrel:Wounded, *an Uruk*:in top shape> You force your Will against *an Uruk*'s strength! R HP:Healthy, Gangrel:Wounded, *an Uruk*:slightly weakened>You start to concentrate. |/-\|/f - Azalea leaves west. \ *an Uruk* deflects Gangrel's attack. Ok. *an Uruk* appears to be confused! R HP:Healthy, Gangrel:Wounded, *an Uruk*:slightly weakened> You force your Will against *an Uruk*'s intelligence! R HP:Healthy, Gangrel:Wounded, *an Uruk*:slightly duped>*an Uruk* has recovered from a bash! *an Uruk* says '1:1' You flee head over heels. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Azalea the Human is standing here. R> *an Uruk* enters from the east. R> Azalea attacks *an Uruk*! Azalea lightly pierces *an Uruk*'s body. R> *an Uruk* slashes Azalea's head. Azalea panics, and attempts to flee! Azalea panics, and attempts to flee! R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. R> *an Uruk* enters from the east. R> *an Uruk* leaves west. Azalea snickers softly. R> Azalea leaves east. R> *an Uruk* enters from the west. R> Gangrel enters from the east. A nice pony enters from the east. R>nar get him Gangrel panics, and attempts to flee! You narrate, 'get him' R>nar I'm not gonna mess with him Gangrel panics, and attempts to flee! Gangrel flees head over heals! Gangrel leaves east. A nice pony leaves east. R>You narrate, 'I'm not gonna mess with him' R>l Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. You are riding on a horse. *an Uruk* (hiding) is standing here. rest st e R>You sit down and rest your tired bones. R>You stop resting, and stand up. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. *an Uruk* (hiding) (busy) is standing here. R>R>R>w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>e e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. eyepoke uruk n R> Gangrel chats, 'shit i wounded' R>Nobody here by that name. R> Gangrel chats, 'laggin' R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is resting here. R>n Can not go there mounted. R>dismount You stop riding a horse. A horse starts following you. >nar come juggler *an Uruk* enters from the south. >You narrate, 'come juggler' >nar i regen you Azalea snickers softly. >You narrate, 'i regen you' >eyepoke uruk Nobody here by that name. >l s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is resting here. A horse is here, gazing at you. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. *an Uruk* (hiding) is standing here. >eyepoke uruk n Gangrel chats, 'anyone got slasher weapon?' >You poke *an Uruk* in the eye.. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is standing here. > Azalea sits down and rests. > Gangrel chats, 'ok' > Gangrel enters from the north. A nice pony enters from the north. >nar >You poke *an Uruk* in the eye.. You narrate, '>You poke *an Uruk* in the eye.. ' >nar :-) You narrate, ':-)' >l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is resting here. A horse is here, gazing at you. Gangrel the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Not a cloud can be seen in the sky. > Azalea stops resting, and clambers on his feet. exa s > Azalea leaves south. >st To the south you see: Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. *an Uruk* is standing here. Azalea the Human is standing here. >You are already standing. > Azalea enters from the south. >cast regen gangrel Gangrel says 'cool' >You start to concentrate. |/-\|/-\ Ok. >'go get him! You say 'go get him!' >cast curing gangrel Gangrel chats, 'i laggin' >You start to concentrate. /-\|/-\ Ok. >exa s Gangrel says 'wait' To the south you see: Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. *an Uruk* (hiding) is standing here. >'go... I not going to kill him A juggler teaches Gangrel for a while. >A juggler teaches Gangrel for a while. You say 'go... I not going to kill him' >'unless I have to A juggler teaches Gangrel for a while. > Azalea leaves south. > A juggler teaches Gangrel for a while. > A juggler teaches Gangrel for a while. > A juggler teaches Gangrel for a while. >You say 'unless I have to' > A juggler teaches Gangrel for a while. >who Azalea enters from the south. >Players ------- [ Imp ] Seether the Human [--- Hum] Azalea the Human [--- Dwf] Gangrel the Dwarf [ Arata ] Morgoth Bauglir, The Dark Lord [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf [ Vala ] Seraph the Russian Linux Coder 7 characters displayed. exa s > A juggler teaches Gangrel for a while. > A juggler teaches Gangrel for a while. > A juggler teaches Gangrel for a while. > A juggler teaches Gangrel for a while. >A juggler teaches Gangrel for a while. To the south you see: Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. *an Uruk* is standing here. > A juggler teaches Gangrel for a while. >st A juggler teaches Gangrel for a while. > A juggler teaches Gangrel for a while. >Azalea leaves south. You are already standing. >set men on s Azalea enters from the south. >kill uruk A juggler teaches Gangrel for a while. >A juggler teaches Gangrel for a while. AutoMental mode is now on. >A juggler teaches Gangrel for a while. Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >Your victim disappeared! >s Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >n w Azalea yells ':p' >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >w w Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path w serves as the dump for the people of this small outpost. You sense a hidden life form in the room. w nar he on dirt path >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. > *an Uruk* enters from the east. > A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s right hand hard. A frightened boy says 'L gkih ntufpij yr wmxufl!' A frightened boy assists a frightened boy. A frightened boy attacks *an Uruk*! A frightened boy stabs *an Uruk*'s head hard. *an Uruk* slashes a frightened boy's left leg. nar at boys kill uruk >You cannot go that way. >You cannot go that way. > *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves south. > Not a cloud can be seen in the sky. >You narrate, 'he on dirt path' >You narrate, 'at boys' >Whom do you want to press? >>>nar bleh, I frozen You narrate, 'bleh, I frozen' > Gangrel chats, 'group him :)' >nar he heading south l You narrate, 'he heading south' >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A horse is here, gazing at you. *an Uruk* is standing here. > *an Uruk* leaves east. >nar he going in You narrate, 'he going in' >nar stupid uruk :-) e You narrate, 'stupid uruk :-)' >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >e Gangrel chats, 'i comin!' >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. e >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. You sense a hidden life form in the room. e >n You cannot go that way. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is standing here. >nar he at dirt crossing You narrate, 'he at dirt crossing' nar hiding >You narrate, 'hiding' >s s Azalea leaves south. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Azalea the Human is standing here. >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is here, fighting *an Uruk*, riding on a nice pony. *an Uruk* is here, fighting Gangrel. > Gangrel lightly crushes *an Uruk*'s body. > *an Uruk* lightly slashes Gangrel's right arm. > Gangrel lightly crushes *an Uruk*'s head. smile uruk n n > *an Uruk* smiles happily. >You smile at him. > *an Uruk* slashes Gangrel's body. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. Azalea the Human is standing here. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. > Not a cloud can be seen in the sky. > Morgoth narrates, 'YOU WILL ALL BE LAID TO WASTE BY MY MINIONS!' >nar shit You narrate, 'shit' > Azalea enters from the south. >nar I thought you were dead. You narrate, 'I thought you were dead.' > Your blood freezes as you hear Gangrel's death cry. >nar KILL THE ENEMY!! You narrate, 'KILL THE ENEMY!!' set tac def set tac def s kill uruk >Azalea leaves south. You are now employing defensive tactics. >You are now employing defensive tactics. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. *an Uruk* is standing here. Azalea the Human is standing here. >You force your Will against *an Uruk*'s constitution! HP:Healthy, *an Uruk*:slightly sickly> You evade *an Uruk*'s attack. HP:Healthy, *an Uruk*:slightly sickly> *an Uruk* gets a wooden tower shield from the slashed corpse of *a Dwarf*. HP:Healthy, *an Uruk*:slightly sickly> *an Uruk* gets a large heap of coins from the slashed corpse of *a Dwarf*. cc HP:Healthy, *an Uruk*:slightly sickly> You force your Will against *an Uruk*'s dexterity! HP:Healthy, *an Uruk*:slightly sickly>You start to concentrate. | *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves north. /-\|/-\set tac ag You could not find your opponent. > *an Uruk* enters from the north. >*an Uruk* gets a belt pouch from the slashed corpse of *a Dwarf*. *an Uruk* gets a large, wooden club from the slashed corpse of *a Dwarf*. *an Uruk* gets an etched leather girdle from the slashed corpse of *a Dwarf*. *an Uruk* gets an indigo pair of cotton sleeves from the slashed corpse of *a Dwarf*. You are now employing aggressive tactics. set men off >kill uruk AutoMental mode is now off. >They aren't here. >kill uruk They aren't here. l > Azalea snickers softly. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is standing here. A horse is here, gazing at you. > Azalea leaves north. >w w Azalea enters from the north. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scs ared boy is here, dressed in armour too big for him. A horse is here, gazing at you. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. >s s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. >Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. > Seether shouts: boo. >n nar Heya Seether :-) set tac def n n e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. >You narrate, 'Heya Seether :-)' >You are now employing defensive tactics. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is standing here. >s s Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. > Gangrel chats, 'FUCK!' >nar scour the city for him! e Not a cloud can be seen in the sky. You narrate, 'scour the city for him!' >Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. >w w Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. >w w Outpost Dump Exits are: E The collective trash of everyone inside the outpost's gates is gathered here, in one stinking, fetid, messy pile. The stench wafts to your nose, and the insects abound. However, a hardy soul might be able to sift through this garbage and find something of use to someone. A large wooden shield lies discarded on the ground. A small shield made of wood lies here. A heavy dagger has been abandoned here. A wooden club has been dropped here. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A writhing mass of swamp bugs is buzzing through the air here. >You cannot go that way. >e s s Gangrel chats, 'i pk'd while frozen afk lost coinnectioin!' >Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. >Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. e nar comf w n n n e >You cannot go that way. >n n Sundries Store Exits are: W This building serves as the output's main source for rations and other edible goods. A large pit has been dug in the center of the room, and chests of dried meats and other rations from the Anduin Valley are stored down next to the cool earth, and away from the sun. A halfelven shopkeeper stands here politely. > Gangrel chats, 'Kick his fucking ass!' >You narrate, 'comf' >Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. >Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. >You cannot go that way. >You cannot go that way. >Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is standing here. s >Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. n >w w Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is standing here. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. >track You start searching the ground for tracks. /-\|/-\ You found no tracks here. >s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. >s Gangrel chats, 'damn lazy ass killer' Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. >e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. >s Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. > Gangrel chats, 'it's ankren' >n w n n A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. nar nod > Azalea chats, 'whos the dead one?' >Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. >You narrate, 'nod' nar figured that out e >You narrate, 'figured that out' >Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. >nar he's going to die now. :-) w w nar if I find him You narrate, 'he's going to die now. :-)' >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. set tac ag aff >Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. A black rabbit scurries about. >You narrate, 'if I find him' >You are now employing aggressive tactics. > Not a cloud can be seen in the sky. > Gangrel chats, 'anyone got a club for me i'll kick his ass' >You are affected by: anger (medium) evasion (long) detect hidden (long) >e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. e >Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. > Farrakahn narrates, 'whats ?' >You cannot go that way. >nar wish I had a tracker with me who You narrate, 'wish I had a tracker with me' >Players ------- [ Arata ] Morgoth Bauglir, The Dark Lord [--- Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 6 characters displayed. >e s You cannot go that way. >Dead End in the Road Exits are: N This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the northt. Passage to the south of here is blocked by a muddy pond that appears to be mostly runoff from the fortification to the north.. A small, green snake slithers harmlessly here. > Gangrel chats, 'club as in wood club i need to concuss him' >> Gangrel chats, 'i have bash but no gear' >n Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. >w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. >w w Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. A black rabbit scurries about. >Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. >nar he was confused You narrate, 'he was confused' >nar and insighted s s You narrate, 'and insighted' >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. A black deer can barely be made out in the darkness here. >Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. >s s e You cannot go that way. >You cannot go that way. >ride A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. >e A horse stops following you. You mount a horse and start riding him. R> Gangrel chats, 'i back in biz ssoon' R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>s s The sun rises across the fields. Above the fields, not a cloud can be seen in the sky. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. s set tac def R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>You are now employing defensive tactics. R>fame ankren s On the 18th Day of Urime, Ankren killed Sesil. On the 1st Day of Hisime, Ankren killed Azalea. On the 2nd Day of Hisime, Ankren killed Sarlent. On the 6th Day of Hisime, Ankren killed Gangrel. On the 19th Day of Urime, Ankren was slain by Taraan. On the 19th Day of Urime, Ankren was slain by Rusikas. On the 20th Day of Urime, Ankren was slain by Rusikas. On the 3rd Day of Hisime, Ankren was slain by Farrakahn. There were found 8 records about Ankren, total fame 10. R>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>e Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. R>n Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. R>s Gangrel chats, 'i need weapon he took my shield and club' Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. R>w Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>n n Gangrel chats, 'shit!' R>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. A wolf approaches you, obviously abandoned by its pack, hungry and angry. n R>An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. You lightly slash an abandoned wolf's left foreleg. No way! You're fighting for your life! R HP:Healthy, an abandoned wolf:Scratched>You lightly slash an abandoned wolf's left forefoot. No way! You're fighting for your life! R HP:Healthy, an abandoned wolf:Bruised>set tac def You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised>You are now employing defensive tactics. R HP:Healthy, an abandoned wolf:Bruised> You lightly slash an abandoned wolf's right forefoot. R HP:Healthy, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Bruised> An abandoned wolf dodges your attack. You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised> You slash an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. l R HP:Healthy, an abandoned wolf:Hurt> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Hurt>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. An abandoned wolf is here, fighting YOU! You are here, fighting an abandoned wolf, riding on a horse. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's right hindleg. R HP:Healthy, an abandoned wolf:Hurt>aff You are affected by: anger (short) evasion (long) detect hidden (long) who R HP:Healthy, an abandoned wolf:Hurt> You lightly slash an abandoned wolf's right forefoot. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded>Players ------- [ Arata ] Manwe Sulimo, High King of Arda [--- Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 6 characters displayed. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf dodges your attack. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Wounded>pray manwe You slash an abandoned wolf's left forefoot. R HP:Healthy, an abandoned wolf:Bloodied> You dodge an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied>You pray to Manwe, hoping for his good will. R HP:Healthy, an abandoned wolf:Bloodied> The day has now begun. Above the fields, not a cloud can be seen in the sky. R HP:Healthy, an abandoned wolf:Bloodied> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Bloodied> Gangrel chats, 'any spare weapons?' R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> An abandoned wolf dodges your attack. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> You slash an abandoned wolf's left foreleg. R HP:Healthy, an abandoned wolf:Awful> Manwe narrates, 'Don't worry, my children. I stuffed that windbag back out into the void.' R HP:Healthy, an abandoned wolf:Awful> Gangrel chats, 'cash? shields, anything?' R HP:Healthy, an abandoned wolf:Awful>nar Manwe!! High King of Arda!! You lightly slash an abandoned wolf's head. You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Awful>You narrate, 'Manwe!! High King of Arda!!' R HP:Healthy, an abandoned wolf:Awful> You slash an abandoned wolf's right foreleg. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 177 points. Your blood freezes as you hear an abandoned wolf's death cry. R>nar Bless you my Lord!! You narrate, 'Bless you my Lord!!' R> Gangrel chats, 'Manwe! Behold He!' R>pray manwe You pray to Manwe, hoping for his good will. who R> Gangrel chats, 'any spaare weaponds up there manwe?' R>Gangrel chats, '*grin*' Players ------- [ Arata ] Manwe Sulimo, High King of Arda [--- Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 6 characters displayed. R>l Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. The slashed corpse of an abandoned wolf is lying here. You are riding on a horse. R>n Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>n Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. R> Gangrel chats, 'i got 100% bash if anyone wants to group with me' R> Above the fields, not a cloud can be seen in the sky. You are hungry. Your torch flickers weakly. **GOD I loved that :-) R>Unrecognized command. e R>Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R> An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. You lightly slash an abandoned wolf's left foreleg. R HP:Healthy, an abandoned wolf:Scratched>set tac def You are now employing defensive tactics. R HP:Healthy, an abandoned wolf:Scratched> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bruised>who You evade an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised>Players ------- [ Arata ] Manwe Sulimo, High King of Arda [--- Dwf] Gangrel the Dwarf [ Imp ] Morgoth Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 6 characters displayed. R HP:Healthy, an abandoned wolf:Bruised> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Bruised> Gangrel chats, 'i just need a weapon, any weapon' R HP:Healthy, an abandoned wolf:Bruised> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bruised> You lightly slash an abandoned wolf's head. R HP:Healthy, an abandoned wolf:Bruised> You slash an abandoned wolf's body hard. You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's body hard. R HP:Healthy, an abandoned wolf:Wounded> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Wounded> Seether shouts: You shall all suffer and perish. No void can hold me! R HP:Healthy, an abandoned wolf:Wounded> You dodge an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Wounded> You lightly slash an abandoned wolf's left foreleg. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied> An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Bloodied> You lightly slash an abandoned wolf's right hindfoot. R HP:Healthy, an abandoned wolf:Bloodied> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Bloodied>nar *shiver* You narrate, '*shiver*' R HP:Healthy, an abandoned wolf:Bloodied> You slash an abandoned wolf's left foreleg. An abandoned wolf is stunned, but will probably regain consciousness again. R HP:Healthy, an abandoned wolf:Dying>who Players ------- [ Arata ] Manwe Sulimo, High King of Arda [--- Dwf] Gangrel the Dwarf [ Imp ] Morgoth Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 6 characters displayed. R HP:Healthy, an abandoned wolf:Dying> You slash an abandoned wolf's right hindleg hard. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 173 points. Saving Ainaran. Your blood freezes as you hear an abandoned wolf's death cry. Gangrel chats, '*giggle* go seether' l R>Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The slashed corpse of an abandoned wolf is lying here. A brown fox hunts for food here. A black deer can barely be made out in the darkness here. You are riding on a horse. R>but You fumble and waste the slashed corpse of an abandoned wolf. R>k fox You attack a brown fox! You slash a brown fox's left forefoot very hard. R HP:Healthy, a brown fox:Awful> You dodge a brown fox's attack. R HP:Healthy, a brown fox:Awful> You slash a brown fox's body. A brown fox is dead! R.I.P. You receive your share of experience -- 11 points. Your blood freezes as you hear a brown fox's death cry. k deer R>You attack a black deer! R HP:Healthy, a black deer:Healthy> You deflect a black deer's attack. R HP:Healthy, a black deer:Healthy> You slash a black deer's right foreleg hard. R HP:Healthy, a black deer:Hurt> You deflect a black deer's attack. You slash a black deer's body. R HP:Healthy, a black deer:Hurt> Gangrel chats, 'ah, seether's just stuck in the creation room :0' R HP:Healthy, a black deer:Hurt> A black deer deflects your attack. R HP:Healthy, a black deer:Hurt> You deflect a black deer's attack. R HP:Healthy, a black deer:Hurt> You lightly slash a black deer's left foreleg. R HP:Healthy, a black deer:Wounded> The slightly wane moon shows in the sky. Clouds race through the sky above the fields. You are hungry. Your torch flickers weakly. R HP:Healthy, a black deer:Wounded> You deflect a black deer's attack. R HP:Healthy, a black deer:Wounded>who You slash a black deer's left forefoot hard. A black deer panics, and attempts to flee! A black deer flees head over heals! A black deer leaves west. R>Players ------- [ Arata ] Manwe Sulimo, High King of Arda [--- Dwf] Gangrel the Dwarf [ Imp ] Morgoth Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 6 characters displayed. R>w k deer Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black deer can barely be made out in the darkness here. R>You attack a black deer! A black deer deflects your attack. A black deer panics, and attempts to flee! A black deer flees head over heals! A black deer leaves north. R>n Gangrel chats, 'i died due to lag, that ankren guy sucks :(' Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black deer can barely be made out in the darkness here. k deer R>You attack a black deer! You slash a black deer's left foreleg hard. A black deer is dead! R.I.P. You receive your share of experience -- 45 points. Your blood freezes as you hear a black deer's death cry. R> Gangrel chats, 'i got booted and when i logged on i was awful - dead :(' R> Azalea chats, 'again I say, whos the dead one, and don't blame deaths on lag' R>l Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. The slashed corpse of a black deer is lying here. You are riding on a horse. R> Azalea chats, 'thats lame :)' R> Gangrel chats, 'any spare weapons and i'll follow you to the bowels of hell!' R>l Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. The slashed corpse of a black deer is lying here. You are riding on a horse. R>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) R> A ball of pale flame tries its Will against your mind, but you resist! set men on k flame set tac def sc R> A ball of pale flame tries its Will against your mind, but you resist! R>AutoMental mode is now on. R> A slight mist rises from the damp land into the cloudless sky. You are hungry. You are thirsty. Your torch went out. Saving Ainaran. R>You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>A ball of pale flame tries its Will against your mind, but you resist! You are now employing defensive tactics. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>You have 145/145 hit, 56/56 stamina, 130/145 moves, 43 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 25K. You are hungry. You are thirsty. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>tell farrakahn that was badass :-) You force your Will against a ball of pale flame's dexterity! You tell Farrakahn 'that was badass :-)' R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat clumsy> a ball of pale flame forces its Will against your learning! Gangrel chats, 'i died because i lost connection, logged on and was almost dead, i couldn't flee.. cheap killing :(' R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> Farrakahn tells you 'what was?'. R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's will! Your spirit increases by 8. You receive your share of experience -- 461 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>tell farrakahn Manwe and Morgoth. You tell Farrakahn 'Manwe and Morgoth.' R> Azalea chats, 'flag wasn't up' R>l A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. R>who Players ------- [ Arata ] Manwe Sulimo, High King of Arda [--- Dwf] Gangrel the Dwarf [ Imp ] Morgoth Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 6 characters displayed. R> Gangrel chats, 'flag?' R> Farrakahn tells you 'heh nod'. R> Gangrel chats, 'i lost connection i on jmc' R>nar How did Morgoth break the chain of Aule?? It is quite scary to know that he could slip free like that... A slight mist rises from the damp land into the cloudless sky. You are hungry. You are thirsty. R>You narrate, 'How did Morgoth break the chain of Aule?? It is quite scary to know that he could slip free like that...' R> Gangrel chats, 'therefore i died out of game' R>l A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. w R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. The slashed corpse of a black deer is lying here. R>n n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R>n Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. e R>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Azalea the Human is standing here. n R> Azalea leaves east. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. *an Uruk* (hiding) is standing here. Azalea the Human is standing here. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. R>s kill uruk Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. set tac ag R>Your victim disappeared! R>nar uruk *an Uruk* enters from the west. You are now employing aggressive tactics. R>You narrate, 'uruk' R>kill uruk cc Your victim disappeared! ci w R>Your victim is not here! R>You start to concentrate. -\ Azalea enters from the south. |/-\Ok. The world seems to gain a few edges for you. Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. e R> Azalea enters from the east. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. *an Uruk* is standing here. kill uruk cc R>You force your Will against *an Uruk*'s strength! R HP:Healthy, *an Uruk*:slightly weakened>You start to concentrate. |/-\| You deflect *an Uruk*'s attack. /-\ Azalea enters from the west. Ok. *an Uruk* appears to be confused! set tac ag set men off chat frozen :( set tac def R HP:Healthy, *an Uruk*:slightly weakened> You force your Will against *an Uruk*'s intelligence! R HP:Healthy, *an Uruk*:slightly duped> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves south. R> *an Uruk* enters from the south. R> *an Uruk* attacks Azalea! *an Uruk* lightly slashes Azalea's body. Azalea panics, and attempts to flee! Azalea flees head over heals! Azalea leaves west. R>You are now employing aggressive tactics. R>Azalea enters from the west. AutoMental mode is now off. R> *an Uruk* attacks Azalea! Azalea panics, and attempts to flee! Azalea flees head over heals! Azalea leaves north. R> *an Uruk* leaves west. R> Azalea enters from the north. R> Azalea leaves south. R> Azalea enters from the south. R> Azalea leaves west. R> *an Uruk* enters from the west. R> *an Uruk* leaves west. R>You chat, 'frozen :(' R> You are hungry. You are thirsty. R>R>You are now employing defensive tactics. R> Azalea enters from the west. R> Azalea peers around himself, uncertain of the things around him. R> Azalea leaves north. R> *an Uruk* is entering from the west, riding on a black warg. R> Azalea enters from the north. R> *an Uruk* attacks Azalea! *an Uruk* slashes Azalea's head. Azalea panics, and attempts to flee! Azalea flees head over heals! Azalea leaves west. R> *an Uruk* is leaving south, riding on a black warg. R>R>R> *an Uruk* is entering from the south, riding on a black warg. R> *an Uruk* is leaving west, riding on a black warg. R> Your blood freezes as you hear Azalea's death cry. R> *an Uruk* is entering from the west, riding on a black warg. R> *an Uruk* is leaving south, riding on a black warg. R> *an Uruk* is entering from the south, riding on a black warg. R> *an Uruk* is leaving west, riding on a black warg. R> Gangrel enters from the north. A nice pony enters from the north. kill uruk R>They aren't here. w kill uruk R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. R>They aren't here. R>w Gangrel enters from the east. A nice pony enters from the east. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. R>kill uruk They aren't here. R>s Not a cloud can be seen in the sky. You are hungry. You are thirsty. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. R>s s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. The slashed corpse of a black deer is lying here. R>fame ankren On the 18th Day of Urime, Ankren killed Sesil. On the 1st Day of Hisime, Ankren killed Azalea. On the 2nd Day of Hisime, Ankren killed Sarlent. On the 6th Day of Hisime, Ankren killed Gangrel. On the 7th Day of Hisime, Ankren killed Azalea. On the 19th Day of Urime, Ankren was slain by Taraan. On the 19th Day of Urime, Ankren was slain by Rusikas. On the 20th Day of Urime, Ankren was slain by Rusikas. On the 3rd Day of Hisime, Ankren was slain by Farrakahn. There were found 9 records about Ankren, total fame 13. R>fame awr No such player. R>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Eniumenav 17| | Vanemuine 4| Sakisur 15| | Scan 2| Ankren 13| | Imreas 1| Drengist 7| | Soi 1| Naraat 7| | Testhobbit 1| Draug 0| | Tulkas 0| Anthre 0| | Aggrippa 0| Fnuffi 0| | Bree 0| Grox 0| | Bitwize 0| Muzrub 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 50| |Total fame for the forces of good: -48| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. R> *an Uruk* is entering from the east, riding on a black warg. R> *an Uruk* is leaving south, riding on a black warg. R>kill uruk s s kill uruk They aren't here. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. *an Uruk* is riding on a black warg. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>They aren't here. R>kill uruk They aren't here. R>n kill uruk Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. set tac ag R>They aren't here. R>e You are now employing aggressive tactics. R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R>s Dead End in the Road Exits are: N This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the northt. Passage to the south of here is blocked by a muddy pond that appears to be mostly runoff from the fortification to the north.. A small, green snake slithers harmlessly here. R>n w w Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. w w R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The pierced corpse of a black rabbit is lying here. A large, brown snake slithers here, watching for food. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A black rabbit scurries about. R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The cleanly slain corpse of a young highwayman is lying here. The cleanly slain corpse of a young highwayman is lying here. The cleanly slain corpse of a young highwayman is lying here. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. R>w w You cannot go that way. R>You cannot go that way. R>e e e e e e Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A black rabbit scurries about. R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The pierced corpse of a black rabbit is lying here. A large, brown snake slithers here, watching for food. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A black rabbit scurries about. R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R>You cannot go that way. R>You cannot go that way. R>nar he on odr You narrate, 'he on odr' R>nar he's not leaving yet You narrate, 'he's not leaving yet' R>l It becomes hard to see far down the road as the sun sets. The dark cloudy sky makes it difficult to see far down the road. You are hungry. You are thirsty. R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. You are riding on a horse. get tor pack R>You get a torch from a backpack. drink skin drink skin drink skin drink skin R>You drink the water. R>You drink the water. You don't feel thirsty any more. R>rat rat Your stomach can't contain anymore! R>Your stomach can't contain anymore! R>rat er You get a soldier ration from a large sack. er R>You get a soldier ration from a large sack. R>You get a soldier ration from a large sack. R>You eat a soldier ration. R>You eat a soldier ration. You are full. R> Farrakahn narrates, 'he running :)' R>l Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. You are riding on a horse. nar dammit R>You narrate, 'dammit' R>nar lagging too hard to stop him l You narrate, 'lagging too hard to stop him' R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. You are riding on a horse. s s R>Dead End in the Road Exits are: N This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the northt. Passage to the south of here is blocked by a muddy pond that appears to be mostly runoff from the fortification to the north.. A small, green snake slithers harmlessly here. R>You cannot go that way. R>n w w Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The pierced corpse of a black rabbit is lying here. A large, brown snake slithers here, watching for food. s s s R>e You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R>s s s s s s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. The slashed corpse of a black deer is lying here. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. The slashed corpse of an abandoned wolf is lying here. A brown fox hunts for food here. R>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>e s s s s s s s s s s s s Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. s R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>w s s s s You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>w w You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A massive Mirkwolf stares at you through blood red eyes. R>s s Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. s s R>set tac def Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. R>Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. A mountain goat is here, eating grass. R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The hacked corpse of a mountain wolf is lying here. R>A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. A mountain goat is here, eating grass. R>w s You are now employing defensive tactics. R>s s s Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. R>Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. n R>Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. R>You cannot go that way. R>You cannot go that way. R>n Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. n R>Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. R> Night falls over the land. The dark cloudy sky makes it difficult to see far down the road. R>A Narrow Ridge Exits are: E S W The hills seem quite barren and desolate here, having only a thin coating of grass and weeds to dull their already dull colour. The string of hills runs off to the east and west, while to the north a steep bluff drops down to another small hill. To the south the hills drop into a murky swamp. R>R>R>e e Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The hacked corpse of a mountain wolf is lying here. R>A Narrow Ridge Exits are: E W The hills squeeze together here, forming a very narrow ridge. The only exits are to the east and west, though one could probably take the fast way down to the north and south if they had no desire to live. Off to the south the beginnings of a murky swamp can be seen, though the mists hide everything within their veil of secrecy. nar blah R>You narrate, 'blah' R>nar frozen w You narrate, 'frozen' R>n Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The hacked corpse of a mountain wolf is lying here. R>Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. A mountain goat is here, eating grass. R>n Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. R>e e Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. R>Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. A massive Mirkwolf stares at you through blood red eyes. R>nar he going slab You narrate, 'he going slab' w R>Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. R> The thick trees almost block out the sky, though it appears cloudless. R>nar come You narrate, 'come' R>who Players ------- [ Arata ] Tulkas Astaldo [--- Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) 6 characters displayed. R>l Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. You are riding on a horse. R> Gangrel chats, 'kick his ass he trying to trick you in' R>w Black Forest Exits are: N E S W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. R>s Cracked Hills Exits are: N S U The earth lie barren here, after years of fighting with constant winds, the land lies plucked clean, like a goose without a feather. All that remains is loose dirt and broken debris. Gnarled pieces of wood, tattered bits of clothing lay tossed apathetically, the victims of a powerful and hateful wind. A mountain goat is here, eating grass. R>chat am I stupid enough to go in? Gangrel chats, 'i coming' R>You chat, 'am I stupid enough to go in?' R> A mountain goat leaves south. R> Azalea tells you 'where that?'. R>chat there's a damned uruk luientant in there with him Gangrel chats, 'me and aza were :0' R>You chat, 'there's a damned uruk luientant in there with him' R>reply all the way south s s s s You tell Azalea 'all the way south' R>Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. The hacked corpse of a mountain wolf is lying here. A mountain goat is here, eating grass. R>A Swampy Corner Exits are: N W The land drops here, delving below a shallow layer of putrid water. Small patches of reeds eek out a living off the weak light that the foggy layer overhead allows through, though the scum on the water appears to thrive in it. Deep water prevents passage to the east and south, though trees can be made out to the east. R>You cannot go that way. R>You cannot go that way. R>exa d You see nothing special. R>w Trail Through the Swamp Exits are: N E S W A small trail runs through this part of the swamp, hugging closely to the large hummocks that float through the dismal waters. A dull shroud of fog hangs in the air, causing the light from the sky to be perpetually weak and heartless. The trail leads west and south from here. A mountain goat is here, eating grass. aff R>The moon lights your surroundings. You are affected by: insight (long) evasion (short) detect hidden (long) R>s s Old Road Through the Swamp Exits are: N S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to south, nestled in a small dry area between the scarp and marsh. R>Old Dirt Road Through a Swamp Exits are: N W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from north to west, nestled in a small dry area between the scarp and marsh. cast regen R>You start to concentrate. |/-cast curing \|/-\m Ok. You feel yourself becoming much healthier. You start to concentrate. /-\|/-\Ok. You feel yourself becoming healthier. +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ R>w Bend in the Old Road Exits are: E S W This trail of packed earth runs straight through the swampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail bends from east to south, nestled in a small dry area between the scarp and marsh. s s s s R>Old Dirt Road Exits are: N S This trail of packed earth runs straight into aswampy forest and water, closely following the foot of a scarp that forms the boundary for the high plains to the north. At this point, the trail heads from north to south, nestled in a small dry area between the scarp and marsh. The hacked corpse of a mountain wolf is lying here. The hacked corpse of a mountain wolf is lying here. R>Old Dirt Road Bends Exits are: N E This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and east. R>You cannot go that way. R>e Gangrel chats, 'i at dirt path' You cannot go that way. R>Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. R> Not a cloud can be seen in the sky. R>nar nod You narrate, 'nod' s R>s s Can not go there mounted. R>Can not go there mounted. R>Can not go there mounted. R>dismount You stop riding a horse. A horse starts following you. exa s >To the south you see: It is pitch black... >s It is pitch black... >get tor pack hol tor l There doesn't seem to be a tor in something. > Gangrel chats, 'weapon shed' >You light something and hold it. >Arid Plains Exits are: N E The land is eternally grey here, with cold hard earth and occasional patches of exposed granite extending to the northeast all the way to the horizon. Sporadic patches of spiny scrub offer little to relieve the monotony of the landscape, but offer shelter from the wind for the small animals that survive out here. A large campfire is here, glowing brightly. A experienced thief looks at you with contempt. A gruff-looking man stands here, a smirk resting on his lips. A gruff-looking man stands here, a smirk resting on his lips. A gruff-looking man stands here, a smirk resting on his lips. A horse is here, gazing at you. >n Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A large black bird stands gloomily here, croaking in its sleep. >ride e e A horse stops following you. You mount a horse and start riding him. R>Old Dusty Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and east. A phantom, a spirit of discontent, moans as it floats here. (shadow) R>Old Dusty Road Bends Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the west and south. R>s s Old Dusty Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. As it continues southward, the road becomes dusty and dry. The road goes to the north and south. R>Fading Road Exits are: N E S W The Old Dusty Road that travels far from the north begins to fade at this point, as it enters some large and assuming mountains to the south and west. R>nar blah You narrate, 'blah' R>nar you're too far up north You narrate, 'you're too far up north' R>nar get out of the outpost first s s s You narrate, 'get out of the outpost first' R>A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. d set tac def R>You cannot go that way. R>You cannot go that way. R> Gangrel chats, 'agreed' R>A Dark Forest Exits are: N E U The forest is pitch dark here, the canopy overhead blocking out all light that may trickle in from the sky. The trees are close together and underbrush makes the going difficult. Many strange noises echo through the trees eerily. R>You are now employing defensive tactics. R>e A Dark Forest Exits are: N W The trees here are ominously dark and close together. Only a few strange sounds can be heard, and those sound muffled and fearful. The trees give way to the north, while they continue to the west. R>w w A Dark Forest Exits are: N E U The forest is pitch dark here, the canopy overhead blocking out all light that may trickle in from the sky. The trees are close together and underbrush makes the going difficult. Many strange noises echo through the trees eerily. e R>You cannot go that way. R>A Dark Forest Exits are: N W The trees here are ominously dark and close together. Only a few strange sounds can be heard, and those sound muffled and fearful. The trees give way to the north, while they continue to the west. n R>Dead Rock Plains Exits are: S The land levels off here, forming a large plateau. To the northwest, it drops steadily, descending into the depression occupied by a great marsh.. There are little signs of life besides a few patches of brush and signs of rabbits, as nothing large could subsist on the the harsh landscape. A fierce dog is resting here. R>s w A Dark Forest Exits are: N W The trees here are ominously dark and close together. Only a few strange sounds can be heard, and those sound muffled and fearful. The trees give way to the north, while they continue to the west. R>A Dark Forest Exits are: N E U The forest is pitch dark here, the canopy overhead blocking out all light that may trickle in from the sky. The trees are close together and underbrush makes the going difficult. Many strange noises echo through the trees eerily. R>u mutter A Bald Hill Exits are: N W D This hill rises up above the surrounding landscape, allowing a nice view of the forest and plains that lay about. Despite the excellent position for viewing the surroundings there isn't much purpose to be here as there really is not much of interest to see. R> Gangrel chats, 'aanyone got spare gold no matter how little' R>w You mutter under you breath. R>A Bend in the Road Exits are: N E W The narrow trail bends here, losing even more of the stones that once made it a great road. What is left of that once proud road runs off to the north and to the west. A large hills rises up to the east, while a more substantial hilly area lays further to the west. A black deer can barely be made out in the darkness here. A black deer can barely be made out in the darkness here. R>w A Road in the Hills Exits are: E U The narrow road begins to enter the hills here, becoming twisted and convoluted as it attempts to follow the contours of the land. Large trees press in closely, speaking volumes about the extreme age of this dark forest. R>u Not a cloud can be seen in the sky. Saving Ainaran. R>Trail in the Hills Exits are: N W D The hills are craggy and quite barren, except for very close to the road. Over the years the underbrush has grown in over most of the road, shrouding it in darkness. The trail weaves its way east-west through the hills. R>w Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. A mountain wolf growls and bares its teeth. R>u A mountain wolf attacks YOU! You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Healthy> You slash a mountain wolf's body. R HP:Healthy, a mountain wolf:Scratched>set tac def who No way! You're fighting for your life! R HP:Healthy, a mountain wolf:Scratched>You are now employing defensive tactics. R HP:Healthy, a mountain wolf:Scratched>Players ------- [ Arata ] Tulkas Astaldo [--- Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) 6 characters displayed. R HP:Healthy, a mountain wolf:Scratched> You slash a mountain wolf's body. l R HP:Healthy, a mountain wolf:Bruised> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Bruised>Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. A mountain wolf is here, fighting YOU! You are here, fighting a mountain wolf, riding on a horse. R HP:Healthy, a mountain wolf:Bruised> You lightly slash a mountain wolf's body. R HP:Healthy, a mountain wolf:Bruised> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Bruised>set tac def A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Bruised> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Bruised> A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Bruised>You are now employing defensive tactics. R HP:Healthy, a mountain wolf:Bruised> A mountain wolf deflects your attack. You evade a mountain wolf's attack. R HP:Healthy, a mountain wolf:Bruised>sc A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Bruised>You have 145/145 hit, 56/56 stamina, 137/145 moves, 47 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 25K. R HP:Healthy, a mountain wolf:Bruised>who You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Bruised> Gangrel chats, '3 silver 37 copper is all i ask' R HP:Healthy, a mountain wolf:Bruised>Players ------- [ Arata ] Tulkas Astaldo [--- Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf (sleeping) 6 characters displayed. R HP:Healthy, a mountain wolf:Bruised> You lightly slash a mountain wolf's body. R HP:Healthy, a mountain wolf:Bruised> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Bruised> You slash a mountain wolf's body hard. R HP:Healthy, a mountain wolf:Hurt>nar someone come... You deflect a mountain wolf's attack. l R HP:Healthy, a mountain wolf:Hurt>You narrate, 'someone come...' R HP:Healthy, a mountain wolf:Hurt>You slash a mountain wolf's body. Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. A mountain wolf is here, fighting YOU! You are here, fighting a mountain wolf, riding on a horse. R HP:Healthy, a mountain wolf:Hurt>ci You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Hurt> You lightly slash a mountain wolf's head. R HP:Healthy, a mountain wolf:Hurt>You start to concentrate. -\|/ Gangrel chats, 'i can get club and concuss hi to death'' -\ Ok. R HP:Healthy, a mountain wolf:Hurt> You dodge a mountain wolf's attack. R HP:Healthy, a mountain wolf:Hurt> A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Hurt> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Hurt> A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Hurt> You slash a mountain wolf's body hard. You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Hurt> You lightly slash a mountain wolf's body. R HP:Healthy, a mountain wolf:Wounded>nar good, just come You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Wounded>You narrate, 'good, just come' R HP:Healthy, a mountain wolf:Wounded> Gangrel chats, 'ainaran i will follow you if you near' R HP:Healthy, a mountain wolf:Wounded> A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Wounded> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Wounded> A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Wounded> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Wounded> A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Wounded> A mountain wolf deflects your attack. You deflect a mountain wolf's attack. nar I'm nowhere near R HP:Healthy, a mountain wolf:Wounded>No clouds can be seen in the sky. You narrate, 'I'm nowhere near' R HP:Healthy, a mountain wolf:Wounded> A mountain wolf dodges your attack. R HP:Healthy, a mountain wolf:Wounded> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Wounded> You slash a mountain wolf's right hindfoot. R HP:Healthy, a mountain wolf:Wounded> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Wounded> You lightly slash a mountain wolf's right foreleg. R HP:Healthy, a mountain wolf:Wounded>nar dang you should be chasing him :-) You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Wounded>You narrate, 'dang you should be chasing him :-)' R HP:Healthy, a mountain wolf:Wounded> A mountain wolf dodges your attack. R HP:Healthy, a mountain wolf:Wounded> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Wounded> You lightly slash a mountain wolf's body. R HP:Healthy, a mountain wolf:Wounded>who A mountain wolf deflects your attack. R HP:Healthy, a mountain wolf:Wounded> You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Wounded>Players ------- [ Arata ] Errent Astaldo [--- Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 6 characters displayed. R HP:Healthy, a mountain wolf:Wounded> A mountain wolf dodges your attack. R HP:Healthy, a mountain wolf:Wounded> A mountain wolf hits your head hard. R HP:Scratched, a mountain wolf:Wounded> You slash a mountain wolf's body hard. whois ankren R HP:Scratched, a mountain wolf:Bloodied>cc Ankren the Uruk-Hai is a level 7 Uruk-Hai. R HP:Scratched, a mountain wolf:Bloodied> You deflect a mountain wolf's attack. R HP:Scratched, a mountain wolf:Bloodied>You start to concentrate. |/-\|/-\ Ok. R HP:Scratched, a mountain wolf:Bloodied>set tac ag You slash a mountain wolf's left hindfoot. You deflect a mountain wolf's attack. R HP:Scratched, a mountain wolf:Bloodied>You are now employing aggressive tactics. cc R HP:Scratched, a mountain wolf:Bloodied>You start to concentrate. |/- You deflect a mountain wolf's attack. \|/-\ Ok. A mountain wolf appears to be confused! R HP:Scratched, a mountain wolf:Bloodied> You slash a mountain wolf's body hard. R HP:Scratched, a mountain wolf:Awful> You deflect a mountain wolf's attack. R HP:Scratched, a mountain wolf:Awful> You slash a mountain wolf's left hindleg very hard. A mountain wolf is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 250 points. The wolf growls once more before falling limp. R HP:Scratched>but eat meat sc You cut a raw piece of meat from the slashed corpse of a mountain wolf. R>You eat a raw piece of meat. You are full. R>set tac def You have 146/146 hit, 56/56 stamina, 132/145 moves, 45 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 24K. R>l You are now employing defensive tactics. R>Road on a Hill Top Exits are: E U The underbrush falls away here as the hills begin a steady ascent into the mountains that lay to the west. The narrow road is nothing more than a trail now, leading off into the wild landscape of the mountains to the west, and back into the hills to the east. The slashed corpse of a mountain wolf is lying here. You are riding on a horse. R>u Trecherous Mountains Exits are: N W D The land here is tilted and jumbled crazily, making travel difficult for all things, flying creatues excepted. The thin trail continues its easy-west route, though it deteriorates very badly to the west. Off to the north the mountains continue, forming a valley that looks easy to travel. R> You feel less protected. R>w A Shallow Gorge Exits are: E W U The mountains divide here, forming a narrow gorge. At this point it is still very shallow, though it requires a good stiff climb to get out to the north. A small trail runs along the bottom, leading east-west. The gorge deepnes significantly to the west and becomes dark and mysterious looking. A mountain wolf growls and bares its teeth. R>e A mountain wolf attacks YOU! You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Healthy> You slash a mountain wolf's body hard. R HP:Healthy, a mountain wolf:Bruised>No way! You're fighting for your life! R HP:Healthy, a mountain wolf:Bruised> A mountain wolf dodges your attack. R HP:Healthy, a mountain wolf:Bruised>set tac def You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Bruised>f You are now employing defensive tactics. R HP:Healthy, a mountain wolf:Bruised>You flee head over heels. Rocky Mountain Exits are: N E W U You are standing on a rocky hilltop. There is nothing but solid rock around here. Not even a tiny little green bush is to be seen, making this place look very barren. Below you to the east, a trail leads northwards. Further north, you see a dark forest, and to the west you can see rising mountains. To the south is a very dark place. A mountain wolf growls and bares its teeth. R> A mountain wolf attacks YOU! You deflect a mountain wolf's attack. R HP:Healthy, a mountain wolf:Healthy> You slash a mountain wolf's body. R HP:Healthy, a mountain wolf:Bruised>e No way! You're fighting for your life! f R HP:Healthy, a mountain wolf:Bruised> You slash a mountain wolf's head. R HP:Healthy, a mountain wolf:Bruised>You deflect a mountain wolf's attack. You flee head over heels. High Hills Exits are: N E S W To the west, the land rises into a large hill, while in the south the hills become mountainous. To the north and east nothing but more plains can be discerned. Frequently boulders are scattered about, like they had been carelessly tossed away by a gigantic child. Besides the wiry grass that covers the hard soil, patches of thorny brush sometimes are seen. R> Farrakahn narrates, 'this fucking ranger is pissing me fucking off' R> No clouds can be seen in the sky. R>cast evasion cast evasion cast evasion You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|nar where at? /-cast evasion cast evasion cast evasion cast detect cast detect cast detect cast detect \You lost your concentration! You start to concentrate. \|/-\Ok. You feel someone protecting you. You narrate, 'where at?' R>You start to concentrate. \| Farrakahn narrates, 'in town' /- Errent narrates, 'Laters all. don't let Seether boss you around' \You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You start to concentrate. Farrakahn narrates, 'stabbing me while i afk sleeping' \pray errent |/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You pray to Errent, hoping for his good will. nar mutter R>You narrate, 'mutter' R>n n n n Desolate Dry Plain Exits are: E S You are in a vast, desolate plain. The short grass and small stones could cover nothing larger than a bug. Far off to the northeast there is a dark line of trees. A line of great hills looms in the distance in a great arc from the southwest. To the south and east there are only the plains. A long-eared hare bounds heavily across the forested ground. A large wild bull snorts and paws at the ground. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>e Barren Plain Exits are: N E S W You are on a vast, desolate plain. Small stones stick out among the thin grass. Far to the north there is a dark line of trees. Further off to the southwest loom great hills, stretching from the distant shape of a mountain in the southwest. To south and east there are only the plains. n n n n R>n Lightening Forest Exits are: E S W The number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it gets much darker. To the south, huge hills lie. nar I coming e R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>n n n n n You narrate, 'I coming' R>Dry Plain Exits are: N S W The earth is dry and cold here, and very few plants manage to eke out an existence here. Frequent winds gust from the south, chilling the air and hinting of frigid wastes far to the south. To the north and east the land becomes dark and mirky, to the south, the land slopes upward. A large wild bull snorts and paws at the ground. R>Muddy Forest Exits are: N E S This vast expanse of sticky black mud was probably once a thriving forest similar to the landscape to the north, but apparenty the stream to the east overspilled its banks and deposited all this sediment. Sporadic patches of grass poke their stems up through the muck, hinting that they will soon reclaim this land. A leech is here, oozing towards you. A leech is here, oozing towards you. R>A Floating Log Exits are: E S W The vile waters of the swamp grudingly part for a large old log that floats about aimlessly. As it moves about in the water it stirs up clouds of mud and other less innocent things. Oddly enough it seems comforting that it isn't only the mist that moves about apparently of its own free will. A writhing mass of swamp bugs is buzzing through the air here. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>w Eerie Swamp Exits are: N E S W The thick blanket of fog that veils this swamp is pale and moves as if it had a will of its own. Its pale arms twist and dance in some unfelt breeze, looking not unlike ghosts or shades. The only thing that can be seen clearly in this fog is the murky water underfoot, and the thick slime that grows on its surface. A mountain goat is here, eating grass. R>n n n n n Rancid Waters Exits are: S W The land drops into a shallow swamp here, as if trying to take refuse under n the cover of the putrid waters. A thick layer of scum floats on the surface, attesting to the rancidity of the water. A thick haze of mist and fog hangs in the air, blocking out all but the most persistant of lights. A writhing mass of swamp bugs is buzzing through the air here. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>w You cannot go that way. R>You cannot go that way. R>Dense Forest Exits are: N E S W The trees here are packed in tightly, leaving only a few passages between them that are usable for travel. To the east a swamp opens up, though it too seems dark due to the perpetual cloud of mist that hangs over it. The forest continues off to the west and south, remaining dark and oppressive. n n n n n R>Amongst the Hills Exits are: N E S W The slopes of these hills are barren and desolate. Only a few tufts of grass break the monotony of the hills, though one cannot say if their presence is relieving or infuriating. The hills seem to form a steep ridge, dropping off to the south into a dark forest. R>Hills Exits are: S W U D Wandering among these ancient hills is fairly easy, as long as there is a path to follow, but here that is not the case. The surrounding area is so lush with grass and undergrowth that even a poorly-maintained trail would be a relief to the weary traveller. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>d n n n n Hillside Forest Exits are: N E W U A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. R>Medium Forest Exits are: N E S W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. R>In a Light Forest Exits are: E S You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. A gray wolf is growling at you. R>You cannot go that way. R>You cannot go that way. R>e n n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. R>Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. R>You cannot go that way. R>You cannot go that way. R>e Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. e n n n R>You cannot go that way. R>Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. m R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ R>n n n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>You cannot go that way. R>You cannot go that way. R> Clouds race through the sky above the fields. R>e Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R>w s Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>e e e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. n R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. A black rabbit scurries about. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A black rabbit scurries about. R>e e e e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R>You cannot go that way. R>w n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R>set men off Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries about. R>You cannot go that way. R>AutoMental mode is now off. R>w You cannot go that way. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. where R>Players in your Zone -------------------- Gangrel - Winding Path Near the Dump Ainaran - Dirt Path Farrakahn - Dirt Crossing R>nar he in? e You narrate, 'he in?' R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. R> Farrakahn leaves the group of Gangrel. R>gro farrakahn Farrakahn says 'he south hiding' n R>Farrakahn joins your group. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. R>s s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. R>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. A dark warg stands here, its eyes glowing like a flame. kill uruk R>s They aren't here. R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. R>cast detect cast detect cast detect cast detect You start to concentrate. \|/-\ *an Uruk* enters from the west. You lost your concentration! You start to concentrate. \|set tac def /-kill uruk \nar come You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-You could not concentrate anymore! You are now employing defensive tactics. R>kill uruk You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy, *an Uruk*:Hurt>You narrate, 'come' R HP:Healthy, *an Uruk*:Hurt>cc R HP:Healthy, *an Uruk*:Hurt>You do the best you can! Farrakahn group-says 'he with this warg?' R HP:Healthy, *an Uruk*:Hurt> You deflect *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Hurt> Farrakahn enters from the north. A nice pony enters from the north. R HP:Healthy, *an Uruk*:Hurt> Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s left leg extremely hard. R HP:Healthy, *an Uruk*:Wounded>You start to concentrate. |/-\ *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. |/-\ You could not find your opponent. R> Your regeneration slows again. R> *an Uruk* enters from the east. e kill uruk w R> *an Uruk* leaves north. R>Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. kill uruk R>They aren't here. R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Farrakahn leaves north. A nice pony leaves north. R>They aren't here. R>n n Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. R> The waning moon goes off the sky. Saving Ainaran. R>w w w Farrakahn narrates, 'fucking lagg' R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. *an Uruk* is standing here. kill uruk R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries about. R>They aren't here. R>kill uruk kill uruk kill uruk kill uruk They aren't here. R>They aren't here. R>kill uruk They aren't here. R>kill uruk kill uruk They aren't here. R>kill uruk kill uruk kill uruk They aren't here. Farrakahn enters from the south. A nice pony enters from the south. R>You attack *an Uruk*! *an Uruk* dodges your attack. Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s right arm very hard. R HP:Healthy, *an Uruk*:Bruised> You dodge *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Bruised>A frightened boy attacks *an Uruk*! *an Uruk* deflects a frightened boy's attack. You do the best you can! nar he one east of boys R HP:Healthy, *an Uruk*:Bruised>You do the best you can! R HP:Healthy, *an Uruk*:Bruised>You do the best you can! R HP:Healthy, *an Uruk*:Bruised>You do the best you can! R HP:Healthy, *an Uruk*:Bruised> You dodge *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Bruised> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves south. R>You narrate, 'he one east of boys' R>nar he at boys Farrakahn leaves south. A nice pony leaves south. s s s R>Gangrel chats, 'Fuck i died lost connect again :(' You narrate, 'he at boys' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A dark warg stands here, its eyes glowing like a flame. A large, brown snake slithers here, watching for food. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black rabbit scurries about. *an Uruk* is standing here. kill uruk cc ci cp R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R> Gangrel chats, 'FUCK IT ALL!' R> Farrakahn narrates, 'that is a new uruk' R>They aren't here. R>Your victim is not here! R>You start to concentrate. -\|/-\Ok. He has insight already. You start to concentrate. /-You could not concentrate anymore! R> R> Farrakahn narrates, 'is a couple of them now' R> Gangrel chats, 'i died at dump' R> R>l R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. You are riding on a horse. w R>A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black deer can barely be made out in the darkness here. R> Gangrel chats, 'shit' R>e e Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Farrakahn enters from the north. A nice pony enters from the north. R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) R>w Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Farrakahn leaves east. A nice pony leaves east. R>ponder who Gangrel chats, 'ankren agaiN!' You ponder over matters as they appear to you at this moment. R>Players ------- [--- Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human (sleeping) [ 15 WdE] Ainaran the Wood Elf [ 14 Dwf] Farrakahn the Dwarf 5 characters displayed. R>chat jeesus l You chat, 'jeesus' R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. You are riding on a horse. R>s s Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>s s Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. R>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A brown fox hunts for food here. R>s s Gangrel chats, 'kick his ass' R>s You cannot go that way. e R>You cannot go that way. R>You cannot go that way. R>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. R>s s n n You cannot go that way. R>You cannot go that way. R>Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. R>Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>n w You cannot go that way. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>n n Rain falls heavily on the fields. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A brown fox hunts for food here. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>n n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black rabbit scurries about. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. R>n Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries about. R>exma cor Unrecognized command. R>exa cor You see nothing special.. When you look inside, you see: corpse (here) : Nothing. R> Gangrel chats, 'help me get their ainaran' R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>chat find it yourself Gangrel enters from the east. A horse enters from the east. R>Gangrel leaves west. A horse leaves west. You chat, 'find it yourself' R>chat he's around here somewhere You chat, 'he's around here somewhere' R> Azalea tells you 'so damn mean'. R>chat dunno though, not in town Gangrel enters from the west. A horse enters from the west. You chat, 'dunno though, not in town' R> Gangrel leaves east. A horse leaves east. R>tell azalea nah :-) You tell Azalea 'nah :-)' R>w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries about. R>s n e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. beck grangrel R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries about. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R> Azalea tells you 'YAH'. R>Nobody here by that name. R> Farrakahn narrates, 'that fuckers asking for me to re-prac anti-ranger :)' where R>Players in your Zone -------------------- Gangrel - Dirt Path Towards Shanty Town Ainaran - Dirt Path R>e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. R> Gangrel enters from the east. A horse enters from the east. R>nar :-) You narrate, ':-)' R> Gangrel leaves west. A horse leaves west. R>w Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. w R>w w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries about. Gangrel the Dwarf is standing here. A horse is here, gazing at you. R>You cannot go that way. R>You cannot go that way. R> Gangrel leaves east. A horse leaves east. R>beck gangrel beck gangrel beck gangrel Nobody here by that name. beck gangrel beck gangrel R>Nobody here by that name. R>Nobody here by that name. R>Nobody here by that name. R>Nobody here by that name. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R> e R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. Gangrel the Dwarf is standing here. A horse is here, gazing at you. R>beck gangrel You beckon for him to follow you. R> Gangrel says 'help' R> Gangrel says 'dump cor' R>beck gangrel beck gangrel Gangrel starts following you. R>You beckon for him to follow you. R>You beckon for him to follow you. R>s s e You cannot go that way. R>You cannot go that way. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Gangrel enters from the west. A horse enters from the west. R> A horse stops following Gangrel. Gangrel mounts a horse and starts riding him. R>s Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is entering from the north, riding on a horse. R>s w Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Gangrel is entering from the north, riding on a horse. R>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. A backpack lies here. The slashed corpse of *a Dwarf* is lying here. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the east, riding on a horse. R>'there You say 'there' R>exam cor You see nothing special.. When you look inside, you see: corpse (here) : an indigo pair of cotton gloves a pair of soft leather boots a hardened pair of leather pants a leather cap a large, wooden shield a water skin a torch a torch a torch R> Gangrel gets an indigo pair of cotton gloves from the slashed corpse of *a Dwarf*. Gangrel gets a pair of soft leather boots from the slashed corpse of *a Dwarf*. Gangrel gets a hardened pair of leather pants from the slashed corpse of *a Dwarf*. Gangrel gets a leather cap from the slashed corpse of *a Dwarf*. Gangrel gets a large, wooden shield from the slashed corpse of *a Dwarf*. Gangrel gets a water skin from the slashed corpse of *a Dwarf*. Gangrel gets a torch from the slashed corpse of *a Dwarf*. Gangrel gets a torexa w ch from the slashed corpse of *a Dwarf*. Gangrel gets a torch from the slashed corpse of *a Dwarf*. R>To the west you see: Outpost Dump Exits are: E The collective trash of everyone inside the outpost's gates is gathered here, in one stinking, fetid, messy pile. The stench wafts to your nose, and the insects abound. However, a hardy soul might be able to sift through this garbage and find something of use to someone. A large wooden shield lies discarded on the ground. A small shield made of wood lies here. A heavy dagger has been abandoned here. A wooden club has been dropped here. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A writhing mass of swamp bugs is buzzing through the air here. R>l Gangrel straps a large, wooden shield around his arm as a shield. Gangrel wears a leather cap on his head. Gangrel puts a hardened pair of leather pants on his legs. Gangrel wears a pair of soft leather boots on his feet. Gangrel puts an indigo pair of cotton gloves on his hands. R>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. A backpack lies here. The slashed corpse of *a Dwarf* is lying here. A friendly little pony is here, looking well-groomed and happy. You are riding on a horse. Gangrel is riding on a horse. R>fame gangrel n e n n On the 6th Day of Hisime, Gangrel was slain by Ankren. On the 7th Day of Hisime, Gangrel was slain by Ankren. There were found 2 records about Gangrel, total fame -17. R>You cannot go that way. R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Gangrel is entering from the west, riding on a horse. R>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is entering from the south, riding on a horse. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. R> Gangrel chats, 'he looted my club' nar go to sleep Farr R>w w You narrate, 'go to sleep Farr' R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. Gangrel is entering from the east, riding on a horse. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Gangrel is entering from the east, riding on a horse. R>e e s s Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. Gangrel is entering from the west, riding on a horse. Farrakahn narrates, 'why?' R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the west, riding on a horse. R>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is entering from the north, riding on a horse. R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Gangrel is entering from the north, riding on a horse. R>nar he'll come around again :-) w w You narrate, 'he'll come around again :-)' R>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. A backpack lies here. The slashed corpse of *a Dwarf* is lying here. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the east, riding on a horse. R>Outpost Dump Exits are: E The collective trash of everyone inside the outpost's gates is gathered here, in one stinking, fetid, messy pile. The stench wafts to your nose, and the insects abound. However, a hardy soul might be able to sift through this garbage and find something of use to someone. A large wooden shield lies discarded on the ground. A small shield made of wood lies here. A heavy dagger has been abandoned here. A wooden club has been dropped here. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A writhing mass of swamp bugs is buzzing through the air here. Gangrel is entering from the east, riding on a horse. R>'get club Farrakahn narrates, 'so he can stab me again' R>You say 'get club' R>nar nod nar just cure up Gangrel chats, 'caudse he's a mean fuck is all, wants to get on fame board' R>You narrate, 'nod' R>You narrate, 'just cure up' R> Gangrel gets a large, wooden club. R>nar then yell when he comes You narrate, 'then yell when he comes' R>nar :-) You narrate, ':-)' R>e Gangrel gets a large, wooden shield. R>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. A backpack lies here. The slashed corpse of *a Dwarf* is lying here. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the west, riding on a horse. R>e Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Gangrel is entering from the west, riding on a horse. n R>n n Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is entering from the south, riding on a horse. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. cv R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. R>Gangrel wields a large, wooden club. You start to concentrate. cv gangrel -\|/-\Ok. You feel yourself becoming much lighter. You start to concentrate. -\|/-\ Ok. R>w w Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Gangrel is entering from the east, riding on a horse. R>You cannot go that way. R>e s w At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the west, ridingw on a horse. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the north, riding on a horse. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. Gangrel is entering from the east, riding on a horse. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Gangrel is entering from the east, riding on a horse. R>w w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The skewered corpse of *a Human* is lying here. The skewered corpse of *a Human* is lying here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries about. Gangrel is entering from the east, riding on a horse. R>You cannot go that way. R>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Gangrel is entering from the north, riding on a horse. R> Gangrel says 'thank you i will assist and bash :)' R>nar go anti ranger You narrate, 'go anti ranger' R>s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Gangrel is entering from the north, riding on a horse. s R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Gangrel is entering from the north, riding on a horse. R>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. Gangrel is entering from the west, riding on a horse. R>s s Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. Gangrel is entering from the north, riding on a horse. R>You cannot go that way. R>n w A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. Gangrel is entering from the south, riding on a horse. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. Gangrel is entering from the east, riding on a horse. R>w A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black rabbit scurries about. A black rabbit scurries about. Gangrel is entering from the east, riding on a horse. w w w w R> Lightning lights up the fields as the rain continues. R>Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. Gangrel is entering from the east, riding on a horse. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R> Farrakahn narrates, 'naa i dont wanna re-prac :)' R> You join the group of Gangrel. R>n Gangrel group-says 'I am hurt, my stamina is full, and i am tired.' R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. A black rabbit scurries about. Gangrel is entering from the south, riding on a horse. R>nar fine :-) w w w w You narrate, 'fine :-)' w R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Gangrel is entering from the east, riding on a horse. R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the east, riding on a horse. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Gangrel is entering from the east, riding on a horse. R>You cannot go that way. R>You cannot go that way. R>n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. R>s s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. Gangrel is entering from the north, riding on a horse. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Gangrel is entering from the north, riding on a horse. R>w w w w Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. A black rabbit scurries about. A gray wolf is growling at you. Gangrel is entering from the east, riding on a horse. R>Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing grows here except weeds and crab grass. The soil apparently hasn't been tilled in many years. The fields continue to the east. To the south you see a decrepit farm building. There is a well to the west. Gangrel is entering from the east, riding on a horse. R>Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. A huge wolf stares at you intently. Gangrel is entering from the east, riding on a horse. R>You cannot go that way. R>nar don't get kiled s A huge wolf attacks YOU! You deflect a huge wolf's attack. A huge wolf deflects your attack. You narrate, 'don't get kiled' R HP:Healthy, a huge wolf:Healthy>No way! You're fighting for your life! R HP:Healthy, a huge wolf:Healthy> You lightly slash a huge wolf's right hindleg. R HP:Healthy, a huge wolf:Scratched>stare You deflect a huge wolf's attack. R HP:Healthy, a huge wolf:Scratched>set tac def You stare at the sky. R HP:Healthy, a huge wolf:Scratched>ci You are now employing defensive tactics. R HP:Healthy, a huge wolf:Scratched>'asist set tac def Gangrel says 'wont' R HP:Healthy, a huge wolf:Scratched>You slash a huge wolf's body. Gangrel assists you! Gangrel attacks a huge wolf! A huge wolf deflects Gangrel's attack. You start to concentrate. -\|/ You deflect a huge wolf's attack. -\Ok. You say 'asist' R HP:Healthy, a huge wolf:Bruised>You are now employing defensive tactics. R HP:Healthy, a huge wolf:Bruised> A huge wolf deflects Gangrel's attack. R HP:Healthy, a huge wolf:Bruised> You deflect a huge wolf's attack. R HP:Healthy, a huge wolf:Bruised> A huge wolf deflects your attack. R HP:Healthy, a huge wolf:Bruised>who Gangrel lightly crushes a huge wolf's body. R HP:Healthy, a huge wolf:Bruised> You lightly slash a huge wolf's body. R HP:Healthy, a huge wolf:Bruised>A huge wolf hits your left hand. Players ------- [ 6 Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. R HP:Scratched, a huge wolf:Bruised> A huge wolf deflects your attack. set tac def R HP:Scratched, a huge wolf:Bruised> You deflect a huge wolf's attack. R HP:Scratched, a huge wolf:Bruised>diag You are now employing defensive tactics. R HP:Scratched, a huge wolf:Bruised>A huge wolf has some bruises. A huge wolf is in top shape. A huge wolf has been here for a very long time. A huge wolf is affected by: insight (long) He is well aware of the Wraith-world. R HP:Scratched, a huge wolf:Bruised> Gangrel sends a huge wolf sprawling with a powerful bash. R HP:Scratched, a huge wolf:Bruised> Gangrel lightly crushes a huge wolf's left foreleg. You slash a huge wolf's body. R HP:Scratched, a huge wolf:Bruised>con wolf sc Easy. A huge wolf has been here for a very long time. R HP:Scratched, a huge wolf:Bruised> You lightly slash a huge wolf's right foreleg. R HP:Scratched, a huge wolf:Hurt> Gangrel crushes a huge wolf's head. R HP:Scratched, a huge wolf:Hurt> A huge wolf has recovered from a bash! R HP:Scratched, a huge wolf:Hurt> You deflect a huge wolf's attack. R HP:Scratched, a huge wolf:Hurt> You slash a huge wolf's left hindleg. R HP:Scratched, a huge wolf:Hurt>You have 143/146 hit, 56/56 stamina, 143/145 moves, 31 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 24K. R HP:Scratched, a huge wolf:Hurt> Gangrel sends a huge wolf sprawling with a powerful bash. R HP:Scratched, a huge wolf:Hurt> You slash a huge wolf's head. R HP:Scratched, a huge wolf:Hurt> Gangrel lightly crushes a huge wolf's right hindleg. R HP:Scratched, a huge wolf:Hurt>who Gangrel grins evilly. R HP:Scratched, a huge wolf:Hurt> A huge wolf dodges your attack. R HP:Healthy, a huge wolf:Hurt> A huge wolf has recovered from a bash! R HP:Healthy, a huge wolf:Hurt> Gangrel lightly crushes a huge wolf's left hindleg. R HP:Healthy, a huge wolf:Wounded> You deflect a huge wolf's attack. R HP:Healthy, a huge wolf:Wounded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ Imp ] Seether Bauglir [--- Hum] Azalea the Human (sleeping) [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. R HP:Healthy, a huge wolf:Wounded> You slash a huge wolf's body. R HP:Healthy, a huge wolf:Wounded> Gangrel crushes a huge wolf's left foreleg. R HP:Healthy, a huge wolf:Wounded> You deflect a huge wolf's attack. R HP:Healthy, a huge wolf:Wounded> You slash a huge wolf's right foreleg. R HP:Healthy, a huge wolf:Bloodied>'bleh 'freezing set tac def You deflect a huge wolf's attack. Lightning lights up the fields as the rain continues. R HP:Healthy, a huge wolf:Bloodied> A huge wolf deflects your attack. R HP:Healthy, a huge wolf:Bloodied> Gangrel sends a huge wolf sprawling with a powerful bash. R HP:Healthy, a huge wolf:Bloodied> Gangrel lightly crushes a huge wolf's body. R HP:Healthy, a huge wolf:Bloodied> A huge wolf deflects your attack. R HP:Healthy, a huge wolf:Bloodied> Gangrel lightly crushes a huge wolf's right foreleg. R HP:Healthy, a huge wolf:Bloodied> You slash a huge wolf's left foreleg. R HP:Healthy, a huge wolf:Bloodied> A huge wolf has recovered from a bash! R HP:Healthy, a huge wolf:Bloodied> You deflect a huge wolf's attack. R HP:Healthy, a huge wolf:Bloodied> Gangrel lightly crushes a huge wolf's body. R HP:Healthy, a huge wolf:Awful>R HP:Healthy, a huge wolf:Awful> A huge wolf dodges your attack. R HP:Healthy, a huge wolf:Awful>R HP:Healthy, a huge wolf:Awful>You say 'bleh' R HP:Healthy, a huge wolf:Awful> You deflect a huge wolf's attack. R HP:Healthy, a huge wolf:Awful> Gangrel sends a huge wolf sprawling with a powerful bash. R HP:Healthy, a huge wolf:Awful> A huge wolf deflects your attack. R HP:Healthy, a huge wolf:Awful>You say 'freezing' R HP:Healthy, a huge wolf:Awful>R HP:Healthy, a huge wolf:Awful>R HP:Healthy, a huge wolf:Awful>You are now employing defensive tactics. R HP:Healthy, a huge wolf:Awful>A huge wolf deflects Gangrel's attack. You lightly slash a huge wolf's right forefoot. R HP:Healthy, a huge wolf:Awful>R HP:Healthy, a huge wolf:Awful> A huge wolf has recovered from a bash! R HP:Healthy, a huge wolf:Awful> You lightly slash a huge wolf's right foreleg. A huge wolf is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 657 points. Your blood freezes as you hear a huge wolf's death cry. R> Gangrel cuts a raw piece of meat from the slashed corpse of a huge wolf. R> Gangrel eats a raw piece of meat. R> Gangrel drinks water from a water skin. R>R>R> Gangrel says 'ok' R>l Gangrel grins evilly. R>Dry Well Exits are: N E S Here is where the farm used to draw water. The well has long since dried up, and in doing so drove the farmer from these fields. Perhaps some of theother farms of this area had better luck. The slashed corpse of a huge wolf is lying here. You are riding on a horse. Gangrel is riding on a horse. R>s Gangrel bares his fangs a little unwittingly as he smiles at you. R>Grassy Plains Exits are: N E S The plain where you stand seems to go to infinity, you follow a small path made by steps of other adventurers. All around you is silence and grass. A forest begins to the south, and an abandonded farmyard lies to the north. Gangrel is entering from the north, riding on a horse. R>s s In a Light Forest Exits are: N E You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. Gangrel is entering from the north, riding on a horse. R>You cannot go that way. R>e In a Light Forest Exits are: N E W You are standing in a light, cultivated forest. The brushwood between the trees has been removed and piled up at several places. The trees have the optimal distance to grow healthy and straight. The sunbeams are drawing patterns on the ground and you can see dust particles dancing in the light. A black rabbit scurries about. Gangrel is entering from the west, riding on a horse. R>e e Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. A phantom, a spirit of discontent, moans as it floats here. (shadow) Gangrel is entering from the west, riding on a horse. R>Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Gangrel is entering from the west, riding on a horse. w set men on R>Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. A phantom, a spirit of discontent, moans as it floats here. (shadow) Gangrel is entering from the east, riding on a horse. R>An uneasy phantom tries its Will against your mind, but you resist! AutoMental mode is now on. R>k phantom An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:in top shape>You force your Will against an uneasy phantom's learning! Your mind is not ready yet. R HP:Healthy Mind:in top shape, an uneasy phantom:slightly retarded>'need spirit You force your Will against an uneasy phantom's learning! An uneasy phantom tries its Will against your mind, but you resist! set tac def R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded>You say 'need spirit' R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded>who You are now employing defensive tactics. R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf (AFK) 4 characters displayed. R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> You force your Will against an uneasy phantom's strength! An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> You force your Will against an uneasy phantom's dexterity! An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> You force your Will against an uneasy phantom's constitution! An uneasy phantom tries its Will against your mind, but loses control! tell farrakahn trap? R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> You force your Will against an uneasy phantom's concentration! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded>He is away from keyboard. You tell Farrakahn 'trap?' R HP:Healthy Mind:in top shape, an uneasy phantom:somewhat retarded> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's will! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> an uneasy phantom forces its Will against your constitution! R HP:Healthy Mind:barely sickly, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's will! R HP:Healthy Mind:barely sickly, an uneasy phantom:seriously retarded>tell farrakahn :-) An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:barely sickly, an uneasy phantom:strongly retarded>He is away from keyboard. You tell Farrakahn ':-)' R HP:Healthy Mind:barely sickly, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's will! R HP:Healthy Mind:barely sickly, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, an uneasy phantom:strongly retarded> Lightning lights up the fields as the rain continues. R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's strength! R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's dexterity! R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's intelligence! R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's intelligence! R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Scratched Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>sc You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>You have 146/146 hit, 56/56 stamina, 137/145 moves, 38 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 24K. R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited>gro all gro You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited>An uneasy phantom tries its Will against your mind, but loses control! You can not enroll group members without being head of a group. R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited>Your group consists of: HP: Bruised, S:Full, MV:Weary -- Gangrel (Head of group) HP: Healthy, S:Full, MV:Energetic -- Ainaran R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited> You force your Will against an uneasy phantom's dexterity! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited> Gangrel says 'cool' R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly dispirited> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded>ungro You leave the group of Gangrel. R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded>gro gangrel You force your Will against an uneasy phantom's will! Your spirit increases by 5. You receive your share of experience -- 238 points. An uneasy phantom vanishes into thin air. R>Gangrel joins your group. R>l Empty Plains Exits are: E S W These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the east you can enter a road, and further south you see some trees. You are riding on a horse. Gangrel is riding on a horse. R>n e You cannot go that way. R>Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. Gangrel is entering from the west, riding on a horse. R>e n You cannot go that way. R>Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. Gangrel is entering from the south, riding on a horse. R>n e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. Gangrel is entering from the south, riding on a horse. e e e R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Gangrel is entering from the west, riding on a horse. R> Farrakahn tells you 'was fk'. R>Gangrel chats, 'ok ankren you will die this time, because i have'nt lost my connection.. HA!' Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. Gangrel is entering from the west, riding on a horse. R>You cannot go that way. R>You cannot go that way. R>n n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. Gangrel is entering from the south, riding on a horse. R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A cloak made of indigo wool lies discarded on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A necklace made of strange blue metal balls lies here...It glows blue! A strap of leather has been discarded here. A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A soft pair of boots have been left here. A robe made of green cotton lies folded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. The cleanly slain corpse of a young highwayman is lying here. The cleanly slain corpse of a young highwayman is lying here. The cleanly slain corpse of a young highwayman is lying here. A black rabbit scurries about. Gangrel is entering from the south, riding on a horse. R>You cannot go that way. R>stare You stare at the sky. e R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Gangrel is entering from the west, riding on a horse. R>e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Gangrel is entering from the west, riding on a horse. R>w w w Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Gangrel is entering from the east, riding on a horse. R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A cloak made of indigo wool lies discarded on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A necklace made of strange blue metal balls lies here...It glows blue! A strap of leather has been discarded here. A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A soft pair of boots have been left here. A robe made of green cotton lies folded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. The cleanly slain corpse of a young highwayman is lying here. The cleanly slain corpse of a young highwayman is lying here. The cleanly slain corpse of a young highwayman is lying here. A black rabbit scurries about. Gangrel is entering from the east, riding on a horse. R>You cannot go that way. R>'he been here s w w You say 'he been here' R>Your regeneration slowed. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. Gangrel is entering from the north, riding on a horse. R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the east, riding on a horse. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the east, riding on a horse. R> Gangrel says 'yes' 'methinks i know where he is n R>You say 'methinks i know where he is' R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. R>w Lightning lights up the fields as the rain continues. R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A small pile of coins is lying here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange,kill uruk dark fabric lies here. A bandit sentry stands vigil here, slouching against his weapon. Gangrel is entering from the east, riding on a horse. R>Your victim disappeared! R>w Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. Gangrel is entering from the east, riding on a horse. set men off R>AutoMental mode is now off. R>e Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A small pile of coins is lying here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. A bandit sentry stands vigil here, slouching against his weapon. Gangrel is entering from the west, riding on a horse. R> Gangrel gets a belt pouch. op ledgewall R>dismount Gangrel gets a leather cap. R>Ok. d R> Gangrel gets a hardened pair of leather pants. R>You stop riding a horse. A horse starts following you. > Gangrel gets a pair of stout leather boots. >u Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. >Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A small pile of coins is lying here. A white, long-sleeved blouse is lying on the ground here. A long strip of a strange, dark fabric lies here. A bandit sentry stands vigil here, slouching against his weapon. Gangrel is riding on a horse. > Gangrel stops riding a horse. A horse now follows Gangrel. >ponder You ponder over matters as they appear to you at this moment. ride >A horse stops following you. You mount a horse and start riding him. R>close ledgewall Ok. R> A horse stops following Gangrel. Gangrel mounts a horse and starts riding him. R>e e e Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the west, riding on a horse. R>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. Gangrel is entering from the west, riding on a horse. R>You cannot go that way. R>w e Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the east, riding on a horse. pour water skin R>w s Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. Gangrel is entering from the west, riding on a horse. R>You pour some water into the skin. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the east, riding on a horse. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the north, riding on a horse. e e e R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the west, riding on a horse. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. Gangrel is entering from the west, riding on a horse. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. Gangrel is entering from the west, riding on a horse. R>nar wish I had track :( You narrate, 'wish I had track :(' n R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Gangrel is entering from the south, riding on a horse. R>e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Gangrel is entering from the west, riding on a horse. e R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. Gangrel is entering from the west, riding on a horse. R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. A dark warg stands here, its eyes glowing like a flame. Gangrel is entering from the west, riding on a horse. R> Farrakahn narrates, 'he in town' R>w track Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. Gangrel is entering from the east, riding on a horse. R>You start searching the ground for tracks. /n n -\|/-n n \ You find some tracks of what went past here. The tracks of a black warg lead east. Their condition is clear The tracks of a black warg lead east. Their condition is clear R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries about. Gangrel is entering from the south, riding on a horse. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. *an Uruk* is standing here. Gangrel is entering from the west, riding on a horse. R>kill uruk Farrakahn enters from the east. A nice pony enters from the east. set tac ag R> Farrakahn attacks *an Uruk*! Farrakahn cleaves *an Uruk*'s body very hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. R>*an Uruk* leaves west. They aren't here. R>You are now employing aggressive tactics. R>w s s Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A frightened boy is here, fighting Azalea. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabbit scurries akill uruk bout. Azalea the Human is here, fighting a frightened boy. Gangrel is entering from the east, riding on a horse. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. Gangrel is entering from the north, riding on a horse. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. Gangrel is entering from the north, riding on a horse. R>They aren't here. R> Gangrel drops a pair of stout leather boots. R>s s Gangrel drops a hardened pair of leather pants. R>s Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A black rabbit scurries about. Gangrel is entering from the north, riding on a horse. R>Gangrel drops a leather cap. Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the north, riding on a horse. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the north, riding on a horse. R> The sun rises across the fields. Rain falls heavily on the fields. Saving Ainaran. R>s s Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. Gangrel is entering from the north, riding on a horse. R>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A brown fox hunts for food here. Gangrel is entering from the north, riding on a horse. R>stare n n n n n n You stare at the sky. R>Gangrel drops a belt pouch. Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. Gangrel is entering from the south, riding on a horse. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the south, riding on a horse. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the south, riding on a horse. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A cap made of leather is lying here. A black rabbit scurries about. Gangrel is entering from the south, riding on a horse. R>track Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. Gangrel is entering from the south, riding on a horse. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. Gangrel is entering from the south, riding on a horse. R> *an Uruk* is entering from the east, riding on a black warg. R> *an Uruk* is leaving west, riding on a black warg. R>You start searching the ground for tracks. /-\|/-\ You find some tracks of what went past here. The tracks of a black warg lead east. Their condition is quite clear The tracks of *an Uruk* lead north. Their condition is quite clear R>kill uruk They aren't here. n R>kill uruk Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. A black rabs bit scurries about. Gangrel is entering from the south, riding on a horse. R>w They aren't here. R> Farrakahn enters from the east. A nice pony enters from the east. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. Gangrel is entering from the north, riding on a horse. kill uruk R>Gangrel says 'w' Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Gangrel is entering from the east, riding on a horse. R>They aren't here. R>w w Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Gangrel is entering from the east, riding on a horse. R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A small pile of coins is lying here. A shirt made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A cloak made of indigo wool lies discarded on the ground. A dagger has been left here. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A cloak made of indigo wool lies discarded on the ground. A pair of sleeves made of indigo cotton lies in a crumpled heap on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A cloak made of indigo wool lies discarded on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A necklace made of strange blue metal balls lies here...It glows blue! A strap of leather has been discarded here. A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A soft pair of boots have been left here. A robe made of green cotton lies folded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. A black rabbit scurries about. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. Gangrel is entering from the east, riding on a horse. R>kill uruk w w They aren't here. R>You cannot go that way. R>You cannot go that way. R>s w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. Gangrel is entering from the north, riding on a horse. kill uruk R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the east, riding on a horse. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the east, riding on a horse. track R>They aren't here. R>track You start searching the ground for tracks. /- Gangrel says 'that fucker' \|/-\ You find some tracks of what went past here. The tracks of a horse lead east. Their condition is clear R>You start searching the ground for tracks. /-\|/-\ You found no tracks here. R>hunt Ok, you'll try to notice fresh tracks. R>e e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the west, riding on a horse. R>An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. No way! You're fighting for your life! R HP:Healthy, an abandoned wolf:Healthy> You slash an abandoned wolf's body hard. R HP:Healthy, an abandoned wolf:Bruised>f sigh set tac def 'frozen You flee head over heels. Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the east, riding on a horse. n n R> Gangrel drops a large, wooden shield. R> An abandoned wolf attacks YOU! You deflect an abandoned wolf's attack. You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Bruised>You sigh. R HP:Healthy, an abandoned wolf:Bruised>You are now employing defensive tactics. R HP:Healthy, an abandoned wolf:Bruised> Gangrel assists you! Gangrel attacks an abandoned wolf! Gangrel crushes an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Hurt>R HP:Healthy, an abandoned wolf:Hurt>An abandoned wolf deflects your attack. R HP:Healthy, an abandoned wolf:Hurt> You deflect an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Hurt>You say 'frozen' R HP:Healthy, an abandoned wolf:Hurt> You lightly slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Hurt> Gangrel sends an abandoned wolf sprawling with a powerful bash. R HP:Healthy, an abandoned wolf:Hurt>e e Gangrel lightly crushes an abandoned wolf's body. The day has now begun. Clouds race through the sky above the fields. R HP:Healthy, an abandoned wolf:Hurt> You slash an abandoned wolf's body. R HP:Healthy, an abandoned wolf:Wounded>No way! You're fighting for your life! R HP:Healthy, an abandoned wolf:Wounded>No way! You're fighting for your life! R HP:Healthy, an abandoned wolf:Wounded>No way! You're fighting for your life! R HP:Healthy, an abandoned wolf:Wounded>No way! You're fighting for your life! R HP:Healthy, an abandoned wolf:Wounded> Gangrel crushes an abandoned wolf's body hard. You slash an abandoned wolf's left hindleg. R HP:Healthy, an abandoned wolf:Awful>'blah You say 'blah' R HP:Healthy, an abandoned wolf:Awful> An abandoned wolf has recovered from a bash! R HP:Healthy, an abandoned wolf:Awful> You dodge an abandoned wolf's attack. R HP:Healthy, an abandoned wolf:Awful> You slash an abandoned wolf's body. An abandoned wolf is dead! R.I.P. You receive your share of experience -- 93 points. Your blood freezes as you hear an abandoned wolf's death cry. R>l Gangrel says 'no prob' R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. The slashed corpse of an abandoned wolf is lying here. A large wooden shield lies discarded on the ground. You are riding on a horse. Gangrel is riding on a horse. R>hunt Ok, you'll try to notice fresh tracks. hunt R>You stop looking for fresh tracks. hunt R>Ok, you'll try to notice fresh tracks. n R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. R>e Gangrel says 'my bash is great' R>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. Gangrel is entering from the west, riding on a horse. e R>w s You cannot go that way. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the east, riding on a horse. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. The slashed corpse of an abandoned wolf is lying here. A large wooden shield lies discarded on the ground. Gangrel is entering from the north, riding on a horse. R>e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. Gangrel is entering from the west, riding on a horse. e R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. Gangrel is entering from the west, riding on a horse. R>e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. Gangrel is entering from the west, riding on a horse. R>e n You cannot go that way. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. Gangrel is entering from the south, riding on a horse. R>e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A small, green snake slithers harmlessly here. Gangrel is entering from the west, riding on a horse. e R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Gangrel is entering from the west, riding on a horse. R>e Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. Gangrel is entering from the west, riding on a horse. e R>s You cannot go that way. R>Dead End in the Road Exits are: N This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the northt. Passage to the south of here is blocked by a muddy pond that appears to be mostly runoff from the fortification to the north.. Gangrel is entering from the north, riding on a horse. R> You feel heavier again. R>nar where is that ass? n Gangrel says 'i'll spam bash th fucker' R>cv You narrate, 'where is that ass?' R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. Gangrel is entering from the south, riding on a horse. R>You start to concentrate. -\|/-cv gangrel \ Ok. You feel yourself becoming much lighter. R>w You start to concentrate. -\|/-\Ok. Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A black rabbit scurries about. Gangrel is entering from the east, riding on a horse. hunt R>You stop looking for fresh tracks. R>n n n n Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. Farrakahn narrates, 'shrug' R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Gangrel is entering from the west, riding on a horse. e R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. Gangrel is entering from the west, riding on a horse. R>e Gangrel group-says 'I am healthy, my stamina is full, and i am weary.' R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is resting here. Gangrel is entering from the west, riding on a horse. R>s s Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is entering from the north, riding on a horse. R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Gangrel is entering from the north, riding on a horse. R>s s e You cannot go that way. R>You cannot go that way. R>w Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. Gangrel is entering from the west, riding on a horse. s s R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Gangrel is entering from the east, riding on a horse. R>You cannot go that way. R>You cannot go that way. R>n n e n n Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is entering from the south, riding on a horse. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is resting here. Gangrel is entering from the south, riding on a horse. R>You cannot go that way. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. R>Can not go there mounted. Farrakahn tells you 'whats your defense up to now?'. R>s sc Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. The slashed corpse of *a Dwarf* is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is resting here. Gangrel is entering from the north, riding on a horsset tac def e. R> Gangrel says 'average ride :(' R>You have 146/146 hit, 56/56 stamina, 141/145 moves, 33 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 23K. R>sc You are now employing defensive tactics. R> Azalea stops resting, and clambers on his feet. R>You have 146/146 hit, 56/56 stamina, 143/145 moves, 33 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 23K. R>reply 112 w You tell Farrakahn '112' w R> Azalea starts following you. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. Gangrel is entering from the east, riding on a horse. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. Gangrel is entering from the east, riding on a horse. w gro all R> Azalea says 'hold' R> Azalea leaves east. R> Farrakahn tells you 'nod :('. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A black rabbit scurries about. Gangrel is entering from the east, riding on a horse. R> Gangrel says 'hmm' R>Azalea joins your group. R>popnder ponder who Unrecognized command. R>You ponder over matters as they appear to you at this moment. R>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Gangrel is entering from the north, riding on a horse. R>s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. Gangrel is entering from the north, riding on a horse. R>hunt Ok, you'll try to notice fresh tracks. hunt R> Gangrel chats, 'May the Lords Of The West nail this fucker today :)' R>w w You stop looking for fresh tracks. R>Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. Gangrel is entering from the east, riding on a horse. R>You cannot go that way. R>'don't think they used the word fucker back then gig en You say 'don't think they used the word fucker back then' R>You giggle. R>e e e You can't seem to find anything to enter. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. Gangrel is entering from the west, riding on a horse. R>You cannot go that way. R>You cannot go that way. R>shrug You shrug. R>'it's a start Gangrel says 'hehehehe' R>n You say 'it's a start' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Azalea is riding on a horse. Gangrel is entering from the south, riding on a horse. R> Gangrel roars with laughter. R> The dark cloudy sky makes it difficult to see far down the road. Azalea's torch flickers weakly. R> Azalea tells you 'where ya'll?'. R>'you're the one that caused them to do that 'here l You say 'you're the one that caused them to do that' R> Azalea gothmoggles. R>You say 'here' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Azalea is riding on a horse. You are riding on a horse. Gangrel is riding on a horse. R>'you started swearing in middle-earth gangrel You say 'you started swearing in middle-earth gangrel' R> Gangrel says 'hehe' Azalea gothmoggles. R>shake gangrel l You shake your head at him. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. Azalea is riding on a horse. You are riding on a horse. Gangrel is riding on a horse. R>beck azalea You beckon for him to follow you. R> Gangrel chats, 'yeah baby!' R> Gangrel stops riding a horse. A horse now follows Gangrel. R> Azalea says 'am' R>e Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. Azalea is entering from the west, riding on a horse. Gangrel enters from the west. A horse enters from the west. l R> Azalea says 'lets exp' nod R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. You are riding on a horse. Azalea is riding on a horse. Gangrel the Dwarf is standing here. A horse is here, gazing at you. s R>You nod solemnly. R>Dead End in the Road Exits are: N This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the northt. Passage to the south of here is blocked by a muddy pond that appears to be mostly runoff from the fortification to the north.. Azalea is entering from the north, riding on a horse. Gangrel enters from the north. A horse enters from the north. s R>n You cannot go that way. R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. Azalea is entering from the south, riding on a horse. Gangrel enters from the south. A horse enters from the south. R>'snake set tac def You say 'snake' R>k snake You are now employing defensive tactics. R> Gangrel says 'uruk death needed :)' R>You attack a small, green snake! You slash a small, green snake. R HP:Healthy, a small, green snake:Hurt> You dodge a small, green snake's attack. R HP:Healthy, a small, green snake:Hurt>set tac def You are now employing defensive tactics. nod who 'look at the fame sigh fame war R HP:Healthy, a small, green snake:Hurt> A horse stops following Gangrel. Gangrel mounts a horse and starts riding him. R HP:Healthy, a small, green snake:Hurt> Gangrel assists you! Gangrel attacks a small, green snake! Gangrel crushes a small, green snake hard. A small, green snake panics, and attempts to flee! A small, green snake flees head over heals! A small, green snake leaves west. R>You nod solemnly. R>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>You say 'look at the fame' R>You sigh. R>+---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Ankren 22| | Vanemuine 4| Eniumenav 17| | Scan 2| Sakisur 15| | Imreas 1| Drengist 7| | Soi 1| Naraat 7| | Testhobbit 1| Draug 0| | Errent 0| Anthre 0| | Aggrippa 0| Fnuffi 0| | Bree 0| Grox 0| | Bitwize 0| Muzrub 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 59| |Total fame for the forces of good: -57| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R> Gangrel giggles. R> Gangrel says 'ick' R> The waning moon shows in the sky. The dark cloudy sky makes it difficult to see far down the road. Azalea's torch flickers weakly. Your torch flickers weakly. R> Azalea says 'yay Ankren' R> Azalea snickers softly. R>nar he leading fame war now. :P who You narrate, 'he leading fame war now. :P' R>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>w Gangrel says 'we good guys fight an uphill battle all the way' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A large, brown snake slithers here, watching for food. A small, green snake slithers harmlessly here. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R>'just like on rots k snake Azalea says 'I lagged out' R>You say 'just like on rots' R>You attack a large, brown snake! You slash a large, brown snake. R HP:Healthy, a large, brown snake:Scratched>set tac def ci You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Scratched>You are now employing defensive tactics. R HP:Healthy, a large, brown snake:Scratched> You slash a large, brown snake. R HP:Healthy, a large, brown snake:Bruised> You dodge a large, brown snake's attack. R HP:Healthy, a large, brown snake:Bruised>You start to concentrate. -\| Azalea assists you! Azalea attacks a large, brown snake! Azalea barely pierces a large, brown snake. /-\comf azalea Ok. Azalea says 'you did?' R HP:Healthy, a large, brown snake:Bruised>who You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Bruised> Gangrel assists you! Gangrel attacks a large, brown snake! Gangrel crushes a large, brown snake. R HP:Healthy, a large, brown snake:Bruised> A large, brown snake dodges your attack. R HP:Healthy, a large, brown snake:Bruised>You comfort him. R HP:Healthy, a large, brown snake:Bruised> Azalea lightly pierces a large, brown snake. R HP:Healthy, a large, brown snake:Hurt>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R HP:Healthy, a large, brown snake:Hurt> You deflect a large, brown snake's attack. A large, brown snake deflects your attack. R HP:Healthy, a large, brown snake:Hurt> Gangrel lightly crushes a large, brown snake. A large, brown snake dodges Azalea's attack. R HP:Healthy, a large, brown snake:Hurt>set tac def who Azalea lightly pierces a large, brown snake. R HP:Healthy, a large, brown snake:Hurt> A large, brown snake deflects your attack. R HP:Healthy, a large, brown snake:Hurt>You are now employing defensive tactics. R HP:Healthy, a large, brown snake:Hurt>Gangrel crushes a large, brown snake. Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R HP:Healthy, a large, brown snake:Hurt> You evade a large, brown snake's attack. R HP:Healthy, a large, brown snake:Hurt> Gangrel chats, 'ankren will die' R HP:Healthy, a large, brown snake:Hurt> A large, brown snake dodges Azalea's attack. R HP:Healthy, a large, brown snake:Hurt> You slash a large, brown snake. R HP:Healthy, a large, brown snake:Wounded> Gangrel lightly crushes a large, brown snake. R HP:Healthy, a large, brown snake:Wounded> You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Wounded> Azalea lightly pierces a large, brown snake. R HP:Healthy, a large, brown snake:Wounded> You lightly slash a large, brown snake. R HP:Healthy, a large, brown snake:Bloodied> Azalea lightly pierces a large, brown snake. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves west. chat nod R>You chat, 'nod' w R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. Azalea is entering from the east, riding on a horse. k snake R>You attack a small, green snake! You slash a small, green snake. R HP:Healthy, a small, green snake:Hurt> You deflect a small, green snake's attack. R HP:Healthy, a small, green snake:Hurt>'someone Farrakahn narrates, 'snicker he sucks too :)' R HP:Healthy, a small, green snake:Hurt>You say 'someone' R HP:Healthy, a small, green snake:Hurt> You slash a small, green snake. A small, green snake panics, and attempts to flee! A small, green snake flees head over heals! A small, green snake leaves west. R>nar nod Azalea says 'pretty much, he fought in our towns/fought 4 of us/and killed us' You narrate, 'nod' w R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A small, green snake slithers harmlessly here. Azalea is entering from the east, riding on a horse. R>k snake You attack a small, green snake! You lightly slash a small, green snake. A small, green snake is dead! R.I.P. You receive your share of experience -- 6 points. Your blood freezes as you hear a small, green snake's death cry. R> Gangrel chats, 'wait' R> Azalea says 'looks like he fought the uphill battle' nar no, not all of us R>l You narrate, 'no, not all of us' R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a small, green snake is lying here. You are riding on a horse. Azalea is riding on a horse. R> Gangrel chats, 'come back' e R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. Azalea is entering from the west, riding on a horse. R> The dark cloudy sky makes it difficult to see far down the road. Azalea's torch went out. Your torch flickers weakly. R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Gangrel is riding on a horse. Azalea is entering from the west, riding on a horse. '? who R>You say '?' R>Gangrel grins evilly. Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R> Gangrel says 'ok' R>'he around? You say 'he around?' R>w Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R> Gangrel says 'i was mid bash when you left :9' Azalea shrugs. R> Gangrel says 'nope' k snake R>You attack a large, brown snake! A large, brown snake dodges your attack. R HP:Healthy, a large, brown snake:Bloodied> You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Bloodied>nod You nod solemnly. who R HP:Healthy, a large, brown snake:Bloodied> Azalea assists you! Azalea attacks a large, brown snake! A large, brown snake dodges Azalea's attack. R HP:Healthy, a large, brown snake:Bloodied>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R HP:Healthy, a large, brown snake:Bloodied> A large, brown snake deflects your attack. R HP:Healthy, a large, brown snake:Bloodied> You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Bloodied> Azalea pierces a large, brown snake. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves west. R>fol snake I see no person by that name here! R>w Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a small, green snake is lying here. A large, brown snake slithers here, watching for food. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R> Gangrel says 'lets find him' R>'kill who You say 'kill' R>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>'I can't Azalea says 'no lets ex' You say 'I can't' R>'no track Azalea attacks a large, brown snake! A large, brown snake deflects Azalea's attack. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves east. R>You say 'no track' R>e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. R> Azalea snickers softly. R> Azalea is leaving east, riding on a horse. 'kill R> Azalea is entering from the east, riding on a horse. R>You say 'kill' R> Azalea attacks a large, brown snake! A large, brown snake dodges Azalea's attack. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves west. R>w Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a small, green snake is lying here. A large, brown snake slithers here, watching for food. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R> Azalea attacks a large, brown snake! A large, brown snake deflects Azalea's attack. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves east. R>e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. R> Azalea attacks a large, brown snake! A large, brown snake dodges Azalea's attack. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves west. R>w Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a small, green snake is lying here. A large, brown snake slithers here, watching for food. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R> Azalea snickers softly. R> Azalea attacks a large, brown snake! Azalea lightly pierces a large, brown snake. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves west. R>w eyepoke snake Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A cloak made of indigo wool lies discarded on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A necklace made of strange blue metal balls lies here...It glows blue! A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A soft pair of boots have been left here. A robe made of green cotton lies folded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R>You poke a large, brown snake in the eye.. R> Azalea attacks a large, brown snake! Azalea lightly pierces a large, brown snake. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves south. R> Gangrel grins evilly. R> Farrakahn tells you 'how much tnl for u>'. s R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A large, brown snake slithers here, watching for food. Azalea is entering from the north, riding on a horse. Gangrel is entering from the north, riding on a horse. R>sc The dark cloudy sky makes it difficult to see far down the road. Your torch went out. Azalea attacks a large, brown snake! Azalea lightly pierces a large, brown snake. A large, brown snake panics, and attempts to flee! R> Azalea dodges a large, brown snake's attack. R>You have 146/146 hit, 56/56 stamina, 133/145 moves, 31 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 23K. You are getting thirsty. R>rep 23K drink skin A large, brown snake dodges Azalea's attack. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves north. drink skin drink skin n 'guys, I'd love to take you exping R>'but I've got some exping to do as well sigh You tell Farrakahn '23K' R>You drink the water. R>You drink the water. You don't feel thirsty any more. R>Your stomach can't contain anymore! R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A cloak made of indigo wool lies discarded on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A shirt made of indigo cotton lies in a crumpled heap on the ground. A necklace made of strange blue metal balls lies here...It glows blue! A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A robe made of green cotton lies folded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. A large, brown snake slithers here, watching for food. Azalea is entering from the south, riding on a horse. Gangrel is entering from the south, riding on a horse. R> Azalea attacks a large, brown snake! A large, brown snake dodges Azalea's attack. A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves south. R>You say 'guys, I'd love to take you exping' R> Farrakahn tells you 'nod u should get it :)'. R>You say 'but I've got some exping to do as well' R>You sigh. R> Gangrel yells 'come on darkie scum , you must be able to hear me !' R> Azalea says 'bah' R> Gangrel yells '1:1' R> Azalea is leaving south, riding on a horse. R> A large, brown snake enters from the south. R> Gangrel says 'heheh' R> Azalea is entering from the south, riding on a horse. R> Azalea attacks a large, brown snake! A large, brown snake panics, and attempts to flee! A large, brown snake flees head over heals! A large, brown snake leaves east. R> A young highwayman gets an indigo cotton shirt. R> Azalea is leaving east, riding on a horse. R> Your blood freezes as you hear someone's death cry. R>l Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A cloak made of indigo wool lies discarded on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A necklace made of strange blue metal balls lies here...It glows blue! A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A robe made of green cotton lies folded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. You are riding on a horse. Gangrel is riding on a horse. R> Azalea is entering from the east, riding on a horse. R>e Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The pierced corpse of a large, brown snake is lying here. The slashed corpse of a small, green snake is lying here. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. R>e Azalea says 'come kill those boys ainaran' w w R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The pierced corpse of a large, brown snake is lying here. The slashed corpse of a small, green snake is lying here. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A cloak made of indigo wool lies discarded on the ground. A pair of indigo cotton gloves lies discarded on the ground. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A hood made of indigo cotton lies discarded on the ground. A necklace made of strange blue metal balls lies here...It glows blue! A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A robe made of green cotton lies folded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R>shake Azalea says 'they keep attacking me' R>You shake your head. R> Gangrel group-says 'maybe 1:1 will draw him out' R> Azalea says 'they are attcking me' R>'it'd take my sanc's power down You say 'it'd take my sanc's power down' who R> Gangrel gets an indigo wool cloak. R>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R> The dark cloudy sky makes it difficult to see far down the road. Gangrel wears an indigo wool cloak about his body. R> Azalea says 'bahhhhhhh' R> Gangrel gets an indigo pair of cotton gloves. R> Gangrel gets an indigo pair of cotton pants. R> Gangrel gets an indigo cotton hood. R>shrug l You shrug. 'fine l R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A necklace made of strange blue metal balls lies here...It glows blue! A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A robe made of green cotton lies folded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. You are riding on a horse. Azalea is riding on a horse. Gangrel is riding on a horse. R>You say 'fine' R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A necklace made of strange blue metal balls lies here...It glows blue! A blouse made of blue cotton lies on the ground. A hood made of green cotton lies discarded on the ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A robe made of green cotton lies folded on the e e ground. A pair of sleeves made of green cotton lies in a crumpled heap on the ground. A hood made of green cotton lies discarded on the ground. A blouse made of blue cotton lies on the ground. A robe made of green cotton lies folded on the ground. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. You are riding on a horse. Azalea is riding on a horse. Gangrel is riding on a horse. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The pierced corpse of a large, brown snake is lying here. The slashed corpse of a small, green snake is lying here. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. e R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. R>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. R>w n n kill uruk Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. k boy R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A black rabbit scurries about. Azalea is entering from the south, riding on a horse. Gangrel is entering from the south, riding on a horse. R>You cannot go that way. R>They aren't here. R> A frightened boy grins evilly and attacks Azalea! A frightened boy attacks Azalea! A frightened boy stabs Azalea's left arm. R>A frightened boy dodges Azalea's attack. You attack a frightened boy! A frightened boy dodges your attack. R HP:Healthy, Azalea:Bruised, a frightened boy:Healthy> A frightened boy says 'Q etga gfoqmue fa dffssx!' A frightened boy assists a frightened boy. A frightened boy attacks Azalea! A frightened boy stabs Azalea's body. R HP:Healthy, Azalea:Hurt, a frightened boy:Healthy>set tac def A frightened boy deflects Azalea's attack. R HP:Healthy, Azalea:Hurt, a frightened boy:Healthy>You are now employing defensive tactics. R HP:Healthy, Azalea:Hurt, a frightened boy:Healthy> A frightened boy deflects your attack. R HP:Healthy, Azalea:Hurt, a frightened boy:Healthy> A frightened boy stabs Azalea's left hand. Azalea panics, and attempts to flee! Azalea flees head over heals! Azalea is leaving east, riding on a horse. R HP:Healthy, a frightened boy:Healthy> A frightened boy says 'H eyes lvtvfho cu ungxhz!' A frightened boy assists a frightened boy. A frightened boy attacks YOU! You deflect a frightened boy's attack. cc ci R HP:Healthy, a frightened boy:Healthy> A frightened boy deflects your attack. R HP:Healthy, a frightened boy:Healthy> You deflect a frightened boy's attack. R HP:Healthy, a frightened boy:Healthy> You lightly slash a frightened boy's right leg. R HP:Healthy, a frightened boy:Scratched> You deflect a frightened boy's attack. R HP:Healthy, a frightened boy:Scratched>You start to concentrate. |/- You deflect a frightened boy's attack. \ Gangrel assists you! Gangrel attacks a frightened boy! Gangrel barely crushes a frightened boy's body. |/gt come -\Ok. A frightened boy appears to be confused! You start to concentrate. -\l |/ You deflect a frightened boy's attack. -\Ok. You group-say 'come' R HP:Healthy, a frightened boy:Scratched>You deflect a frightened boy's attack. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A frightened boy is here, fighting YOU! A frightened boy is here, fighting YOU! A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A black rabbit scurries about. You are here, fighting a frightened boy, riding on a horse. Gangrel is (busy) here, fighting a frightened boy, riding on a horse. R HP:Healthy, a frightened boy:Scratched> Gangrel sends a frightened boy sprawling with a powerful bash. Gangrel says 'shit' R HP:Healthy, a frightened boy:Scratched>nar wtf You slash a frightened boy's right hand. R HP:Healthy, a frightened boy:Bruised> Azalea is entering from the east, riding on a horse. R HP:Healthy, a frightened boy:Bruised>You deflect a frightened boy's attack. You narrate, 'wtf' R HP:Healthy, a frightened boy:Bruised> Azalea assists you! Azalea attacks a frightened boy! A frightened boy dodges Azalea's attack. R HP:Healthy, a frightened boy:Bruised> Gangrel barely crushes a frightened boy's body. R HP:Healthy, a frightened boy:Bruised> Farrakahn peers around himself, uncertain of the things around him. R HP:Healthy, a frightened boy:Bruised> You slash a frightened boy's right arm hard. R HP:Healthy, a frightened boy:Hurt> A frightened boy has recovered from a bash! R HP:Healthy, a frightened boy:Hurt>nar are these boys orcs? A frightened boy dodges Azalea's attack. You deflect a frightened boy's attack. R HP:Healthy, a frightened boy:Hurt> Gangrel crushes a frightened boy's head. R HP:Healthy, a frightened boy:Hurt>You narrate, 'are these boys orcs?' R HP:Healthy, a frightened boy:Hurt> You slash a frightened boy's right hand. R HP:Healthy, a frightened boy:Hurt> You dodge a frightened boy's attack. R HP:Healthy, a frightened boy:Hurt> A frightened boy dodges Azalea's attack. R HP:Healthy, a frightened boy:Hurt> Gangrel crushes a frightened boy's left arm. You deflect a frightened boy's attack. Azalea says 'they attack me' R HP:Healthy, a frightened boy:Wounded> You feel heavier again. R HP:Healthy, a frightened boy:Wounded> You lightly slash a frightened boy's body. R HP:Healthy, a frightened boy:Wounded> Farrakahn assists you! Farrakahn attacks a frightened boy! Farrakahn deeply wounds a frightened boy's right leg with his cleave. A frightened boy is dead! R.I.P. You receive your share of experience -- 205 points. Your blood freezes as you hear a frightened boy's death cry. You turn to face your next enemy. R HP:Healthy, a frightened boy:Healthy> Azalea assists you! Azalea attacks a frightened boy! A frightened boy dodges Azalea's attack. nar they're speaking odd languages.. R HP:Healthy, a frightened boy:Healthy> Farrakahn assists you! Farrakahn attacks a frightened boy! R HP:Healthy, a frightened boy:Healthy> Farrakahn looks around for someone to adore. R HP:Healthy, a frightened boy:Healthy>You deflect a frightened boy's attack. You narrate, 'they're speaking odd languages..' R HP:Healthy, a frightened boy:Healthy> A frightened boy deflects your attack. R HP:Healthy, a frightened boy:Healthy> Azalea pierces a frightened boy's left arm. Farrakahn deeply wounds a frightened boy's right leg with his cleave. R HP:Healthy, a frightened boy:Wounded> You slash a frightened boy's right arm. R HP:Healthy, a frightened boy:Wounded> You deflect a frightened boy's attack. R HP:Healthy, a frightened boy:Wounded> Gangrel assists you! Gangrel attacks a frightened boy! Gangrel lightly crushes a frightened boy's body. R HP:Healthy, a frightened boy:Wounded> A frightened boy deflects Azalea's attack. R HP:Healthy, a frightened boy:Wounded> A frightened boy arrives. A frightened boy wears a thin metal breastplate on its body. A frightened boy straps a small, wooden shield around its arm as a shield. A frightened boy wields a long, wooden spear. R HP:Healthy, a frightened boy:Wounded> Farrakahn cleaves a frightened boy's left hand extremely hard. A frightened boy panics, and attempts to flee! R HP:Healthy, a frightened boy:Bloodied> You slash a frightened boy's left hand. A frightened boy panics, and attempts to flee! A frightened boy flees head over heals! A frightened boy leaves east. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. A scared boy is here, dressed in armour too big for him. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. k boy R> Farrakahn enters from the west. A nice pony enters from the west. R>A frightened boy grins evilly and attacks Gangrel! A frightened boy attacks Gangrel! A frightened boy lightly stabs Gangrel's left leg. You attack a frightened boy! You slash a frightened boy's left arm. A frightened boy panics, and attempts to flee! A frightened boy panics, and attempts to flee! R HP:Healthy, Gangrel:Scratched, a frightened boy:Awful> Gangrel lightly crushes a frightened boy's head. A frightened boy is stunned, but will probably regain consciousness again. R HP:Healthy, a frightened boy:Dying> Farrakahn attacks a frightened boy! Farrakahn deeply wounds a frightened boy's right arm with his cleave. A frightened boy is dead! R.I.P. You receive your share of experience -- 205 points. Your blood freezes as you hear a frightened boy's death cry. R> Saving Ainaran. R> Farrakahn leaves east. A nice pony leaves east. R> Azalea smiles happily. R>get coins all.cor There doesn't seem to be a coins in the hacked corpse of a frightened boy. w R> Gangrel says 'shit' R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The hacked corpse of a frightened boy is lying here. A horse is here, gazing at you. A black rabbit scurries about. A scared boy is here, dressed in armour too big for him. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R>exam cor You see nothing special.. When you look inside, you see: corpse (here) : a battered metal lamp R>get lamp cor e You get a battered metal lamp from the hacked corpse of a frightened boy. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. The hacked corpse of a frightened boy is lying here. Azalea is entering from the west, riding on a horse. Gangrel is entering from the west, riding on a horse. R> Gangrel gets a battered metal lamp from the hacked corpse of a frightened boy. R>get lamp cor There doesn't seem to be a lamp in the hacked corpse of a frightened boy. w R> Azalea hops around like a little bunny. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The hacked corpse of a frightened boy is lying here. A horse is here, gazing at you. A black rabbit scurries about. A scared boy is here, dressed in armour too big for him. Azalea is entering from the east, riding on a horse. Gangrel is entering from the east, riding on a horse. R>who Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>sc inf You have 146/146 hit, 56/56 stamina, 136/145 moves, 27 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 23K. R>You are Ainaran the Wood Elf, a good (207) male Wood Elf. You have reached level 15. You are level 7 Warrior, 4 Ranger, 16 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 6 hours. You are 5'10" high, weight 108.0lb and carrying 72.5lb. You have 146/146 hit points, 56/56 stamina, 136/145 moves and 27 spirit. You have 6 gold, 6 silver and 93 copper coins. Your OB is 43, dodge is 25, parry 87, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 39, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 360508 exp, and need 23492 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. The moon lights your surroundings. You are affected by: anger (short) evasion (medium) insight (medium) detect hidden (short) R> Gangrel says 'use one lamp at a time' R>nar A frightened boy says 'Q etga gfoqmue fa dffssx!' You narrate, 'A frightened boy says 'Q etga gfoqmue fa dffssx!'' R>who Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R> Gangrel drops a battered metal lamp. Gangrel drops an indigo cotton hood. Gangrel drops an indigo pair of cotton pants. Gangrel drops an indigo pair of cotton gloves. Gangrel drops a water skin. Gangrel drops a torch. Gangrel drops a torch. Gangrel drops a torch. nar that's odd... R>You narrate, 'that's odd...' R>who Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R> Azalea gets a torch. Azalea gets a torch. Azalea gets a torch. Azalea gets a water skin. Azalea gets an indigo pair of cotton gloves. Azalea gets an indigo pair of cotton pants. Azalea gets an indigo cotton hood. Azalea gets a battered metal lamp. R>where Players in your Zone -------------------- Gangrel - Entrance to the Free People's Outpost Azalea - Entrance to the Free People's Outpost Ainaran - Entrance to the Free People's Outpost Farrakahn - At the Well R>l Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The hacked corpse of a frightened boy is lying here. A horse is here, gazing at you. A black rabbit scurries about. A scared boy is here, dressed in armour too big for him. You are riding on a horse. Azalea is riding on a horse. Gangrel is riding on a horse. R> Azalea is leaving east, riding on a horse. R>e e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. e The hacked corpse of a frightened boy is lying here. Gangrel is entering from the west, riding on a horse. n R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. Gangrel is entering from the west, riding on a horse. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the west, riding on a horse. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Azalea is riding on a horse. Gangrel is entering from the south, riding on a horse. R>pour water skin Azalea stops riding a horse. A horse now follows Azalea. R> Azalea leaves north. A horse leaves north. R>You pour some water into the skin. R>'damn fucking uruk You say 'damn fucking uruk' R> Gangrel narrates, 'translated : a frightened boy says : holy crap these white guys can jump!' 'he'll die for it. R>You say 'he'll die for it.' R>snicker Night falls over the land. Not a cloud can be seen in the sky. R> Gangrel says 'indeed' R>You snicker softly. R> Azalea enters from the north. A horse enters from the north. who R>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>dismount You stop riding a horse. A horse starts following you. rest >You sit down and rest your tired bones. who >Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. >sc You have 146/146 hit, 56/56 stamina, 145/145 moves, 27 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 23K. > Azalea snickers softly. st >You stop resting, and stand up. >'gotta level You say 'gotta level' >w w Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. A horse enters from the east. Gangrel is entering from the east, riding on a horse. gt doing mental mobs.. >You cannot go that way. > Azalea says 'me too!' >You group-say 'doing mental mobs..' >lose gangrel Gangrel stops following you. >lose azales Nobody by that name. >lose azalea Gangrel chats, 'wish i had armour, ohh he's be dead with my old staff :)' Azalea stops following you. > Azalea starts following you. >gt go solo guys Gangrel starts following you. >You group-say 'go solo guys' >e At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the west, riding on a horse. A horse enters from the west. > *an Uruk* enters from the south. > *an Uruk* leaves south. kill uruk > Gangrel group-says 'eh?' >s s They aren't here. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. *an Uruk* is standing here. Gangrel is entering from the north, riding on a horse. A horse enters from the north. >Azalea attacks *an Uruk*! *an Uruk* dodges Azalea's attack. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves west. Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. A dark warg stands here, its eyes glowing like a flame. Gangrel is entering from the north, riding on a horse. >nar et him!! n Not a cloud can be seen in the sky. kill uruk >You narrate, 'et him!!' >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. Azalea the Human is standing here. A horse is here, gazing at you. Gangrel is entering from the south, riding on a horse. >They aren't here. >w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. The slashed corpse of *a Human* is lying here. Gangrel is entering from the east, riding on a horse. A horse enters from the east. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. The hacked corpse of a frightened boy is lying here. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. Gangrel is entering from the east, riding on a horse. A horse enters from the east. kill uruk > Azalea attacks *an Uruk*! *an Uruk* dodges Azalea's attack. > *an Uruk* lightly slashes Azalea's right arm. Azalea panics, and attempts to flee! Azalea panics, and attempts to flee! Gangrel yells '1:1' > *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. A black warg leaves east. >They aren't here. > Gangrel giggles. >kill uruk kill uruk kill uruk They aren't here. >kill uruk kill uruk set tac ag They aren't here. >They aren't here. >They aren't here. >They aren't here. >You are now employing aggressive tactics. >set men off kill uruk AutoMental mode is now off. kill uruk >They aren't here. > Azalea leaves east. A horse leaves east. kill uruk >They aren't here. >They aren't here. kill uruk > Azalea enters from the east. A horse enters from the east. >They aren't here. >kill uruk kill uruk They aren't here. kill uruk >They aren't here. > *an Uruk* enters from the east. A black warg enters from the east. > A black warg leaves south. >They aren't here. >kill uruk s s kill uruk They aren't here. > *an Uruk* enters from the south. A black warg enters from the south. >A black warg leaves east. Rickety Stables Exits are: N This piece of junk lean-to serves as the place for stabling the mounts of this incredibly poor outpost. The animals do not look happy here. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Gangrel is entering from the north, riding on a horse. A horse enters from the north. >You cannot go that way. >They aren't here. > Azalea stops following you. > Azalea leaves north. A horse leaves north. >n Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. The hacked corpse of a frightened boy is lying here. Gangrel is entering from the south, riding on a horse. kill uruk > Azalea enters from the east. A horse enters from the east. >They aren't here. nar get him >You narrate, 'get him' kill uruk > Azalea leaves east. A horse leaves east. >w They aren't here. > Azalea enters from the east. A horse enters from the east. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. The hacked corpse of a frightened boy is lying here. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Gangrel is entering from the east, riding on a horse. > Azalea enters from the east. A horse enters from the east. > You become less aware of surroundings. >s s Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. e >You cannot go that way. >Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. A massive Mirkwolf stares at you through blood red eyes. >s s Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. >Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. >m +--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | + | | X | | H | +--------------------------------------------------+ >w A Narrow Ridge Exits are: E W The hills squeeze together here, forming a very narrow ridge. The only exits are to the east and west, though one could probably take the fast way down to the north and south if they had no desire to live. Off to the south the beginnings of a murky swamp can be seen, though the mists hide everything within their veil of secrecy. A mountain goat is here, eating grass. >w w Barren Hills Exits are: N E S W Long steep slopes run off in all directions, their brown dry soil covered in spots by blochy grass. The sky overhead looks massive and close, as if one could reach out and touch it. However, everything else seems far away, requiring travel over the next hill or two to get to. >A Narrow Ridge Exits are: E S W The hills seem quite barren and desolate here, having only a thin coating of grass and weeds to dull their already dull colour. The string of hills runs off to the east and west, while to the north a steep bluff drops down to another small hill. To the south the hills drop into a murky swamp. >w Farrakahn narrates, 'good thing u poisoned' > Gangrel chats, 'need help?' >A Narrow Pass Exits are: N E S The hills divide slightly here, forming a narrow pass. A small trail runs through here, leading north over the ridge, and south into the swamp. It looks as if at one point this trail may have actually been a road, but only a few paving stone seem to have weathered the raging forces of nature. >nar nod n n n You narrate, 'nod' >Pass in the Ridge Exits are: N S Some ancient inhabitants of this region have taken this natural hilly pass and widened it so that the road could pass through. To the north, a small forest and sunny plains lie. To the south, inhospitable deserts and sharp craggy mountains dominate. >Old Dirt Road Bends Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and west. Forest surrounds the road now. An evil, black warg paces around the clearing. A huge wolf stares at you intently. >Grassy Forest Exits are: S W Short grasses grow here, and there are many rocks of different sizes, but there are no trees. The ground slopes gently upwards to the south, and beyond you can see dark green treetops on the hills several hundred feet above you. Treeless green plains stretch into the distance beyond the northern view. MV:Weary> Farrakahn narrates, 'he will have to sleep it off :)' >nar got it off You narrate, 'got it off' w >Medium Forest Exits are: E W Compared to the south, the number of trees has decreased here, making more space between them. The brushwood is much thicker here due to the increased light. To the north it thins out even more. To the south the trees begin to block out much of the light. MV:Weary>n n w You cannot go that way. MV:Weary>You cannot go that way. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. Forest surrounds the road now. MV:Weary>drink skin drink skin drink skin You drink the water. You don't feel thirsty any more. MV:Weary>Your stomach can't contain anymore! MV:Weary>Your stomach can't contain anymore! MV:Weary>cv You start to concentrate. -\|n /-\ Ok. You feel yourself becoming much lighter. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A mountain goat is here, eating grass. A gray wolf is growling at you. MV:Weary>e e Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. >You cannot go that way. >nar dunno where they are tho n You narrate, 'dunno where they are tho' >Old Dirt Road Exits are: N S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the west and north. >e e e You cannot go that way. n >You cannot go that way. >You cannot go that way. >Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. >nar dammit! where are the rangers?? e e e You narrate, 'dammit! where are the rangers??' e >Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A flickering ball of pale flame dances through the air. (shadow) >Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The hacked corpse of a large leech is lying here. The hacked corpse of a large leech is lying here. The hacked corpse of a large leech is lying here. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. >Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A fetid black fungus grows here, covering the ground. MV:Weary>You cannot go that way. MV:Weary>set men on w AutoMental mode is now on. w MV:Weary>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The hacked corpse of a large leech is lying here. The hacked corpse of a large leech is lying here. The hacked corpse of a large leech is lying here. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. MV:Weary>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A flickering ball of pale flame dances through the air. (shadow) MV:Weary>k flame You force your Will against a ball of pale flame's dexterity! HP:Healthy MV:Weary Mind:in top shape, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:in top shape, a ball of pale flame:slightly clumsy>l flame It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. a ball of pale flame is using: a ruby necklace..It glows blue! HP:Healthy MV:Weary Mind:in top shape, a ball of pale flame:slightly clumsy>hop set tac def who You force your Will against a ball of pale flame's will! HP:Healthy MV:Weary Mind:in top shape, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy MV:Weary Mind:in top shape, a ball of pale flame:slightly clumsy>You force your Will against a ball of pale flame's learning! Are you a little bunny? HP:Healthy MV:Weary Mind:in top shape, a ball of pale flame:slightly clumsy>A ball of pale flame tries its Will against your mind, but loses control! Gangrel chats, 'i need a light to find him' You are now employing defensive tactics. HP:Healthy MV:Weary Mind:in top shape, a ball of pale flame:somewhat dispirited>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Healthy MV:Weary Mind:in top shape, a ball of pale flame:somewhat dispirited> You try your Will against a ball of pale flame's mind, but lose control! HP:Healthy MV:Weary Mind:somewhat duped, a ball of pale flame:somewhat dispirited> A ball of pale flame tries its Will against your mind, but you resist! A slight mist rises from the damp land into the cloudless sky. HP:Healthy S:Surging MV:Weary Mind:slightly duped, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's constitution! HP:Healthy S:Surging MV:Weary Mind:slightly duped, a ball of pale flame:somewhat dispirited> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy S:Surging MV:Weary Mind:slightly duped, a ball of pale flame:somewhat dispirited> You force your Will against a ball of pale flame's dexterity! HP:Healthy S:Surging MV:Weary Mind:slightly duped, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy S:Surging MV:Weary Mind:slightly duped, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's constitution! HP:Healthy S:Surging MV:Weary Mind:slightly duped, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:slightly duped, a ball of pale flame:somewhat sickly>who A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:somewhat sickly>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Healthy Mind:slightly duped, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's will! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> a ball of pale flame forces its Will against your will! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> You force your Will against a ball of pale flame's strength! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> You force your Will against a ball of pale flame's strength! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:slightly duped, a ball of pale flame:quite dispirited> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:slightly duped, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! set tac def HP:Healthy Mind:slightly duped, a ball of pale flame:seriously duped>You force your Will against a ball of pale flame's strength! You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! who HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's strength! HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's will! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's strength! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly weakened> a ball of pale flame forces its Will against your constitution! who HP:Healthy Mind:slightly duped, a ball of pale flame:strongly weakened> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly weakened>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Healthy Mind:slightly duped, a ball of pale flame:strongly weakened>set tac def A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:slightly duped, a ball of pale flame:strongly weakened>You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a ball of pale flame:strongly weakened> You force your Will against a ball of pale flame's strength! Your spirit increases by 8. You receive your share of experience -- 755 points. Saving Ainaran. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. >get ruby You get a ruby necklace. tell farrakahn got your ruby l >You tell Farrakahn 'got your ruby' >Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A horse is here, gazing at you. >e Farrakahn tells you 'cool'. >Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The hacked corpse of a large leech is lying here. The hacked corpse of a large leech is lying here. The hacked corpse of a large leech is lying here. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. >s A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. >e Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. > Above the fields, not a cloud can be seen in the sky. HP:Scratched>track Farrakahn narrates, 'a fucking buffer needs to log on' HP:Scratched>You start searching the ground for tracks. /-\|/-nar nod \ You found no tracks here. HP:Scratched>You narrate, 'nod' HP:Scratched>nar no shit You narrate, 'no shit' HP:Scratched>op muckyhole dismount Ok. HP:Scratched>You are not riding anything. HP:Scratched>d It is pitch black... HP:Scratched>hol lamp Gangrel chats, 'i am a buffer!' k hazy HP:Scratched>You light something and hold it. HP:Scratched>l You force your Will against a hazy wraith's learning! HP:Scratched Mind:in top shape, a hazy wraith:slightly retarded> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:in top shape, a hazy wraith:slightly retarded>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting YOU! A hazy figure glides above the ground. (shadow) A horse is here, gazing at you. HP:Scratched Mind:in top shape, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's strength! HP:Scratched Mind:in top shape, a hazy wraith:slightly retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:barely sickly, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's will! HP:Healthy Mind:barely sickly, a hazy wraith:slightly retarded>close muckyhole A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:slightly retarded> Gangrel chats, 'minus the armour though' HP:Healthy Mind:barely sickly, a hazy wraith:slightly retarded>who You force your Will against a hazy wraith's intelligence! Ok. Farrakahn tells you 'u need to go get me a circlet :)'. HP:Healthy Mind:barely sickly, a hazy wraith:slightly retarded>A hazy wraith tries its Will against your mind, but you resist! Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Healthy Mind:barely sickly, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat weakened>rep nod a hazy wraith forces its Will against your will! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat weakened>You tell Farrakahn 'nod' rep that's what I'm trying to do HP:Healthy Mind:barely sickly, a hazy wraith:somewhat weakened> You force your Will against a hazy wraith's will! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited>You tell Farrakahn 'that's what I'm trying to do' HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's will! sc rep and level HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited>A hazy wraith tries its Will against your mind, but you resist! You have 141/141 hit, 56/56 stamina, 121/144 moves, 28 spirit. OB: 43, DB: 24, PB: 87, Speed: 21, Gold: 6, XP Needed: 22K. You are getting hungry. HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your will! You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited>You tell Farrakahn 'and level' HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but loses control! Gangrel chats, 'i don't know my way much though is all' HP:Healthy Mind:slightly dispirited, a hazy wraith:somewhat duped> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly dispirited, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your constitution! You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> Farrakahn narrates, 'well a level 6 aint buffing to well for xp for 2 level 15's' HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> Someone leaves your group. HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your learning! HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly sickly, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> Gangrel chats, 'agreed' HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your strength! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! set tac def HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited>You force your Will against a hazy wraith's constitution! You are now employing defensive tactics. HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! nar I'm out HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited>You force your Will against a hazy wraith's concentration! You narrate, 'I'm out' HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited>nar can't track him alone You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited> Gangrel chats, 'out?' HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited>You force your Will against a hazy wraith's learning! You narrate, 'can't track him alone' HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited> a hazy wraith forces its Will against your learning! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:seriously dispirited> You force your Will against a hazy wraith's dexterity! HP:Scratched S:Surging Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched S:Surging Mind:somewhat sickly, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's strength! HP:Scratched S:Surging Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:somewhat sickly, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your intelligence! HP:Scratched Mind:somewhat duped, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> You feel less protected. HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite dispirited>l a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:quite duped, a hazy wraith:quite dispirited> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:quite duped, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite duped, a hazy wraith:seriously weakened> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened>Inside the Swampy Hill Exits are: (U) You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting YOU! A hazy wraith (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a hazy wraith:seriously weakened>op muckyhole You force your Will against a hazy wraith's will! set tac def HP:Healthy Mind:seriously duped, a hazy wraith:seriously dispirited>Ok. HP:Healthy Mind:seriously duped, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously duped, a hazy wraith:seriously dispirited> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:seriously duped, a hazy wraith:seriously dispirited>You are now employing defensive tactics. HP:Healthy Mind:seriously duped, a hazy wraith:seriously dispirited> a hazy wraith forces its Will against your intelligence! You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >cr You start to concentrate. who -\ Gangrel chats, 'i'm staying' |/-\Ok. You try to revive Ainaran. Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. >cr You start to concentrate. -\|/-\ Ok. Your mind is not ready yet. >nar go for it stat You narrate, 'go for it' > Gangrel chats, 'if need be i' >Your fatigue is 1; Your willpower is 38; Your statistics are Str: 16/16, Int: 2/ 7, Wil: 19/19, Dex: 17/18, Con: 10/11, Lea: 14/16. >cast evasion cast evasion cast evasion cast evasion You start to concentrate. cast evasion \|/-\You lost your concentration! You start to concentrate. \|/- Gangrel chats, 'er i'll kill him myself' \Ok. You feel someone protecting you. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\ You lost your concentration! HP:Bruised>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Bruised>stat Your fatigue is 1; Your willpower is 39; Your statistics are Str: 16/16, Int: 2/ 7, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 16/16. HP:Bruised>nar good, just don't be killed Gangrel chats, 'can someone grab all that gear on the way up? i'' cr HP:Bruised>You narrate, 'good, just don't be killed' HP:Bruised>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Bruised> stat Farrakahn narrates, 'shrug im bored with fighting them' HP:Scratched> The dying moon goes off the sky. Clouds race through the sky above the fields. You are hungry. Saving Ainaran. Gangrel chats, 'ainaran' HP:Bruised>Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 3/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. HP:Bruised>nar nod You narrate, 'nod' HP:Bruised>nar I trying to level sc You narrate, 'I trying to level' HP:Bruised>You have 129/146 hit, 52/52 stamina, 133/145 moves, 21 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 22K. You are hungry. HP:Bruised> Gangrel chats, 'you know where that gear is?' HP:Bruised> Farrakahn narrates, 'annoying when i can still be dodged and shit :(' HP:Bruised>cr You start to concentrate. -stat \|/-\Ok. You try to revive Ainaran. Your spell does no good to him. Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 3/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. HP:Bruised> Gangrel chats, 'where abouts is gear?' HP:Bruised>stat Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 3/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. HP:Bruised>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. HP:Bruised>chat s s s s w w You chat, 's s s s w w' l HP:Bruised>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. HP:Bruised>chat from well or something like that stat You chat, 'from well or something like that' HP:Bruised>Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 3/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. cr HP:Bruised>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. HP:Bruised>gro Your group consists of: HP: Bruised, S:Full, MV:Energetic -- Ainaran (Head of group) HP: Healthy, S:Full, MV:Energetic -- Gangrel HP: Bruised, S:Full, MV:Energetic -- Farrakahn HP:Bruised>gt dammit, can't revie cr You group-say 'dammit, can't revie' HP:Bruised>You start to concentrate. -\|/-\ sc Ok. You try to revive Ainaran. HP:Bruised> Clouds race through the sky above the fields. You are hungry. HP:Bruised S:Surging>You have 131/146 hit, 52/56 stamina, 130/145 moves, 10 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 22K. You are hungry. HP:Bruised S:Surging>stat Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. HP:Bruised S:Surging> Gangrel chats, 'from renting area?' HP:Bruised S:Surging>rat er You get a soldier ration from a large sack. HP:Bruised S:Surging>You eat a soldier ration. HP:Bruised S:Surging>chat all s and w l d You chat, 'all s and w' k hazy set tac def HP:Scratched S:Surging>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. HP:Scratched S:Surging>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched S:Surging>You force your Will against a hazy wraith's dexterity! HP:Scratched S:Surging Mind:in top shape, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:in top shape, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's learning! HP:Scratched S:Surging Mind:in top shape, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched S:Surging Mind:in top shape, a hazy wraith:quite clumsy>You are now employing defensive tactics. HP:Scratched Mind:in top shape, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's will! HP:Scratched Mind:in top shape, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:in top shape, a hazy wraith:seriously dispirited> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:in top shape, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a hazy wraith:seriously dispirited> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:in top shape, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:in top shape, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:in top shape, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's will! HP:Scratched Mind:in top shape, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! Gangrel chats, 'bah! freeze!' HP:Scratched Mind:in top shape, a hazy wraith:seriously dispirited> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:in top shape, a hazy wraith:seriously dispirited> a hazy wraith forces its Will against your constitution! HP:Scratched Mind:barely sickly, a hazy wraith:seriously dispirited>who You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:barely sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a hazy wraith:seriously clumsy>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Scratched Mind:barely sickly, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:barely sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:barely sickly, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:barely sickly, a hazy wraith:seriously clumsy>chat nod a hazy wraith forces its Will against your learning! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy>You force your Will against a hazy wraith's strength! You chat, 'nod' HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy>set tac def A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy>You are now employing defensive tactics. HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:barely sickly, a hazy wraith:seriously clumsy> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but loses control! stat HP:Healthy Mind:slightly sickly, a hazy wraith:seriously clumsy>A hazy wraith tries its Will against your mind, but loses control! Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 9/11, Lea: 15/16. HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped>l a hazy wraith forces its Will against your strength! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy wraith (shadow) is here, fighting YOU! A hazy wraith (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly clumsy>stare a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> a hazy wraith forces its Will against your strength! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped>A hazy wraith tries its Will against your mind, but you resist! You stare at the sky. HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:strongly duped> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a hazy wraith:strongly duped> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:barely sickly, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:barely sickly, a hazy wraith:horribly duped> You force your Will against a hazy wraith's strength! HP:Scratched Mind:barely sickly, a hazy wraith:horribly duped> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a hazy wraith:horribly duped>stat A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a hazy wraith:horribly duped>who You force your Will against a hazy wraith's learning! Your fatigue is 1; Your willpower is 39; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 16/16. HP:Scratched Mind:barely sickly, a hazy wraith:horribly duped> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a hazy wraith:horribly duped>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Scratched Mind:barely sickly, a hazy wraith:horribly duped> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:horribly duped> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:horribly duped> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:horribly duped> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:horribly duped> You force your Will against a hazy wraith's dexterity! Your spirit increases by 15. You receive your share of experience -- 3501 points. A hazy wraith vanishes into thin air. You turn to face your next enemy. HP:Healthy Mind:somewhat sickly, a hazy wraith:barely clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:barely clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat sickly, a hazy wraith:slightly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:slightly clumsy>set tac def You force your Will against a hazy wraith's concentration! You are now employing defensive tactics. HP:Healthy Mind:somewhat sickly, a hazy wraith:slightly clumsy>gt wow A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:slightly clumsy>You group-say 'wow' HP:Healthy Mind:somewhat sickly, a hazy wraith:slightly clumsy> You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat sickly, a hazy wraith:slightly clumsy> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:slightly clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat duped, a hazy wraith:slightly sickly>gt 3.5k for hazy a hazy wraith forces its Will against your strength! set tac def HP:Healthy Mind:somewhat duped, a hazy wraith:slightly sickly>You group-say '3.5k for hazy' HP:Healthy Mind:somewhat duped, a hazy wraith:slightly sickly>You force your Will against a hazy wraith's intelligence! You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, a hazy wraith:slightly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:slightly sickly> Gangrel chats, 'hmm?' HP:Healthy Mind:somewhat duped, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat duped, a hazy wraith:somewhat clumsy> a hazy wraith forces its Will against your learning! HP:Healthy Mind:somewhat duped, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's dexterity! Farrakahn group-says 'nice :)' HP:Healthy Mind:somewhat duped, a hazy wraith:quite clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, a hazy wraith:quite clumsy>gt nod hehe sc A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:quite clumsy>You group-say 'nod hehe' HP:Healthy Mind:somewhat duped, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, a hazy wraith:quite clumsy>You have 131/131 hit, 54/54 stamina, 129/142 moves, 31 spirit. OB: 41, DB: 24, PB: 86, Speed: 20, Gold: 6, XP Needed: 19K. HP:Healthy Mind:somewhat duped, a hazy wraith:quite clumsy> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:quite duped, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy>sc A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy>You feel heavier again. You have 131/131 hit, 53/53 stamina, 127/142 moves, 31 spirit. OB: 41, DB: 24, PB: 86, Speed: 20, Gold: 6, XP Needed: 19K. HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> Gangrel group-says 'hmm?' HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's will! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> a hazy wraith forces its Will against your will! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy>whois ainaran You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy>Ainaran the Wood Elf is a level 15 Wood Elf. HP:Healthy Mind:quite duped, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's learning! HP:Healthy Mind:quite duped, a hazy wraith:seriously retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:quite duped, a hazy wraith:seriously retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite duped, a hazy wraith:seriously retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's will! HP:Healthy Mind:quite duped, a hazy wraith:seriously retarded> A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite duped, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:quite duped, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:quite duped, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite duped, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's will! HP:Scratched Mind:somewhat duped, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's will! who HP:Scratched Mind:somewhat duped, a hazy wraith:strongly retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [--- Hum] Azalea the Human [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Scratched Mind:somewhat duped, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's learning! HP:Scratched Mind:somewhat duped, a hazy wraith:strongly retarded>sc A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's strength! HP:Scratched Mind:somewhat duped, a hazy wraith:strongly retarded>You have 133/136 hit, 54/54 stamina, 133/143 moves, 36 spirit. OB: 42, DB: 25, PB: 87, Speed: 20, Gold: 6, XP Needed: 19K. HP:Scratched Mind:somewhat duped, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's learning! Your spirit increases by 15. You receive your share of experience -- 3501 points. Saving Ainaran. A hazy wraith vanishes into thin air. HP:Scratched>sc You have 133/136 hit, 54/54 stamina, 129/143 moves, 51 spirit. OB: 42, DB: 25, PB: 87, Speed: 20, Gold: 6, XP Needed: 15K. HP:Scratched>l Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>get wire You don't see a wire here. HP:Scratched>i You are carrying: a ruby necklace..It glows blue! a water skin a soldier ration a pair of stout leather boots a torch a torch a twisted piece of wire a torch a large sack a backpack HP:Scratched>unlock runedslab *click* HP:Scratched>op runedslab sc Ok. cr HP:Scratched>You have 135/136 hit, 54/54 stamina, 135/143 moves, 51 spirit. OB: 42, DB: 25, PB: 87, Speed: 20, Gold: 6, XP Needed: 15K. HP:Scratched>You start to concentrate. -\|/-\stat Ok. You try to revive Ainaran. HP:Scratched>Your fatigue is 0; Your willpower is 39; Your statistics are Str: 15/16, Int: 5/ 7, Wil: 19/19, Dex: 18/18, Con: 9/11, Lea: 16/16. HP:Scratched> Farrakahn group-says 'what level mystic are u right now?' HP:Scratched>cr You start to concentrate. -\|inf /-\Ok. You try to revive Ainaran. You are Ainaran the Wood Elf, a good (213) male Wood Elf. You have reached level 15. You are level 7 Warrior, 4 Ranger, 16 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 6 hours. You are 5'10" high, weight 108.0lb and carrying 71.3lb. You have 136/136 hit points, 54/54 stamina, 139/143 moves and 43 spirit. You have 6 gold, 6 silver and 93 copper coins. Your OB is 42, dodge is 25, parry 87, and your attack speed is 20. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 39, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 368254 exp, and need 15746 more to advance. Strength: 15/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 10/11, Learning Ability: 16/16. You are standing. You are affected by: evasion (long) anger (short) detect hidden (long) >gt 16 still sc Gangrel chats, 'ainaranb remember the place the darkie dumped his gear, remember where that was?' You group-say '16 still' >You have 136/136 hit, 54/54 stamina, 140/143 moves, 43 spirit. OB: 42, DB: 25, PB: 87, Speed: 20, Gold: 6, XP Needed: 15K. >cr You start to concentrate. -chat no \|/-\Ok. You try to revive Ainaran. You chat, 'no' >stat Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. >w Farrakahn group-says 'nod i wanna see u get 20 so we can enchant :)' >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) k tunnel >You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:in top shape, a tunnel ghost:barely clumsy> a tunnel ghost forces its Will against your dexterity! HP:Scratched S:Surging Mind:barely clumsy, a tunnel ghost:barely clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:barely clumsy, a tunnel ghost:barely clumsy> You force your Will against a tunnel ghost's intelligence! HP:Scratched S:Surging Mind:barely clumsy, a tunnel ghost:slightly duped> a tunnel ghost forces its Will against your strength! HP:Scratched S:Surging Mind:slightly weakened, a tunnel ghost:slightly duped> A grey spirit tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:slightly weakened, a tunnel ghost:slightly duped> You force your Will against a tunnel ghost's concentration! HP:Scratched S:Surging Mind:slightly weakened, a tunnel ghost:slightly duped> Gangrel chats, 'lvl 2 mystic' HP:Scratched S:Surging Mind:slightly weakened, a tunnel ghost:slightly duped> a grey spirit forces its Will against your concentration! HP:Scratched S:Surging Mind:slightly weakened, a tunnel ghost:slightly duped> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:slightly weakened, a tunnel ghost:slightly duped> a grey spirit forces its Will against your constitution! You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:slightly sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> a grey spirit forces its Will against your concentration! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy>tell farrakahn I may need you to come here Saving Ainaran. HP:Scratched Mind:somewhat sickly, a tunnel ghost:barely clumsy>You tell Farrakahn 'I may need you to come here' HP:Scratched Mind:somewhat sickly, a tunnel ghost:barely clumsy>l A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a tunnel ghost:barely clumsy> a tunnel ghost forces its Will against your learning! HP:Scratched Mind:somewhat sickly, a tunnel ghost:barely clumsy> You force your Will against a tunnel ghost's constitution! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost (shadow) is here, fighting YOU! A grey spirit (shadow) is here, fighting YOU! A grey spirit gazes upon you. (shadow) A horse is here, gazing at you. HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> a grey spirit forces its Will against your strength! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> You try your Will against a tunnel ghost's mind, but it resists! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> a grey spirit forces its Will against your strength! A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> You try your Will against a tunnel ghost's mind, but it resists! f HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> A grey spirit tries its Will against your mind, but loses control! A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly>A tunnel ghost tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly sickly> You force your Will against a tunnel ghost's dexterity! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy>f A grey spirit tries its Will against your mind, but you resist! a grey spirit forces its Will against your concentration! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy>a tunnel ghost forces its Will against your intelligence! PANIC! You couldn't escape! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy> Farrakahn tells you 'to assist?'. HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy> You force your Will against a tunnel ghost's intelligence! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy>f f f a grey spirit forces its Will against your concentration! A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your will! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy>PANIC! You couldn't escape! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy>PANIC! You couldn't escape! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly clumsy>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. drink skin HP:Scratched>drink skin drink skin You drink the water. You don't feel thirsty any more. HP:Scratched>Your stomach can't contain anymore! HP:Scratched>Your stomach can't contain anymore! HP:Scratched>gt nod You group-say 'nod' HP:Scratched>gt I have key sc stat cr You group-say 'I have key' HP:Scratched>You have 128/131 hit, 55/55 stamina, 128/142 moves, 41 spirit. OB: 40, DB: 23, PB: 85, Speed: 20, Gold: 6, XP Needed: 15K. HP:Scratched>Your fatigue is 0; Your willpower is 38; Your statistics are Str: 13/16, Int: 6/ 7, Wil: 18/19, Dex: 18/18, Con: 8/11, Lea: 14/16. HP:Scratched>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched> Gangrel group-says 'to where?' HP:Scratched>stat Your fatigue is 0; Your willpower is 38; Your statistics are Str: 15/16, Int: 6/ 7, Wil: 18/19, Dex: 18/18, Con: 8/11, Lea: 14/16. >cr You start to concentrate. -\|stat / Farrakahn group-says 'i not sure exactly where it is.. i look tho' -\ Ok. You try to revive Ainaran. >Your fatigue is 3; Your willpower is 38; Your statistics are Str: 16/16, Int: 6/ 7, Wil: 18/19, Dex: 18/18, Con: 9/11, Lea: 16/16. >gt nod You group-say 'nod' >gt it's in a swamp You group-say 'it's in a swamp' m > Gangrel group-says 'check ruins' >+--------------------------------------------------+ |v - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ >gt near the fungi You group-say 'near the fungi' >gt one east of chalky white fungus You group-say 'one east of chalky white fungus' l >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. > Clouds race through the sky above the fields. HP:Scratched S:Surging>get coins all.cor You can't seem to find any cors here. sc stat HP:Scratched>You have 131/142 hit, 56/56 stamina, 131/144 moves, 31 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 15K. HP:Scratched>Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 16/16. HP:Scratched>d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) w HP:Scratched>You cannot go that way. HP:Scratched>unlock runedslab *click* HP:Scratched>op runedslab w Ok. HP:Scratched>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) k grey HP:Scratched>You force your Will against a grey spirit's learning! HP:Scratched Mind:barely sickly, a grey spirit:barely retarded> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a grey spirit:barely retarded>l You force your Will against a grey spirit's will! Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting YOU! A grey spirit gazes upon you. (shadow) A horse is here, gazing at you. HP:Scratched Mind:barely sickly, a grey spirit:barely retarded> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a grey spirit:barely retarded> You force your Will against a grey spirit's will! set tac def HP:Scratched Mind:barely sickly, a grey spirit:somewhat dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:barely sickly, a grey spirit:somewhat dispirited>l You are now employing defensive tactics. HP:Scratched Mind:barely sickly, a grey spirit:somewhat dispirited>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting YOU! A grey spirit gazes upon you. (shadow) A horse is here, gazing at you. HP:Scratched Mind:barely sickly, a grey spirit:somewhat dispirited> You force your Will against a grey spirit's concentration! HP:Scratched Mind:barely sickly, a grey spirit:somewhat dispirited> a grey spirit forces its Will against your intelligence! HP:Scratched Mind:slightly duped, a grey spirit:somewhat dispirited> You force your Will against a grey spirit's concentration! HP:Scratched Mind:slightly duped, a grey spirit:somewhat dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:somewhat dispirited> You force your Will against a grey spirit's learning! HP:Scratched Mind:slightly duped, a grey spirit:somewhat retarded>l A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:somewhat retarded>You force your Will against a grey spirit's will! Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting YOU! A grey spirit gazes upon you. (shadow) A horse is here, gazing at you. HP:Scratched Mind:slightly duped, a grey spirit:quite dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:slightly duped, a grey spirit:quite dispirited> You force your Will against a grey spirit's concentration! HP:Scratched Mind:slightly duped, a grey spirit:quite dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:slightly duped, a grey spirit:quite dispirited> You force your Will against a grey spirit's constitution! HP:Scratched Mind:slightly duped, a grey spirit:quite dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:quite dispirited> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:slightly duped, a grey spirit:quite dispirited>sc A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:quite dispirited> You force your Will against a grey spirit's constitution! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly>You have 137/142 hit, 55/55 stamina, 133/144 moves, 37 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 15K. HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but you resist! who HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> You force your Will against a grey spirit's learning! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 3 characters displayed. l HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> a grey spirit forces its Will against your dexterity! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> You force your Will against a grey spirit's will! HP:Scratched Mind:slightly duped, a grey spirit:seriously dispirited>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting YOU! A grey spirit gazes upon you. (shadow) A horse is here, gazing at you. HP:Scratched Mind:slightly duped, a grey spirit:seriously dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:seriously dispirited> You force your Will against a grey spirit's strength! HP:Scratched Mind:slightly duped, a grey spirit:seriously dispirited>, knocks on wood!! set tac def A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:seriously dispirited> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:slightly duped, a grey spirit:seriously dispirited>Ainaran knocks on wood!! HP:Scratched Mind:slightly duped, a grey spirit:seriously dispirited> l nar dangit frozen in room with 2 greys and tunnel ghost unlock runedslab op runedslab f f u f u f u f u set tac def **KNOCKS ON WOOD** a grey spirit forces its Will against your intelligence! HP:Scratched Mind:somewhat duped, a grey spirit:seriously dispirited> You force your Will against a grey spirit's concentration! HP:Scratched Mind:somewhat duped, a grey spirit:seriously dispirited> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:somewhat duped, a grey spirit:seriously dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a gr nar if the game freezes, don't reconnect... nar it'll make it freeze worse.. ey spirit:seriously dispirited> You force your Will against a grey spirit's constitution! HP:Scratched Mind:somewhat duped, a grey spirit:seriously sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a grey spirit:seriously sickly>You are now employing defensive tactics. HP:Scratched Mind:somewhat duped, a grey spirit:seriously sickly> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:somewhat duped, a grey spirit:seriously sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a grey spirit:seriously sickly>HP:Scratched Mind:somewhat duped, a grey spirit:seriously sickly>HP:Scratched Mind:somewhat duped, a grey spirit:seriously sickly>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting YOU! A grey spirit gazes upon you. (shadow) A horse is here, gazing at you. HP:Scratched Mind:somewhat duped, a grey spirit:seriously sickly> You force your Will against a grey spirit's will! HP:Scratched Mind:somewhat duped, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! Gangrel chats, 'i have 2 hours left is all ok guys ?' HP:Scratched Mind:somewhat duped, a grey spirit:strongly dispirited> You force your Will against a grey spirit's dexterity! HP:Scratched S:Surging Mind:slightly duped, a grey spirit:seriously dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:slightly duped, a grey spirit:seriously dispirited> Farrakahn group-says 'be there in a sec.. soloing dark wolves' HP:Scratched S:Surging Mind:slightly duped, a grey spirit:seriously dispirited>HP:Scratched S:Surging Mind:slightly duped, a grey spirit:seriously dispirited>You force your Will against a grey spirit's intelligence! HP:Scratched S:Surging Mind:slightly duped, a grey spirit:seriously dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Scratched S:Surging Mind:slightly duped, a grey spirit:seriously dispirited> Farrakahn group-says 'be there in a sec.. soloing dark wolves' HP:Scratched S:Surging Mind:slightly duped, a grey spirit:seriously dispirited> You force your Will against a grey spirit's will! HP:Scratched S:Surging Mind:slightly duped, a grey spirit:strongly dispirited> a grey spirit forces its Will against your will! HP:Scratched S:Surging Mind:slightly duped, a grey spirit:strongly dispirited> You force your Will against a grey spirit's constitution! HP:Scratched Mind:slightly duped, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:strongly dispirited> You force your Will against a grey spirit's concentration! HP:Scratched Mind:slightly duped, a grey spirit:strongly dispirited> a grey spirit forces its Will against your strength! a grey spirit forces its Will against your constitution! HP:Healthy Mind:slightly duped, a grey spirit:strongly dispirited> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly duped, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:strongly dispirited> Gangrel group-says 'need help?' HP:Healthy Mind:slightly duped, a grey spirit:strongly dispirited> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly duped, a grey spirit:strongly dispirited> a grey spirit forces its Will against your constitution! HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited>A grey spirit tries its Will against your mind, but loses control! You narrate, 'dangit frozen in room with 2 greys and tunnel ghost' HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited> You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly sickly, set tac def a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited> Farrakahn group-says 'shake' HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited>Heck.. it ain't even closed! HP:Healthy Mind:slightly sickly, a grey spirit:strongly dispirited> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited> a grey spirit forces its Will against your dexterity! HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited> Farrakahn group-says 'shake' HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited> You force your Will against a grey spirit's learning! Gangrel group-says 'at all i can hit if need be my bash is good' HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited>A grey spirit tries its Will against your mind, but you resist! It's already open! HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited>PANIC! You couldn't escape! HP:Healthy Mind:slightly sickly, a grey spirit:horribly dispirited> You force your Will against a grey spirit's constitution! HP:Healthy Mind:slightly sickly, a grey spirit:horribly sickly>a tunnel ghost forces its Will against your constitution! A grey spirit tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Healthy Mind:somewhat sickly, a grey spirit:horribly sickly> Gangrel group-says 'ok' HP:Healthy Mind:somewhat sickly, a grey spirit:horribly sickly> A grey spirit tries its Will against your mind, but loses control! Your spirit increases by 11. You receive your share of experience -- 1904 points. A grey spirit vanishes into thin air. You turn to face your next enemy. HP:Healthy Mind:somewhat sickly, a tunnel ghost:barely clumsy> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy> a tunnel ghost forces its Will against your will! A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy>No way! You're fighting for your life! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly clumsy>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >You flee head over heels. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. >You cannot go that way. >You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >You cannot go that way. >>You are now employing defensive tactics. >>> Farrakahn narrates, 'fuck this lagg ' >Gangrel group-says 'hopw you get out ai' Unrecognized command. >>> Clouds race through the sky above the fields. HP:Scratched S:Surging> Gangrel prays to you, hoping for your good will. HP:Scratched S:Surging>HP:Scratched S:Surging>HP:Scratched> Farrakahn group-says 'i gotta regen now before i come to there' HP:Scratched>HP:Scratched>HP:Scratched> Gangrel chats, 'ack freeze!' HP:Scratched>HP:Scratched>HP:Scratched>You narrate, 'if the game freezes, don't reconnect...' HP:Scratched>You narrate, 'it'll make it freeze worse..' HP:Scratched> The sun rises across the fields. Clouds race through the sky above the fields. Saving Ainaran. HP:Scratched> Farrakahn narrates, 'link should be getting good soon around this time of night' HP:Scratched> Gangrel chats, 'hope so' HP:Scratched> Gangrel chats, 'i have 4 gold now' HP:Scratched>You are now employing defensive tactics. HP:Scratched>nar shiver l You narrate, 'shiver' HP:Scratched>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. HP:Scratched>stat Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 16/16. > Gangrel chats, '?' >nar got out :-) You narrate, 'got out :-)' > Gangrel chats, 'cool :)' >sc l You have 143/143 hit, 56/56 stamina, 132/144 moves, 54 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 13K. >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. > The day has now begun. Clouds race through the sky above the fields. HP:Scratched>d Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched>w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) HP:Scratched>k grey You force your Will against a grey spirit's concentration! HP:Scratched Mind:in top shape, a grey spirit:in top shape> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a grey spirit:in top shape> You force your Will against a grey spirit's will! HP:Scratched Mind:in top shape, a grey spirit:barely dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a grey spirit:barely dispirited> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:in top shape, a grey spirit:barely dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a grey spirit:barely dispirited> You force your Will against a grey spirit's strength! HP:Scratched Mind:in top shape, a grey spirit:slightly weakened> a grey spirit forces its Will against your dexterity! HP:Scratched Mind:barely clumsy, a grey spirit:slightly weakened>nar took out one grey with me, mind is top shape You narrate, 'took out one grey with me, mind is top shape' HP:Scratched Mind:barely clumsy, a grey spirit:slightly weakened> You force your Will against a grey spirit's concentration! HP:Scratched Mind:barely clumsy, a grey spirit:slightly weakened> a grey spirit forces its Will against your intelligence! HP:Scratched Mind:slightly duped, a grey spirit:slightly weakened> You force your Will against a grey spirit's concentration! HP:Scratched Mind:slightly duped, a grey spirit:slightly weakened> Farrakahn group-says 'i be there to help u with greys while u engage tunnel ghost' HP:Scratched Mind:slightly duped, a grey spirit:slightly weakened> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:slightly weakened>set tac def You force your Will against a grey spirit's concentration! HP:Scratched Mind:slightly duped, a grey spirit:slightly weakened>You are now employing defensive tactics. HP:Scratched Mind:slightly duped, a grey spirit:slightly weakened> a grey spirit forces its Will against your will! You force your Will against a grey spirit's constitution! HP:Scratched Mind:slightly duped, a grey spirit:slightly sickly> a grey spirit forces its Will against your concentration! HP:Scratched Mind:slightly duped, a grey spirit:slightly sickly> You force your Will against a grey spirit's learning! HP:Scratched Mind:slightly duped, a grey spirit:slightly sickly> A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly>tell farrakahn I got it now :-) You tell Farrakahn 'I got it now :-)' HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> You force your Will against a grey spirit's will! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly>set tac def You force your Will against a grey spirit's concentration! HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly>You are now employing defensive tactics. HP:Scratched Mind:slightly duped, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but loses control! You force your Will against a grey spirit's learning! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly>reply was just frozen a grey spirit forces its Will against your concentration! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly>You force your Will against a grey spirit's dexterity! You tell Farrakahn 'was just frozen' HP:Scratched Mind:slightly duped, a grey spirit:quite sickly>l tunnel A grey spirit tries its Will against your mind, but loses control! Farrakahn group-says 'nod' HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> You force your Will against a grey spirit's will! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> The tunnel ghost is clearly a former attendant of the royalty that once ordered these tunnels to be expanded, as a burial chamber, to some long forgotten king of a long forgotten empire. The ghost still ferociously guards its masters afterlife, as it attended its masters' life. A tunnel ghost looks healthy. a tunnel ghost is using: a silver circlet..It glows blue! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly> You force your Will against a grey spirit's learning! HP:Scratched Mind:slightly duped, a grey spirit:quite sickly>reply a tunnel ghost is using: reply a silver circlet..It glows blue! **KNOCK ON WOOD**** A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:slightly duped, a grey spirit:quite sickly> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly duped, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:quite sickly> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly duped, a grey spirit:seriously dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:seriously dispirited> You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly duped, a grey spirit:seriously retarded> Gangrel chats, 'freeze! :(' HP:Healthy Mind:slightly duped, a grey spirit:seriously retarded>You tell Farrakahn 'a tunnel ghost is using:' HP:Healthy Mind:slightly duped, a grey spirit:seriously retarded> a grey spirit forces its Will against your dexterity! HP:Healthy Mind:slightly duped, a grey spirit:seriously retarded> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly duped, a grey spirit:seriously retarded> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:slightly duped, a grey spirit:strongly clumsy> You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly duped, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:strongly retarded> You force your Will against a grey spirit's constitution! HP:Healthy Mind:slightly duped, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:strongly retarded> You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly duped, a grey spirit:horribly retarded> Farrakahn tells you 'snicker he uses the circlet too?'. HP:Healthy Mind:slightly duped, a grey spirit:horribly retarded> a grey spirit forces its Will against your will! HP:Healthy Mind:slightly duped, a grey spirit:horribly retarded> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly duped, a grey spirit:horribly retarded> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:slightly duped, a grey spirit:horribly retarded> You force your Will against a grey spirit's constitution! HP:Healthy Mind:slightly duped, a grey spirit:horribly retarded> a grey spirit forces its Will against your learning! HP:Healthy Mind:slightly duped, a grey spirit:horribly retarded> a tunnel ghost forces its Will against your learning! You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly retarded, a grey spirit:horribly retarded> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:slightly retarded, a grey spirit:horribly retarded>A grey spiset tac def rit tries its Will against your mind, but you resist! You force your Will against a grey spirit's strength! You tell Farrakahn ' a silver circlet..It glows blue!' HP:Healthy Mind:slightly retarded, a grey spirit:horribly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's wif ll! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's dexterity! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded>HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded>HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> a tunnel ghost forces its Will against your concentration! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> You force your Will against a grey spirit's concentration! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's concentration! HP:Healthy S:Surging Mind:slightly retarded, a grey spirit:strongly retarded> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:slightly retarded, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you reu sist! You force your Will against a grey spirit's learning! Your spirit increases by 11. You receive your share of experience -- 1904 points. A grey spirit vanishes into thin air. You turn to face your next enemy. HP:Healthy Mind:slightly retarded, a tunnel ghost:in top shape> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly retarded, a tunnel ghost:in top shape> Farrakahn narrates, 'wow a level 9 curing sat lasts for a while' HP:Healthy Mind:slightly retarded, a tunnel ghost:in top shape> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:slightly retarded, a tunnel ghost:barely duped> a tunnel ghost forces its Will against your will! HP:Healthy Mind:slightly retarded, a tunnel ghost:barely duped> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:slightly retarded, a tunnel ghost:barely duped> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:slightly retarded, a tunnel ghost:barely duped>Unrecognized command. HP:Healthy Mind:slightly retarded, a tunnel ghost:barely duped> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:slightly retarded, a tunnel ghost:barely duped> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:slightly retarded, a tunnel ghost:barely duped> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly rset tac def nar eeeek etarded> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's will! HP:Healthy Mind:slightly retarded, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly duped> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:somewhat retarded, a tunnel ghost:slightly duped> You try your Will against a tunnel ghost's mind, but lose control! HP:Healthy Mind:somewhat duped, a tunnel ghost:slightly duped> a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:quite duped, a tunnel ghost:slightly duped> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded>You force your Will against a tunnel ghost's strength! You are now employing defensive tactics. HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >You are now employing defensive tactics. >>> Farrakahn group-says 'i wish soi would re-log :)' >You narrate, 'eeeek' > Clouds race through the sky above the fields. HP:Scratched S:Surging>nar this freezing shit is giving me a heart attack You narrate, 'this freezing shit is giving me a heart attack' HP:Scratched S:Surging>gt nod You group-say 'nod' HP:Scratched S:Surging>cr stat You start to concentrate. -\|/-\Ok. You try to revive Ainaran. Your fatigue is 1; Your willpower is 38; Your statistics are Str: 15/16, Int: 5/ 7, Wil: 19/19, Dex: 17/18, Con: 10/11, Lea: 13/16. HP:Scratched S:Surging> Gangrel chats, 'same' HP:Scratched S:Surging>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>chat I freezing in a room with 2 greys and tunnel ghost :-) You chat, 'I freezing in a room with 2 greys and tunnel ghost :-)' HP:Scratched>l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. HP:Scratched>d Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched>w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) HP:Scratched>k tunnel set tac def You force your Will against a tunnel ghost's strength! HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your will! HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat retarded>You are now employing defensive tactics. HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's will! HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your intelligence! HP:Scratched Mind:quite duped, a tunnel ghost:somewhat retarded>con tunnel Farrakahn narrates, 'shrug u got a lot of wp :)' HP:Scratched Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's dexterity! HP:Scratched Mind:quite duped, a tunnel ghost:somewhat retarded>A tunnel ghost tries its Will against your mind, but you resist! You would need a lot of luck and great equipment! A tunnel ghost has been here for a very long time. HP:Scratched Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's learning! HP:Scratched Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your will! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite duped, a tunnel ghost:somewhat retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:quite duped, a tunnel ghost:quite weakened> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:quite weakened> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's intelligence! nar I'm quite, it's seriously, pray to me... now! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously weakened>You narrate, 'I'm quite, it's seriously, pray to me... now!' HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:seriously weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your learning! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:seriously weakened>set tac def You try your Will against a tunnel ghost's mind, but lose control! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:seriously weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:seriously weakened>You are now employing defensive tactics. , knocks on wood!!! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's constitution! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your strength! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:seriously weakened>You force your Will against a tunnel ghost's strength! Ainaran knocks on wood!!! HP:Scratched Mind:somewhat sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your will! HP:Scratched Mind:somewhat sickly, a tunnel ghost:strongly weakened> Farrakahn prays to you, hoping for your good will. HP:Scratched Mind:somewhat sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's strength! HP:Scratched Mind:somewhat sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your will! HP:Scratched Mind:somewhat sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's learning! HP:Scratched Mind:somewhat sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your will! HP:Scratched Mind:somewhat sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's intelligence! HP:Scratched Mind:somewhat sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your dexterity! Gangrel chats, '5 gold :0' HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened>nar thanks you, went to somewhat :-) You narrate, 'thanks you, went to somewhat :-)' HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's will! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your will! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your will! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened>set tac def f u You force your Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> You force your Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened>You force your Will against a tunnel ghost's constitution! You are now employing defensive tactics. HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened>PANIC! You couldn't escape! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened>You force your Will against a tunnel ghost's dexterity! No way! You're fighting for your life! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> a tunnel ghost forces its Will against your will! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> Farrakahn narrates, 'blah link shouldnt be this bad' HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened>f You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) u >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >cr Gangrel chats, 'once i got metals i'll be unstoppable :0' >You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >stat Your fatigue is 4; Your willpower is 30; Your statistics are Str: 13/16, Int: 3/ 7, Wil: 12/19, Dex: 15/18, Con: 5/11, Lea: 11/16. >cr nar bleh You start to concentrate. -\|/-\Ok. You try to revive Ainaran. You narrate, 'bleh' >nar he strongly You narrate, 'he strongly' who >cr Players ------- [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 3 characters displayed. >You start to concentrate. -\|/-\ Ok. Your mind is not ready yet. >sc You have 111/111 hit, 48/48 stamina, 130/138 moves, 58 spirit. OB: 41, DB: 23, PB: 86, Speed: 18, Gold: 6, XP Needed: 12K. >stat Your fatigue is 0; Your willpower is 30; Your statistics are Str: 14/16, Int: 3/ 7, Wil: 12/19, Dex: 17/18, Con: 5/11, Lea: 13/16. cr > Clouds race through the sky above the fields. HP:Scratched S:Surging>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched S:Surging>nar I getting lots of spirit for this tho You narrate, 'I getting lots of spirit for this tho' HP:Scratched S:Surging>nar 58 :-) Farrakahn narrates, 'long freeze :(' HP:Scratched>You narrate, '58 :-)' HP:Scratched>stat cr Your fatigue is 0; Your willpower is 33; Your statistics are Str: 16/16, Int: 4/ 7, Wil: 14/19, Dex: 18/18, Con: 7/11, Lea: 14/16. HP:Scratched>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. HP:Scratched>gt comf :( cr You group-say 'comf :(' HP:Scratched>You start to concentrate. -\|/stat -\ Ok. You try to revive Ainaran. HP:Scratched>Your fatigue is 1; Your willpower is 33; Your statistics are Str: 16/16, Int: 6/ 7, Wil: 14/19, Dex: 18/18, Con: 9/11, Lea: 14/16. HP:Scratched>cr You start to concentrate. -\|stat /-\ Ok. You try to revive Ainaran. HP:Scratched>Your fatigue is 0; Your willpower is 33; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 14/19, Dex: 18/18, Con: 9/11, Lea: 14/16. HP:Scratched>d w Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) k tunnel HP:Scratched>You force your Will against a tunnel ghost's dexterity! HP:Scratched Mind:somewhat dispirited, a tunnel ghost:strongly weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat dispirited, a tunnel ghost:strongly weakened>set tac def You force your Will against a tunnel ghost's concentration! You are now employing defensive tactics. HP:Scratched Mind:somewhat dispirited, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your will! HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your intelligence! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's will! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your strength! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's learning! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your constitution! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You try your Will against a tunnel ghost's mind, but lose control! HP:Bruised Mind:quite duped, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your constitution! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's will! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened>set tac def A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened>You force your Will against a tunnel ghost's constitution! You are now employing defensive tactics. HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your strength! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's dexterity! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's constitution! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your dexterity! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's constitution! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your strength! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's intelligence! HP:Scratched Mind:quite duped, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your intelligence! HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened>stat You force your Will against a tunnel ghost's constitution! HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened>a tunnel ghost forces its Will against your strength! Your fatigue is 1; Your willpower is 33; Your statistics are Str: 13/16, Int: 3/ 7, Wil: 13/19, Dex: 17/18, Con: 8/11, Lea: 15/16. HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened> Gangrel chats, 'interesting : you can 'crush" a swarm of bugs but not "bash" them.. kinda the same type'a movement, no?!?' HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's strength! HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your strength! HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's concentration! HP:Scratched Mind:seriously duped, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your intelligence! You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadowstat ) HP:Scratched>Your fatigue is 0; Your willpower is 33; Your statistics are Str: 11/16, Int: 1/ 7, Wil: 13/19, Dex: 17/18, Con: 8/11, Lea: 15/16. u HP:Scratched>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. HP:Scratched>nar shit You narrate, 'shit' HP:Scratched>nar Int: 1/7 You narrate, 'Int: 1/7' HP:Scratched>cr You start to concentrate. -\ Gangrel chats, '?! what?' |/-\ Ok. You try to revive Ainaran. HP:Scratched>nar almost bit the dust stat Gangrel chats, 'ouch' You narrate, 'almost bit the dust' HP:Scratched>Your fatigue is 1; Your willpower is 33; Your statistics are Str: 11/16, Int: 2/ 7, Wil: 13/19, Dex: 17/18, Con: 9/11, Lea: 15/16. HP:Scratched> Farrakahn narrates, 'snicker' cr HP:Scratched>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>stat Your fatigue is 1; Your willpower is 33; Your statistics are Str: 11/16, Int: 2/ 7, Wil: 14/19, Dex: 17/18, Con: 9/11, Lea: 16/16. HP:Scratched> Gangrel chats, 'good luck :)' HP:Scratched>nar this fucker is going to die... finally. Gangrel prays to you, hoping for your good will. HP:Scratched>You narrate, 'this fucker is going to die... finally.' HP:Scratched>stat Your fatigue is 0; Your willpower is 33; Your statistics are Str: 11/16, Int: 2/ 7, Wil: 14/19, Dex: 17/18, Con: 9/11, Lea: 16/16. cr HP:Scratched>You start to concentrate. -\| Gangrel group-says 'lucky' /pray gangrel -\ Ok. You try to revive Ainaran. HP:Scratched>You pray to Gangrel, hoping for his good will. HP:Scratched>stat Clouds race through the sky above the fields. Your lamp flickers weakly. Your fatigue is 2; Your willpower is 35; Your statistics are Str: 12/16, Int: 5/ 7, Wil: 15/19, Dex: 18/18, Con: 11/11, Lea: 16/16. HP:Bruised S:Surging>gt nah, smart :-) Gangrel chats, 'who?' stat HP:Bruised S:Surging>You group-say 'nah, smart :-)' HP:Bruised S:Surging>Your fatigue is 0; Your willpower is 35; Your statistics are Str: 12/16, Int: 5/ 7, Wil: 15/19, Dex: 18/18, Con: 11/11, Lea: 16/16. HP:Bruised S:Surging>cr You start to concentrate. -\|/- Gangrel chats, 'ankren?' \ Ok. You try to revive Ainaran. HP:Bruised S:Surging>chat tunnel ghost d You chat, 'tunnel ghost' w HP:Bruised S:Surging>Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. k ghost A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Bruised S:Surging>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) HP:Bruised S:Surging>Your mind is not ready yet. HP:Bruised S:Surging> Gangrel chats, 'hmm' HP:Bruised S:Surging> A tunnel ghost tries its Will against your mind, but loses control! You force your Will against a tunnel ghost's will! HP:Bruised S:Surging Mind:slightly dispirited, a tunnel ghost:strongly weakened>k ghost set tac def You force your Will against a tunnel ghost's concentration! HP:Bruised S:Surging Mind:slightly dispirited, a tunnel ghost:strongly weakened>Your mind is not ready yet. HP:Bruised S:Surging Mind:slightly dispirited, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your will! HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened>You are now employing defensive tactics. HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's constitution! HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your dexterity! chat he strongly HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's will! HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened>set tac def A tunnel ghost tries its Will against your mind, but you resist! You chat, 'he strongly' HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened>You are now employing defensive tactics. HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened>conc You force your Will against a tunnel ghost's learning! HP:Bruised S:Surging Mind:somewhat dispirited, a tunnel ghost:strongly weakened>You start focusing your mind. a tunnel ghost forces its Will against your concentration! a tunnel ghost forces its Will against your dexterity! a tunnel ghost forces its Will against your will! A tunnel ghost tries its Will against your mind, but you resist! You attack with extra will power! (3) HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's intelligence! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened>HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's concentration! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your learning! HP:Bruised Mind:somewhat dispirited, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's strength! Your spirit increases by 18. You receive your share of experience -- 5067 points. Your spirit grows stronger! The ghost vanishes like a snuffed flame. A tunnel ghost vanishes into thin air. HP:Bruised>pray You raise your prayers to the sky. HP:Bruised>get circlet e u You get a silver circlet. HP:Bruised>Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Bruised>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. HP:Bruised>chat fucking nice You chat, 'fucking nice' HP:Bruised>chat You receive your share of experience -- 5067 points. You chat, 'You receive your share of experience -- 5067 points.' HP:Scratched> Gangrel chats, 'i wanna make ankren's ass a bike rack' HP:Scratched>chat Your spirit grows stronger! Gangrel chats, 'wow' You chat, 'Your spirit grows stronger!' HP:Scratched> Farrakahn narrates, 'nod that is nice xp :)' HP:Scratched> The sun sets across the fields. Clouds race through the sky above the fields. Your lamp flickers weakly. Saving Ainaran. HP:Scratched>chat You get a silver circlet. You chat, 'You get a silver circlet.' HP:Scratched> Gangrel chats, 'yeah :)' HP:Scratched>chat *grin* :-) sc Farrakahn narrates, 'nod that is nice xp :)' HP:Scratched>You chat, '*grin* :-)' HP:Scratched> Gangrel chats, 'kick ass :0' HP:Scratched>You have 140/149 hit, 54/54 stamina, 133/145 moves, 45 spirit. OB: 42, DB: 24, PB: 87, Speed: 20, Gold: 6, XP Needed: 7K. You are getting hungry. HP:Scratched>who Players ------- [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 3 characters displayed. HP:Scratched>rat er You get a soldier ration from a large sack. HP:Scratched>You eat a soldier ration. HP:Scratched>rat er You get a soldier ration from a large sack. stat HP:Scratched>chat 18 spirit gain too sc You eat a soldier ration. You are full. HP:Scratched>gt where are ya Farrakahn, I'll crown you. :-) Your fatigue is 0; Your willpower is 36; Your statistics are Str: 15/16, Int: 7/ 7, Wil: 15/19, Dex: 17/18, Con: 11/11, Lea: 16/16. HP:Scratched>You chat, '18 spirit gain too' HP:Scratched> Gangrel chats, 'come on ankren i waiting for you!' HP:Scratched>You have 143/149 hit, 54/54 stamina, 141/145 moves, 45 spirit. OB: 42, DB: 24, PB: 87, Speed: 20, Gold: 6, XP Needed: 7K. HP:Scratched>l chat and a freeze with it You group-say 'where are ya Farrakahn, I'll crown you. :-)' HP:Scratched>HP:Scratched>HP:Scratched> Farrakahn narrates, 'im at the 2 black bears' HP:Scratched> Night falls over the land. Clouds race through the sky above the fields. Your lamp went out. HP:Scratched>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. >You chat, 'and a freeze with it' > Gangrel chats, 'i gots a breastplate :)' > Gangrel chats, 'yes :)' > Clouds race through the sky above the fields. > Gangrel group-says 'can't ewait for warmour but if i do wait i may leave game only got 1 1/2 hours to play and can't play again for several weeks :(' >>>sc You have 149/149 hit, 55/55 stamina, 134/145 moves, 45 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 7K. >gt comf You group-say 'comf' > Gangrel chats, 'i may m,ake my way to slab :=' >gt can't keep these chars you know.. ;( l You group-say 'can't keep these chars you know.. ;(' >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. >w A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. >n n Gangrel chats, 'i gotta kill someone :(' Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. >You cannot go that way. >w Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. >chat nod Gangrel group-says 'indeed' >You chat, 'nod' >n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. n >Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. s w w >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. >Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. >sc You have 149/149 hit, 55/55 stamina, 124/145 moves, 45 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 7K. >stat Your fatigue is 0; Your willpower is 38; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 17/19, Dex: 18/18, Con: 11/11, Lea: 16/16. > Gangrel group-says 'btw i'm celeb/maldives :)' > Clouds race through the sky above the fields. >nar My mind is completely warped! You narrate, 'My mind is completely warped!' >gt I know. who You group-say 'I know.' >Players ------- [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. >l Ruined Fields Exits are: N E S W These fields are in miserable shape. Nothing but weeds and crab grass. This soil has not been tilled in many years. You can follow the fields to the west or hop over an old fence to enter the fields to the south. A dirt road passes by to the east. A horse is here, gazing at you. n >Thick Grassy Field Exits are: S W The grass looks like it thins out to the west of here, but you are still waist deep in a solid green ocean. A large cluster of rocks blocks travel to the east. >n w You cannot go that way. >Gangrel group-says 'i shouldn't a said that i went down in your esteem by many points i'm thinking :)' Grassy Field Exits are: N E S W You are now walking on a short carpet of green grass. Here the flowers grow in abundance. The air is filled with sweet smells. A black rabbit scurries about. >gt shake :-) You group-say 'shake :-)' >gt I've always liked you man You group-say 'I've always liked you man' n >Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. >n You cannot go that way. w >Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. A dark warg stands here, its eyes glowing like a flame. >w You cannot go that way. >ponder Gangrel group-says 'hehehe a funnyman :)' >You ponder over matters as they appear to you at this moment. >e Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. >cast detect cast detect cast detect cast detect You start to concentrate. \|/-\ A black rabbit enters from the south. You lost your concentration! You start to concentrate. \|/-\nar found a warg You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You narrate, 'found a warg' >nar dunno about a hidden ranger with it You narrate, 'dunno about a hidden ranger with it' > Gangrel chats, 'thinkin of quitting playing' > Clouds race through the sky above the fields. Saving Ainaran. >cast detect cast detect You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\aff You lost your concentration! >l The moon lights your surroundings. You are affected by: evasion (medium) detect hidden (long) >w Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A horse is here, gazing at you. A black rabbit scurries about. >Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. A dark warg stands here, its eyes glowing like a flame. > Farrakahn narrates, 'seraph please fix the freezes :)' >k warg Farrakahn narrates, 'so i can solo xp :)' >You cannot fathom a black warg's mind. HP:Healthy, a black warg:in top shape> You cannot fathom a black warg's mind. HP:Healthy, a black warg:in top shape>set men off AutoMental mode is now off. cc ci HP:Healthy, a black warg:> You slash a black warg. HP:Healthy, a black warg:Scratched> You deflect a black warg's attack. HP:Healthy, a black warg:Scratched>You start to concentrate. /-set tac ag \|/-\Ok. A black warg appears to be confused! You start to concentrate. -\| You deflect a black warg's attack. /-\Ok. You are now employing aggressive tactics. HP:Healthy, a black warg:Scratched>who You deflect a black warg's attack. You slash a black warg. Players ------- [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Healthy, a black warg:Bruised> You slash a black warg hard. HP:Healthy, a black warg:Bruised> You evade a black warg's attack. HP:Healthy, a black warg:Bruised> You slash a black warg. HP:Healthy, a black warg:Bruised>nar it's coming from bad password attempts still? You deflect a black warg's attack. HP:Healthy, a black warg:Bruised> You slash a black warg. HP:Healthy, a black warg:Hurt>You narrate, 'it's coming from bad password attempts still?' HP:Healthy, a black warg:Hurt> A black warg lightly hits your right leg. HP:Scratched, a black warg:Hurt> You slash a black warg hard. HP:Scratched, a black warg:Hurt> You deflect a black warg's attack. set tac ag HP:Scratched, a black warg:Hurt> You slash a black warg. HP:Scratched, a black warg:Hurt>You are now employing aggressive tactics. HP:Scratched, a black warg:Hurt> You deflect a black warg's attack. HP:Scratched, a black warg:Hurt> You slash a black warg hard. HP:Scratched, a black warg:Wounded> You slash a black warg hard. HP:Scratched, a black warg:Wounded> You dodge a black warg's attack. HP:Scratched, a black warg:Wounded> You slash a black warg. HP:Scratched, a black warg:Wounded>HP:Scratched, a black warg:Wounded> You deflect a black warg's attack. HP:Scratched, a black warg:Wounded> Gangrel chats, 'i may quit playing rots for a few years.. i have no time, i mean it costs 9 bucks just to play 3 hours at the netcafe :(' HP:Scratched, a black warg:Wounded> You slash a black warg. HP:Scratched, a black warg:Bloodied>HP:Scratched, a black warg:Bloodied>HP:Scratched, a black warg:Bloodied> You deflect a black warg's attack. HP:Scratched, a black warg:Bloodied> You slash a black warg. HP:Scratched, a black warg:Bloodied> You deflect a black warg's attack. HP:Scratched, a black warg:Bloodied> You slash a black warg hard. HP:Scratched, a black warg:Awful> You deflect a black warg's attack. HP:Scratched, a black warg:Awful> You slash a black warg hard. A black warg is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 88 points. HP:Scratched>chat *comf* :( l Clouds race through the sky above the fields. You chat, '*comf* :(' HP:Scratched>Plains by a ledge Exits are: E S The plains end abruptly before a ledge to the north, making travel impossible in that direction. To the east and south the grassy plains extend, and travel is not impeded in that direction. The slashed corpse of a black warg is lying here. A horse is here, gazing at you. but eat meat HP:Scratched> Farrakahn chats, 'ouch that sucks :)' HP:Scratched>You fumble and waste the slashed corpse of a black warg. HP:Scratched>You don't seem to have any. HP:Scratched>e Plains at a ledge Exits are: E S W The grassy plains stop before a ledge that drops away to the north. A small fortification can be spied to the east, and the forest beckons far away to the south. In the immediate vicinity, it is just grasslands all around. A black rabbit scurries about. HP:Scratched>e Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. A bandit sentry stands vigil here, slouching against his weapon. HP:Scratched>get coins all.cor You can't seem to find any cors here. HP:Scratched> Gangrel chats, 'indeed' HP:Scratched>sc You have 148/149 hit, 56/56 stamina, 143/145 moves, 46 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 6K. HP:Scratched>e e ride Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. >Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. >A horse stops following you. You mount a horse and start riding him. R>set men on w AutoMental mode is now on. R>e Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. pour water skin w s s R>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R>You pour some water into the skin. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. A friendly little pony is here, looking well-groomed and happy. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A large wooden shield lies discarded on the ground. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. R>e e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R>Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. R>You cannot go that way. R>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>e e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. R>You cannot go that way. R>n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R>e e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A black rabbit scurries about. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>e e Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A large, brown snake slithers here, watching for food. R>You cannot go that way. R>w n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. n n R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>You cannot go that way. R>e e e You cannot go that way. R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. R>n n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. R>Can not go there mounted. R>dismount n You stop riding a horse. A horse starts following you. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. >who Players ------- [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. read next >The Innkeeper pouts. Message 10 : Sun Feb 18 (Imreas) :: has been fun well, due to alot of network, virus and location to play from problems, me and my team (not that im leader) have been unable to play as we would have wished, however, if something like this ever happens again *pokes Errent* 'hopefully it will', my team, tel-thalion, will be prepared has been fun, and a nice new test for us, and we owe errent a round of a plause *clap Errent, and hopefully you will carry on with your nice attitude on the ordinary RoTs *grin* Imreas - Kano Tel-Thalion > Gangrel chats, 'it ain't good when you're a fulltime student either.. no time for a job :(' >read next No such message. >whois rusikas Rusikas is a level 17 Dwarf. >whois Ainaran Ainaran the Wood Elf is a level 15 Wood Elf. > Gangrel chats, 'wish i could get armour nearby :)' Farrakahn tells you 'u know where the 2 dark vicious wolves are?'. >rep somewhat You tell Farrakahn 'somewhat' >rep gotta go afk for a sec tho afk You tell Farrakahn 'gotta go afk for a sec tho' > Farrakahn tells you 'come here regen me :)?'. >You go away from keyboard. > Gangrel chats, 'hey seraph (glum voice)' > Farrakahn tells you 'nod nevermind then'. > Gangrel enters from the south. A horse enters from the south. A nice pony enters from the south. > Gangrel says 'hey' > Gangrel sits down and rests. > Gangrel chats, 'i swear if i can' > Saving Ainaran. > Gangrel chats, 'i swear if i can't find a sddarkie to kill i may take whities down instead.' > Gangrel stops resting, and clambers on his feet. > Gangrel leaves south. A horse leaves south. A nice pony leaves south. > Farrakahn narrates, 'i think your gonna have some trouble trying to take me or ainaran' > Gangrel enters from the south. A horse enters from the south. A nice pony enters from the south. > You feel less protected. > The Innkeeper patiently twiddles his thumbs. Gangrel chats, 'darkie outpost!' >st l You return to your keyboard. You are already standing. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. >s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. kill uruk A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. > The new moon goes off the sky. Not a cloud can be seen in the sky. >Your victim disappeared! s >kill uruk Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. >Your victim disappeared! > Farrakahn narrates, 'go sit with the boys :)' >set men off AutoMental mode is now off. w >w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >w Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. kill uruk >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. > Farrakahn narrates, 'see if he fight ya in that room' >kill uruk They aren't here. >kill uruk They aren't here. >They aren't here. > Gangrel chats, 'dirt path darkie' >e e kill uruk Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. kill uruk e >They aren't here. >kill uruk They aren't here. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. >They aren't here. >s Gangrel leaves south. A horse leaves south. A nice pony leaves south. >kill uruk Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. >They aren't here. s kill uruk >Gangrel leaves north. A horse leaves north. A nice pony leaves north. Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. >They aren't here. >n n Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. >w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >w Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. >cp You start to concentrate. /-\|/-\|l /-\Ok. You breathe out poison. Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A horse is here, gazing at you. >e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >nar don't go to boys room You narrate, 'don't go to boys room' >nar I poisoned it You narrate, 'I poisoned it' l >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. A horse is here, gazing at you. > Gangrel chats, 'hmm ok' > Farrakahn narrates, 'why?' > Farrakahn narrates, 'heh ' > Gangrel chats, 'cool' >l Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. A horse is here, gazing at you. >e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >w w Gangrel group-says 'where are ya ain' Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. w >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. >e You cannot go that way. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. cp >You start to concentrate. /-\|/-\|nar and one east of it /-\ Ok. You breathe out poison. >You narrate, 'and one east of it' > Gangrel leaves your group. >l Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. There is an unpleasant smell to this place. A horse is here, gazing at you. w >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, drs essed in armour too big for him. >It is pitch black... >cp get tor pack You start to concentrate. /-\hol tor l |/-\|/n n e e nar and one south of it -\Ok. You breathe out poison. There doesn't seem to be a tor in something. >You light something and hold it. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. There is an unpleasant smell to this place. A horse is here, gazing at you. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. >You cannot go that way. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. There is an unpleasant smell to this place. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >You narrate, 'and one south of it' > *an Uruk* enters from the west. >kill uruk set tac ag They aren't here. cc >You are now employing aggressive tactics. >Your victim is not here! >e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. *an Uruk* is riding on a black warg. kill uruk cp > *an Uruk* is leaving west, riding on a black warg. >They aren't here. >You start to concentrate. /-\|/ Your torch went out. -\|/-\ Ok. You breathe out poison. > >w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >w w w w Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. There is an unpleasant smell to this place. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. s >s You cannot go that way. >You cannot go that way. >It is pitch black... >It is pitch black... >get tor pack There doesn't seem to be a tor in something. hol tor l >You light something and hold it. >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of stout leather boots is lying here. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. A black rabbit scurries about. A horse is here, gazing at you. >exa s To the south you see: It is pitch black... s >Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A cap made of leather is lying here. A black rabbit scurries about. >n n n n n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of stout leather boots is lying here. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. A black rabbit scurries about. >Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. There is an unpleasant smell to this place. e e e >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. >You cannot go that way. >You cannot go that way. > Farrakahn is entering from the south, riding on a nice pony. > Farrakahn is leaving east, riding on a nice pony. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. There is an unpleasant smell to this place. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Farrakahn is riding on a nice pony. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. There is an unpleasant smell to this place. A friendly little pony is here, looking well-groomed and happy. > Farrakahn is entering from the west, riding on a nice pony. > Farrakahn is leaving north, riding on a nice pony. >nar lots of rooms poisoned e You narrate, 'lots of rooms poisoned' n >You cannot go that way. >n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is resting here, riding on a nice pony. >Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. >s Gangrel has entered the game. A nice pony now follows Gangrel. A horse now follows Gangrel. >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is resting here, riding on a nice pony. >nar ass wouldn't stay still You narrate, 'ass wouldn't stay still' sc >You have 149/149 hit, 56/56 stamina, 129/145 moves, 26 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 6K. You are getting thirsty. > Gangrel enters from the north. A horse enters from the north. A nice pony enters from the north. > Farrakahn giggles. > Gangrel starts following you. > Not a cloud can be seen in the sky. You are thirsty. Saving Ainaran. >l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is resting here, riding on a nice pony. A horse is here, gazing at you. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. > Farrakahn says 'got circlet?' > Gangrel says 'nedd assists?' >give circlet farrakahn You give a silver circlet to Farrakahn. > Farrakahn stops using a green cotton hood. >give ruby farrakahn Farrakahn wears a silver circlet on his head. >You give a ruby necklace to Farrakahn. > Farrakahn cheers. >w w w Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. Gangrel enters from the east. A horse enters from the east. A nice pony enters from the east. >You cannot go that way. >You cannot go that way. >e s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is resting here, riding on a nice pony. Gangrel enters from the west. A horse enters from the west. A nice pony enters from the west. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. There is an unpleasant smell to this place. A friendly little pony is here, looking well-groomed and happy. Gangrel enters from the north. A horse enters from the north. A nice pony enters from the north. >w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Gangrel enters from the east. A horse enters from the east. A nice pony enters from the east. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. There is an unpleasant smell to this place. Gangrel enters from the east. A horse enters from the east. A nice pony enters from the east. w > You feel very sick. You writhe in pain as poison courses through your veins. You writhe in pain as poison courses through your veins. HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Gangrel enters from the east. A horse enters from the east. A nice pony enters from the east. HP:Scratched>s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. There is an unpleasant smell to this place. Gangrel enters from the north. A horse enters from the north. A nice pony enters from the north. HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of stout leather boots is lying here. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. A black rabbit scurries about. Gangrel enters from the north. A horse enters from the north. A nice pony enters from the north. HP:Scratched>'arg A horse stops following Gangrel. Gangrel mounts a horse and starts riding him. HP:Scratched>You say 'arg' HP:Scratched>cast 'remove poison' You start to concentrate. -\|/-\|/-\|/-\ Ok. A warm feeling runs through your body. HP:Scratched> Squish narrates, 'heya' HP:Scratched> Gangrel says 'hmm?' HP:Scratched>nar watch out Gangrel spits a red, viscous liquid over his shoulder. HP:Scratched>You narrate, 'watch out' HP:Scratched> Farrakahn narrates, 'he in town?' HP:Scratched>nar rooms poisoned You narrate, 'rooms poisoned' HP:Scratched>aff You are affected by: detect hidden (long) HP:Scratched>diag gangrel Gangrel looks healthy. Gangrel is in top shape. Gangrel is not affected by anything. His mind is as well as numb. HP:Scratched> n HP:Scratched>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. There is an unpleasant smell to this place. Gangrel is entering from the south, riding on a horse. A nice pony enters from the south. n n HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared bon y is here, dressed in armour too big for him. Gangrel is entering from the south, riding on a horse. A nice pony enters from the south. HP:Scratched> Not a cloud can be seen in the sky. You are thirsty. HP:Scratched>e e You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>e e You cannot go that way. HP:Scratched>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. There is an unpleasant smell to this place. Gangrel is entering from the west, riding on a horse. A nice pony enters from the west. n HP:Scratched>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Gangrel is entering from the west, riding on a horse. A nice pony enters from the west. HP:Scratched>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. There is an unpleasant smell to this place. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the west, riding on a horse. A nice pony enters from the west. HP:Scratched>You cannot go that way. HP:Scratched>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is resting here, riding on a nice pony. Gangrel is entering from the south, riding on a horse. A nice pony enters from the south. HP:Scratched>nar one south of juggler, and all west and one south of boys You narrate, 'one south of juggler, and all west and one south of boys' HP:Scratched>s s s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. There is an unpleasant smell to this place. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the north, riding on a horse. A nice pony enters from the north. HP:Scratched>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is entering from the north, riding on a horse. A nice pony enters from the north. HP:Scratched>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. Gangrel is entering from the north, riding on a horse. A nice pony enters from the north. n n HP:Scratched>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Gangrel is entering from the south, riding on a horse. A nice pony enters from the south. HP:Scratched>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. There is an unpleasant smell to this place. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the south, riding on a horse. A nice pony enters from the south. HP:Scratched>n Gangrel says 'he be back soon' At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is resting here, riding on a nice pony. Gangrel is entering from the south, riding on a horse. A nice pony enters from the south. HP:Scratched> Farrakahn looks at a juggler. HP:Scratched>nar he'd better be poisoned You narrate, 'he'd better be poisoned' HP:Scratched>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is resting here, riding on a nice pony. Gangrel is riding on a horse. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Scratched>pour water skin s There is no room for more. w HP:Scratched> w Gangrel looks at a juggler. HP:Scratched>w Gangrel spits a red, viscous liquid over his shoulder. HP:Scratched>Dirt Crossing Exits are: N S W w The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. There is an unpleasant smell to this place. A friendly little pony is here, looking well-groomed and happy. Gangrel is entering from the north, riding on a horse. A nice pony enters from the north. w HP:Scratched>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Gangrel is entering from the east, riding on a horse. A nice pony enters from the east. HP:Scratched>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. There is an unpleasant smell to this place. s Gangrel is entering from the east, riding on a horse. A nice pony enters from the east. HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Gangrel is entering from the east, riding on a horse. A nice pony enters from the east. HP:Scratched>You cannot go that way. HP:Scratched>You cannot go that way. HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. There is an unpleasant smell to this place. Gangrel is entering from the north, riding on a horse. A nice pony enters from the north. HP:Scratched>s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of stout leather boots is lying here. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. A black rabbit scurries about. Gangrel is entering from the north, riding on a horse. A nice pony enters from the north. HP:Scratched>exa n To the north you see: It is pitch black... HP:Scratched>who Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Scratched>l Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of stout leather boots is lying here. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. A black rabbit scurries about. Gangrel is riding on a horse. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Scratched>aff sc You are affected by: detect hidden (long) HP:Scratched>You have 144/149 hit, 56/56 stamina, 110/145 moves, 24 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 6K. You are thirsty. HP:Scratched> Above the fields, not a cloud can be seen in the sky. You are thirsty. cast evasion cast evasion HP:Scratched>cast evasion cast evasion You start to concentrate. \|/drink skin drink skin -\drink skin drink skin Ok. You feel someone protecting you. You start to concentrate. drink skin \|/-\You lost your concentration! You start to concentrate. \|/- Gangrel yells '1:1' \You lost your concentration! You start to concentrate. \|/-\You lost your concentration! Gangrel grins evilly. You drink the water. HP:Scratched>You drink the water. You don't feel thirsty any more. HP:Scratched>Your stomach can't contain anymore! HP:Scratched>Your stomach can't contain anymore! HP:Scratched>Your stomach can't contain anymore! HP:Scratched>l Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of stout leather boots is lying here. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. A black rabbit scurries about. Gangrel is riding on a horse. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Scratched>'if he comes, i leaving You say 'if he comes, i leaving' HP:Scratched>'you take him You say 'you take him' lose gangrel l HP:Scratched>Gangrel stops following you. HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A pair of stout leather boots is lying here. A black deer can barely be made out in the darkness here. A brown fox hunts for food here. A black rabbit scurries about. Gangrel is riding on a horse. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Scratched> Gangrel says 'why?' HP:Scratched> Gangrel says 'youhurt' 'be careful about what room you're in HP:Scratched> Seraph tells you 'maybe he won't stay because you're poisoning him =P'. >You say 'be careful about what room you're in' > Gangrel says 'ok' > A black rabbit leaves south. >tell seraph nod :-) Gangrel is leaving north, riding on a horse. A nice pony leaves north. You tell Seraph 'nod :-)' >n n n e e e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. There is an unpleasant smell to this place. Gangrel is riding on a horse. A friendly little pony is here, looking well-groomed and happy. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. There is an unpleasant smell to this place. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. >You cannot go that way. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. There is an unpleasant smell to this place. >Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. There is an unpleasant smell to this place. A friendly little pony is here, looking well-groomed and happy. >You cannot go that way. >n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is resting here, riding on a nice pony. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. > Squish narrates, 'anyone hear word on napster/' >tell gangrel if it says There is an unpleasant smell to this place, the room is poisoned. l nar it's going down, finally. Not a cloud can be seen in the sky. > Farrakahn stops resting, and clambers on his feet. > Farrakahn begins quietly muttering some strange, powerful words. >You tell Gangrel 'if it says There is an unpleasant smell to this place, the room is poisoned.' >Gangrel chats, 'i got messaged it would close soon :)' At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continar *hop* l nues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is (busy) riding on a nice pony. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > Farrakahn utters a strange command, 'detect hidden' Farrakahn begins quietly muttering some strange, powerful words. > Farrakahn utters a strange command, 'detect hidden' > Farrakahn begins quietly muttering some strange, powerful words. > Gangrel chats, 'er :(' >You narrate, 'it's going down, finally.' >You narrate, '*hop*' >diag gangrel At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Farrakahn is riding on a nice pony. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > Farrakahn begins quietly muttering some strange, powerful words. > Farrakahn utters a strange command, 'evasion' Farrakahn begins quietly muttering some strange, powerful words. > Farrakahn begins quietly muttering some strange, powerful words. >No-one by that name here. >prac Gangrel chats, 'i was in poison room' > Gangrel is entering from the south, riding on a horse. A nice pony enters from the south. >Hello, Ainaran! I can teach you these skills: You have 0 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 36% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) sanctuary 101% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 101% Taught to: (Mastered) infravision 0% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 64% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% stare Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) >You stare at the sky. > Gangrel chats, 'shit' >cast 'remove poison' gangrel You start to concentrate. -\|/-\|/-\|/-\ You lost your concentration! >cast 'remove poison' gangrel You start to concentrate. -\|/-\|/-\|/-\ Ok. > Squish looks at you. >diag gangrel Gangrel looks healthy. Gangrel is in top shape. Gangrel is not affected by anything. His mind is as well as numb. > Gangrel chats, 'went through a few poisoned rooms' > The sun rises behind the buildings. Not a cloud can be seen in the sky. Saving Ainaran. >chat allow me to reiterate You chat, 'allow me to reiterate' > Squish looks at Gangrel. > Farrakahn says 'hmm wonder if i can bash the juggler' >chat screwed up and poisoned a lot of rooms, instead of one You chat, 'screwed up and poisoned a lot of rooms, instead of one' > Squish peers around himself, uncertain of the things around him. > Gangrel says 'cool i dn't have tor now i can hnt him :)' >chat all the way east/west from boys You chat, 'all the way east/west from boys' >chat and one south of juggler You chat, 'and one south of juggler' > Gangrel chats, 'indeed, but i didn't have tor so i couldn't see.' > Farrakahn sends a juggler sprawling with a powerful bash. Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn is leaving south, riding on a nice pony. >chat and one south of boys :-) l You chat, 'and one south of boys :-)' > Farrakahn narrates, 'i can bash him :)' >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. (busy) A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Gangrel is riding on a horse. A friendly little pony is here, looking well-groomed and happy. > Farrakahn is entering from the south, riding on a nice pony. > A juggler has recovered from a bash! > Farrakahn stops riding a nice pony. A nice pony now follows Farrakahn. > Farrakahn leaves north. A nice pony leaves north. > Gangrel says 'need help farrakahn?' > Farrakahn enters from the north. A nice pony enters from the north. >l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Gangrel is riding on a horse. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf (busy) is standing here. A friendly little pony is here, looking well-groomed and happy. > Farrakahn sends a juggler sprawling with a powerful bash. > Farrakahn cleaves a juggler's body hard. >cp juggler You start to concentrate. / Gangrel giggles. -\|/-af cc ci set tac def \|/ Farrakahn cleaves a juggler's left foot hard. -\ Ok. > Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn leaves west. A nice pony leaves west. >A juggler has recovered from a bash! Whom do you wish to assist? >Your victim is not here! > Farrakahn enters from the west. A nice pony enters from the west. >You start to concentrate. -\|/-\ Ok. The world seems to gain a few edges for you. >You are now employing defensive tactics. > Farrakahn sends a juggler sprawling with a powerful bash. > Farrakahn cleaves a juggler's head very hard. > Squish looks at a juggler. af > Farrakahn cleaves a juggler's head extremely hard. >You join the fight! You attack a juggler! A juggler deflects your attack. HP:Healthy, Farrakahn:Bruised, a juggler:Bruised> A juggler has recovered from a bash! HP:Healthy, Farrakahn:Bruised, a juggler:Bruised> A juggler pierces Farrakahn's left leg extremely hard. HP:Healthy, Farrakahn:Bruised, a juggler:Bruised> Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn leaves south. A nice pony leaves south. HP:Healthy, a juggler:Bruised> Gangrel says 'why poison here?' HP:Healthy, a juggler:Bruised> The day has now begun. Not a cloud can be seen in the sky. HP:Healthy, a juggler:Bruised>l A juggler deflects your attack. A juggler pierces your head hard. Farrakahn enters from the south. A nice pony enters from the south. HP:Bruised, a juggler:Bruised>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A juggler is here, fighting YOU! A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Gangrel is riding on a horse. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf (busy) is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Bruised, a juggler:Bruised> You deflect a juggler's attack. HP:Bruised, a juggler:Bruised> A juggler deflects your attack. HP:Bruised, a juggler:Bruised>set tac def Farrakahn sends a juggler sprawling with a powerful bash. HP:Bruised, a juggler:Bruised> A juggler deflects Farrakahn's attack. HP:Bruised, a juggler:Bruised>You are now employing defensive tactics. f HP:Bruised, a juggler:Bruised> A juggler deflects your attack. HP:Bruised, a juggler:Bruised>You flee head over heels. Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. HP:Bruised> Squish narrates, 'why ya trying to kill juggler?' HP:Bruised> Farrakahn enters from the south. A nice pony enters from the south. HP:Scratched>grin Farrakahn narrates, 'he poisoned?' HP:Scratched>You grin evilly. HP:Scratched>cast regen farrakahn You start to concentrate. | Farrakahn leaves south. A nice pony leaves south. /-\|/-\ Your victim has fled. HP:Scratched> Farrakahn enters from the south. A nice pony enters from the south. HP:Scratched> The Innkeeper sneezes. Farrakahn leaves south. A nice pony leaves south. HP:Scratched>s k juggler At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A juggler is here, fighting Farrakahn. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. Farrakahn the Dwarf is here, fighting a juggler. A friendly little pony is here, looking well-groomed and happy. HP:Scratched> A juggler pierces Farrakahn's right leg extremely hard. Farrakahn cleaves a juggler's head extremely hard. cc HP:Scratched> Gangrel says 'he poisoned here' HP:Scratched>You attack a juggler! A juggler dodges your attack. HP:Scratched, Farrakahn:Hurt, a juggler:Hurt>You start to concentrate. /-\| A juggler pierces Farrakahn's left arm very hard. Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn leaves west. A nice pony leaves west. /diag -\ Ok. A juggler appears to be confused! HP:Scratched, a juggler:Hurt>A juggler is somewhat hurt. A juggler is in top shape. A juggler has been here for a very long time. A juggler is affected by: confuse (fast-acting) He is moderately sensitive to the spiritual. HP:Scratched, a juggler:Hurt>set tac def You deflect a juggler's attack. You are now employing defensive tactics. cp juggler HP:Scratched, a juggler:Hurt> A juggler deflects your attack. HP:Scratched, a juggler:Hurt>Gangrel assists you! Gangrel attacks a juggler! A juggler dodges Gangrel's attack. You start to concentrate. /-\ You deflect a juggler's attack. |/-\|/-\ Ok. Your poison now flows through a juggler's veins! HP:Scratched, a juggler:Hurt> You deflect a juggler's attack. HP:Scratched, a juggler:Hurt> A juggler deflects Gangrel's attack. HP:Scratched, a juggler:Hurt> Squish attacks a juggler! Squish slashes a juggler's head. HP:Scratched, a juggler:Hurt> You lightly slash a juggler's body. HP:Scratched, a juggler:Hurt> A juggler pierces your body hard. HP:Bruised, a juggler:Hurt> Farrakahn narrates, 'regen me?' HP:Bruised, a juggler:Hurt>ci A juggler deflects your attack. HP:Bruised, a juggler:Hurt> Gangrel sends a juggler sprawling with a powerful bash. HP:Bruised, a juggler:Hurt>nar nod Squish slashes a juggler's head. You start to concentrate. -nar hold \|/-\ A juggler deflects Gangrel's attack. Ok. You narrate, 'nod' HP:Bruised, a juggler:Hurt>You narrate, 'hold' HP:Bruised, a juggler:Hurt> Squish slashes a juggler's head. HP:Bruised, a juggler:Hurt> A juggler deflects your attack. HP:Bruised, a juggler:Hurt> A juggler dodges Gangrel's attack. HP:Bruised, a juggler:Hurt> A juggler has recovered from a bash! HP:Bruised, a juggler:Hurt> Squish slashes a juggler's head. You deflect a juggler's attack. HP:Bruised, a juggler:Wounded> Farrakahn tells you 'can u regen me and curing me w?'. HP:Bruised, a juggler:Wounded> You lightly slash a juggler's body. HP:Bruised, a juggler:Wounded>nar he poisoned confused insighted Gangrel lightly crushes a juggler's right arm. HP:Bruised, a juggler:Wounded> You deflect a juggler's attack. HP:Bruised, a juggler:Wounded> Squish slashes a juggler's head. HP:Bruised, a juggler:Wounded>You narrate, 'he poisoned confused insighted' HP:Bruised, a juggler:Wounded> A juggler dodges your attack. HP:Bruised, a juggler:Wounded> A juggler avoids being bashed by Gangrel who loses his balance and falls! HP:Bruised, a juggler:Wounded> You deflect a juggler's attack. HP:Bruised, a juggler:Wounded>nar he wounded Squish lightly slashes a juggler's body. nar come set tac def HP:Bruised, a juggler:Wounded>You narrate, 'he wounded' HP:Bruised, a juggler:Wounded> A juggler deflects your attack. HP:Bruised, a juggler:Wounded> Farrakahn group-says 'nod' HP:Bruised, a juggler:Wounded> A juggler deflects Gangrel's attack. HP:Bruised, a juggler:Wounded>You deflect a juggler's attack. You narrate, 'come' HP:Bruised, a juggler:Wounded>You are now employing defensive tactics. HP:Bruised, a juggler:Wounded> A juggler dodges Squish's attack. nar assist HP:Bruised, a juggler:Wounded> A juggler deflects your attack. Not a cloud can be seen in the sky. HP:Bruised, a juggler:Wounded>You narrate, 'assist' HP:Bruised, a juggler:Wounded> A juggler pierces your body very hard. A juggler avoids being bashed by Gangrel who loses his balance and falls! Farrakahn enters from the west. A nice pony enters from the west. HP:Bruised, a juggler:Wounded>nar :-) You narrate, ':-)' HP:Bruised, a juggler:Wounded> Squish slashes a juggler's body. Farrakahn assists you! Farrakahn attacks a juggler! Farrakahn cleaves a juggler's left arm very hard. HP:Bruised, a juggler:Bloodied> You lightly slash a juggler's body. HP:Bruised, a juggler:Bloodied> A juggler pierces your right leg hard. be HP:Hurt, a juggler:Bloodied> Squish slashes a juggler's head. A juggler deflects your attack. HP:Hurt, a juggler:Bloodied> A juggler avoids being bashed by Gangrel who loses his balance and falls! HP:Hurt, a juggler:Bloodied> A juggler pierces your left arm very hard. You wimp out, and attempt to flee! You flee head over heels. Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. HP:Hurt>You see no corpse here. HP:Hurt>s k juggler At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A juggler is here, fighting Squish. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is here, fighting a juggler. A friendly little pony is here, looking well-groomed and happy. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. HP:Hurt> A juggler pierces Squish's body very hard. HP:Hurt> Squish slashes a juggler's right leg. HP:Hurt>You attack a juggler! A juggler dodges your attack. HP:Hurt, Squish:Bruised, a juggler:Awful> A juggler pierces Squish's left arm very hard. HP:Hurt, Squish:Hurt, a juggler:Awful> A juggler dodges Squish's attack. HP:Hurt, Squish:Hurt, a juggler:Awful> A juggler dodges your attack. HP:Hurt, Squish:Hurt, a juggler:Awful> A juggler pierces Squish's head. Farrakahn enters from the south. A nice pony enters from the south. HP:Hurt, Squish:Wounded, a juggler:Awful> A juggler dodges Squish's attack. set tac def HP:Hurt, Squish:Wounded, a juggler:Awful>'flee A juggler dodges your attack. HP:Hurt, Squish:Wounded, a juggler:Awful>You are now employing defensive tactics. HP:Hurt, Squish:Wounded, a juggler:Awful> A juggler pierces Squish's body very hard. HP:Hurt, Squish:Bloodied, a juggler:Awful>You say 'flee' HP:Hurt, Squish:Bloodied, a juggler:Awful> Farrakahn sends a juggler sprawling with a powerful bash. HP:Hurt, Squish:Bloodied, a juggler:Awful> Farrakahn cleaves a juggler's left arm very hard. A juggler is stunned, but will probably regain consciousness again. HP:Hurt, a juggler:Dying> Squish slashes a juggler's body hard. A juggler is dead! R.I.P. Your spirit increases by 8. You receive your share of experience -- 1412 points. Your blood freezes as you hear a juggler's death cry. HP:Hurt>be Farrakahn gets a silk sash from the slashed corpse of a juggler. Farrakahn gets a stiletto from the slashed corpse of a juggler. Farrakahn gets a pair of silk sleeves from the slashed corpse of a juggler. Farrakahn gets a pair of supple leather boots from the slashed corpse of a juggler. Farrakahn gets a yellow pair of cotton pants from the slashed corpse of a juggler. HP:Hurt>You behead the slashed corpse of a juggler. HP:Hurt>wear head You fasten A severed head of a juggler on your belt. HP:Hurt> Gangrel says 'wow !' HP:Hurt> Squish sits down and rests. HP:Hurt>'1k gig l Gangrel bares his fangs a little unwittingly as he smiles at you. HP:Hurt>You say '1k' HP:Hurt>You giggle. HP:Hurt>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. The slashed corpse of a juggler is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Hurt>grin You grin evilly. Farrakahn drops a yellow pair of cotton pants. HP:Hurt> Farrakahn drops a green cotton hood. HP:Hurt> Gangrel gets a silk scarf from the slashed corpse of a juggler. Gangrel gets a pink cotton blouse from the slashed corpse of a juggler. Gangrel gets a coin from the slashed corpse of a juggler. Gangrel gets a silk scarf from the slashed corpse of a juggler. Gangrel gets an indigo cotton shirt from the slashed corpse of a juggler. Gangrel gets a silk scarf from the slashed corpse of a juggler. Gangrel gets a stiletto from the slashed corpse of a juggler. hop farrakahn HP:Hurt> Farrakahn stops using a pair of soft leather boots. HP:Hurt>Seraph narrates, '*cough* lamers, *cough cough*, grow balls, *cough cough*' You hop around with Farrakahn. HP:Hurt> Farrakahn wears a pair of supple leather boots on his feet. l HP:Hurt>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A hood made of green cotton lies discarded on the ground. A pair of pants made of yellow cotton lies in a crumpled heap on the ground. The slashed corpse of a juggler is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Hurt> Farrakahn drops a pair of soft leather boots. HP:Hurt> A juggler arrives. A juggler wears a pair of supple leather boots on his feet. A juggler wields a stiletto. A juggler wears a pair of silk sleeves on his arms. A juggler wears a silk sash around his back. A juggler wears a silk scarf on his head. A juggler puts a yellow pair of cotton pants on his legs. A juggler wears a pink cotton blouse on his body. HP:Hurt> Gangrel narrates, 'ahahaha!' HP:Hurt> Farrakahn drops a pair of silk sleeves. HP:Hurt> Gangrel leaves south. A horse leaves south. A nice pony leaves south. HP:Hurt>nar was talking about the juggler :-) You narrate, 'was talking about the juggler :-)' HP:Hurt> Not a cloud can be seen in the sky. HP:Hurt>cast regen You start to concentrate. |/ Squish says 'regen me?' -\|/ A juggler gets a pair of silk sleeves. -\ Ok. You feel yourself becoming much healthier. HP:Hurt> Farrakahn drops a stiletto. HP:Hurt> Farrakahn drops a silk sash. HP:Hurt>cast regen squish You start to concentrate. |/-\|/-\ Farrakahn eats a hefty cut of bear meat. Ok. HP:Hurt>cast regen farrakahn You can't summon enough energy to cast the spell. HP:Hurt>sc You have 88/149 hit, 56/56 stamina, 136/145 moves, 3 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 5K. HP:Hurt> Squish stops using a golden necklace. HP:Hurt>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A long strip of silk lies in a heap on the ground. A long, thin, short bladed weapon has been left here A soft pair of boots have been left here. A hood made of green cotton lies discarded on the ground. A pair of pants made of yellow cotton lies in a crumpled heap on the ground. The slashed corpse of a juggler is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A jovial juggler stands here with a glint in his eye. HP:Hurt>who Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Hurt> Squish stops using a golden necklace. HP:Hurt>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A long strip of silk lies in a heap on the ground. A long, thin, short bladed weapon has been left here A soft pair of boots have been left here. A hood made of green cotton lies discarded on the ground. A pair of pants made of yellow cotton lies in a crumpled heap on the ground. The slashed corpse of a juggler is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A jovial juggler stands here with a glint in his eye. aff HP:Hurt>You are affected by: regeneration (fast-acting) anger (short) insight (long) evasion (long) detect hidden (long) HP:Hurt> Squish says 'insight?' HP:Hurt> Farrakahn sits down and rests. HP:Hurt>'no spirit You say 'no spirit' HP:Hurt>'gotta save it sc You say 'gotta save it' HP:Hurt>Squish nods solemnly. You have 103/149 hit, 56/56 stamina, 145/145 moves, 3 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 5K. HP:Hurt> Farrakahn giggles. HP:Hurt> Squish lies down and falls asleep. HP:Hurt>'3 spirit You say '3 spirit' who HP:Bruised>Players ------- [--- Dwf] Squish the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Bruised>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A long strip of silk lies in a heap on the ground. A long, thin, short bladed weapon has been left here A soft pair of boots have been left here. A hood made of green cotton lies discarded on the ground. A pair of pants made of yellow cotton lies in a crumpled heap on the ground. The slashed corpse of a juggler is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is sleeping here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. A jovial juggler stands here with a glint in his eye. HP:Bruised>eq You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of a juggler HP:Bruised>**That was fun Unrecognized command. inf HP:Bruised>You are Ainaran the Wood Elf, a good (213) male Wood Elf. You have reached level 15. You are level 7 Warrior, 4 Ranger, 17 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 7 hours. You are 5'10" high, weight 108.0lb and carrying 66.7lb. You have 114/149 hit points, 56/56 stamina, 145/145 moves and 3 spirit. You have 6 gold, 6 silver and 93 copper coins. Your OB is 43, dodge is 25, parry 87, and your attack speed is 21. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 40, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 378537 exp, and need 5463 more to advance. Strength: 16/16, Intelligence: 7/7, Will: 19/19, Dexterity: 18/18 Constitution: 11/11, Learning Ability: 16/16. You are standing. You are affected by: regeneration (fast-acting) anger (short) insight (long) evasion (long) detect hidden (long) HP:Bruised>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A long strip of silk lies in a heap on the ground. A long, thin, short bladed weapon has been left here A soft pair of boots have been left here. A hood made of green cotton lies discarded on the ground. A pair of pants made of yellow cotton lies in a crumpled heap on the ground. The slashed corpse of a juggler is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is sleeping here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. A jovial juggler stands here with a glint in his eye. HP:Bruised> Not a cloud can be seen in the sky. Saving Ainaran. HP:Bruised>shrug You shrug. exa s HP:Bruised>To the south you see: Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. HP:Bruised> A huge gate appears briefly and Seraph steps out. HP:Bruised>hop Are you a little bunny? HP:Bruised> Seraph says 'doh, that's real good' who HP:Bruised>Players ------- [--- Dwf] Squish the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Bruised>l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A long strip of silk lies in a heap on the ground. A long, thin, short bladed weapon has been left here A soft pair of boots have been left here. A hood made of green cotton lies discarded on the ground. A pair of pants made of yellow cotton lies in a crumpled heap on the ground. The slashed corpse of a juggler is lying here, its head missing. A friendly little pony is here, looking well-groomed and happy. Squish the Dwarf is sleeping here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. A jovial juggler stands here with a glint in his eye. Seraph the Russian Linux Coder is standing here. HP:Bruised> A juggler gets a stiletto. HP:Bruised> Farrakahn shrugs. HP:Bruised> Seraph says 'A long, thin, short' HP:Bruised> Farrakahn says 'i wanted the bots and he is bashable for me' HP:Scratched>snicker You snicker softly. HP:Scratched>rest You sit down and rest your tired bones. HP:Scratched> Farrakahn says 'so i kicked his ass' HP:Scratched>sc You have 141/149 hit, 56/56 stamina, 145/145 moves, 3 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 5K. HP:Scratched>who Players ------- [--- Dwf] Squish the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Scratched>who Players ------- [--- Dwf] Squish the Dwarf (sleeping) [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Scratched>brb afk Come back soon! >You go away from keyboard. > Not a cloud can be seen in the sky. > Farrakahn says 'maybe it will pursude u to raise his lvl so uruks wont come in here :)' > Seraph says 'so you're implying i should make him harder to kick your ass? =)' > Squish awakes, and clambers on his feet. > A nice pony stops following Squish. Squish mounts a nice pony and starts riding him. > Farrakahn says 'no to kick uruks asses since i dont need to kill him anymore :)' > Squish sits down and rests. >'make him more aggy to darkies would help You return to your keyboard. You say 'make him more aggy to darkies would help' > Seraph says 'hmm hmm' >'had a few darkies come in and he didn't agg for quite a while Seraph says 'agg to whities, yes.. hmm' >You say 'had a few darkies come in and he didn't agg for quite a while' > Gangrel enters from the south. A horse enters from the south. A nice pony enters from the south. > Gangrel says 'ahahaha :)' > Seraph says 'ob: 450, yes..' > Gangrel gets a silk sash. Gangrel gets a pair of soft leather boots. Gangrel gets a green cotton hood. Gangrel gets a yellow pair of cotton pants. Gangrel gets the slashed corpse of a juggler. > Not a cloud can be seen in the sky. > Gangrel leaves south. A horse leaves south. A nice pony leaves south. > Farrakahn drinks water from a water skin. > Farrakahn drinks water from a water skin. >who Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. >sc You have 149/149 hit, 56/56 stamina, 145/145 moves, 3 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 5K. > Farrakahn says 'u get fear yet ainaran?>' >nod You nod solemnly. >sc You have 149/149 hit, 56/56 stamina, 145/145 moves, 3 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 5K. > Seraph says '>force juggler ambush farrakahn' > Farrakahn says 'wanna try and do ruins?' >shivefr Unrecognized command. >shiver Brrrrrrrrr. > Farrakahn says 'see if we can fear out the webspinner and shit' >'scary shit right there Seraph. You say 'scary shit right there Seraph.' > Farrakahn giggles. > Seraph says 'but there's more scarier things' >nod Squish stops resting, and clambers on his feet. >You nod solemnly. >'oh yes. Not a cloud can be seen in the sky. Squish is leaving west, riding on a nice pony. >You say 'oh yes.' > Squish is entering from the west, riding on a nice pony. > Squish is leaving south, riding on a nice pony. >'I don't wish to experience them either. Seraph says 'like elves who can't survive without confuse' >You say 'I don't wish to experience them either.' > ainaran >cough Yuck, try to cover your mouth next time! > Farrakahn says 'yea bash with a couple mutilates and a chain lightning' > Seraph says 'and elves who can't live without poison' > ainaran >cough Yuck, try to cover your mouth next time! > Seraph says 'and lamers who can't play rots' > ainaran >cough cough Yuck, try to cover your mouth next time! >Yuck, try to cover your mouth next time! > Gangrel enters from the south. A horse enters from the south. A nice pony enters from the south. > Gangrel bows before Seraph. >**Mutter... getting put down. :-( Unrecognized command. > Farrakahn says 'actually maybe u should just make him load ivoryies and werefur :)' > Farrakahn says 'or silvery robe' > The sun sets behind the buildings. Not a cloud can be seen in the sky. Farrakahn's torch flickers weakly. >who Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. > Gangrel says '... and he graced us with his presence.' > Your regeneration slows again. > Seraph says 'ainaran? =)' > Farrakahn looks at Seraph. > Seraph says 'then would you guys kill him for the ivories and fur? =)' > Farrakahn says 'i doubt it' > Gangrel says 'shit i gots half an hour and can't play any more i want a darkie to kill' > Farrakahn giggles. > Gangrel bursts into tears. > Gangrel slaps himself, really strange... > Gangrel slaps himself, really strange... > Seraph loads *an Uruk* Gangrel says 'hmm.' >l Gangrel sinks deeply into his own thoughts. >grin At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. A jovial juggler stands here with a glint in his eye. Seraph the Russian Linux Coder is standing here. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. >You grin evilly. > Night falls over the land. Not a cloud can be seen in the sky. Farrakahn's torch flickers weakly. > Farrakahn says 'blah u need to get enchant ainaran' > Gangrel giggles. > Farrakahn says 'that 6 ob would kick ass' > Farrakahn giggles. > *an Uruk* smirks. >l At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. A jovial juggler stands here with a glint in his eye. Seraph the Russian Linux Coder is standing here. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. > Squish is entering from the south, riding on a nice pony. >snicker You snicker softly. > Squish is leaving west, riding on a nice pony. > Farrakahn stops resting, and clambers on his feet. > Farrakahn leaves south. A nice pony leaves south. > Squish is entering from the west, riding on a nice pony. > Squish is leaving south, riding on a nice pony. >cough l Yuck, try to cover your mouth next time! >At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A jovial juggler stands here with a glint in his eye. Seraph the Russian Linux Coder is standing here. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. > Seraph snickers softly. > Gangrel says 'tricky shit you did there seraph :)' > Gangrel bares his fangs a little unwittingly as he smiles at you. > Gangrel spits a red, viscous liquid over his shoulder. >sc You have 149/149 hit, 56/56 stamina, 145/145 moves, 3 spirit. OB: 43, DB: 25, PB: 87, Speed: 21, Gold: 6, XP Needed: 5K. You are getting hungry. > Seraph says 'depends on how big your brain is' >'eww. You say 'eww.' >st Seraph says 'or how dense' >You stop resting, and stand up. > Seraph stares at the sky. >tip seraph Gangrel bares his fangs a little unwittingly as he smiles at you. >You tip your hat at Seraph, and wish him a good day. >'Good day, gents. You say 'Good day, gents.' >s Not a cloud can be seen in the sky. You are hungry. >Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. A friendly little pony is here, looking well-groomed and happy. >w w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. >Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. >Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A black rabbit scurries about. >s n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. >l orc Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A horse is here, gazing at you. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. A black rabbit scurries about. >You do not see that here. >l uruk You do not see that here. > Gangrel enters from the east. A horse enters from the east. A nice pony enters from the east. > Gangrel leaves south. A horse leaves south. A nice pony leaves south. >s s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. Gangrel the Dwarf is standing here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. >Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. The slashed corpse of a black rabbit is lying here. A pair of stout leather boots is lying here. >Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. A cap made of leather is lying here. A black deer is here, fighting Squish. A black rabbit scurries about. A brown fox hunts for food here. Squish is here, fighting a black deer, riding on a nice pony. > Squish lightly slashes a black deer's head. > Squish dodges a black deer's attack. >set men on Squish slashes a black deer's body. Gangrel chats, 'damn i need a tor' >w AutoMental mode is now on. >w w Squish deflects a black deer's attack. A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black rabbit scurries about. >You cannot go that way. >n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black deer can barely be made out in the darkness here. >w w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. A wolf approaches you, obviously abandoned by its pack, hungry and angry. >Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A large wooden shield lies discarded on the ground. >s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. To the west a deserted farm lies. >Old Road near Swampy Ground Exits are: N E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. To the east is some swampy ground. >e e e Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A black rabbit scurries about. >Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. >Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A fetid black fungus grows here, covering the ground. A flickering ball of pale flame dances through the air. (shadow) w >e Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. >set tac def Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A fetid black fungus grows here, covering the ground. A flickering ball of pale flame dances through the air. (shadow) > Seraph chats, 'i'll kill every last one of you!' >You are now employing defensive tactics. >k flame You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:in top shape, a ball of pale flame:in top shape> a ball of pale flame forces its Will against your will! HP:Healthy Mind:barely dispirited, a ball of pale flame:in top shape> You force your Will against a ball of pale flame's constitution! HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly sickly> Seraph chats, 'come nya little kiddies' HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly sickly>chat :-( You force your Will against a ball of pale flame's learning! HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded>Gangrel chats, 'indeed.' You chat, ':-(' HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:barely dispirited, a ball of pale flame:quite clumsy>chat but I'm too young to die!! A fetid black fungus attacks YOU! You deflect a fetid black fungus's attack. A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:barely dispirited, a ball of pale flame:quite clumsy>You chat, 'but I'm too young to die!!' HP:Healthy Mind:barely dispirited, a ball of pale flame:quite clumsy>set tac def You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:barely dispirited, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:barely dispirited, a ball of pale flame:seriously clumsy>A slight mist rises from the damp land into the cloudless sky. You are hungry. You are now employing defensive tactics. HP:Healthy Mind:in top shape, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:in top shape, a ball of pale flame:seriously clumsy> You evade a fetid black fungus's attack. HP:Healthy Mind:in top shape, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's concentration! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's learning! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> You deflect a fetid black fungus's attack. HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's strength! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> You deflect a fetid black fungus's attack. HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's intelligence! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> Gangrel chats, 'good song (jamiroquai)' HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> A fetid black fungus attacks YOU! You deflect a fetid black fungus's attack. HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but loses control! HP:Healthy Mind:in top shape, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's dexterity! HP:Healthy Mind:in top shape, a ball of pale flame:horribly clumsy> Squish narrates, 'nah no one is to young' HP:Healthy Mind:in top shape, a ball of pale flame:horribly clumsy> You deflect a fetid black fungus's attack. HP:Healthy Mind:in top shape, a ball of pale flame:horribly clumsy> A ball of pale flame tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a ball of pale flame:horribly clumsy> You force your Will against a ball of pale flame's dexterity! Your spirit increases by 8. You receive your share of experience -- 722 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. You turn to face your next enemy. HP:Healthy, a fetid black fungus:in top shape> A fetid black fungus lightly hits your left arm. HP:Scratched, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. HP:Scratched, a fetid black fungus:in top shape> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:in top shape>set men off You cannot fathom a fetid black fungus's mind. HP:Scratched, a fetid black fungus:in top shape> A fetid black fungus hits your right arm. HP:Scratched, a fetid black fungus:in top shape>AutoMental mode is now off. HP:Scratched, a fetid black fungus:Healthy> A fetid black fungus deflects your attack. HP:Scratched, a fetid black fungus:Healthy> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Healthy> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Healthy> Gangrel chats, 'where do i buy tor?' HP:Scratched, a fetid black fungus:Healthy> You slash a fetid black fungus. HP:Scratched, a fetid black fungus:Scratched> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Scratched>set tac def You deflect a fetid black fungus's attack. You are now employing defensive tactics. HP:Scratched, a fetid black fungus:Scratched> A fetid black fungus deflects your attack. HP:Scratched, a fetid black fungus:Scratched> You dodge a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Scratched> You slash a fetid black fungus. HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised> You dodge a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised> A fetid black fungus deflects your attack. HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised> Squish narrates, 'from smithy west south and easy' HP:Scratched, a fetid black fungus:Bruised> A fetid black fungus deflects your attack. HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised> Squish narrates, 'err east' HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised>chat at the halfelen shopkeeper You lightly slash a fetid black fungus. You chat, 'at the halfelen shopkeeper' HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised> A fetid black fungus dodges your attack. HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised> A fetid black fungus deflects your attack. HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. Squish narrates, 'i tink right around there' Gangrel chats, 'ok' HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. who HP:Scratched, a fetid black fungus:Bruised> A fetid black fungus deflects your attack. HP:Scratched, a fetid black fungus:Bruised>Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. A fetid black fungus deflects your attack. HP:Scratched, a fetid black fungus:Bruised> A fetid black fungus hits your body. HP:Bruised, a fetid black fungus:Bruised>cc A fetid black fungus deflects your attack. HP:Bruised, a fetid black fungus:Bruised>You start to concentrate. A fetid black fungus lightly hits your body. You could not concentrate anymore! HP:Bruised, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus hard. HP:Bruised, a fetid black fungus:Hurt> You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Hurt>cc You start to concentrate. /- You dodge a fetid black fungus's attack. \|/-\ Ok. A fetid black fungus appears to be confused! HP:Bruised, a fetid black fungus:Hurt> You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Hurt> You slash a fetid black fungus. HP:Bruised, a fetid black fungus:Hurt>cc You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Hurt>You start to concentrate. /-\ A slight mist rises from the damp land into the cloudless sky. You are hungry. Your torch flickers weakly. |/get coins all.cor -\ You deflect a fetid black fungus's attack. get coins all.cor get coins all.cor Ok. HP:Bruised, a fetid black fungus:Hurt>You can't seem to find any cors here. HP:Bruised, a fetid black fungus:Hurt>You can't seem to find any cors here. HP:Bruised, a fetid black fungus:Hurt>You dodge a fetid black fungus's attack. You slash a fetid black fungus. You can't seem to find any cors here. HP:Bruised, a fetid black fungus:Hurt>ci set tac ag sc You start to concentrate. l -\| You deflect a fetid black fungus's attack. /-\Ok. You are now employing aggressive tactics. HP:Bruised, a fetid black fungus:Hurt>You deflect a fetid black fungus's attack. You have 127/149 hit, 56/56 stamina, 90/145 moves, 9 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 4K. You are hungry. HP:Bruised, a fetid black fungus:Hurt>You slash a fetid black fungus hard. Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. A fetid black fungus is here, fighting YOU! A fetid black fungus is here, fighting YOU! A horse is here, gazing at you. HP:Bruised, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. Gangrel chats, 'near dirt path?' HP:Bruised, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Wounded> You slash a fetid black fungus hard. HP:Bruised, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Wounded> You slash a fetid black fungus hard. HP:Bruised, a fetid black fungus:Bloodied> You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Bloodied>chat nod, south A fetid black fungus lightly hits your right arm. HP:Bruised, a fetid black fungus:Bloodied>You chat, 'nod, south' HP:Bruised, a fetid black fungus:Bloodied> You slash a fetid black fungus very hard. A fetid black fungus is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 424 points. Your blood freezes as you hear a fetid black fungus's death cry. You turn to face your next enemy. HP:Bruised, a fetid black fungus:Healthy>cc A fetid black fungus hits your body. HP:Bruised, a fetid black fungus:Healthy> You slash a fetid black fungus. HP:Bruised, a fetid black fungus:Bruised>You start to concentrate. /-\ci |/who -\Ok. You start to concentrate. -\| You evade a fetid black fungus's attack. /-\Ok. Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Bruised, a fetid black fungus:Scratched> You slash a fetid black fungus. HP:Bruised, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus. HP:Bruised, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus very hard. HP:Bruised, a fetid black fungus:Hurt> A fetid black fungus lightly hits your body. HP:Bruised, a fetid black fungus:Hurt> You slash a fetid black fungus hard. HP:Bruised, a fetid black fungus:Wounded> A fetid black fungus lightly hits your body. HP:Hurt, a fetid black fungus:Wounded> You slash a fetid black fungus. HP:Bruised, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. You lightly slash a fetid black fungus. HP:Bruised, a fetid black fungus:Wounded>tell farrakahn I wish Fingolfin were on You slash a fetid black fungus. HP:Bruised, a fetid black fungus:Bloodied>You deflect a fetid black fungus's attack. You tell Farrakahn 'I wish Fingolfin were on' HP:Bruised, a fetid black fungus:Bloodied> You lightly slash a fetid black fungus. HP:Bruised, a fetid black fungus:Bloodied> A fetid black fungus lightly hits your head. HP:Hurt, a fetid black fungus:Bloodied> You lightly slash a fetid black fungus. HP:Hurt, a fetid black fungus:Awful> A fetid black fungus lightly hits your left arm. HP:Hurt, a fetid black fungus:Awful> You slash a fetid black fungus. HP:Hurt, a fetid black fungus:Awful>tell farrakahn he'd be working on the spirit bugs You tell Farrakahn 'he'd be working on the spirit bugs' set tac def set tac ag HP:Hurt, a fetid black fungus:Awful> A fetid black fungus lightly hits your body. You slash a fetid black fungus. A fetid black fungus is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 421 points. Your blood freezes as you hear a fetid black fungus's death cry. sc HP:Hurt>You are now employing defensive tactics. HP:Hurt>You are now employing aggressive tactics. HP:Hurt>You have 92/149 hit, 56/56 stamina, 100/145 moves, 13 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 3K. You are hungry. HP:Hurt>k fungus You attack a round fungus! You slash a round fungus very hard. HP:Hurt, a round fungus:Hurt> You evade a round fungus's attack. HP:Hurt, a round fungus:Hurt> A slight mist rises from the damp land into the cloudless sky. You are hungry. Your torch flickers weakly. HP:Hurt, a round fungus:Hurt> You slash a round fungus. HP:Hurt, a round fungus:Wounded> You deflect a round fungus's attack. HP:Hurt, a round fungus:Wounded>who You slash a round fungus. Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. rat HP:Hurt, a round fungus:Bloodied>rat rat er er You evade a round fungus's attack. HP:Hurt, a round fungus:Bloodied>You get a soldier ration from a large sack. HP:Hurt, a round fungus:Bloodied>You slash a round fungus. You get a soldier ration from a large sack. HP:Hurt, a round fungus:Awful>You get a soldier ration from a large sack. HP:Hurt, a round fungus:Awful>You eat a soldier ration. HP:Hurt, a round fungus:Awful>You eat a soldier ration. You are full. HP:Hurt, a round fungus:Awful> You deflect a round fungus's attack. HP:Hurt, a round fungus:Awful> You slash a round fungus. A round fungus is dead! R.I.P. You receive your share of experience -- 76 points. Saving Ainaran. Your blood freezes as you hear a round fungus's death cry. HP:Hurt>l Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. The slashed corpse of a round fungus is lying here. The slashed corpse of a fetid black fungus is lying here. The slashed corpse of a fetid black fungus is lying here. A slimy round fungus grows on a tree here. A horse is here, gazing at you. HP:Hurt> Farrakahn tells you 'shrug sucks :('. HP:Hurt>rep nod You tell Farrakahn 'nod' HP:Hurt>k fungus You attack a round fungus! You slash a round fungus. HP:Hurt, a round fungus:Bruised> You deflect a round fungus's attack. HP:Hurt, a round fungus:Bruised> You slash a round fungus. HP:Hurt, a round fungus:Hurt> You deflect a round fungus's attack. HP:Hurt, a round fungus:Hurt> You slash a round fungus. HP:Hurt, a round fungus:Hurt> You deflect a round fungus's attack. HP:Hurt, a round fungus:Hurt> You slash a round fungus. HP:Hurt, a round fungus:Wounded> You deflect a round fungus's attack. HP:Hurt, a round fungus:Wounded> You slash a round fungus. HP:Hurt, a round fungus:Awful> You slash a round fungus. A round fungus is dead! R.I.P. You receive your share of experience -- 76 points. Your blood freezes as you hear a round fungus's death cry. HP:Hurt>but eat meat You could not get anything of value from it. who HP:Hurt>You don't seem to have any. HP:Hurt>Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. set tac def l HP:Hurt>You are now employing defensive tactics. HP:Hurt>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. The slashed corpse of a round fungus is lying here. The slashed corpse of a round fungus is lying here. The slashed corpse of a fetid black fungus is lying here. The slashed corpse of a fetid black fungus is lying here. A horse is here, gazing at you. HP:Hurt>w Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. HP:Hurt> A large leech attacks YOU! You deflect a large leech's attack. A large leech attacks YOU! You evade a large leech's attack. A large leech attacks YOU! You dodge a large leech's attack. You slash a large leech. HP:Hurt, a large leech:Hurt>stare You slash a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 12 points. You turn to face your next enemy. HP:Hurt, a large leech:Healthy>You stare at the sky. HP:Hurt, a large leech:Healthy>set tac ag You dodge a large leech's attack. You deflect a large leech's attack. HP:Hurt, a large leech:Healthy>who You are now employing aggressive tactics. HP:Hurt, a large leech:Healthy> You slash a large leech hard. HP:Hurt, a large leech:Wounded>Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Hurt, a large leech:Wounded> You dodge a large leech's attack. You deflect a large leech's attack. You slash a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 12 points. You turn to face your next enemy. HP:Hurt, a large leech:Healthy> You slash a large leech. HP:Hurt, a large leech:Hurt> A large leech attacks YOU! You dodge a large leech's attack. HP:Hurt, a large leech:Hurt> You deflect a large leech's attack. HP:Hurt, a large leech:Hurt> You slash a large leech hard. A slight mist rises from the damp land into the cloudless sky. Your torch went out. HP:Hurt, Someone:Bloodied> You dodge someone's attack. You evade someone's attack. HP:Hurt, Someone:Bloodied>get tor pack You slash someone hard. You receive your share of experience -- 12 points. HP:Hurt> You deflect someone's attack. hol tor HP:Hurt, Someone:Healthy>You slash someone. There doesn't seem to be a tor in something. HP:Hurt, Someone:Bruised>l You light something and hold it. HP:Hurt, a large leech:Bruised>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A large leech is here, fighting YOU! A horse is here, gazing at you. i HP:Hurt, a large leech:Bruised> You slash a large leech. HP:Hurt, a large leech:Hurt>You are carrying: a soldier ration a water skin a soldier ration a pair of stout leather boots a twisted piece of wire a large sack a backpack HP:Hurt, a large leech:Hurt>put all.tor pack You evade a large leech's attack. HP:Hurt, a large leech:Hurt>You don't seem to have any tors. HP:Hurt, a large leech:Hurt> You slash a large leech hard. HP:Hurt, a large leech:Awful> You dodge a large leech's attack. HP:Hurt, a large leech:Awful> You slash a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 12 points. Saving Ainaran. HP:Hurt>l Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A horse is here, gazing at you. HP:Hurt>s A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. HP:Hurt>k fungus cc set tac def ci You attack a white fungus! You slash a white fungus hard. HP:Hurt, a white fungus:Scratched> A white fungus hits your body. HP:Hurt, a white fungus:Scratched>You start to concentrate. /-\|/-\Ok. A white fungus appears to be confused! You are now employing defensive tactics. HP:Hurt, a white fungus:Scratched>You start to concentrate. -\| You dodge a white fungus's attack. /-\set tac ag Ok. HP:Hurt, a white fungus:Scratched>You are now employing aggressive tactics. HP:Hurt, a white fungus:Scratched>who You deflect a white fungus's attack. HP:Hurt, a white fungus:Scratched> You slash a white fungus hard. HP:Hurt, a white fungus:Bruised>Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Hurt, a white fungus:Bruised> You slash a white fungus. HP:Hurt, a white fungus:Bruised> You deflect a white fungus's attack. HP:Hurt, a white fungus:Bruised> You slash a white fungus. HP:Hurt, a white fungus:Hurt>sc You deflect a white fungus's attack. HP:Hurt, a white fungus:Hurt>You have 101/149 hit, 56/56 stamina, 125/145 moves, 9 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 3K. set tac ag HP:Hurt, a white fungus:Hurt> You slash a white fungus. HP:Hurt, a white fungus:Hurt>You are now employing aggressive tactics. HP:Hurt, a white fungus:Hurt> You deflect a white fungus's attack. HP:Hurt, a white fungus:Hurt> You slash a white fungus. HP:Hurt, a white fungus:Hurt> Gangrel yells 'how goes it?' HP:Hurt, a white fungus:Hurt> You deflect a white fungus's attack. HP:Hurt, a white fungus:Hurt> Farrakahn narrates, 'blah need 1 of our buffers to log ainaran' HP:Hurt, a white fungus:Hurt> You slash a white fungus. HP:Hurt, a white fungus:Hurt> You deflect a white fungus's attack. HP:Hurt, a white fungus:Hurt>yell it goes well You slash a white fungus hard. HP:Hurt, a white fungus:Wounded>You yell, 'it goes well' HP:Hurt, a white fungus:Wounded>nar nod :( A white fungus hits your body. You narrate, 'nod :(' HP:Hurt, a white fungus:Wounded> You slash a white fungus. HP:Hurt, a white fungus:Wounded> You deflect a white fungus's attack. HP:Hurt, a white fungus:Wounded> You slash a white fungus. HP:Hurt, a white fungus:Wounded> Gangrel yells 'good' HP:Hurt, a white fungus:Wounded> You slash a white fungus very hard. HP:Hurt, a white fungus:Bloodied> You deflect a white fungus's attack. HP:Hurt, a white fungus:Bloodied> Squish narrates, 'i wish i was bigger than i could easily' HP:Hurt, a white fungus:Bloodied> You slash a white fungus. HP:Hurt, a white fungus:Awful> You deflect a white fungus's attack. HP:Hurt, a white fungus:Awful> Above the fields, not a cloud can be seen in the sky. yell and yourself? HP:Hurt, a white fungus:Awful>You yell, 'and yourself?' HP:Hurt, a white fungus:Awful> You slash a white fungus. HP:Hurt, a white fungus:Awful> You deflect a white fungus's attack. HP:Hurt, a white fungus:Awful> Gangrel chats, 'same' HP:Hurt, a white fungus:Awful> You slash a white fungus hard. A white fungus is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 801 points. Slimy chunks of fungus spray everywhere, unleashing a cloud of white dust. HP:Hurt>nar well, get bigger :-) You narrate, 'well, get bigger :-)' HP:Hurt> Squish narrates, '109 def sum so far' HP:Hurt> Gangrel yells 'i need ankrens ass on a platter' HP:Hurt> Squish narrates, 'and level 5 :P' HP:Hurt>sc You have 100/150 hit, 56/56 stamina, 135/145 moves, 14 spirit. OB: 82, DB: 15, PB: 58, Speed: 21, Gold: 6, XP Needed: 2K. HP:Hurt>yell go get it You yell, 'go get it' HP:Hurt>yell he's gotta be on still l You yell, 'he's gotta be on still' HP:Hurt> Gangrel yells 'can't find him' HP:Hurt>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. A horse is here, gazing at you. HP:Hurt>e Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. track HP:Hurt>You start searching the ground for tracks. /-\| Farrakahn narrates, 'shrug if link was the perfect link.. i would be ok solo' /-\ You found no tracks here. HP:Hurt> Gangrel yells 'that's why i yelling' HP:Hurt>exa d To the down you see: It is pitch black... The muckyhole is open. HP:Hurt>d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Hurt> Squish narrates, 'yah' HP:Hurt>u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. HP:Hurt>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. HP:Bruised>stat Your fatigue is 0; Your willpower is 40; Your statistics are Str: 16/16, Int: 7/ 7, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. HP:Bruised>cast regen You start to concentrate. cast curing |/-who \|/-\Ok. You feel yourself becoming much healthier. You start to concentrate. /-\| Clouds race through the sky above the fields. Saving Ainaran. /-\Ok. You feel yourself becoming healthier. Players ------- [--- Dwf] Squish the Dwarf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 6 Dwf] Gangrel the Dwarf [ 15 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Bruised>set tac def You are now employing defensive tactics. HP:Bruised>d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) set men on HP:Bruised>k hazy set tac def AutoMental mode is now on. HP:Bruised>You force your Will against a hazy wraith's learning! HP:Bruised Mind:in top shape, a hazy wraith:barely retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:in top shape, a hazy wraith:barely retarded>You are now employing defensive tactics. HP:Bruised Mind:in top shape, a hazy wraith:barely retarded> You force your Will against a hazy wraith's constitution! HP:Bruised Mind:in top shape, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your strength! Squish narrates, 'whats the best def weapon found so far?' HP:Bruised Mind:barely weakened, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's will! HP:Bruised Mind:barely weakened, a hazy wraith:slightly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:barely weakened, a hazy wraith:slightly sickly> Gangrel yells 'i'' HP:Bruised Mind:barely weakened, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's intelligence! HP:Bruised Mind:barely weakened, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your intelligence! HP:Bruised Mind:slightly duped, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's strength! HP:Bruised Mind:slightly duped, a hazy wraith:slightly sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Bruised Mind:slightly duped, a hazy wraith:somewhat dispirited> Farrakahn narrates, 'fine long' HP:Bruised Mind:slightly duped, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's constitution! HP:Bruised Mind:slightly duped, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:slightly duped, a hazy wraith:somewhat sickly>nar I'm using a fine longsword You force your Will against a hazy wraith's learning! eq HP:Bruised Mind:slightly duped, a hazy wraith:somewhat sickly>A hazy wraith tries its Will against your mind, but you resist! You narrate, 'I'm using a fine longsword' HP:Bruised Mind:slightly duped, a hazy wraith:somewhat sickly>You are using: a torch..It glows brightly. a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of a juggler HP:Bruised Mind:slightly duped, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's strength! HP:Bruised Mind:slightly duped, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:slightly duped, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:slightly duped, a hazy wraith:quite sickly> a hazy wraith forces its Will against your constitution! Gangrel yells 'i'd a kicked his ass back a bit if i was able to log on quick enough each time he' hit me' HP:Scratched Mind:slightly duped, a hazy wraith:quite sickly> You force your Will against a hazy wraith's will! HP:Scratched Mind:slightly duped, a hazy wraith:quite sickly> a hazy wraith forces its Will against your intelligence! HP:Scratched Mind:somewhat duped, a hazy wraith:quite sickly> Squish narrates, 'k i got fine long also' HP:Scratched Mind:somewhat duped, a hazy wraith:quite sickly> You force your Will against a hazy wraith's learning! HP:Scratched Mind:somewhat duped, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a hazy wraith:quite sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:quite sickly> a hazy wraith forces its Will against your will! HP:Healthy Mind:somewhat duped, a hazy wraith:quite sickly>yell :-) You yell, ':-)' HP:Healthy Mind:somewhat duped, a hazy wraith:quite sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat duped, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a hazy wraith:quite sickly>set tac def sc You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat duped, a hazy wraith:quite sickly>A hazy wraith tries its Will against your mind, but loses control! Gangrel chats, 'i got stupid club :(' You are now employing defensive tactics. HP:Healthy Mind:somewhat duped, a hazy wraith:quite dispirited>You have 144/144 hit, 54/54 stamina, 129/144 moves, 8 spirit. OB: 42, DB: 25, PB: 87, Speed: 20, Gold: 6, XP Needed: 2K. HP:Healthy Mind:somewhat duped, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat duped, a hazy wraith:quite dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:quite dispirited> You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:seriously dispirited> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat duped, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but loses control! yell feel like 1/1? HP:Healthy Mind:somewhat duped, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:seriously sickly>You yell, 'feel like 1/1?' HP:Healthy Mind:somewhat duped, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> Gangrel yells 'indeed' HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your will! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> You try your Will against a hazy wraith's mind, but it resists! yell cool HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your learning! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly>You yell, 'cool' HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's strength! yell where are you? HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your learning! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly>You yell, 'where are you?' HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly>where a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly>Players in your Zone -------------------- Squish - Brushy Plains Gangrel - Thick Forest Ainaran - Inside the Swampy Hill HP:Healthy Mind:quite duped, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's constitution! Gangrel yells 'why?' HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your strength! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Scratched S:Surging Mind:somewhat duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your intelligence! HP:Scratched S:Surging Mind:quite duped, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your strength! HP:Scratched S:Surging Mind:quite duped, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's constitution! HP:Scratched S:Surging Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> Gangrel yells 'and what ya mean?' HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your strength! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your will! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> Gangrel yells 'me and you? no thanks :)' HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's dexterity! yell well, go south and you'll prolly find him HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly>You yell, 'well, go south and you'll prolly find him' HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your will! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! You force your Will against a hazy wraith's learning! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your learning! You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly>yell shake, I don't attack whities You yell, 'shake, I don't attack whities' HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your constitution! You force your Will against a hazy wraith's will! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your learning! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:seriously duped, a hazy wraith:strongly sickly> Gangrel chats, 'neither do i' HP:Healthy Mind:seriously duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your learning! HP:Healthy Mind:seriously duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously duped, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your will! HP:Healthy Mind:seriously duped, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously duped, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously duped, a hazy wraith:horribly dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously duped, a hazy wraith:horribly dispirited>stat a hazy wraith forces its Will against your learning! HP:Healthy Mind:seriously duped, a hazy wraith:horribly dispirited>You force your Will against a hazy wraith's strength! Squish narrates, 'gangrel me and you group?' Your fatigue is 1; Your willpower is 36; Your statistics are Str: 11/16, Int: 3/ 7, Wil: 15/19, Dex: 15/18, Con: 8/11, Lea: 10/16. HP:Healthy Mind:seriously duped, a hazy wraith:horribly dispirited> A hazy wraith tries its Will against your mind, but loses control! Your spirit increases by 15. You receive your share of experience -- 2853 points. You feel more powerful! Your intelligence has improved! You have become better at combat! A hazy wraith vanishes into thin air. You turn to face your next enemy. HP:Scratched S:Surging Mind:quite duped, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your strength! nod HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded>a hazy wraith forces its Will against your strength! You nod solemnly. HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded>stat a hazy wraith forces its Will against your learning! HP:Healthy Mind:quite retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite retarded, a hazy wraith:somewhat retarded>Your fatigue is 1; Your willpower is 36; Your statistics are Str: 9/16, Int: 4/ 8, Wil: 15/19, Dex: 15/18, Con: 8/11, Lea: 8/16. HP:Healthy Mind:quite retarded, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:quite retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite retarded, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! chat woo HP:Healthy Mind:quite retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite retarded, a hazy wraith:somewhat clumsy> a hazy wraith forces its Will against your dexterity! Gangrel chats, 'shit mirkwolf hit me :)' HP:Healthy Mind:quite retarded, a hazy wraith:somewhat clumsy> You try your Will against a hazy wraith's mind, but lose control! chat hike :-) HP:Healthy Mind:quite retarded, a hazy wraith:somewhat clumsy>You chat, 'woo' HP:Healthy Mind:quite retarded, a hazy wraith:somewhat clumsy> a hazy wraith forces its Will against your strength! HP:Healthy Mind:quite retarded, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite retarded, a hazy wraith:quite clumsy>You chat, 'hike :-)' HP:Healthy Mind:quite retarded, a hazy wraith:quite clumsy> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:quite retarded, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite retarded, a hazy wraith:quite clumsy> a hazy wraith forces its Will against your learning! HP:Healthy Mind:seriously retarded, a hazy wraith:quite clumsy> Squish narrates, 'nice' HP:Healthy Mind:seriously retarded, a hazy wraith:quite clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously retarded, a hazy wraith:seriously clumsy> a hazy wraith forces its Will against your learning! HP:Healthy Mind:seriously retarded, a hazy wraith:seriously clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy>gt Your intellegince has improved! You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy>You group-say 'Your intellegince has improved!' HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's intelligence! HP:Scratched S:Surging Mind:seriously retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your strength! HP:Scratched S:Surging Mind:seriously retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's will! HP:Scratched S:Surging Mind:seriously retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your learning! stat HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy>You force your Will against a hazy wraith's dexterity! Your fatigue is 1; Your willpower is 35; Your statistics are Str: 8/16, Int: 4/ 8, Wil: 14/19, Dex: 14/18, Con: 8/11, Lea: 6/16. HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your will! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy>gt that' 8 int now You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> Gangrel chats, 'bah lag!' HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy>You group-say 'that' 8 int now' HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy>stat You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your strength! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy>Your fatigue is 0; Your willpower is 33; Your statistics are Str: 7/16, Int: 4/ 8, Wil: 12/19, Dex: 14/18, Con: 7/11, Lea: 6/16. HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's strength! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your intelligence! stat HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy>Your fatigue is 0; Your willpower is 33; Your statistics are Str: 7/16, Int: 3/ 8, Wil: 12/19, Dex: 14/18, Con: 7/11, Lea: 6/16. HP:Healthy Mind:seriously retarded, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's dexterity! Your spirit increases by 15. You receive your share of experience -- 2684 points. A hazy wraith vanishes into thin air. >u Squish narrates, 'nod' >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >stat who sc cr set tac def nar *fumes quietly* Connected to host future.mit.edu Connected to host future.mit.edu **And the game becomes even more frozen as I try to reconnect... Connected to host future.mit.edu Welcome to RETURN OF THE SHADOW or ARDA: The Fourth Age Based on CircleMud Original concept and code by: Hans Henrik Staerfeldt, Katja Nyboe, Tom Madsen, Michael Seifert, and Sebastian Hammer Currently maintained by Fingolfin, Prami, Seether and others Webpage: http://rots.org *** NEW ADDRESS: future.mit.org 3791 Ainaran *** By what name do you wish to be known? l Password: Welcome to Arda: The Fourth age. We'll try to make it the best mud there is. If you are new to the game, please read: HELP START Read the rules by typing: POLICY Read the news by typing: NEWS *** IMPORTANT: The address for the MUD is now rots.org 3791. Port 1024 will *** no longer bring you here, starting April 1st, 1999 (this is not a joke). Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: That's not a menu choice! Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: 1 That's not a menu choice! Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: A horse starts following you. There is no unread news. There is no mail for you. Here we go... Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. >l Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. sc >You have 129/129 hit, 49/49 stamina, 126/141 moves, 19 spirit. OB: 62, DB: 4, PB: 65, Speed: 15, Gold: 6, XP Needed: 46K. >who Gangrel chats, 'FUCK!' >Players ------- [ Imp ] Prami the 10000 pound chunk of mithril [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. >chat chill You chat, 'chill' > Gangrel chats, 'squish?' >sc You have 129/129 hit, 49/49 stamina, 129/141 moves, 19 spirit. OB: 62, DB: 4, PB: 65, Speed: 15, Gold: 6, XP Needed: 46K. > Prami chats, 'crash' >chat he'll have to re-log You chat, 'he'll have to re-log' >l Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. > Prami chats, 'freeze and crash to be precise' > Gangrel chats, 'hey prami :)' >l Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. >sc You have 129/129 hit, 49/49 stamina, 138/141 moves, 19 spirit. OB: 62, DB: 4, PB: 65, Speed: 15, Gold: 6, XP Needed: 46K. >who Players ------- [--- Dwf] Squish the Dwarf [ Imp ] Prami the 10000 pound chunk of mithril [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. >l Corner of a Swamp Exits are: W Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. > Gangrel chats, 'figure i may have to stop playing your game soon' > Farrakahn narrates, 'hmm ainaran lets try the ruins' >chat damned spirit bug :( hehe Gangrel chats, ':(' >You chat, 'damned spirit bug :( hehe' >inf You are Ainaran the Wood Elf, a good (219) male Wood Elf. You have reached level 16. You are level 8 Warrior, 4 Ranger, 17 Mystic, and 0 Mage. You are not specialized in anything. You are 17 years old, and have played 1 days and 7 hours. You are 5'10" high, weight 108.0lb and carrying 66.1lb. You have 129/129 hit points, 49/49 stamina, 141/141 moves and 19 spirit. You have 6 gold, 6 silver and 93 copper coins. Your OB is 62, dodge is 4, parry 65, and your attack speed is 15. Your armour absorbs about 0% damage. Your spiritual perception is 100%, willpower: 33, Your skill encumbrance is 9, and your movement is encumbered by 6. You move easily indeed. You have scored 386929 exp, and need 46571 more to advance. Strength: 7/16, Intelligence: 3/8, Will: 12/19, Dexterity: 14/18 Constitution: 7/11, Learning Ability: 6/16. You are standing. You are affected by: detect hidden (long) evasion (medium) insight (long) anger (short) regeneration (fast-acting) curing saturation (fast-acting) > Rain falls heavily on the fields. HP:Scratched S:Surging> Farrakahn narrates, 'get spirit then we try it' >nar nod You narrate, 'nod' >op muckyhole Ok. >set men on Prami chats, 'I'll restore people's spirit... since it's a declared bug' >AutoMental mode is now on. > Prami chats, 'tell me how much you had' chat I don't remember what I had, allow me to re-scroll. >afk You chat, 'I don't remember what I had, allow me to re-scroll.' > Farrakahn narrates, 'can i get my 40 spirit back?' >You go away from keyboard. > Gangrel chats, 'don't bother with mine, i lost connection 3-4 times today, died to a uruk twice, ankren the bastard :(' > Rain falls heavily on the fields. HP:Scratched S:Surging> Farrakahn narrates, 'ainaran u had to have like around 40 or above u been doing all them spirit mobs' >nar preciscely 38 spirit. You return to your keyboard. You narrate, 'preciscely 38 spirit.' >prac You have 6 practice sessions left slashing (Mastered) parry (Superb) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) pragmatism (poor) ( 7 time, 5 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) sanctuary (Mastered) ( 22 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 8 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 15 time, 2 spirit) human language (Mastered) > Prami tells you 'done'. > Farrakahn tells you 'come to ruins?'. >tell prami Thank you my good sir :-) You tell Prami 'Thank you my good sir :-)' >tell farrakahn nod l Your regeneration slows again. You tell Farrakahn 'nod' >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. >w A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. > Farrakahn narrates, 'someone willing to risk death for a kill on a mob?' >n ride Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A flickering ball of pale flame dances through the air. (shadow) >A horse stops following you. You mount a horse and start riding him. R> Farrakahn narrates, 'could use someone to bash a door for us :)' R> A large leech attacks YOU! A large leech barely hits your right hand. A ball of pale flame tries its Will against your mind, but you resist! You cannot fathom a large leech's mind. R HP:Scratched, a large leech:in top shape> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched, a large leech:in top shape> You cannot fathom a large leech's mind. R HP:Scratched, a large leech:in top shape>set men off The sky is hidden by clouds making this area damp and chill. R HP:Scratched, a large leech:in top shape>set tac ag who AutoMental mode is now off. R HP:Scratched, a large leech:Healthy> a ball of pale flame forces its Will against your learning! R HP:Scratched, a large leech:Healthy> You lightly slash a large leech. R HP:Scratched, a large leech:Bruised> Gangrel chats, 'me' R HP:Scratched, a large leech:Bruised>You dodge a large leech's attack. You are now employing aggressive tactics. R HP:Scratched, a large leech:Bruised>Players ------- [--- Dwf] Squish the Dwarf [ Imp ] Prami the 10000 pound chunk of mithril [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. R HP:Scratched, a large leech:Bruised> a ball of pale flame forces its Will against your intelligence! R HP:Scratched, a large leech:Bruised> You slash a large leech hard. R HP:Scratched, a large leech:Awful> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched, a large leech:Awful> You deflect a large leech's attack. R HP:Scratched, a large leech:Awful> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched, a large leech:Awful> Gangrel chats, 'i have 100% bash' R HP:Scratched, a large leech:Awful> You slash a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You turn to face your next enemy. Farrakahn narrates, 'u know where ruins are?' R HP:Scratched Mind:quite retarded, a ball of pale flame:in top shape>set men on A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:quite retarded, a ball of pale flame:in top shape>AutoMental mode is now on. R HP:Scratched Mind:quite retarded, a ball of pale flame:in top shape> You force your Will against a ball of pale flame's constitution! R HP:Scratched Mind:quite retarded, a ball of pale flame:slightly sickly> Farrakahn narrates, 'come to ruins' R HP:Scratched Mind:quite retarded, a ball of pale flame:slightly sickly> A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:quite retarded, a ball of pale flame:slightly sickly> You force your Will against a ball of pale flame's constitution! R HP:Scratched Mind:quite retarded, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:quite retarded, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:quite retarded, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:quite retarded, a ball of pale flame:somewhat sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:somewhat sickly> You force your Will against a ball of pale flame's constitution! tell farrakahn I'm coming as fast as i can, if I can remember the way R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly>You tell Farrakahn 'I'm coming as fast as i can, if I can remember the way' R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> Gangrel chats, 'i with squish in forest' R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's intelligence! who R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> Gangrel chats, 'not sure been there before though' R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly>Players ------- [--- Dwf] Squish the Dwarf [ Imp ] Prami the 10000 pound chunk of mithril [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. R HP:Healthy Mind:quite retarded, a ball of pale flame:seriously sickly> You force your Will against a ball of pale flame's constitution! sc R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> a ball of pale flame forces its Will against your intelligence! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly>You have 146/146 hit, 51/51 stamina, 131/144 moves, 44 spirit. OB: 76, DB: 9, PB: 57, Speed: 18, Gold: 6, XP Needed: 46K. You are getting thirsty. R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> a ball of pale flame forces its Will against your dexterity! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly>drink skin drink skin drink skin Farrakahn narrates, 'shrug i can bash it then :)' R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly>You drink the water. R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly>You drink the water. You don't feel thirsty any more. R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly>A ball of pale flame tries its Will against your mind, but loses control! Your stomach can't contain anymore! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> a ball of pale flame forces its Will against your concentration! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly>sc You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> a ball of pale flame forces its Will against your concentration! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly>You have 146/146 hit, 51/51 stamina, 129/144 moves, 45 spirit. OB: 76, DB: 8, PB: 57, Speed: 17, Gold: 6, XP Needed: 46K. R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> Gangrel chats, 'sorry' R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:quite retarded, a ball of pale flame:strongly sickly>l You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:quite retarded, a ball of pale flame:horribly duped>A ball of pale flame tries its Will against your mind, but you resist! Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. A ball of pale flame (shadow) is here, fighting YOU! You are here, fighting a ball of pale flame, riding on a horse. R HP:Healthy Mind:quite retarded, a ball of pale flame:horribly duped>l flame It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:quite retarded, a ball of pale flame:horribly duped> You force your Will against a ball of pale flame's constitution! Your spirit increases by 8. You receive your share of experience -- 606 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R> The sky is hidden by clouds making this area damp and chill. Saving Ainaran. R HP:Scratched S:Surging>l Gangrel chats, 'if squish knows the way i caan help' R HP:Scratched>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. You are riding on a horse. R HP:Scratched>e Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. R HP:Scratched>e w You cannot go that way. R HP:Scratched>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. w R HP:Scratched>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. s R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R> Squish narrates, 'which i dont' R>ride n You are riding already. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>n Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R>e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R>e You cannot go that way. s R>s Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black deer can barely be made out in the darkness here. A black rabbit scurries about. R>You cannot go that way. R>e e A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. s s R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>tell farrakahn okay, help me out You tell Farrakahn 'okay, help me out' R>tell farrakahn I've gotta learn where the hell it is You tell Farrakahn 'I've gotta learn where the hell it is' e R>Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>s s Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... R>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A massive Mirkwolf stares at you through blood red eyes. R>w Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>n Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. R>n Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>s Water Hole Exits are: N S pour water skin This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. R>You pour some water into the skin. R>s s s Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>You cannot go that way. R>You cannot go that way. R>w Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog watches you carefully. R>s s Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. R>You cannot go that way. R>e e e Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. s R>You cannot go that way. R>You cannot go that way. R>It is almost impossible to see the sky here, though it appears to be cloudy. Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. A mountain goat is here, eating grass. R>e e Farrakahn tells you 'its around them mirkwolves'. R>Barren Hills Exits are: N W The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. rep nod R>You cannot go that way. R>n n You tell Farrakahn 'nod' R>Forest Exits are: S Trees grow thickly above you. Mosses and lichens grow on the trunks of hoary oak and ancient pine alike. Small plants and fungi grow in their shade. It is impossible to travel in a straight line, though you try. Only the sounds of the wind in the trees and of the activity of the forest life disturb the quiet. A huge wolf stares at you intently. R>You cannot go that way. R>rep I'll continue to search s You tell Farrakahn 'I'll continue to search' R>Barren Hills Exits are: N W The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. R>w w Barren Hills Exits are: N E S U The only way to avoid travelling through these steep hills is to use the Old Road, some leagues to the west. The hillsides all about are littered with sharp rocks. While these rocks are all grey in colour, they can be found in a variety of different shapes and sizes. Between the rocks patches of heather and a few small blueberry bushes grow. Apart from those plants, little vegetation can be seen. A mountain goat is here, eating grass. R>You cannot go that way. R>n n Hillside Forest Exits are: S W A grove of gnarled old oak trees, some with trunks four or five yards across, but still no taller than the other trees, dominate the lesser trees and bushes. All is silent and still. Unusual herbs and flowers grow here. The hillside slow becomes steep to the south, forcing you to climb. R>You cannot go that way. R>n w You cannot go that way. m set tac def R>Black Forest Exits are: N E W You can't see a bloody thing till you light your torch. Even then it's like a cloudy, moonless night. The trees seem to close in on you even more with every step. Red and yellow eyes wink at you outside your small circle of light. You would feel better if you left this place. R>+--------------------------------------------------+ |M - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ R>You are now employing defensive tactics. R>n n Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog watches you carefully. R>A large wild dog attacks YOU! You deflect a large wild dog's attack. You cannot fathom a large wild dog's mind. No way! You're fighting for your life! R HP:Healthy, a large wild dog:in top shape>f You cannot fathom a large wild dog's mind. R HP:Healthy, a large wild dog:in top shape>You flee head over heels. Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>e e set men off Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A massive Mirkwolf stares at you through blood red eyes. R>You cannot go that way. R>AutoMental mode is now off. R>set tac def n You are now employing defensive tactics. R>Light Forest Exits are: N S You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... R>n Grassy Fields Exits are: S W This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>w Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>w You cannot go that way. n n R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R> Farrakahn tells you 'all north from thick forest with dog in room'. R>rep nod n n n You tell Farrakahn 'nod' n R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>You cannot go that way. R>s s s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. s R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>s s Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. R>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R> Squish narrates, 'roar' R>w Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog watches you carefully. R> Large drops of water fall from the trees, as heavy rain falls overhead. R S:Surging>n n n n n n Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. R S:Surging>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. R S:Surging>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn is riding on a nice pony. R S:Surging>You cannot go that way. R S:Surging>You cannot go that way. R S:Surging>You cannot go that way. R S:Surging> You feel less protected. R>'from boys You say 'from boys' R> Squish narrates, 'extremely hard with fine long' R>'go all way south You say 'go all way south' R>'one west You say 'one west' 'all north R> Farrakahn says 'whats the entrance name?' R>You say 'all north' R> Squish narrates, 'on a highway man tho :P' R>'entrancetotheruinsbelowthatishiddenfromview 'hold You say 'entrancetotheruinsbelowthatishiddenfromview' R>You say 'hold' R>sanc farrakahn You start to concentrate. \cast regen farrakahn |/-\ Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. |/-\|/-\|/-\| Farrakahn says 'i got key :)' /-\Ok. Farrakahn is surrounded by a bright aura. You start to concentrate. |/-\|/-\ Ok. R>cast curing farrakahn Gangrel chats, 'come on ankren i hate your guts fight me!' R>You start to concentrate. /-\|/-\ Ok. R> Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. R> Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. R> The entrancetotheruinsbelowthatishiddenfromview closes quietly. R>sigh l You sigh. R>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn is (glowing) riding on a nice pony. You are riding on a horse. R> Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. R> Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. R>'ready? You say 'ready?' R>exa d To the down you see: It is pitch black... The entrancetotheruinsbelowthatishiddenfromview is open. R> The entrancetotheruinsbelowthatishiddenfromview closes quietly. R>'target webspinner? You say 'target webspinner?' R> Gangrel chats, 'seraph tell that SOB to meet at outpost' R>'faer rather? You say 'faer rather?' R> Farrakahn says 'im setting alias' R>who Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>'fear Gangrel chats, '*grin*' R>You say 'fear' R>gig You giggle. R>who Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>l Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn is (glowing) riding on a nice pony. You are riding on a horse. R> Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. 'try bashing it? R>You say 'try bashing it?' R> Farrakahn says 'poison it' R> Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. R> Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. R> Farrakahn says 'err fear it' R>nod You nod solemnly. R> Farrakahn says 'i keep it open' R>'bash door tho? You say 'bash door tho?' R>dismount You stop riding a horse. A horse starts following you. shrug >You shrug. sanc >You start to concentrate. \|/ Gangrel chats, 'how sad... 2 days go by and no new email..' - Farrakahn stops riding a nice pony. A nice pony now follows Farrakahn. \|/-\|/cast regen -\|/-\|/cast curing -\Ok. You are surrounded by a bright aura. You start to concentrate. |/ Farrakahn says 'u want me to bash it?' -\| The entrancetotheruinsbelowthatishiddenfromview closes quietly. /-\Ok. You feel yourself becoming much healthier. You start to concentrate. Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. / Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. -\|/ Saving Ainaran. -\ Ok. >l Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >'just get me out You say 'just get me out' >gig You giggle. aff >You are affected by: regeneration (fast-acting) sanctuary (long) detect hidden (medium) insight (medium) curing saturation (fast-acting) >'ready? l You say 'ready?' >Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. > Squish narrates, 'u must be popular' > Farrakahn says 'i can bash it if u want' >l Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >'keep it opened You say 'keep it opened' >'that's all that matters Gangrel chats, 'usually am. must be this weekend sucked :0' >You say 'that's all that matters' > The entrancetotheruinsbelowthatishiddenfromview closes quietly. > Farrakahn says 'go then' > Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. >'d cf webspinner f f u You say 'd' >Nobody here by that name. >You flee head over heels. Catacomb Exits are: U Underneath the ruins is the beginnings of some sort of catacomb system. However, after years of disrepair, it looks like the catacomb system has begun to cave in on itself and most of the passageways are filled with rubble. A massive redbacked spider scuttles towards its prey. A large baby spider stands here adjusting to its new environment. A webspinning spider is moving with great agility over the cobwebs A blind spider hangs from a web here. >You flee head over heels. Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. >You cannot go that way. >shiv Brrrrrrrrr. > The entrancetotheruinsbelowthatishiddenfromview closes quietly. Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn says 'what?' > The entrancetotheruinsbelowthatishiddenfromview closes quietly. > Squish narrates, 'or else everyone was out having fun while you did nothing *shrug*' > Gangrel chats, 'ick freeze :(' >'i go next time you open You say 'i go next time you open' > Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. >d cf webspinner f f u Catacomb Exits are: U Underneath the ruins is the beginnings of some sort of catacomb system. However, after years of disrepair, it looks like the catacomb system has begun to cave in on itself and most of the passageways are filled with rubble. A massive redbacked spider scuttles towards its prey. A large baby spider stands here adjusting to its new environment. A webspinning spider is moving with great agility over the cobwebs A blind spider hangs from a web here. >You start to concentrate. -\|/-\Your sanctuary is ended! You cast off your sanctuary! Ok. A webspinner looks shocked for a brief moment before the panic sets in. PANIC! You couldn't escape! >PANIC! You couldn't escape! >Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. >ccac cac Unrecognized command. >You cackle gleefully. > Farrakahn says 'any luck?' >'he feared Gangrel chats, 'i played rots.. does that constitute as nothing?' >You say 'he feared' >set tac def You are now employing defensive tactics. exam d >To the down you see: It is pitch black... The entrancetotheruinsbelowthatishiddenfromview is open. > Farrakahn says 'try fear massive?' > Squish narrates, 'pretty much :)' >'prolly can't move... You say 'prolly can't move...' > Farrakahn (glowing) leaves down. A nice pony leaves down. > Farrakahn (glowing) enters from below. A nice pony enters from below. > Gangrel chats, 'plus the martial arts tournament :)' > The entrancetotheruinsbelowthatishiddenfromview closes quietly. > Farrakahn says 'try fearing massive' > Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. >nod Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. >You nod solemnly. >'hold You say 'hold' >'k l You say 'k' >Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A horse is here, gazing at you. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. >pray You raise your prayers to the sky. >sanc Farrakahn says 'i spamming' >You start to concentrate. \|/-\|/-\|/-\|/-\|/-\ Ok. You are surrounded by a bright aura. > Farrakahn's torch flickers weakly. >d cf massive f f u The entrancetotheruinsbelowthatishiddenfromview closes quietly. > Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. >You cannot go that way. Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. >Nobody here by that name. >You flee head over heels. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. >PANIC! You couldn't escape! >You cannot go that way. >n Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. >d cf massive f f u Catacomb Exits are: U Underneath the ruins is the beginnings of some sort of catacomb system. However, after years of disrepair, it looks like the catacomb system has begun to cave in on itself and most of the passageways are filled with rubble. A massive redbacked spider scuttles towards its prey. A large baby spider stands here adjusting to its new environment. A webspinning spider is moving with great agility over the cobwebs A blind spider hangs from a web here. >You start to concentrate. -\|/-\Your sanctuary is ended! You cast off your sanctuary! Ok. A massive redback looks shocked for a brief moment before the panic sets in. You flee head over heels. Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. >You flee head over heels. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. >You cannot go that way. >cac n nod You cackle gleefully. >Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. >You nod solemnly. > Farrakahn tells you 'fear him?'. >'feared The entrancetotheruinsbelowthatishiddenfromview closes quietly. You say 'feared' >exa d Something that looks like an entrance to the ruins below is here, but it is hidden from view. >'open!! Farrakahn frowns. >You say 'open!!' > Farrakahn drinks water from a water skin. > Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. > The entrancetotheruinsbelowthatishiddenfromview closes quietly. Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. >ponder You ponder over matters as they appear to you at this moment. l > Your regeneration slowed. >Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. >'I try again You say 'I try again' Farrakahn says 'hmm i bash the door' sanc >You start to concentrate. \|/-\|/-\|/-\ Farrakahn's torch went out. |/-\|/-\ Ok. You are surrounded by a bright aura. >d cf massive f f u Catacomb Exits are: U Underneath the ruins is the beginnings of some sort of catacomb system. However, after years of disrepair, it looks like the catacomb system has begun to cave in on itself and most of the passageways are filled with rubble. A massive redbacked spider scuttles towards its prey. A large baby spider stands here adjusting to its new environment. A webspinning spider is moving with great agility over the cobwebs A blind spider hangs from a web here. >You start to concentrate. -\|/-\Your sanctuary is ended! You cast off your sanctuary! Ok. A massive redback looks shocked for a brief moment before the panic sets in. You flee head over heels. Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. >You flee head over heels. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. >You cannot go that way. >n Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. Farrakahn the Dwarf (glowing) is standing here. A friendly little pony is here, looking well-groomed and happy. A massive redbacked spider scuttles towards its prey. > A massive redback breaks Farrakahn's sanctuary! A massive redback attacks Farrakahn! A massive redback hits Farrakahn's left arm extremely hard. Farrakahn cleaves a massive redback very hard. >'keep it opene!!! You say 'keep it opene!!!' > A massive redback hits Farrakahn's body extremely hard. > A massive redback deflects Farrakahn's attack. >k spider cc ci Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn leaves down. A nice pony leaves down. set tac ag >A massive redback attacks YOU! A massive redback hits your left leg extremely hard. That really did HURT! A massive redback dodges your attack. You do the best you can! HP:Bruised, a massive redback:Scratched>You start to concentrate. Farrakahn enters from below. A nice pony enters from below. /-\|/ Farrakahn leaves south. A nice pony leaves south. -\set tac def Ok. A massive redback appears to be confused! You start to concentrate. A massive redback hits your body very hard. You could not concentrate anymore! You are now employing aggressive tactics. HP:Hurt, a massive redback:Scratched>You are now employing defensive tactics. HP:Hurt, a massive redback:Scratched> A massive redback deflects your attack. HP:Hurt, a massive redback:Scratched> A massive redback hits your body hard. Farrakahn narrates, 'nice :0' HP:Hurt, a massive redback:Scratched> A massive redback hits your left arm very hard. You wimp out, and attempt to flee! You flee head over heels. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. f HP:Hurt>You flee head over heels. Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. HP:Hurt>nar shite e n n n You narrate, 'shite' HP:Hurt>You cannot go that way. HP:Hurt>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Hurt>Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. HP:Hurt>You cannot go that way. HP:Hurt>s Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Hurt> Farrakahn leaves north. A nice pony leaves north. HP:Hurt> Farrakahn enters from the north. A nice pony enters from the north. HP:Hurt>af But nobody is fighting him! aff HP:Hurt> Farrakahn lights a torch and holds it. HP:Hurt>You are affected by: regeneration (fast-acting) detect hidden (medium) insight (medium) HP:Hurt>cast curing You start to concentrate. /- Farrakahn says 'ok he solo :)' \|/-\ Ok. You feel yourself becoming healthier. HP:Hurt>'lemme posion You say 'lemme posion' HP:Hurt> Farrakahn nods solemnly. n cp spider f HP:Hurt>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. HP:Hurt>You start to concentrate. /-\|/-\ Your torch flickers weakly. |/- Farrakahn enters from the south. A nice pony enters from the south. \Ok. You flee head over heels. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. HP:Hurt>sigh Farrakahn enters from the north. A nice pony enters from the north. HP:Hurt>You sigh. HP:Hurt>shake You shake your head. HP:Hurt>sc Farrakahn says 'hard bash' HP:Hurt>You have 87/151 hit, 57/57 stamina, 128/145 moves, 12 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 6, XP Needed: 46K. HP:Hurt>n cp spider f Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. HP:Hurt>You start to concentrate. /-\|/-\|/-\Ok. Your poison now flows through a massive redback's veins! You flee head over heels. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Hurt>nar Yes, narrate, fine, narrate we must, but WHAT??? HP:Hurt>cackle Farrakahn eats a soldier ration. HP:Hurt> Farrakahn eats a soldier ration. HP:Hurt>nod You cackle gleefully. HP:Hurt> Farrakahn gets a soldier ration from a backpack. HP:Hurt>You nod solemnly. Farrakahn gets a soldier ration from a backpack. HP:Hurt>'poisoned You say 'poisoned' HP:Hurt> Farrakahn leaves north. A nice pony leaves north. HP:Hurt>n ci spider Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. Farrakahn the Dwarf (busy) is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Hurt>You start to concentrate. -\|/-\ Farrakahn sends a massive redback sprawling with a powerful bash. Farrakahn cleaves a massive redback very hard. Ok. HP:Hurt>set tac ag af You are now employing aggressive tactics. HP:Hurt>You join the fight! You attack a massive redback! You slash a massive redback. Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn leaves south. A nice pony leaves south. HP:Hurt, a massive redback:Bruised>diag A massive redback has some bruises. A massive redback is in top shape. A massive redback has been here for a very long time. A massive redback is affected by: insight (long) poison (long) confuse (fast-acting) She is well aware of the Wraith-world. HP:Hurt, a massive redback:Bruised> A massive redback has recovered from a bash! HP:Hurt, a massive redback:Bruised> A massive redback hits your body extremely hard. That really did HURT! You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Hurt, a massive redback:Bruised> A massive redback deflects your attack. HP:Hurt, a massive redback:Bruised>set tac def Farrakahn enters from the south. A nice pony enters from the south. HP:Hurt, a massive redback:Bruised>You are now employing defensive tactics. HP:Hurt, a massive redback:Bruised> A massive redback hits your right leg hard. You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Wounded, a massive redback:Bruised>f A massive redback deflects your attack. HP:Wounded, a massive redback:Bruised> A massive redback avoids being bashed by Farrakahn who loses his balance and falls! HP:Wounded, a massive redback:Bruised>Farrakahn cleaves a massive redback very hard. PANIC! You couldn't escape! HP:Wounded, a massive redback:Bruised>f A massive redback hits your left hand very hard. You wimp out, and attempt to flee! You flee head over heels. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. HP:Wounded>You flee head over heels. Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redback is here, fighting Farrakahn. Farrakahn the Dwarf is here, fighting a massive redback. A friendly little pony is here, looking well-groomed and happy. HP:Wounded> A massive redback hits Farrakahn's left hand extremely hard. HP:Wounded>repo s A massive redback avoids being bashed by Farrakahn who loses his balance and falls! HP:Wounded> Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn leaves south. A nice pony leaves south. HP:Wounded>You say 'I am wounded, my stamina is full, and i am energetic.' HP:Wounded>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Wounded>rest You sit down and rest your tired bones. HP:Wounded> Farrakahn says 'to hard to continually bash with out going berserk' HP:Wounded>nod You nod solemnly. who HP:Wounded> Rain falls heavily on the fields. Your torch flickers weakly. Your regeneration slows again. HP:Wounded>Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf (sleeping) [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Wounded>sc You have 58/151 hit, 57/57 stamina, 116/145 moves, 5 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 6, XP Needed: 46K. HP:Wounded>st You stop resting, and stand up. HP:Wounded>aff You are affected by: anger (short) curing saturation (fast-acting) detect hidden (medium) insight (short) HP:Wounded>cast regen sc You start to concentrate. |/-\'low on spirit too | Farrakahn begins quietly muttering some strange, powerful words. /-\Ok. You feel yourself becoming much healthier. You have 61/151 hit, 57/57 stamina, 115/145 moves, 0 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 6, XP Needed: 46K. HP:Wounded>You say 'low on spirit too' HP:Wounded> Farrakahn utters a strange command, 'curing saturation' HP:Wounded>'what is hee? You say 'what is hee?' HP:Wounded>who Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf (sleeping) [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Wounded>nar could use help You narrate, 'could use help' HP:Hurt>l Farrakahn says 'hmm?' HP:Hurt> Farrakahn begins quietly muttering some strange, powerful words. HP:Hurt>Farrakahn utters a strange command, 'curing saturation' Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Hurt>'wounded etce etc? l You say 'wounded etce etc?' HP:Hurt>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. HP:Hurt>n diag spider s Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. HP:Hurt>A massive redback has some bruises. A massive redback is in top shape. A massive redback has been here for a very long time. A massive redback is affected by: insight (long) poison (long) She is well aware of the Wraith-world. HP:Hurt>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Hurt> Farrakahn says 'he bruised or something' HP:Hurt>'bruised. You say 'bruised.' HP:Hurt>spit You spit over your left shoulder. HP:Hurt>'not confused You say 'not confused' HP:Hurt>diag farrakahn sc Farrakahn is somewhat hurt. Farrakahn is in top shape. Farrakahn is affected by: curing saturation (fast-acting) anger (short) evasion (medium) detect hidden (long) insight (medium) He is one with the Wraith-world! HP:Hurt>You have 94/151 hit, 57/57 stamina, 113/145 moves, 0 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 6, XP Needed: 46K. HP:Hurt> Farrakahn says 'i know :(' HP:Hurt>cast regen farrakahn You can't summon enough energy to cast the spell. HP:Hurt>'0 spirit Farrakahn leaves north. A nice pony leaves north. spit HP:Hurt>who You say '0 spirit' HP:Hurt>n You spit over your left shoulder. HP:Hurt>Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf (sleeping) [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Hurt>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. A black rabbit scurries about. Farrakahn the Dwarf (busy) is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Bruised> Farrakahn sends a massive redback sprawling with a powerful bash. HP:Bruised> A massive redback deflects Farrakahn's attack. Farrakahn panics, and attempts to flee! HP:Bruised>s Your torch went out. HP:Bruised>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. HP:Bruised>'0 spirit Farrakahn enters from the north. A nice pony enters from the north. HP:Bruised> Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn leaves south. A nice pony leaves south. HP:Bruised>You say '0 spirit' HP:Bruised> Farrakahn enters from the south. A nice pony enters from the south. HP:Bruised> Farrakahn leaves north. A nice pony leaves north. HP:Bruised>'0 spirit You say '0 spirit' HP:Bruised> Farrakahn enters from the north. A nice pony enters from the north. HP:Bruised>'0 spirit You say '0 spirit' HP:Bruised>sc who You have 123/151 hit, 57/57 stamina, 112/145 moves, 0 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 6, XP Needed: 46K. HP:Bruised>Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf (sleeping) [ 16 WdE] Ainaran the Wood Elf [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. HP:Bruised> Farrakahn narrates, 'i can bash him berserk :)' HP:Bruised> Farrakahn narrates, 'if someone can buff for a while' HP:Bruised>'I get enough to poison l You say 'I get enough to poison' HP:Bruised>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Bruised> Farrakahn says 'go get spirit then' 'erm confuse HP:Bruised>s s You say 'erm confuse' HP:Bruised>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. HP:Scratched>Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog watches you carefully. A large wild dog watches you carefully. ride HP:Scratched>e e A horse stops following you. You mount a horse and start riding him. R HP:Scratched>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R HP:Scratched>Forest Clearing Exits are: N W You emerge from yet another tangle to find yourself in a small clearing. After the thick forest, it is strange to see the sky clearly again. All around the clearing are more bushes, and above them the foliage of the trees. A massive Mirkwolf stares at you through blood red eyes. w n n n R HP:Scratched>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R HP:Scratched>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. R HP:Scratched>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Scratched>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A brown fox hunts for food here. R HP:Scratched>e Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A brown fox hunts for food here. R HP:Scratched>n set men on A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) Farrakahn tells you 'he is poisoned right?'. k flame R HP:Scratched>AutoMental mode is now on. R HP:Scratched>You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:in top shape, a ball of pale flame:slightly clumsy> a ball of pale flame forces its Will against your constitution! R HP:Scratched Mind:barely sickly, a ball of pale flame:slightly clumsy>rep nod You force your Will against a ball of pale flame's strength! You tell Farrakahn 'nod' R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly clumsy>rep long You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat clumsy>A ball of pale flame tries its Will against your mind, but loses control! You tell Farrakahn 'long' R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy>rep man this is too fun :-) You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy>A ball of pale flame tries its Will against your mind, but loses control! You tell Farrakahn 'man this is too fun :-)' R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy>gt I going to prac parry A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy>who But you are not the member of a group! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy>Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. R HP:Healthy Mind:barely sickly, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly dispirited> The half-grown moon shows in the sky. The sky is hidden by clouds making this area damp and chill. R HP:Scratched Mind:in top shape, a ball of pale flame:seriously dispirited> A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:in top shape, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's constitution! R HP:Scratched Mind:in top shape, a ball of pale flame:seriously dispirited>rep I'm going to go prac parry A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:in top shape, a ball of pale flame:seriously dispirited>The world seems dull again. You tell Farrakahn 'I'm going to go prac parry' R HP:Healthy Mind:in top shape, a ball of pale flame:seriously dispirited> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously dispirited>sc A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly dispirited>You have 151/151 hit, 57/57 stamina, 111/145 moves, 4 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 6, XP Needed: 46K. R HP:Healthy Mind:in top shape, a ball of pale flame:strongly dispirited> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly dispirited> You force your Will against a ball of pale flame's will! Your spirit increases by 8. You receive your share of experience -- 665 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R> Farrakahn tells you 'nod'. R>get coins all.cor You can't seem to find any cors here. R>w w ride Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. n n n n sc R>You are riding already. R>Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You have 151/151 hit, 57/57 stamina, 111/145 moves, 12 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 6, XP Needed: 45K. R> Gangrel chats, 'shit i realized my watch was wrong i got about an hour left!' R>e n n n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. n R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>You cannot go that way. R>You cannot go that way. R>e Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R> Farrakahn tells you 'if u could buff for a couple rounds we could kill it'. R>chat :-) Squish narrates, 'heh' R>e You chat, ':-)' R>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. e n R> Gangrel chats, 'YEAH!' R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. R>prac Hello, Ainaran! I can teach you these skills: You have 6 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 93% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 36% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) sanctuary 101% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 101% Taught to: (Mastered) infravision 0% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 64% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) R> Farrakahn tells you 'i could bash it u could confuse it in between bash'. R>prac parry prac parry prac parry prac parry You practice it for a while. R>You practice it for a while. R>You practice it for a while. prac parry prac parry R>You're already perfect in this. R>prac parry prac parry You're already perfect in this. prac parry R>You're already perfect in this. R>You're already perfect in this. R>You're already perfect in this. R>You're already perfect in this. R> Squish narrates, 'oh man im stuck with him! j/k' R>rep You're already perfect in this. You tell Farrakahn 'You're already perfect in this.' R>prac Hello, Ainaran! I can teach you these skills: You have 3 practice sessions left. slashing 100% Taught to: (Mastered) concussion 0% Taught to: (Mastered) whips/flails 0% Taught to: (Mastered) piercing 0% Taught to: (Mastered) spears 0% Taught to: (Mastered) axes 0% Taught to: (Mastered) swimming 0% Taught to: (Mastered) two-handed 0% Taught to: (Mastered) weapon mastery 0% Taught to: (Mastered) parry 100% Taught to: (Mastered) kick 0% Taught to: (Mastered) bash 0% Taught to: (Mastered) rescue 0% Taught to: (Mastered) berserk 0% Taught to: (Mastered) dodge 0% Taught to: (Mastered) fast attack 22% Taught to: (Mastered) hide 0% Taught to: (Mastered) track 0% Taught to: (Mastered) pick lock 6% Taught to: (Mastered) search 17% Taught to: (Mastered) stealth 0% Taught to: (Mastered) awareness 0% Taught to: (Mastered) ride 92% Taught to: (Mastered) tame 0% Taught to: (Mastered) calm 0% Taught to: (Mastered) detect hidden 36% Taught to: (Mastered) evasion 36% Taught to: (Mastered) poison 101% Taught to: (Mastered) resist poison 0% Taught to: (Mastered) curing saturation 101% Taught to: (Mastered) restlessness 0% Taught to: (Mastered) resist magic 0% Taught to: (Mastered) slow digestion 0% Taught to: (Mastered) dispel regeneration 0% Taught to: (Mastered) insight 101% Taught to: (Mastered) pragmatism 36% Taught to: (Mastered) haze 0% Taught to: (Mastered) fear 101% Taught to: (Mastered) divination 84% Taught to: (Mastered) sanctuary 101% Taught to: (Mastered) vitality 101% Taught to: (Mastered) confuse 101% Taught to: (Mastered) regeneration 101% Taught to: (Mastered) infravision 0% Taught to: (Mastered) curse 0% Taught to: (Mastered) revive 101% Taught to: (Mastered) detect magic 0% Taught to: (Mastered) magic missile 0% Taught to: (Mastered) remove poison 64% Taught to: (Mastered) attune 0% Taught to: (Mastered) animal language 0% Taught to: (Mastered) human language 100% Taught to: (Mastered) orcish language 0% Taught to: (Mastered) R> Gangrel chats, '*roar*' R> Gangrel chats, 'come on ankren i got the time of day for ya!' R> The sun sets behind the buildings. Clouds cover the sky Saving Ainaran. R> Farrakahn narrates, 'i cant insight it :(' R>prac fast attack prac fast attack prac fast attack You practice it for a while. R>You practice it for a while. R>You practice it for a while. R>prac fast attack prac fast attack prac fast attack You have no practice sessions left now. R>You have no practice sessions left now. R>You have no practice sessions left now. R>nar nod You narrate, 'nod' nar I coming sc R>You narrate, 'I coming' R>You have 151/151 hit, 57/57 stamina, 141/145 moves, 12 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 45K. R>s s s Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. R>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. s s R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. R> Farrakahn narrates, 'its insighted' R>You cannot go that way. R>You cannot go that way. R>w s s s Gangrel chats, 'keh?' R>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. R>Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. R>nar lick You cannot go that way. R>You cannot go that way. R>e You narrate, 'lick' R>Can not go there mounted. R>n n n Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. R>You cannot go that way. R>You cannot go that way. R>n n e You cannot go that way. R>You cannot go that way. R>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. n n R>w Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. R>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activityw surrounding a group of low buildings, and to the south a small shanty town lies. R>w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. w s s s s s s s s s s w R>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R>You cannot go that way. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway isn n lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. An abandoned wolf is here, fighting Squish. A brown fox hunts for food here. Squish is here, fighting an abandoned wolf, riding on a nice pony. Gangrel is here, fighting an abandoned wolf, riding on a nice pony. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an n underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. R>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>n Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog watches you carefully. R>n n Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A massive Mirkwolf stares at you through blood red eyes. n n R>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. n R>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. A black rabbit scurries about. n n R>You cannot go that way. R>s You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>You cannot go that way. R>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn the Dwarf is resting here. A friendly little pony is here, looking well-groomed and happy. R>grin set tac def You grin evilly. eq R>You are now employing defensive tactics. R>You are using: a blue marble ring..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of a juggler R>'ready? You say 'ready?' R>dismount aff You stop riding a horse. A horse starts following you. >The moon lights your surroundings. You are affected by: regeneration (fast-acting) anger (short) curing saturation (fast-acting) detect hidden (short) > Farrakahn says 'think u can buff it for a round to conduse it?' > Farrakahn stops resting, and clambers on his feet. > A nice pony stops following Farrakahn. Farrakahn mounts a nice pony and starts riding him. > Farrakahn starts following you. >nod You nod solemnly. > Farrakahn says 'ready to bash' >n k spider cc cc Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. A black rabbit scurries about. Farrakahn is entering from the south, riding on a nice pony. cc >You cannot fathom a massive redback's mind. HP:Healthy, a massive redback:in top shape>You start to concentrate. /-\|A massive redback attacks YOU! A massive redback hits your body very hard. You could not concentrate anymore! You start to concentrate. /-\|/ A massive redback avoids being bashed by Farrakahn who loses his balance and falls! -\Ok. A massive redback appears to be confused! You start to concentrate. /-\ You deflect a massive redback's attack. |/-set men off \ Ok. HP:Bruised, a massive redback:in top shape> You cannot fathom a massive redback's mind. Farrakahn sends a massive redback sprawling with a powerful bash. HP:Bruised, a massive redback:in top shape> Farrakahn deeply wounds a massive redback with his cleave. HP:Bruised, a massive redback:in top shape>AutoMental mode is now off. HP:Bruised, a massive redback:Bruised> A massive redback deflects your attack. HP:Bruised, a massive redback:Bruised>cackle set tac def You cackle gleefully. HP:Bruised, a massive redback:Bruised> Farrakahn cleaves a massive redback extremely hard. HP:Bruised, a massive redback:Hurt>'confused You are now employing defensive tactics. HP:Bruised, a massive redback:Hurt> You slash a massive redback. HP:Bruised, a massive redback:Hurt> A massive redback has recovered from a bash! HP:Bruised, a massive redback:Hurt> A massive redback hits your left leg very hard. HP:Bruised, a massive redback:Hurt>You say 'confused' HP:Bruised, a massive redback:Hurt>con spider You lightly slash a massive redback. Are you mad!? A massive redback has been here for a very long time. HP:Bruised, a massive redback:Hurt> Farrakahn sends a massive redback sprawling with a powerful bash. HP:Bruised, a massive redback:Hurt>l spider The spider is about 3 feet long, mostly black, with a bright red stripe down the centre of its thorax. Its many eyes gleam wickedly as it scuttles across the floor towards its unfortunate victim. A massive redback is somewhat hurt. HP:Bruised, a massive redback:Hurt> You slash a massive redback. HP:Bruised, a massive redback:Hurt> Farrakahn cleaves a massive redback extremely hard. HP:Bruised, a massive redback:Hurt> Farrakahn says 'i see :)' HP:Bruised, a massive redback:Hurt> You slash a massive redback. HP:Bruised, a massive redback:Hurt> A massive redback has recovered from a bash! HP:Bruised, a massive redback:Hurt> A massive redback hits your left foot extremely hard. HP:Hurt, a massive redback:Hurt> You slash a massive redback. pray HP:Hurt, a massive redback:Hurt> Farrakahn sends a massive redback sprawling with a powerful bash. HP:Hurt, a massive redback:Hurt> Farrakahn deeply wounds a massive redback with his cleave. HP:Hurt, a massive redback:Hurt>'I flee at 80 hps sc You raise your prayers to the sky. HP:Hurt, a massive redback:Hurt> A massive redback deflects your attack. HP:Hurt, a massive redback:Hurt> Farrakahn says 'still hits hard tho' HP:Hurt, a massive redback:Hurt> Farrakahn cleaves a massive redback very hard. HP:Hurt, a massive redback:Wounded> A massive redback has recovered from a bash! HP:Hurt, a massive redback:Wounded>A massive redback hits your left arm very hard. You wimp out, and attempt to flee! PANIC! You couldn't escape! You lightly slash a massive redback. You say 'I flee at 80 hps' HP:Hurt, a massive redback:Wounded>You have 79/151 hit, 57/57 stamina, 130/145 moves, 8 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 45K. HP:Hurt, a massive redback:Wounded> A massive redback hits your left leg hard. You wimp out, and attempt to flee! You flee head over heels. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. HP:Wounded> Rain falls heavily on the fields. Farrakahn is entering from the north, riding on a nice pony. gt come HP:Wounded>But you are not the member of a group! drink skin drink skin drink skin gro all HP:Wounded>rest gt nice You drink the water. You don't feel thirsty any more. HP:Wounded>Your stomach can't contain anymore! HP:Wounded>You become less aware of surroundings. Your stomach can't contain anymore! HP:Hurt>Farrakahn joins your group. A horse joins your group. HP:Hurt>gt it wounded st cast detect cast detect cast detect cast detect cast detect cast detect cast evasion cast evasion cast evasion cast evasion cast evasion cast evasion cast evasion re Farrakahn says 'i can bash flee now' HP:Hurt>You sit down and rest your tired bones. HP:Hurt>You group-say 'nice' HP:Hurt> Farrakahn is leaving north, riding on a nice pony. HP:Hurt>You group-say 'it wounded' HP:Hurt> Your regeneration slows again. HP:Hurt> Farrakahn is entering from the north, riding on a nice pony. HP:Hurt>You stop resting, and stand up. HP:Hurt> Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn is leaving south, riding on a nice pony. HP:Hurt>You start to concentrate. \|/-\Ok. Your feel your awareness improve. You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \ Farrakahn is entering from the south, riding on a nice pony. | Farrakahn is leaving north, riding on a nice pony. /-\Ok. You feel someone protecting you. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\ Squish narrates, 'large wold dog' You lost your concentration! You start to concentrate. \|/-\Ok. You sit down and rest your tired bones. HP:Hurt>sc Squish narrates, 'considered' HP:Hurt> Farrakahn is entering from the north, riding on a nice pony. HP:Hurt>You have 86/151 hit, 57/57 stamina, 131/145 moves, 8 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 45K. HP:Hurt> Squish narrates, 'you are mad!' HP:Hurt> Farrakahn says 'its bloodied :)' HP:Hurt>no Nah... You feel too relaxed to do that.. HP:Hurt>nod Squish narrates, 'hasnt touched me :)' HP:Hurt>You nod solemnly. HP:Hurt> Farrakahn is leaving north, riding on a nice pony. HP:Hurt>'lemme regen a bit You say 'lemme regen a bit' HP:Hurt>gt lemme regen a bit You group-say 'lemme regen a bit' HP:Hurt> Farrakahn is entering from the north, riding on a nice pony. HP:Hurt> Farrakahn panics, and attempts to flee! Farrakahn flees head over heals! Farrakahn is leaving north, riding on a nice pony. HP:Hurt>sl You go to sleep. HP:Hurt>gt I'll buff the rest of the way aff You group-say 'I'll buff the rest of the way' HP:Hurt>The moon lights your surroundings. You are affected by: evasion (long) detect hidden (long) anger (short) curing saturation (fast-acting) HP:Hurt>gt you'd better not kill it without me :-) You group-say 'you'd better not kill it without me :-)' HP:Bruised>sc You have 111/151 hit, 57/57 stamina, 139/145 moves, 8 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 45K. HP:Bruised>st You wake, and stand up. cast regen HP:Bruised>You start to concentrate. l |/-\|/-\Ok. You feel yourself becoming much healthier. Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. A horse is here, gazing at you. HP:Bruised>n Farrakahn is entering from the north, riding on a nice pony. HP:Bruised>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. A black rabbit scurries about. Farrakahn is entering from the south, riding on a nice pony. l spider s HP:Bruised> The spider is about 3 feet long, mostly black, with a bright red stripe down the centre of its thorax. Its many eyes gleam wickedly as it scuttles across the floor towards its unfortunate victim. A massive redback is beaten severely. HP:Bruised>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. Farrakahn is entering from the north, riding on a nice pony. HP:Bruised>nod You nod solemnly. HP:Bruised> Farrakahn says 'it will die quick' HP:Bruised>nod You nod solemnly. set tac def HP:Bruised> Farrakahn says 'go buff it?' HP:Bruised>You are now employing defensive tactics. HP:Bruised>n k spider pray set tac def Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A black rabbit scurries about. A massive redbacked spider scuttles towards its prey. A black rabbit scurries about. Farrakahn is entering from the south, riding on a nice pony. HP:Bruised>You attack a massive redback! A massive redback deflects your attack. Farrakahn assists you! Farrakahn attacks a massive redback! Farrakahn cleaves a massive redback hard. HP:Bruised, a massive redback:Awful> A massive redback hits your body very hard. HP:Bruised, a massive redback:Awful>You raise your prayers to the sky. HP:Bruised, a massive redback:Awful>You are now employing defensive tactics. HP:Bruised, a massive redback:Awful>diag cc A massive redback is almost dead. A massive redback is in top shape. A massive redback has been here for a very long time. A massive redback is affected by: insight (long) poison (long) She is well aware of the Wraith-world. HP:Bruised, a massive redback:Awful> A massive redback hits your body very hard. HP:Hurt, a massive redback:Awful>A massive redback dodges your attack. You start to concentrate. /-\|/- Farrakahn sends a massive redback sprawling with a powerful bash. \ Ok. A massive redback appears to be confused! HP:Hurt, a massive redback:Awful> Farrakahn cleaves a massive redback very hard. HP:Hurt, a massive redback:Awful> A massive redback deflects your attack. HP:Hurt, a massive redback:Awful>diag A massive redback is almost dead. A massive redback is in top shape. A massive redback has been here for a very long time. A massive redback is affected by: confuse (fast-acting) insight (long) poison (long) She is well aware of the Wraith-world. HP:Hurt, a massive redback:Awful> Farrakahn deeply wounds a massive redback with his cleave. A massive redback is dead! R.I.P. Your spirit increases by 7. You receive your share of experience -- 1677 points. An eerie death rattle sounds as the spider scuttles her last. HP:Hurt>cackle You cackle gleefully. HP:Bruised> Farrakahn frowns. HP:Bruised> Farrakahn says 'butcher maybe?' 'it was nice anyway HP:Bruised> Saving Ainaran. HP:Bruised>ponder You say 'it was nice anyway' HP:Bruised>You ponder over matters as they appear to you at this moment. HP:Bruised>'give me a dagger or something Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. i HP:Bruised> Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. HP:Bruised>You say 'give me a dagger or something' HP:Bruised>You are carrying: a water skin a backpack a large sack a twisted piece of wire a pair of stout leather boots a soldier ration a soldier ration HP:Bruised>exam pack When you look inside, you see: backpack (carried) : a raw piece of meat a small, raw piece of meat a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a sapphire ring..It glows blue! a golden bracelet..It glows blue! a sapphire ring..It glows blue! a sapphire ring..It glows blue! a golden visor..It glows blue! a pair of silk sleeves HP:Bruised>drop boots Farrakahn says 'dont got 1' HP:Bruised>You drop a pair of stout leather boots. HP:Bruised>nod You nod solemnly. HP:Bruised> Farrakahn stops riding a nice pony. A nice pony now follows Farrakahn. HP:Bruised> Farrakahn leaves down. A nice pony leaves down. HP:Bruised> Farrakahn enters from below. A nice pony enters from below. HP:Bruised>set tac ag You are now employing aggressive tactics. HP:Scratched>conc You start focusing your mind. but Farrakahn says 'we kill webspinner now?' You release your concentration. There is nothing of value on it. HP:Scratched>HP:Scratched>HP:Scratched> Gangrel sings, '... cause it's a bitter sweet, symphony that's life...' HP:Scratched>'Nothing of value on it You say 'Nothing of value on it' > A black rabbit leaves south. The entrancetotheruinsbelowthatishiddenfromview closes quietly. > Farrakahn nods solemnly. > Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn says 'how hp?' > Farrakahn says 'buff webspinner?' >repo The entrancetotheruinsbelowthatishiddenfromview closes quietly. >You group-say 'I am healthy, my stamina is full, and i am energetic.' >sc You have 152/152 hit, 57/57 stamina, 138/145 moves, 8 spirit. OB: 85, DB: 15, PB: 60, Speed: 21, Gold: 6, XP Needed: 43K. You are getting hungry. > A black rabbit enters from the south. > Farrakahn says 'lets do webspinner' > Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. >nod You nod solemnly. > Gangrel sings, 'gotta make ends meet your a slave to the money then you die' >'keep that door open The entrancetotheruinsbelowthatishiddenfromview closes quietly. > Farrakahn says 'go :)' >You say 'keep that door open' > Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. > Farrakahn says 'i will' d k webspinner cc set tac def >It is pitch black... A nice pony enters from above. >You attack a webspinner! A webspinner closes the exittotheruinsabovethatishiddenfromview. A webspinner locks the exittotheruinsabovethatishiddenfromview. You slash a webspinner. HP:Healthy, a webspinner:Scratched>cc A webspinner hits your right arm hard. HP:Scratched, a webspinner:Scratched>You start to concentrate. /-\|/-\Ok. You are now employing defensive tactics. HP:Scratched, a webspinner:Scratched> You deflect a webspinner's attack. HP:Scratched, a webspinner:Scratched>You start to concentrate. / Farrakahn assists you! Farrakahn attacks a webspinner! Farrakahn cleaves a webspinner very hard. -\ Gangrel sings, '.. great song' |/-\ You deflect a webspinner's attack. Ok. HP:Scratched, a webspinner:Scratched>cc A webspinner dodges your attack. diag HP:Scratched, a webspinner:Scratched>Farrakahn sends a webspinner sprawling with a powerful bash. You start to concentrate. /-\|/-\Ok. A webspinner has a few scratches. A webspinner is in top shape. A webspinner has been here for a very long time. A webspinner is not affected by anything. His mind is totally numb. HP:Scratched, a webspinner:Scratched> Farrakahn cleaves a webspinner extremely hard. HP:Scratched, a webspinner:Bruised>'can open door? cc A webspinner dodges your attack. HP:Scratched, a webspinner:Bruised> You deflect a webspinner's attack. HP:Scratched, a webspinner:Bruised>Farrakahn cleaves a webspinner very hard. You say 'can open door?' HP:Scratched, a webspinner:Bruised>A webspinner deflects your attack. You start to concentrate. defe /-\|A webspinner hits your right foot very hard. You could not concentrate anymore! Unrecognized command. HP:Bruised, a webspinner:Bruised> Farrakahn cleaves a webspinner very hard. HP:Bruised, a webspinner:Bruised> A webspinner hits your right arm hard. You slash a webspinner. HP:Bruised, a webspinner:Hurt>set tac def cc cc 'open door?? Farrakahn deeply wounds a webspinner with his cleave. You are now employing defensive tactics. HP:Bruised, a webspinner:Hurt>A webspinner hits your right leg. A webspinner dodges your attack. You start to concentrate. /-\|/-\Ok. You can't summon enough energy to cast the spell. HP:Bruised, a webspinner:Hurt> You deflect a webspinner's attack. HP:Bruised, a webspinner:Hurt> Farrakahn cleaves a webspinner hard. HP:Bruised, a webspinner:Hurt>You say 'open door??' HP:Bruised, a webspinner:Hurt> A webspinner deflects your attack. HP:Bruised, a webspinner:Hurt> A webspinner hits your right leg. HP:Hurt, a webspinner:Hurt> A large baby spider attacks YOU! You deflect a large baby spider's attack. Farrakahn cleaves a webspinner extremely hard. set tac def HP:Hurt, a webspinner:Hurt> A webspinner deflects your attack. HP:Hurt, a webspinner:Hurt>A webspinner hits your right leg hard. You are now employing defensive tactics. HP:Hurt, a webspinner:Hurt> Farrakahn says 'differnt name down here' HP:Hurt, a webspinner:Hurt> Farrakahn cleaves a webspinner hard. A webspinner dodges your attack. Squish narrates, 'oh my' HP:Hurt, a webspinner:Wounded> You deflect a large baby spider's attack. HP:Hurt, a webspinner:Wounded> A webspinner hits your right arm very hard. You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Hurt, a webspinner:Wounded> Squish narrates, 'STAT' HP:Hurt, a webspinner:Wounded>exa u A webspinner deflects your attack. HP:Hurt, a webspinner:Wounded>It appears there is an exit to the ruins above, but it is hidden from plain view. HP:Hurt, a webspinner:Wounded> A webspinner deflects Farrakahn's attack. A webspinner hits your right leg hard. You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Wounded, a webspinner:Wounded> You deflect a large baby spider's attack. You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Wounded, a webspinner:Wounded> Gangrel chats, 'shit' HP:Wounded, a webspinner:Wounded>f You slash a webspinner. HP:Wounded, a webspinner:Wounded>PANIC! You couldn't escape! HP:Wounded, a webspinner:Wounded> A webspinner hits your left leg very hard. You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Wounded, a webspinner:Wounded>'shit Farrakahn cleaves a webspinner extremely hard. HP:Wounded, a webspinner:Wounded>'I rip You deflect a large baby spider's attack. You wimp out, and attempt to flee! PANIC! You couldn't escape! Gangrel chats, 'cool!' HP:Wounded, a webspinner:Wounded>You say 'shit' HP:Wounded, a webspinner:Wounded> A webspinner deflects your attack. HP:Wounded, a webspinner:Wounded> A webspinner hits your right hand very hard. You wish that your wounds would stop BLEEDING so much! You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Bloodied, a webspinner:Wounded>You say 'I rip' HP:Bloodied, a webspinner:Wounded> Farrakahn cleaves a webspinner extremely hard. HP:Bloodied, a webspinner:Bloodied> You deflect a large baby spider's attack. You wish that your wounds would stop BLEEDING so much! You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Bloodied, a webspinner:Wounded>exa u You slash a webspinner. HP:Bloodied, a webspinner:Bloodied> A webspinner hits your left arm hard. You wish that your wounds would stop BLEEDING so much! You wimp out, and attempt to flee! PANIC! You couldn't escape! HP:Awful, a webspinner:Bloodied>It appears there is an exit to the ruins above, but it is hidden from plain view. HP:Awful, a webspinner:Bloodied> A webspinner deflects your attack. Squish narrates, 'Str: 20/20, Int: 15/15, Wil: 9/ 9, Dex: 13/13, Con: 20/20, Lea: 12/12.' HP:Awful, a webspinner:Bloodied> Farrakahn cleaves a webspinner very hard. HP:Awful, a webspinner:Bloodied> You deflect a large baby spider's attack. You wish that your wounds would stop BLEEDING so much! You wimp out, and attempt to flee! PANIC! You couldn't escape! A webspinner hits your head hard. You wish that your wounds would stop BLEEDING so much! You wimp out, and attempt to flee! PANIC! You couldn't escape! Farrakahn says 'dammit' HP:Awful, a webspinner:Bloodied> A webspinner dodges your attack. set tac def HP:Awful, a webspinner:Bloodied> Someone hits your body hard. You are dead! Sorry... You can not do it this way. Someone stops following you. Someone stops following you. Someone leaves your group. Someone leaves your group. Your spirit found a new body to wear. Chamber of the Quendi Exits are: D Standing in a large vaulted chamber, one feels at peace here. High above is a circular window in the ceiling where one can view the stars that hang above Middle Earth. To the east lies a wide arched doorway and to the west sits a smaller, non-descript door. HP:Awful S:Empty MV:Exhausted>chat rip me You are now employing defensive tactics. HP:Awful S:Empty MV:Exhausted>chat :-) Farrakahn narrates, 'fuck that bug' HP:Awful S:Drained MV:Fainting>You chat, 'rip me' HP:Awful S:Drained MV:Fainting>You chat, ':-)' HP:Awful S:Drained MV:Fainting> Farrakahn narrates, 'perma bash bug sucks' HP:Awful S:Drained MV:Fatigued> Gangrel chats, 'why?' HP:Awful S:Drained MV:Fatigued>tell farrakahn okay... get the visor from my corpse You tell Farrakahn 'okay... get the visor from my corpse' HP:Awful S:Drained MV:Fatigued>tell farrakahn and I'll grab You tell Farrakahn 'and I'll grab' HP:Awful S:Depleted MV:Fatigued>tell farrakahn that's the only one that matters You tell Farrakahn 'that's the only one that matters' HP:Awful S:Depleted MV:Tired>sc You have 9/129 hit, 10/51 stamina, 16/126 moves, 0 spirit. OB: 46, DB: 21, PB: 21, Speed: 24, Gold: 0, XP Needed: 65K. HP:Awful S:Depleted MV:Tired>chat damned webspinner/different doorname You chat, 'damned webspinner/different doorname' HP:Awful S:Charged MV:Tired>st l You stop resting, and stand up. HP:Awful S:Charged MV:Tired>Chamber of the Quendi Exits are: D Standing in a large vaulted chamber, one feels at peace here. High above is a circular window in the ceiling where one can view the stars that hang above Middle Earth. To the east lies a wide arched doorway and to the west sits a smaller, non-descript door. HP:Awful S:Charged MV:Tired>tell farrakahan 65K tnl Nobody by that name. HP:Awful S:Charged MV:Tired>who Players ------- [ Vala ] Malek the Executioner [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf (sleeping) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder [ 15 Dwf] Farrakahn the Dwarf 6 characters displayed. HP:Awful S:Charged MV:Tired>tell farrakahn 65K tnl You tell Farrakahn '65K tnl' HP:Awful S:Charged MV:Tired>d Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. HP:Awful S:Charged MV:Tired>s cast regen At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. HP:Awful S:Charged MV:Tired>You can't summon enough energy to cast the spell. HP:Awful S:Charged MV:Tired>pour water skin drink skin drink skin You can't find it! drink skin HP:Awful S:Charged MV:Tired>pour water skin You can't find it! HP:Awful S:Charged MV:Tired>You can't find it! HP:Awful S:Charged MV:Tired>s s s You can't find it! HP:Awful S:Charged MV:Tired>You can't find it! HP:Awful S:Charged MV:Tired>e Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. s s HP:Awful S:Charged MV:Tired>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. HP:Awful S:Charged MV:Tired>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Awful S:Charged MV:Tired>Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. HP:Awful S:Charged MV:Fatigued>You cannot go that way. HP:Awful S:Charged MV:Fatigued>You cannot go that way. HP:Awful S:Charged MV:Fatigued>w Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Awful S:Charged MV:Fatigued>w get all Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. HP:Bloodied S:Charged MV:Fainting>There doesn't seem to be anything here. HP:Bloodied S:Charged MV:Fainting>w Outpost Dump Exits are: E The collective trash of everyone inside the outpost's gates is gathered here, in one stinking, fetid, messy pile. The stench wafts to your nose, and the insects abound. However, a hardy soul might be able to sift through this garbage and find something of use to someone. A large wooden shield lies discarded on the ground. A small shield made of wood lies here. A heavy dagger has been abandoned here. A wooden club has been dropped here. A large rat is here, feeding onget all the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A writhing mass of swamp bugs is buzzing through the air here. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. A large rat is here, feeding on the remains of a corpse. HP:Bloodied S:Charged MV:Fainting>You get a large, wooden shield. You get a small, wooden shield. You get a dirk. You get a large, wooden club. HP:Bloodied S:Charged MV:Fainting>wear all You wield a large, wooden club. You're already wielding a weapon. You start to use a small, wooden shield as a shield. You're already using a shield. HP:Bloodied S:Charged MV:Fainting>rem club You stop using a large, wooden club. wie dirk HP:Bloodied S:Charged MV:Fainting>e n n n You wield a dirk. HP:Bloodied S:Charged MV:Fainting>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. HP:Bloodied S:Charged MV:Fainting>You cannot go that way. HP:Bloodied S:Charged MV:Fainting>You cannot go that way. HP:Bloodied S:Charged MV:Fainting>You cannot go that way. HP:Bloodied S:Charged MV:Fainting>e n n Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Bloodied S:Charged MV:Exhausted>You are too exhausted to move. HP:Bloodied S:Charged MV:Fainting>You are too exhausted to move. HP:Bloodied S:Charged MV:Fainting>n You are too exhausted to move. HP:Bloodied S:Charged MV:Fainting>n You are too exhausted to move. HP:Bloodied S:Charged MV:Fainting>n n n You are too exhausted to move. sc HP:Bloodied S:Charged MV:Fainting>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. Farrakahn narrates, 'loaded skull rings :(' HP:Bloodied S:Charged MV:Exhausted>You are too exhausted to move. HP:Bloodied S:Charged MV:Exhausted>You have 16/135 hit, 25/52 stamina, 0/127 moves, 0 spirit. OB: 30, DB: 27, PB: 53, Speed: 25, Gold: 0, XP Needed: 65K. HP:Bloodied S:Charged MV:Exhausted>n You are too exhausted to move. HP:Bloodied S:Charged MV:Fainting>n You are too exhausted to move. n n n HP:Bloodied S:Charged MV:Fainting>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bloodied S:Powered MV:Fainting>where tell farrakahn I knew i'd die that way.. n You are too exhausted to move. HP:Bloodied S:Powered MV:Fainting>You are too exhausted to move. HP:Bloodied S:Powered MV:Fainting>drink skin drink skin drink skin drink skin drink water drink water drink water drink water drink water Players in your Zone -------------------- Ainaran - Dirt Crossing Farrakahn tells you 'come loot corpse'. HP:Bloodied S:Powered MV:Fainting>You tell Farrakahn 'I knew i'd die that way..' HP:Bloodied S:Powered MV:Fainting>At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. HP:Bloodied S:Powered MV:Fainting> Clouds cover the sky Saving Ainaran. HP:Bloodied S:Powered MV:Fainting>You can't find it! HP:Bloodied S:Powered MV:Fainting>You can't find it! HP:Bloodied S:Powered MV:Fainting>You can't find it! Farrakahn tells you 'blah if bash bug didnt happen u woulda lived'. HP:Bloodied S:Powered MV:Fainting>You can't find it! HP:Bloodied S:Powered MV:Fainting>You drink the water. You don't feel thirsty any more. You are full. HP:Bloodied S:Powered MV:Fainting>Your stomach can't contain anymore! HP:Bloodied S:Powered MV:Fainting>Your stomach can't contain anymore! HP:Bloodied S:Powered MV:Fainting>Your stomach can't contain anymore! HP:Bloodied S:Powered MV:Fainting>Your stomach can't contain anymore! HP:Bloodied S:Powered MV:Fatigued>reply nod You tell Farrakahn 'nod' HP:Bloodied S:Powered MV:Fatigued>reply what was doorname from down You tell Farrakahn 'what was doorname from down' HP:Bloodied S:Powered MV:Fatigued>reply no moves You tell Farrakahn 'no moves' HP:Bloodied S:Powered MV:Tired>where Players in your Zone -------------------- Ainaran - At the Well HP:Bloodied S:Powered MV:Tired>who Players ------- [ Vala ] Malek the Executioner [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf (sleeping) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder [ 15 Dwf] Farrakahn the Dwarf 6 characters displayed. HP:Bloodied S:Powered MV:Tired>tell farrakahn you okay? You tell Farrakahn 'you okay?' HP:Bloodied S:Powered MV:Tired>rest You sit down and rest your tired bones. HP:Bloodied S:Powered MV:Tired>sc You have 29/140 hit, 40/54 stamina, 20/128 moves, 0 spirit. OB: 30, DB: 28, PB: 54, Speed: 26, Gold: 0, XP Needed: 65K. HP:Bloodied S:Powered MV:Tired>who Players ------- [ Vala ] Malek the Executioner [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf (sleeping) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder [ 15 Dwf] Farrakahn the Dwarf 6 characters displayed. HP:Bloodied S:Surging MV:Tired>sc You have 31/140 hit, 43/54 stamina, 23/128 moves, 0 spirit. OB: 30, DB: 28, PB: 54, Speed: 26, Gold: 0, XP Needed: 65K. HP:Bloodied S:Surging MV:Tired> Farrakahn tells you 'exit----- blah blah'. HP:Bloodied S:Surging MV:Tired> Farrakahn tells you 'is the door name'. HP:Bloodied S:Surging MV:Tired> Not a cloud can be seen in the sky. HP:Bloodied S:Surging MV:Weary> Farrakahn tells you 'im fine'. HP:Bloodied S:Surging MV:Weary>reply exit----- blah blah???? You tell Farrakahn 'exit----- blah blah????' HP:Bloodied S:Surging MV:Weary> Farrakahn tells you 'same thing as entrance but starts with exit'. HP:Wounded MV:Weary> Farrakahn narrates, 'come loot your corpse before it pops' HP:Wounded MV:Weary>reply ack :( You tell Farrakahn 'ack :(' HP:Wounded MV:Weary>nar I try st w You narrate, 'I try' HP:Wounded MV:Weary>You stop resting, and stand up. HP:Wounded MV:Weary>Postmaster Tent Exits are: E This tent is dominated by a large wooden table covered with scraps of paper and bags filled with letters en route from someplace to someplace else. It must be difficult to carry all those important documents around Middle Earth without losing any! A tall, thin man wearing spectacles is standing here. HP:Wounded MV:Weary>e s At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. HP:Wounded MV:Weary>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Wounded MV:Weary>w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. Farrakahn narrates, 'no agg mobs in there' s HP:Wounded MV:Weary>You cannot go that way. HP:Wounded MV:Weary>lead horse There is nobody by that name. HP:Wounded MV:Weary>w s Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Wounded MV:Weary>Rickety Stables Exits are: N This piece of junk lean-to serves as the place for stabling the mounts of this incredibly poor outpost. The animals do not look happy here. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. A horse is here, gazing at you. A friendly little pony is here, looking well-groomed and happy. HP:Wounded MV:Weary>lead horse n ride You grab a horse and start leading him. A horse starts following you. w HP:Wounded MV:Weary>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. w HP:Wounded MV:Weary>A horse stops following you. You mount a horse and start riding him. R HP:Wounded MV:Weary>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Wounded MV:Weary>You cannot go that way. R HP:Wounded MV:Weary>s s s s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. s s R HP:Wounded MV:Weary>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. s R HP:Wounded MV:Weary>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. s s R HP:Wounded MV:Weary>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. The crushed corpse of an abandoned wolf is lying here. R HP:Wounded MV:Weary>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R HP:Wounded MV:Weary>Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. w R HP:Wounded MV:Weary>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The crushed corpse of a large wild dog is lying here. R HP:Wounded MV:Weary>You cannot go that way. R HP:Wounded MV:Weary>You cannot go that way. R HP:Wounded MV:Weary>You cannot go that way. R HP:Wounded MV:Weary>Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. n R HP:Wounded MV:Weary>n n Clouds can be seen above in the sky. R HP:Wounded S:Surging MV:Weary>n n Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... R HP:Wounded S:Surging MV:Weary>n n n n Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. A black rabbit scurries about. dismount R HP:Wounded S:Surging MV:Weary>Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A pair of stout leather boots is lying here. The hacked corpse of a massive redback is lying here. A black rabbit scurries about. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. R HP:Wounded S:Surging MV:Weary>You cannot go that way. R HP:Wounded S:Surging MV:Weary>You cannot go that way. R HP:Wounded S:Surging MV:Weary>You cannot go that way. R HP:Wounded S:Surging MV:Weary>You cannot go that way. R HP:Wounded S:Surging MV:Weary>You cannot go that way. R HP:Wounded S:Surging MV:Weary>You cannot go that way. R HP:Wounded S:Surging MV:Weary>You stop riding a horse. A horse starts following you. HP:Wounded S:Surging MV:Weary> Farrakahn narrates, 'i assume the big dwarves already did that area and got the artifact :(' HP:Wounded MV:Weary> Farrakahn says '3.corpse' HP:Wounded MV:Weary> Farrakahn leaves down. A nice pony leaves down. HP:Wounded MV:Weary> Farrakahn enters from below. A nice pony enters from below. HP:Wounded MV:Weary> Squish narrates, 'peer' HP:Wounded MV:Weary>tell farrakahn come up You tell Farrakahn 'come up' HP:Wounded MV:Weary> Farrakahn says 'go loot' HP:Wounded MV:Weary>d get all 3.cor u It is pitch black... HP:Wounded MV:Weary>You don't have a 3.cor. HP:Wounded MV:Weary>Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A pair of stout leather boots is lying here. The hacked corpse of a massive redback is lying here. A black rabbit scurries about. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Wounded MV:Weary> Gangrel narrates, 'i here' HP:Wounded MV:Weary>'tor? You say 'tor?' Farrakahn says '3.corpse' HP:Wounded MV:Weary>hol tor You don't seem to have a tor. HP:Wounded MV:Weary>hol tor hol tor You don't seem to have a tor. HP:Wounded MV:Weary>You don't seem to have a tor. HP:Wounded MV:Weary> Farrakahn gets a torch from a large sack. 'need torch HP:Wounded MV:Weary> Squish narrates, 'i lost' HP:Wounded MV:Weary> Farrakahn gives you a torch. HP:Wounded MV:Weary>You say 'need torch' HP:Wounded MV:Weary>hol tor You light a torch and hold it. HP:Wounded MV:Weary>d get all 3.cor u Catacomb Exits are: U Underneath the ruins is the beginnings of some sort of catacomb system. However, after years of disrepair, it looks like the catacomb system has begun to cave in on itself and most of the passageways are filled with rubble. The hacked corpse of a large baby spider is lying here. The hacked corpse of a webspinner is lying here. The badly beaten corpse of *an Elf* is lying here. A blind spider hangs from a web here. A blind spider hangs from a web here. A horse is here, gazing at you. HP:Wounded>You get A severed head of a juggler from the badly beaten corpse of *an Elf*. You get a fine longsword from the badly beaten corpse of *an Elf*. You get a golden bracelet from the badly beaten corpse of *an Elf*. You get a golden bracelet from the badly beaten corpse of *an Elf*. You get an etched leather girdle from the badly beaten corpse of *an Elf*. You get a golden bear fur from the badly beaten corpse of *an Elf*. You get a wooden tower shield from the badly beaten corpse of *an Elf*. You get a pair of silk sleeves from the badly beaten corpse of *an Elf*. You get an indigo pair of cotton gloves from the badly beaten corpse of *an Elf*. You get a pair of soft leather boots from the badly beaten corpse of *an Elf*. You get an indigo pair of cotton pants from the badly beaten corpse of *an Elf*. You get a silver circlet from the badly beaten corpse of *an Elf*. You get a silk shirt from the badly beaten corpse of *an Elf*. You get a ruby necklace from the badly beaten corpse of *an Elf*. You get a ruby necklace from the badly beaten corpse of *an Elf*. You get a stone ring from the badly beaten corpse of *an Elf*. You get a blue marble ring from the badly beaten corpse of *an Elf*. You get a large heap of coins from the badly beaten corpse of *an Elf*. There were 6 gold, 6 silver and 93 copper coins. You get a water skin from the badly beaten corpse of *an Elf*. You get a backpack from the badly beaten corpse of *an Elf*. a large sack: You can't carry that many items. a twisted piece of wire: You can't carry that many items. a soldier ration: You can't carry that many items. a soldier ration: You can't carry that many items. HP:Wounded>Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A pair of stout leather boots is lying here. The hacked corpse of a massive redback is lying here. A black rabbit scurries about. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Wounded MV:Weary> Gangrel chats, 'my moves suck' drop all HP:Wounded MV:Weary>You drop a backpack. You drop a water skin. You drop a blue marble ring. You drop a stone ring. You drop a ruby necklace. You drop a ruby necklace. You drop a silk shirt. You drop a silver circlet. You drop an indigo pair of cotton pants. You drop a pair of soft leather boots. You drop an indigo pair of cotton gloves. You drop a pair of silk sleeves. You drop a wooden tower shield. You drop a golden bear fur. You drop an etched leather girdle. You drop a golden bracelet. You drop a golden bracelet. You drop a fine longsword. You drop A severed head of a juggler. You drop a large, wooden club. You drop a large, wooden shield. HP:Wounded>d get all 3.cor u Catacomb Exits are: U Underneath the ruins is the beginnings of some sort of catacomb system. However, after years of disrepair, it looks like the catacomb system has begun to cave in on itself and most of the passageways are filled with rubble. The hacked corpse of a large baby spider is lying here. The hacked corpse of a webspinner is lying here. The badly beaten corpse of *an Elf* is lying here. A blind spider hangs from a web here. A blind spider hangs from a web here. A horse is here, gazing at you. HP:Wounded>You get a large sack from the badly beaten corpse of *an Elf*. You get a twisted piece of wire from the badly beaten corpse of *an Elf*. You get a soldier ration from the badly beaten corpse of *an Elf*. You get a soldier ration from the badly beaten corpse of *an Elf*. HP:Wounded>Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A large wooden shield lies discarded on the ground. A wooden club has been dropped here. A severed head of a juggler is lying here. A longsword made of fine steel is lying here. A small golden bracelet has been dropped here. A small golden bracelet has been dropped here. A leather girdle lies here, etched with strange markings. A thick, golden bear fur lies here. A massive wooden shield lies face up on the ground. A pair of silk sleeves dies discarded here. A pair of indigo cotton gloves lies discarded on the ground. A soft pair of boots have been left here. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A silver circlet lies here, glittering faintly. A shirt sewn from silk lies abandoned here. A ruby necklace lies on the ground, reflecting light. A ruby necklace lies on the ground, reflecting light. A very oddly shaped stone lies here. A swirly dark-blue ring lies here. A water skin is lying here. A backpack lies here. A pair of stout leather boots is lying here. The hacked corpse of a massive redback is lying here. A black rabbit scurries about. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Wounded MV:Weary>drop all You drop a soldier ration. You drop a soldier ration. You drop a twisted piece of wire. You drop a large sack. HP:Wounded>d get all 3.cor u Catacomb Exits are: U Underneath the ruins is the beginnings of some sort of catacomb system. However, after years of disrepair, it looks like the catacomb system has begun to cave in on itself and most of the passageways are filled with rubble. The hacked corpse of a large baby spider is lying here. The hacked corpse of a webspinner is lying here. The badly beaten corpse of *an Elf* is lying here. A blind spider hangs from a web here. A blind spider hangs from a web here. A horse is here, gazing at you. HP:Wounded>The badly beaten corpse of *an Elf* seems to be empty. HP:Wounded>Old Ruins Exits are: S D The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. A large sack lies here. A twisted piece of wire has been abandoned here. A soldier ration is lying here on the floor. A soldier ration is lying here on the floor. A large wooden shield lies discarded on the ground. A wooden club has been dropped here. A severed head of a juggler is lying here. A longsword made of fine steel is lying here. A small golden bracelet has been dropped here. A small golden bracelet has been dropped here. A leather girdle lies here, etched with strange markings. A thick, golden bear fur lies here. A massive wooden shield lies face up on the ground. A pair of silk sleeves dies discarded here. A pair of indigo cotton gloves lies discarded on the ground. A soft pair of boots have been left here. A pair of pants made of indigo cotton lies in a crumpled heap on the ground. A silver circlet lies here, glittering faintly. A shirt sewn from silk lies abandoned here. A ruby necklace lies on the ground, reflecting light. A ruby necklace lies on the ground, reflecting light. A very oddly shaped stone lies here. A swirly dark-blue ring lies here. A water skin is lying here. A backpack lies here. A pair of stout leather boots is lying here. The hacked corpse of a massive redback is lying here. A black rabbit scurries about. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Wounded> Gangrel chats, 'now we lost together :0' HP:Wounded>spit You spit over your left shoulder. HP:Wounded>get all You get a large sack. You get a twisted piece of wire. You get a soldier ration. You get a soldier ration. You get a large, wooden shield. You get a large, wooden club. You get A severed head of a juggler. You get a fine longsword. You get a golden bracelet. You get a golden bracelet. You get an etched leather girdle. You get a golden bear fur. You get a wooden tower shield. You get a pair of silk sleeves. You get an indigo pair of cotton gloves. You get a pair of soft leather boots. You get an indigo pair of cotton pants. You get a silver circlet. You get a silk shirt. You get a ruby necklace. You get a ruby necklace. a stone ring: You can't carry that many items. a blue marble ring: You can't carry that many items. a water skin: You can't carry that many items. a backpack: You can't carry that many items. a pair of stout leather boots: You can't carry that many items. the hacked corpse of a massive redback: You can't carry that many items. HP:Wounded>weear all Farrakahn frowns. HP:Wounded>Unrecognized command. HP:Wounded>wear all get all You wear a ruby necklace around your neck. You wear a ruby necklace around your neck. You wear a silk shirt on your body. You wear a silver circlet on your head. You put an indigo pair of cotton pants on your legs. You wear a pair of soft leather boots on your feet. You put an indigo pair of cotton gloves on your hands. You wear a pair of silk sleeves on your arms. You're already using a shield. You wear a golden bear fur around your body. You wear an etched leather girdle around your waist. You put a golden bracelet on around your right wrist. You put a golden bracelet on around your left wrist. You're already wielding a weapon. You fasten A severed head of a juggler on your belt. You're already wielding a weapon. You're already using a shield. HP:Wounded> Farrakahn says 'blinds' HP:Wounded> Farrakahn giggles. HP:Wounded>You get a stone ring. You get a blue marble ring. You get a water skin. You get a backpack. You get a pair of stout leather boots. You get the hacked corpse of a massive redback. HP:Wounded>i You are carrying: the hacked corpse of a massive redback a pair of stout leather boots a backpack a water skin a blue marble ring a stone ring a wooden tower shield a fine longsword a large, wooden club a large, wooden shield a soldier ration a soldier ration a twisted piece of wire a large sack HP:Wounded>drop cor You drop the hacked corpse of a massive redback. spit HP:Wounded>You spit over your left shoulder. HP:Wounded>i You are carrying: a pair of stout leather boots a backpack a water skin a blue marble ring a stone ring a wooden tower shield a fine longsword a large, wooden club a large, wooden shield a soldier ration a soldier ration a twisted piece of wire a large sack HP:Wounded>rem pack eq You don't seem to be using a pack. HP:Wounded>You are using: a torch..It glows brightly. a ruby necklace a ruby necklace a silk shirt a silver circlet an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a small, wooden shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a dirk A severed head of a juggler HP:Wounded> Farrakahn says 'sucks the mob didnt load anything' HP:Wounded>nod sc You nod solemnly. HP:Wounded>You have 63/152 hit, 56/56 stamina, 73/145 moves, 0 spirit. OB: 37, DB: 30, PB: 55, Speed: 28, Gold: 6, XP Needed: 65K. HP:Wounded>'65K tnl... You say '65K tnl...' HP:Wounded>mutter You mutter under you breath. HP:Wounded> Gangrel chats, 'i left a message about my possible leaving on the rots discussion board.. dunno why i just wanna know if i should leave or not.' HP:Wounded>chat shake You chat, 'shake' HP:Wounded>chat don't leave :P You chat, 'don't leave :P' HP:Wounded>i You are carrying: a pair of stout leather boots a backpack a water skin a blue marble ring a stone ring a wooden tower shield a fine longsword a large, wooden club a large, wooden shield a soldier ration a soldier ration a twisted piece of wire a large sack HP:Wounded> Farrakahn's torch flickers weakly. Saving Ainaran. HP:Wounded S:Surging>chat I just died to webspinner... You chat, 'I just died to webspinner...' HP:Wounded S:Surging>chat need 65K tnl You chat, 'need 65K tnl' HP:Wounded>chat I'm not giving up You chat, 'I'm not giving up' HP:Wounded>exam pack When you look inside, you see: backpack (carried) : a raw piece of meat a small, raw piece of meat a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a sapphire ring a golden bracelet a sapphire ring a sapphire ring a golden visor a pair of silk sleeves HP:Wounded>er er er er er You eat a soldier ration. You are full. HP:Wounded>You are too full to eat more. HP:Wounded>You are too full to eat more. HP:Wounded>You are too full to eat more. HP:Wounded>You are too full to eat more. HP:Wounded>i You are carrying: a pair of stout leather boots a backpack a water skin a blue marble ring a stone ring a wooden tower shield a fine longsword a large, wooden club a large, wooden shield a soldier ration a twisted piece of wire a large sack HP:Wounded>eq You are using: a torch..It glows brightly. a ruby necklace a ruby necklace a silk shirt a silver circlet an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a small, wooden shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a dirk A severed head of a juggler HP:Wounded>rem small You stop using a small, wooden shield. rem dirk HP:Wounded>You stop using a dirk. HP:Wounded>wear tower Farrakahn frowns. wie fine HP:Wounded>You start to use a wooden tower shield as a shield. HP:Wounded>You wield a fine longsword. HP:Wounded>smile You smile happily. HP:Wounded>'it's quite all right You say 'it's quite all right' HP:Hurt>'that can't stop me You say 'that can't stop me' HP:Hurt> Farrakahn says 'well this game ends soon anyway' HP:Hurt> Farrakahn giggles. HP:Hurt>'I'm just going to fight harder. You say 'I'm just going to fight harder.' HP:Hurt> Farrakahn says 'at least we killed that mob' HP:Hurt>'I'm going to level at least once more You say 'I'm going to level at least once more' HP:Hurt>nod You nod solemnly. exam pack HP:Hurt>When you look inside, you see: backpack (carried) : a raw piece of meat a small, raw piece of meat a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a sapphire ring a golden bracelet a sapphire ring a sapphire ring a golden visor a pair of silk sleeves HP:Hurt>get silk pack get silk pack You get a pair of silk sleeves from a backpack. HP:Hurt>There doesn't seem to be a silk in a backpack. HP:Hurt> Squish narrates, 'ainaran is to HARDCORE!@' HP:Hurt>wear silk wear silk Farrakahn's torch flickers weakly. eq HP:Hurt>You're already wearing something on your arms. HP:Hurt>You're already wearing something on your arms. HP:Hurt>You are using: a torch..It glows brightly. a ruby necklace a ruby necklace a silk shirt a silver circlet an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword A severed head of a juggler HP:Hurt> Gangrel chats, '4 K TNL' HP:Hurt>chat rock it man You chat, 'rock it man' HP:Hurt> Farrakahn says 'i guess i go get a level too' HP:Hurt> Farrakahn giggles. HP:Hurt> Squish narrates, 'snicker' HP:Hurt>get brace pack get brace pack get brace pack There doesn't seem to be a brace in a backpack. HP:Hurt>There doesn't seem to be a brace in a backpack. HP:Hurt>There doesn't seem to be a brace in a backpack. HP:Hurt> Farrakahn says 'then i log off' HP:Hurt>get bracelet pack get bracelet pack get bracelet pack You get a golden bracelet from a backpack. HP:Hurt>There doesn't seem to be a bracelet in a backpack. HP:Hurt>There doesn't seem to be a bracelet in a backpack. HP:Hurt> Squish narrates, 'wish ya were this hardcore on reg rots with me :P' HP:Hurt> Farrakahn sits down and rests. HP:Hurt>wear bracelet You're already wearing something around both of your wrists. HP:Hurt>eq You are using: a torch..It glows brightly. a ruby necklace a ruby necklace a silk shirt a silver circlet an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle a golden bracelet a golden bracelet a fine longsword A severed head of a juggler HP:Hurt> The entrancetotheruinsbelowthatishiddenfromview closes quietly. You hear a sound of a lock snapping shut. HP:Hurt>spit Gangrel chats, 'i got less than an hour to play no uruks, why the fuck should i do anything.' You spit over your left shoulder. HP:Hurt>exam pack When you look inside, you see: backpack (carried) : a raw piece of meat a small, raw piece of meat a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a sapphire ring a sapphire ring a sapphire ring a golden visor HP:Hurt> Farrakahn stops resting, and clambers on his feet. HP:Hurt> Farrakahn unlocks the entrancetotheruinsbelowthatishiddenfromview. HP:Hurt>get ring pack Farrakahn opens the entrancetotheruinsbelowthatishiddenfromview. HP:Hurt>get ring pack You get a sapphire ring from a backpack. HP:Hurt>You get a sapphire ring from a backpack. HP:Hurt>get ring pack get ring pack get ring pack get ring pack Gangrel chats, 'this sucks' HP:Hurt> Farrakahn leaves down. A nice pony leaves down. HP:Hurt> Farrakahn enters from below. A nice pony enters from below. HP:Hurt>You get a sapphire ring from a backpack. HP:Hurt>There doesn't seem to be a ring in a backpack. HP:Hurt>There doesn't seem to be a ring in a backpack. HP:Hurt>There doesn't seem to be a ring in a backpack. HP:Hurt> Gangrel chats, 'correction :i suck' HP:Hurt> Farrakahn leaves down. A nice pony leaves down. HP:Hurt> Farrakahn enters from below. A nice pony enters from below. HP:Hurt> Squish narrates, 'nods me thinks so also' HP:Hurt> Farrakahn leaves down. A nice pony leaves down. HP:Hurt> Farrakahn enters from below. A nice pony enters from below. HP:Hurt> The entrancetotheruinsbelowthatishiddenfromview closes quietly. HP:Hurt>drop ring drop ring You drop a sapphire ring. i HP:Hurt>Farrakahn's torch went out. You drop a sapphire ring. HP:Hurt>You are carrying: a sapphire ring a golden bracelet a pair of silk sleeves a dirk a small, wooden shield a pair of stout leather boots a backpack a water skin a blue marble ring a stone ring a large, wooden club a large, wooden shield a soldier ration a twisted piece of wire a large sack HP:Hurt> Farrakahn giggles. HP:Hurt>wear stone wear stone wear blue You slide a stone ring on to your right ring finger. HP:Hurt>You don't seem to have a stone. HP:Hurt>You slide a blue marble ring on to your left ring finger. HP:Hurt> Farrakahn gets a torch from a large sack. HP:Hurt> Farrakahn gets a torch from a large sack. HP:Hurt> Farrakahn lights a torch and holds it. who HP:Hurt>Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. sc HP:Hurt>You have 84/152 hit, 57/57 stamina, 131/145 moves, 0 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 65K. HP:Hurt>prac You have 0 practice sessions left slashing (Mastered) parry (Mastered) fast attack (poor) pick lock (awful) search (bad) ride (Superb) detect hidden (poor) ( 6 time, 0 spirit) evasion (poor) ( 6 time, 0 spirit) poison (Mastered) ( 12 time, 5 spirit) curing saturation (Mastered) ( 8 time, 1 spirit) insight (Mastered) ( 7 time, 2 spirit) pragmatism (poor) ( 7 time, 5 spirit) fear (Mastered) ( 7 time, 5 spirit) divination (very good) ( 15 time, 2 spirit) sanctuary (Mastered) ( 22 time, 2 spirit) vitality (Mastered) ( 7 time, 5 spirit) confuse (Mastered) ( 8 time, 2 spirit) regeneration (Mastered) ( 9 time, 5 spirit) revive (Mastered) ( 7 time, 2 spirit) remove poison (fair) ( 15 time, 2 spirit) human language (Mastered) HP:Hurt>'least I didn't lose a level sc You say 'least I didn't lose a level' HP:Hurt>You have 86/152 hit, 57/57 stamina, 135/145 moves, 0 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 65K. HP:Hurt> Farrakahn nods solemnly. HP:Hurt>'we needed a buffer for that sigh You say 'we needed a buffer for that' HP:Hurt>You sigh. HP:Hurt> Gangrel chats, 'least i can do is give a friend my password and let them play ' HP:Hurt> Farrakahn nods solemnly. HP:Hurt>chat hell no You chat, 'hell no' HP:Hurt> Gangrel chats, 'better not cause i'd get busted..' HP:Hurt>chat :-) who You chat, ':-)' HP:Hurt>Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Hurt> Gangrel chats, 'i can help squish out though' HP:Hurt>exam pack When you look inside, you see: backpack (carried) : a raw piece of meat a small, raw piece of meat a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a golden visor..It glows blue! HP:Hurt> Farrakahn says 'u know of any other secret exits we havent checked?' get gold pack HP:Hurt>You get a golden visor from a backpack. HP:Hurt>'blah You say 'blah' HP:Hurt>put visor pack You put a golden visor in a backpack. HP:Hurt> Squish narrates, 'bah shit' 'wrong golden HP:Hurt>exam pack You say 'wrong golden' HP:Hurt>When you look inside, you see: backpack (carried) : a golden visor..It glows blue! a raw piece of meat a small, raw piece of meat a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration HP:Hurt>eq Gangrel chats, 'and i can give others all i have , including letting my self die to thm so they get fre xp :)' HP:Hurt>You are using: a torch..It glows brightly. a stone ring..It glows blue! a blue marble ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of a juggler HP:Hurt>'I got my fur? You say 'I got my fur?' HP:Hurt>eq You are using: a torch..It glows brightly. a stone ring..It glows blue! a blue marble ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of a juggler HP:Hurt>nod Squish narrates, 'blah' Gangrel chats, 'FUCK!' HP:Hurt>You nod solemnly. HP:Hurt>sc You have 97/152 hit, 57/57 stamina, 145/145 moves, 0 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 65K. HP:Hurt>set tac def sc Squish narrates, 'christ' HP:Hurt>You are now employing defensive tactics. HP:Hurt>You have 97/152 hit, 57/57 stamina, 145/145 moves, 0 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 65K. HP:Hurt> Farrakahn giggles. HP:Hurt> Gangrel chats, 'dammit i couldn't flee' HP:Hurt> Farrakahn shrugs. HP:Hurt>who Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. HP:Hurt>ponder You ponder over matters as they appear to you at this moment. HP:Hurt>'I know the orcish maze You say 'I know the orcish maze' HP:Hurt>beck farrakahn l You beckon for him to follow you. HP:Hurt>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. An finely cut sapphire has been abandoned here...It glows blue! An finely cut sapphire has been abandoned here...It glows blue! The hacked corpse of a massive redback is lying here. A black rabbit scurries about. A horse is here, gazing at you. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. HP:Hurt>st ride You are already standing. HP:Hurt>A horse stops following you. You mount a horse and start riding him. R HP:Hurt> Farrakahn says 'whats in that?' R HP:Hurt>'goblins Gangrel chats, 'i swear, leaving muds altogether is looking better all the time!' R HP:Hurt>You say 'goblins' R HP:Hurt> Farrakahn starts following you. R HP:Hurt>'shaggy cave bears etc s You say 'shaggy cave bears etc' R HP:Hurt>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. A black rabbit scurries about. A nice pony enters from the north. R HP:Hurt>s Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A nice pony enters from the north. s R HP:Hurt> The sun rises behind the trees. Clouds can be seen above in the sky. Saving Ainaran. R HP:Hurt>Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. A large wild dog is here, fighting Squish. Squish is here, fighting a large wild dog, riding on a nice pony. A nice pony enters from the north. R HP:Hurt>n 'right here Squish deflects a large wild dog's attack. R HP:Hurt>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... A nice pony enters from the south. R HP:Hurt> Farrakahn says 'its just the maze is all tho' R HP:Hurt> Farrakahn giggles. R HP:Hurt>You say 'right here' R HP:Hurt> Squish narrates, 'come back :)' R HP:Hurt> Farrakahn says 'right here?' 'look for the small description room R HP:Hurt>l You say 'look for the small description room' exa w R HP:Hurt>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... You are riding on a horse. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. op slabdoor 'down, but I'm not going smile R HP:Hurt> Gangrel chats, 'Squish, my gear.. i want you to have it' R HP:Hurt>To the west you see: A small clearing Exits are: E S W No trees grow here, although the forest surrounds you on almost every side. However, the vegetation to the west is a bit different: you see tall stalks of reeds there. Exits are south and west. R HP:Bruised> Farrakahn says 'huh?' R HP:Bruised> Squish narrates, 'heh ok' R HP:Bruised> Farrakahn says 'i dont got desc on :)'ahh ' R HP:Bruised> Gangrel chats, 'i camn't find you atm' R HP:Bruised> Farrakahn says 'spam mode on' R HP:Bruised> Squish is entering from the south, riding on a nice pony. R HP:Bruised> Squish is leaving south, riding on a nice pony. l 'freezing sigh close slabdoor R HP:Bruised>R HP:Bruised>R HP:Bruised> Gangrel chats, 'just make ssure it goes to good uses' R HP:Bruised>Nothing here by that name. Farrakahn says 'no exits here' R HP:Bruised> Squish narrates, 'k' R HP:Bruised>You say 'down, but I'm not going' R HP:Bruised>You smile happily. R HP:Bruised>You say 'ahh' R HP:Bruised> Squish is entering from the south, riding on a nice pony. R HP:Bruised> Farrakahn says 'its not down' R HP:Bruised> Farrakahn giggles. R HP:Bruised> Gangrel chats, 'god knows i'll get it all hjust in time for me to log off :(' R HP:Bruised>Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... You are riding on a horse. Farrakahn the Dwarf is standing here. A friendly little pony is here, looking well-groomed and happy. Squish is riding on a nice pony. n fume 'I'm dead 'fucking shit at the freezing R HP:Bruised> The day has now begun. Clouds can be seen above in the sky. R HP:Bruised> Farrakahn says 'u mean the murder room dont u?' R HP:Bruised> Farrakahn says 'that leads into maze?' R HP:Bruised> Gangrel chats, 'fuck' R HP:Bruised> Farrakahn drinks water from a water skin. R HP:Bruised> Farrakahn drinks water from a water skin. R HP:Bruised> Farrakahn gets a soldier ration from a backpack. R HP:Bruised> Farrakahn gets a soldier ration from a backpack. R HP:Bruised> ]sigh l shake 'not that one 'different one 'fucking frozen again [0mGangrel chats, 'i can't believe this :(' R HP:Bruised> Farrakahn eats a soldier ration. R HP:Bruised> Farrakahn eats a soldier ration. R HP:Bruised> Farrakahn shrugs. R HP:Bruised>R HP:Bruised>R HP:Bruised>You say 'freezing' R HP:Bruised>You sigh. Farrakahn stops following you. R HP:Bruised> Farrakahn leaves south. A nice pony leaves south. R HP:Bruised> Squish is leaving north, riding on a nice pony. R HP:Bruised> Squish is entering from the north, riding on a nice pony. R HP:Bruised> Squish is leaving west, riding on a nice pony. R HP:Bruised>R HP:Bruised>R HP:Bruised> Clouds can be seen above in the sky. R HP:Bruised>R HP:Bruised>R HP:Bruised> Gangrel chats, 'well i'm gonna write my final message get my stats and all then leave i think' R HP:Bruised>Nothing here by that name. R HP:Bruised>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. R HP:Bruised> Clouds race through the sky above the fields. R HP:Bruised>R HP:Scratched>R HP:Scratched> Clouds race through the sky above the fields. R HP:Scratched>Take it easy now! Count to ten, very slowly. R HP:Scratched>You say 'I'm dead' R HP:Scratched> Squish narrates, '113 def sum' R HP:Scratched> Squish narrates, 'hop' R HP:Scratched>You say 'fucking shit at the freezing' R HP:Scratched>You sigh. R HP:Scratched>Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. You are riding on a horse. R HP:Scratched>You shake your head. R HP:Scratched>You say 'not that one' R HP:Scratched> Clouds race through the sky above the fields. R HP:Scratched> Farrakahn is entering from the south, riding on a nice pony. R> Farrakahn is leaving north, riding on a nice pony. R>You say 'different one' R>R>Farrakahn is entering from the north, riding on a nice pony. R> Farrakahn is leaving south, riding on a nice pony. R>You say 'fucking frozen again' R> Squish narrates, 'how ya check for mail?' R> A black rabbit enters from the north. R> Clouds race through the sky above the fields. R>l Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. You are riding on a horse. A black rabbit scurries about. R>shiv Brrrrrrrrr. R>s Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... R>where Players in your Zone -------------------- Ainaran - Light Forest R>tell farrakahn got tired of waiting? ;-) You tell Farrakahn 'got tired of waiting? ;-)' R> Clouds can be seen above in the sky. Farrakahn narrates, 'hmm im bored of this test stuff now i think :)' R>l Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... You are riding on a horse. R>n Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. A black rabbit scurries about. R> Farrakahn tells you 'waiting for what?'. R>nar whoever made that fucking doorname: entrancetotheruinsbelowthatishiddenfromview is pretty damned sadistic. You narrate, 'whoever made that fucking doorname: entrancetotheruinsbelowthatishiddenfromview is pretty damned sadistic.' R>nar I give you my congratulations :-) You narrate, 'I give you my congratulations :-)' R>who Players ------- [--- Dwf] Squish the Dwarf [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 15 Dwf] Farrakahn the Dwarf 5 characters displayed. R> Gangrel chats, 'hehehhe' R> Squish narrates, 'heh' R>l Squish narrates, 'how ya figure it out?' Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. A black rabbit scurries about. You are riding on a horse. R>nar divination and search You narrate, 'divination and search' n R>Old Ruins Exits are: S The old construction in which you stand seems to have once been a chapel, but now only a few walls remain. Some detached blocks, fallen from a once graceful structure, lie on the ground and make your progress more difficult. The hacked corpse of a massive redback is lying here. A black rabbit scurries about. R> Gangrel chats, 'he spent too much time here :0' R>exam cor You see nothing special.. When you look inside, you see: corpse (here) : Nothing. R>s Short Grass Exits are: N S The grass is short and soft here. It feels good to remove your heavy boots and act like a kid again. The plains stretch to the north, east and south. To the north are some ruins. A black rabbit scurries about. R>s s Light Forest Exits are: N S W You are surrounded by small oak and spruce. The ground is covered with thin brushwood. Birds chirp and squirrels scurry around you. How lovely... set tac def R>Thick Forest Exits are: N E S W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. The hacked corpse of a large wild dog is lying here. R> Squish narrates, 'oh my and it worked?' R>e You are now employing defensive tactics. R>Thick Forest Exits are: N E W This forest is a tangle of small trees, some ancient, some young, and thick bushes. Small trails start and stop, without apparant purpose. Butterflies hover near wildflowers, and you can hear birds singing above. R>n n Water Hole Exits are: N S This is a small pond that is used for pure recreation. A small basket is here to throw some clothing in so you can swim. For a real thrill you can try out the rope swing that is attached to a large oak tree. A placid pond is here, inviting you to take a refreshing drink. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. A brown fox hunts for food here. R>n Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R> The sun sets across the fields. The almost full moon shows in the sky. Clouds race through the sky above the fields. nar usually does.. R>of You narrate, 'usually does..' R>Sorry, but you can't do that here! R>set men off AutoMental mode is now off. R> Squish narrates, 'theres gotta be something good down there than' R>n Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>n Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>nar death n You narrate, 'death' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. n R>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A ring with an emblem of a bleached uruk skull is on the ground. A ring with an emblem of a bleached uruk skull is on the ground. An old, rusted iron key lies here. A key shaped in the guise of a serpent is here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. Farrakahn is resting here, riding on a nice pony. R> Squish narrates, 'heh' R>spit get ring You spit over your left shoulder. R>You get a skull ring. R>fume Take it easy now! Count to ten, very slowly. R> Farrakahn tells you 'snicker was thinking i should come attack u and try and take golden visor from u and rent before i quit the contest.. but i wont :)'. R>drop ring Farrakahn giggles. R>You drop a skull ring. R>shiv Brrrrrrrrr. R>'that wouldn't be very nice smile You say 'that wouldn't be very nice' R>You smile happily. Farrakahn says 'u could probably beat me tho' R> Farrakahn giggles. R>shake You shake your head. R>'you're a good player Squish narrates, 'wave' R>You say 'you're a good player' R>nar wave Farrakahn stops resting, and clambers on his feet. who R>You narrate, 'wave' R>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R> Farrakahn begins quietly muttering some strange, powerful words. R> Gangrel chats, 'bye squish' R> Farrakahn utters a strange command, 'curing saturation' R>sc You have 152/152 hit, 57/57 stamina, 145/145 moves, 0 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 6, XP Needed: 65K. R>grin Farrakahn begins quietly muttering some strange, powerful words. R>You grin evilly. R> Night falls over the land. Not a cloud can be seen in the sky. R> Farrakahn utters a strange command, 'curing saturation' Farrakahn shrugs. R>who Gangrel chats, ':(' R>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R>'gotta work on my spirit You say 'gotta work on my spirit' 'and exp R>You say 'and exp' R>bow farrakahn You bow before him. R> Farrakahn says 'blah for what?' 'enjoy the circlet R>smile You say 'enjoy the circlet' R>You smile happily. R> Farrakahn says 'game is over soon :)' R>'levelling, of course You say 'levelling, of course' R>'that won't stop me You say 'that won't stop me' R>'I still have a day s s You say 'I still have a day' R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>s s Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A brown fox hunts for food here. R>set men on e AutoMental mode is now on. R>Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. n R> Gangrel chats, 'total fame -17.' R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) R>k flame You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape>chat shrug You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>You chat, 'shrug' R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's intelligence! chat who cares about fame R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>You force your Will against a ball of pale flame's learning! You chat, 'who cares about fame' set tac def R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded>who You are now employing defensive tactics. R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat retarded> a ball of pale flame forces its Will against your dexterity! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely clumsy, a ball of pale flame:somewhat retarded> a ball of pale flame forces its Will against your strength! set tac def R HP:Healthy Mind:barely weakened, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely weakened, a ball of pale flame:somewhat retarded>You are now employing defensive tactics. R HP:Healthy Mind:barely weakened, a ball of pale flame:somewhat retarded> a ball of pale flame forces its Will against your learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded>chat fame is bugged You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> Gangrel chats, 'i dunno i just wanted revenge..' R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded>You chat, 'fame is bugged' R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded>chat has been A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely retarded, a ball of pale flame:quite duped>You chat, 'has been' R HP:Healthy Mind:barely retarded, a ball of pale flame:quite duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:quite duped> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely retarded, a ball of pale flame:quite duped> Gangrel chats, 'now i have nothing.' R HP:Healthy Mind:barely retarded, a ball of pale flame:quite duped> A ball of pale flame tries its Will against your mind, but loses control! chat for a long, long time R HP:Healthy Mind:barely retarded, a ball of pale flame:quite duped> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely retarded, a ball of pale flame:quite duped>You chat, 'for a long, long time' R HP:Healthy Mind:barely retarded, a ball of pale flame:quite duped> A slight mist rises from the damp land into the cloudless sky. R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat duped> A ball of pale flame tries its Will against your mind, but you resist! Farrakahn narrates, 'snicker sure u dont wanna duel for your artifact ?\' R HP:Healthy Mind:in top shape, a ball of pale flame:somewhat duped> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:quite weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:quite weakened> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:in top shape, a ball of pale flame:quite weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:quite weakened> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:in top shape, a ball of pale flame:quite clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:quite retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded>chat exploits are better than fame You chat, 'exploits are better than fame' R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, a ball of pale flame:horribly retarded> You force your Will against a ball of pale flame's learning! Your spirit increases by 8. You receive your share of experience -- 436 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>chat and atm, mine are blank :( You chat, 'and atm, mine are blank :(' exp R>Exploits for Ainaran Numbers in brackets indicate (your,their) level at time of a kill Feb 19, 01: Mobdied: a webspinner Feb 19, 01: L16: Stat inc (+1 int) Feb 18, 01: Obtained level 15 Feb 17, 01: Obtained level 10 Feb 16, 01: Obtained level 6 Feb 16, 01: Mobdied: a large vampire bat Feb 16, 01: Mobdied: the hill troll Feb 16, 01: Character Created Total: 0 pkills, 0 pdeaths, 3 mobdeaths. R>chat besides mobdeaths l You chat, 'besides mobdeaths' R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. R>w Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>e A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. s R>Brushy Plains Exits are: N W The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>set men off w AutoMental mode is now off. R>Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A brown fox hunts for food here. R>n n Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>w w w w Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A small, green snake slithers harmlessly here. A young highwayman approaches you, a grin on his face. R>You cannot go that way. R>s w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A phantom, a spirit of discontent, moans as it floats here. (shadow) R>e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R>w Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. A phantom, a spirit of discontent, moans as it floats here. (shadow) R>k phantom set men on You attack an uneasy phantom! Your attack passes clean through an uneasy phantom. R>AutoMental mode is now on. R>set tac def You are now employing defensive tactics. k phantom R> Gangrel chats, 'well, i got 2 TAINTED pdeaths and 1 mobdeath :(' R>You force your Will against an uneasy phantom's learning! who R HP:Healthy Mind:in top shape, an uneasy phantom:slightly retarded> an uneasy phantom forces its Will against your intelligence! R HP:Healthy Mind:slightly duped, an uneasy phantom:slightly retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R HP:Healthy Mind:slightly duped, an uneasy phantom:slightly retarded> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:slightly duped, an uneasy phantom:somewhat retarded> an uneasy phantom forces its Will against your will! R HP:Healthy Mind:slightly duped, an uneasy phantom:somewhat retarded> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:slightly duped, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly duped, an uneasy phantom:seriously retarded>chat comf You force your Will against an uneasy phantom's concentration! You chat, 'comf' R HP:Healthy Mind:slightly duped, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:slightly duped, an uneasy phantom:seriously retarded> Gangrel chats, 'fuck this all.' R HP:Healthy Mind:slightly duped, an uneasy phantom:seriously retarded> Clouds race through the sky above the fields. Your torch flickers weakly. R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:quite retarded> You force your Will against an uneasy phantom's strength! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:quite retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:quite retarded> You force your Will against an uneasy phantom's dexterity! R HP:Healthy S:Surging Mind:in top shape, an uneasy phantom:quite retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>who You force your Will against an uneasy phantom's dexterity! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> You force your Will against an uneasy phantom's constitution! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded> An uneasy phantom tries its Will against your mind, but loses control! R HP:Healthy Mind:in top shape, an uneasy phantom:seriously retarded>chat you know you love it.. You force your Will against an uneasy phantom's dexterity! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly clumsy>An uneasy phantom tries its Will against your mind, but loses control! You chat, 'you know you love it..' R HP:Healthy Mind:in top shape, an uneasy phantom:strongly clumsy> You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly clumsy> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly clumsy> You force your Will against an uneasy phantom's learning! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:in top shape, an uneasy phantom:strongly retarded> an uneasy phantom forces its Will against your dexterity! R HP:Healthy Mind:barely clumsy, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's strength! R HP:Healthy Mind:barely clumsy, an uneasy phantom:strongly retarded> An uneasy phantom tries its Will against your mind, but you resist! R HP:Healthy Mind:barely clumsy, an uneasy phantom:strongly retarded> You force your Will against an uneasy phantom's dexterity! Your spirit increases by 6. You receive your share of experience -- 316 points. An uneasy phantom vanishes into thin air. R>chat and you know it's fun. don't do anything dumb. l You chat, 'and you know it's fun. don't do anything dumb.' R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. You are riding on a horse. R>e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R>s s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>s Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. R>e n You cannot go that way. R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. e R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R>s A large leech attacks YOU! You dodge a large leech's attack. A large leech attacks YOU! You deflect a large leech's attack. You cannot fathom a large leech's mind. R HP:Healthy, a large leech:in top shape>No way! You're fighting for your life! R HP:Healthy, a large leech:in top shape>set tac def f Farrakahn narrates, 'shrug well im off good luck guys. :)' R HP:Healthy, a large leech:in top shape> You cannot fathom a large leech's mind. R HP:Healthy, a large leech:in top shape>You are now employing defensive tactics. R HP:Healthy, a large leech:in top shape>You flee head over heels. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>nar wave :-) You narrate, 'wave :-)' R>nar take care man e You narrate, 'take care man' R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. s R>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. R>nar see you tomorrow.. ? You narrate, 'see you tomorrow.. ?' R>set men off AutoMental mode is now off. k fungus set tac def sc R> Gangrel chats, 'yes, ilove rots. i love the people on rots, hell they're nicer than most IRL, but i HATE THE FUCKING DEATHS I MUST GO THROUGH EVER FUCKING DAY OF THE WEEK GODDAMMIT!' R>You attack a white fungus! You slash a white fungus. R HP:Healthy, a white fungus:Scratched> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Scratched>You are now employing defensive tactics. R HP:Healthy, a white fungus:Scratched>You have 152/152 hit, 57/57 stamina, 134/145 moves, 22 spirit. OB: 45, DB: 24, PB: 92, Speed: 21, Gold: 6, XP Needed: 64K. R HP:Healthy, a white fungus:Scratched> You slash a white fungus. R HP:Healthy, a white fungus:Bruised> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Bruised> You slash a white fungus. R HP:Healthy, a white fungus:Bruised> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Bruised> Clouds race through the sky above the fields. Your torch flickers weakly. Saving Ainaran. R HP:Healthy, a white fungus:Bruised> A white fungus deflects your attack. chat nod R HP:Healthy, a white fungus:Bruised>You chat, 'nod' R HP:Healthy, a white fungus:Bruised> A white fungus hits your left arm hard. R HP:Scratched, a white fungus:Bruised> A white fungus deflects your attack. R HP:Scratched, a white fungus:Bruised> A white fungus hits your body hard. R HP:Bruised, a white fungus:Bruised> A white fungus deflects your attack. R HP:Bruised, a white fungus:Bruised> You deflect a white fungus's attack. chat well, start learning how to avoid them R HP:Bruised, a white fungus:Bruised> You slash a white fungus. R HP:Bruised, a white fungus:Bruised>You chat, 'well, start learning how to avoid them' R HP:Bruised, a white fungus:Bruised> You deflect a white fungus's attack. You slash a white fungus. R HP:Bruised, a white fungus:Bruised>chat just live with em You chat, 'just live with em' R HP:Bruised, a white fungus:Bruised> A white fungus deflects your attack. R HP:Bruised, a white fungus:Bruised> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Bruised>set tac def who You are now employing defensive tactics. R HP:Bruised, a white fungus:Bruised> Gangrel chats, 'i don't have time' R HP:Bruised, a white fungus:Bruised>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) [ 15 Dwf] Farrakahn the Dwarf 4 characters displayed. R HP:Bruised, a white fungus:Bruised> A white fungus deflects your attack. R HP:Bruised, a white fungus:Bruised> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Bruised> You slash a white fungus. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt> You slash a white fungus. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> Gangrel chats, 'and i can't live with death ( seriously, it's impossible :)' R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> A white fungus lightly hits your left leg. Farrakahn tells you 'maybe'. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. chat take a look at most people on rots, their fame is horrid, and so are their exploits. R HP:Bruised, a white fungus:Hurt>You chat, 'take a look at most people on rots, their fame is horrid, and so are their exploits.' R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt>rep cool You deflect a white fungus's attack. rep wave R HP:Bruised, a white fungus:Hurt>Farrakahn tells you 'got class tomarrow.. maybe right before it ends'. You tell Farrakahn 'cool' R HP:Bruised, a white fungus:Hurt>You tell Farrakahn 'wave' R HP:Bruised, a white fungus:Hurt> You lightly slash a white fungus. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt>rep nod :-) A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt>You tell Farrakahn 'nod :-)' R HP:Bruised, a white fungus:Hurt> Farrakahn narrates, 'night' R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt> A white fungus dodges your attack. Gangrel chats, 'unless i was avamp or zombie or somethin:)' R HP:Bruised, a white fungus:Hurt>nar night You narrate, 'night' R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> Clouds race through the sky above the fields. Your torch went out. R HP:Bruised, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt> A white fungus hits your body. R HP:Bruised, a white fungus:Hurt> A white fungus deflects your attack. R HP:Bruised, a white fungus:Hurt>cc You slash a white fungus. ci R HP:Bruised, a white fungus:Hurt>You deflect a white fungus's attack. You start to concentrate. /set tac def -\|/-\Ok. A white fungus appears to be confused! You start to concentrate. -\|/- You deflect a white fungus's attack. \Ok. You are now employing defensive tactics. R HP:Bruised, a white fungus:Hurt>chat you're silly. :-) You chat, 'you're silly. :-)' who R HP:Bruised, a white fungus:Hurt> You slash a white fungus. R HP:Bruised, a white fungus:Hurt>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Bruised, a white fungus:Hurt>set tac ag You deflect a white fungus's attack. R HP:Bruised, a white fungus:Hurt>You are now employing aggressive tactics. R HP:Bruised, a white fungus:Hurt> Gangrel chats, 'except those uni professors with their continous playing and no life :)' R HP:Bruised, a white fungus:Hurt> You slash a white fungus. sc R HP:Bruised, a white fungus:Hurt>You deflect a white fungus's attack. You have 122/152 hit, 57/57 stamina, 136/145 moves, 18 spirit. OB: 85, DB: 15, PB: 60, Speed: 21, Gold: 6, XP Needed: 64K. You are getting thirsty. R HP:Bruised, a white fungus:Hurt> You slash a white fungus. R HP:Bruised, a white fungus:Wounded> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Wounded> You slash a white fungus hard. R HP:Bruised, a white fungus:Wounded> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Wounded> You slash a white fungus hard. R HP:Bruised, a white fungus:Wounded> You deflect a white fungus's attack. diag R HP:Bruised, a white fungus:Wounded> You slash a white fungus hard. R HP:Bruised, a white fungus:Bloodied>who A white fungus is beaten severely. A white fungus is in top shape. A white fungus has been here for a very long time. A white fungus is affected by: insight (long) confuse (fast-acting) It is well aware of the Wraith-world. R HP:Bruised, a white fungus:Bloodied>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Bruised, a white fungus:Bloodied> You slash a white fungus very hard. R HP:Bruised, a white fungus:Awful> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Awful> You slash a white fungus hard. A white fungus is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 731 points. Slimy chunks of fungus spray everywhere, unleashing a cloud of white dust. R HP:Bruised>but There is nothing of value on it. exam cor R HP:Bruised>You see nothing special.. When you look inside, you see: corpse (here) : Nothing. R HP:Bruised>s You cannot go that way. set men on e R HP:Bruised>AutoMental mode is now on. R HP:Bruised>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. R HP:Bruised>exam d To the down you see: It is pitch black... The muckyhole is open. dismount R HP:Bruised>d You stop riding a horse. A horse starts following you. HP:Bruised>It is pitch black... HP:Bruised> A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's constitution! HP:Bruised Mind:in top shape, a hazy wraith:slightly sickly>get tor pack There doesn't seem to be a tor in something. hol tor HP:Bruised Mind:in top shape, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your intelligence! HP:Bruised Mind:slightly duped, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's strength! HP:Bruised Mind:slightly duped, a hazy wraith:slightly sickly>l You don't seem to have a tor. HP:Bruised Mind:slightly duped, a hazy wraith:slightly sickly>f It is pitch black... A hazy wraith (shadow) is here, fighting YOU! HP:Bruised Mind:slightly duped, a hazy wraith:slightly sickly>a hazy wraith forces its Will against your strength! You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. HP:Bruised>ride w A horse stops following you. You mount a horse and start riding him. R HP:Bruised>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. w R HP:Bruised>n n You cannot go that way. R HP:Bruised>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R HP:Bruised>You cannot go that way. R HP:Bruised>w n Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R HP:Bruised>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Bruised>e e e Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. n e e e e e e R HP:Bruised>You cannot go that way. R HP:Bruised>The dark cloudy sky makes it difficult to see far down the road. You cannot go that way. R HP:Bruised>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Bruised>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A small, green snake slithers harmlessly here. R HP:Bruised>e e e e Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. e R HP:Bruised>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R HP:Bruised>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>w n n n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R HP:Bruised>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A ring with an emblem of a bleached uruk skull is on the ground. A ring with an emblem of a bleached uruk skull is on the ground. An old, rusted iron key dismount lies here. A key shaped in the guise of a serpent is here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. e R HP:Bruised>e You stop riding a horse. A horse starts following you. HP:Bruised>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. s HP:Bruised>Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. s HP:Bruised>s s You cannot go that way. HP:Bruised>You cannot go that way. HP:Bruised>You cannot go that way. HP:Bruised>e You cannot go that way. HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. s s s s HP:Bruised>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. HP:Bruised>Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Bruised>You cannot go that way. HP:Bruised>e You cannot go that way. HP:Bruised>Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. HP:Bruised>w w s Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Bruised>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. HP:Bruised>e Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. HP:Bruised>Sundries Store Exits are: W This building serves as the output's main source for rations and other edible goods. A large pit has been dug in the center of the room, and chests of dried meats and other rations from the Anduin Valley are stored down next to the cool earth, and away from the sun. A halfelven shopkeeper stands here politely. buy tor buy tor buy tor buy tor buy tor HP:Bruised>buy tor buy tor buy tor a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. buy tor You now have a torch. buy tor HP:Bruised>a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. HP:Bruised>buy tor a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. HP:Bruised>a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. HP:Bruised>a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. HP:Bruised>a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. HP:Bruised>a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. HP:Bruised>a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. put all.tor pack HP:Bruised>a halfelven shopkeeper tells you 'That's 6 copper. Thanks for your custom.'. You now have a torch. HP:Bruised>torch : You can't carry that many items. HP:Bruised>torch : You can't carry that many items. HP:Bruised>i You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. You put a torch in a backpack. HP:Bruised>You are carrying: a sapphire ring..It glows blue! a golden bracelet..It glows blue! a pair of silk sleeves a dirk a small, wooden shield a pair of stout leather boots a backpack a water skin a large, wooden club a large, wooden shield a soldier ration a twisted piece of wire a large sack HP:Bruised>w n Path Ends Before a Building Exits are: N E The dirt path ends here, tapering off into a sea of makeshift buildings and hastily construed tents to the south. To the east, a small building houses a simple propriertorship of some sort. HP:Bruised>Winding Path Near the Dump Exits are: E S W The outpost's main path winds in between the trash dumping ground to the west and some buildings and tents erected near here. The smell is pungent, it seems everyone who lives here dumps everything they don't need there. HP:Bruised>wear gold You're already wearing something around both of your wrists. HP:Bruised>eq You are using: a stone ring..It glows blue! a blue marble ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of a juggler HP:Bruised>put gold pack You put a golden bracelet in a backpack. HP:Bruised>put stone pack You aren't carrying a stone. i HP:Bruised>You are carrying: a sapphire ring..It glows blue! a pair of silk sleeves a dirk a small, wooden shield a pair of stout leather boots a backpack a water skin a large, wooden club a large, wooden shield a soldier ration a twisted piece of wire a large sack HP:Bruised>drop sapphire You drop a sapphire ring. HP:Scratched>n Gangrel chats, 'i seriously felt like i'd have fun this weekend' HP:Scratched>You cannot go that way. HP:Scratched>e Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Scratched>e Weapon Shed Exits are: W A small business has arisen here, selling and buying whatever equipment can be had in this desolate outpost. Some supplies arrive from the cities in the Anduin occasionally, but for the most part, the equipment here is sub standard. A greasy man is here, peddling his wares. HP:Scratched>chat I know I have You chat, 'I know I have' HP:Scratched>i You are carrying: a pair of silk sleeves a dirk a small, wooden shield a pair of stout leather boots a backpack a water skin a large, wooden club a large, wooden shield a soldier ration a twisted piece of wire a large sack HP:Scratched> Gangrel chats, 'on rots i mean' HP:Scratched>sell sleeves a greasy man tells you 'I'll only give 1 silver and 1 copper and not a penny more.'. sell dirk The shopkeeper now has a pair of silk sleeves. HP:Scratched>a greasy man tells you 'I'll only give 5 silver and 62 copper and not a penny more.'. The shopkeeper now has a dirk. sell wood HP:Scratched>a greasy man tells you 'I'll only give 30 copper and not a penny more.'. The shopkeeper now has a small, wooden shield. HP:Scratched>chat we are on rots... You chat, 'we are on rots...' HP:Scratched>chat just a variation of it. i You chat, 'just a variation of it.' HP:Scratched>You are carrying: a pair of stout leather boots a backpack a water skin a large, wooden club a large, wooden shield a soldier ration a twisted piece of wire a large sack HP:Scratched>sell boots a greasy man tells you 'I'll only give 11 copper and not a penny more.'. The shopkeeper now has a pair of stout leather boots. HP:Scratched>sell wood sell wood a greasy man tells you 'I'll only give 2 silver and 2 copper and not a penny more.'. The shopkeeper now has a large, wooden club. HP:Scratched>a greasy man tells you 'I'll only give 4 silver and 80 copper and not a penny more.'. The shopkeeper now has a large, wooden shield. HP:Scratched>w Dirth Path Bends Exits are: N E W The dirt path bends around some buildings here, streching westward and northward. To the east, an open door invites you into a small building serving as the equipment hut for this outpost. HP:Scratched>ride n A horse stops following you. You mount a horse and start riding him. R HP:Scratched>Dirt Path Towards Shanty Town Exits are: N S The dirt path heads south toward the small shacks and low buildings that comprise the dwelling of some of the more permanent residences in this drab outpost. To the north, the path continues to the barracks and general meeting area. R HP:Scratched>n Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. w R HP:Scratched>w w w Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. R HP:Scratched>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. R HP:Scratched>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A ring with an emblem of a bleached uruk skull is on the ground. A ring with an emblem of a bleached uruk skull is on the ground. An old, rusted iron key lies here. A key shaped in the guise of a serpent is here. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Scratched>You cannot go that way. R HP:Scratched>set men on s s AutoMental mode is now on. R HP:Scratched>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. R HP:Scratched>get tor pack You get a torch from a backpack. hol tor R HP:Scratched>You light a torch and hold it. l R HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. You are riding on a horse. R HP:Scratched>w Gangrel chats, 'yes but i mean i felt i'd have lotsa fun on rots and it still ain't happened apart from the level 6 in less than 3 hours.' w w R HP:Scratched>w Plains Exits are: E S Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R HP:Scratched>w You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>You cannot go that way. R HP:Scratched>n s You cannot go that way. R HP:Scratched>A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black rabbit scurries about. chat comf R HP:Scratched>You chat, 'comf' R HP:Scratched> Gangrel chats, 'and the hanging out weith you guys.' chat it's just a matter of time R HP:Scratched>w w You chat, 'it's just a matter of time' R HP:Scratched>Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black deer can barely be made out in the darkness here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A black deer can barely be made out in the darkness here. R HP:Scratched>You cannot go that way. R HP:Scratched> Clouds race through the sky above the fields. You are thirsty. Saving Ainaran. R HP:Scratched>e A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. A black rabbit scurries about. R HP:Scratched>w n Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black deer can barely be made out in the darkness here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. A black deer can barely be made out in the darkness here. R HP:Scratched>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A black rabbit scurries about. R HP:Scratched>w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R HP:Scratched>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Scratched>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Scratched>s e Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R HP:Scratched>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R HP:Scratched>e s Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A flickering ball of pale flame dances through the air. (shadow) R HP:Scratched>You cannot go that way. R HP:Scratched>w Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. e R HP:Scratched>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A flickering ball of pale flame dances through the air. (shadow) set tac def R HP:Scratched> A ball of pale flame tries its Will against your mind, but you resist! You force your Will against a ball of pale flame's will! R HP:Scratched Mind:in top shape, a ball of pale flame:barely dispirited>You are now employing defensive tactics. R HP:Scratched Mind:in top shape, a ball of pale flame:barely dispirited>k flame a ball of pale flame forces its Will against your strength! R HP:Scratched Mind:barely weakened, a ball of pale flame:barely dispirited> You force your Will against a ball of pale flame's intelligence! R HP:Scratched Mind:barely weakened, a ball of pale flame:slightly duped>Your mind is not ready yet. R HP:Scratched Mind:barely weakened, a ball of pale flame:slightly duped>who A ball of pale flame tries its Will against your mind, but you resist! Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. l flame R HP:Scratched Mind:barely weakened, a ball of pale flame:slightly duped> You force your Will against a ball of pale flame's learning! R HP:Scratched Mind:barely weakened, a ball of pale flame:slightly retarded> It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. a ball of pale flame is using: a ruby necklace..It glows blue! R HP:Scratched Mind:barely weakened, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:barely weakened, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's strength! R HP:Scratched Mind:barely weakened, a ball of pale flame:slightly retarded> A fetid black fungus attacks YOU! You deflect a fetid black fungus's attack. A fetid black fungus attacks YOU! You deflect a fetid black fungus's attack. R HP:Scratched Mind:barely weakened, a ball of pale flame:slightly retarded> a ball of pale flame forces its Will against your intelligence! R HP:Scratched Mind:slightly duped, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:slightly duped, a ball of pale flame:slightly retarded>chat want a ruby necklace? :-) set tac def A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:slightly duped, a ball of pale flame:slightly retarded> You deflect a fetid black fungus's attack. A fetid black fungus lightly hits your head. You force your Will against a ball of pale flame's intelligence! R HP:Scratched Mind:slightly duped, a ball of pale flame:somewhat duped>You chat, 'want a ruby necklace? :-)' R HP:Scratched Mind:slightly duped, a ball of pale flame:somewhat duped> a ball of pale flame forces its Will against your constitution! R HP:Scratched Mind:slightly duped, a ball of pale flame:somewhat duped>who You force your Will against a ball of pale flame's learning! You are now employing defensive tactics. R HP:Scratched Mind:slightly duped, a ball of pale flame:somewhat retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Scratched Mind:slightly duped, a ball of pale flame:somewhat retarded> You deflect a fetid black fungus's attack. You deflect a fetid black fungus's attack. R HP:Scratched Mind:slightly duped, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:slightly duped, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's learning! R HP:Scratched Mind:slightly duped, a ball of pale flame:seriously retarded> Gangrel chats, 'yeah, well i'm still 19 IRL and i need alife. i could be doing stuff instead of screwing up my eyes i a computer.' R HP:Scratched Mind:slightly duped, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:slightly duped, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:slightly duped, a ball of pale flame:seriously retarded> A fetid black fungus hits your right leg. A fetid black fungus lightly hits your head. R HP:Bruised Mind:slightly duped, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's concentration! R HP:Bruised Mind:slightly duped, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Bruised Mind:slightly duped, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's intelligence! R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly duped> You deflect a fetid black fungus's attack. You deflect a fetid black fungus's attack. R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's strength! R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly duped> a ball of pale flame forces its Will against your strength! R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly duped>chat shrug You deflect a fetid black fungus's attack. A fetid black fungus lightly hits your body. You force your Will against a ball of pale flame's learning! You chat, 'shrug' R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly retarded> You deflect a fetid black fungus's attack. A fetid black fungus lightly hits your body. R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's concentration! R HP:Bruised Mind:slightly duped, a ball of pale flame:strongly retarded> a ball of pale flame forces its Will against your constitution! R HP:Bruised Mind:slightly sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! R HP:Bruised Mind:slightly sickly, a ball of pale flame:strongly retarded> You deflect a fetid black fungus's attack. A fetid black fungus hits your right arm. R HP:Bruised Mind:slightly sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Bruised Mind:slightly sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's will! R HP:Bruised Mind:slightly sickly, a ball of pale flame:strongly retarded>chat My eyes are screwed big time :-) A ball of pale flame tries its Will against your mind, but you resist! You chat, 'My eyes are screwed big time :-)' R HP:Bruised Mind:slightly sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! Your spirit increases by 8. You receive your share of experience -- 575 points. Saving Ainaran. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. You turn to face your next enemy. R HP:Bruised, a fetid black fungus:in top shape> You deflect a fetid black fungus's attack. You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:in top shape> Gangrel chats, 'but it is addictive :)' R HP:Bruised, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape>get ruby set men off You deflect a fetid black fungus's attack. A fetid black fungus lightly hits your body. You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape>You get a ruby necklace. R HP:Bruised, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape>AutoMental mode is now off. R HP:Bruised, a fetid black fungus:Healthy>cc You deflect a fetid black fungus's attack. You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Healthy> A fetid black fungus deflects your attack. R HP:Bruised, a fetid black fungus:Healthy>You start to concentrate. /sc -\ A slight mist rises from the damp land into the cloudless sky. You are thirsty. |/ You deflect a fetid black fungus's attack. You deflect a fetid black fungus's attack. -\Ok. A fetid black fungus appears to be confused! You have 104/146 hit, 56/57 stamina, 127/144 moves, 32 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 8, XP Needed: 63K. You are getting hungry. You are thirsty. R HP:Bruised S:Surging, a fetid black fungus:Healthy>ci You slash a fetid black fungus. R HP:Bruised S:Surging, a fetid black fungus:Scratched>You start to concentrate. set tac ag -\|/- You deflect a fetid black fungus's attack. You deflect a fetid black fungus's attack. \ Ok. R HP:Bruised S:Surging, a fetid black fungus:Scratched>You are now employing aggressive tactics. R HP:Bruised S:Surging, a fetid black fungus:Scratched> You slash a fetid black fungus. R HP:Bruised S:Surging, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. A fetid black fungus lightly hits your left foot. R HP:Hurt S:Surging, a fetid black fungus:Bruised> You slash a fetid black fungus. R HP:Hurt S:Surging, a fetid black fungus:Bruised> A fetid black fungus lightly hits your body. A fetid black fungus lightly hits your right hand. R HP:Hurt S:Surging, a fetid black fungus:Bruised> You slash a fetid black fungus. R HP:Hurt S:Surging, a fetid black fungus:Hurt> A fetid black fungus lightly hits your body. A fetid black fungus lightly hits your left arm. You wimp out, and attempt to flee! You flee head over heels. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R HP:Hurt S:Surging>sc A large leech attacks YOU! A large leech barely hits your body. You wimp out, and attempt to flee! You flee head over heels. A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. R HP:Hurt S:Surging>You have 76/146 hit, 56/57 stamina, 125/144 moves, 30 spirit. OB: 84, DB: 15, PB: 60, Speed: 21, Gold: 8, XP Needed: 63K. You are getting hungry. You are thirsty. R HP:Hurt S:Surging>cast regen You start to concentrate. cast curing |/-\|/-\Ok. You feel yourself becoming much healthier. You start to concentrate. /-\|/-\ Ok. You feel yourself becoming healthier. R HP:Hurt S:Surging>e e Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. R HP:Hurt S:Surging>You cannot go that way. R HP:Hurt S:Surging>k fungus They aren't here. R HP:Hurt S:Surging>set tac def You are now employing defensive tactics. set men on R HP:Hurt S:Surging>AutoMental mode is now on. dismount R HP:Hurt S:Surging>who You stop riding a horse. A horse starts following you. HP:Hurt S:Surging>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Hurt S:Surging>d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Hurt S:Surging>k hazy set tac def You force your Will against a hazy wraith's will! HP:Hurt S:Surging Mind:barely sickly, a hazy wraith:barely dispirited> a hazy wraith forces its Will against your strength! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:barely dispirited>who You are now employing defensive tactics. HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:barely dispirited>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:barely dispirited> You force your Will against a hazy wraith's will! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited>stat A hazy wraith tries its Will against your mind, but you resist! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited>Your fatigue is 0; Your willpower is 40; Your statistics are Str: 14/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 16/16. HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's will! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's strength! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your dexterity! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's learning! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Hurt S:Surging Mind:slightly weakened, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's constitution! HP:Hurt Mind:slightly weakened, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your dexterity! HP:Hurt Mind:slightly weakened, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's learning! HP:Bruised Mind:slightly weakened, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:slightly weakened, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's learning! HP:Bruised Mind:slightly weakened, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but loses control! HP:Bruised Mind:slightly weakened, a hazy wraith:quite retarded>sc You have 106/146 hit, 57/57 stamina, 114/144 moves, 24 spirit. OB: 43, DB: 22, PB: 90, Speed: 20, Gold: 8, XP Needed: 63K. You are getting hungry. You are thirsty. HP:Bruised Mind:slightly weakened, a hazy wraith:quite retarded> You force your Will against a hazy wraith's constitution! HP:Bruised Mind:slightly weakened, a hazy wraith:quite retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:slightly weakened, a hazy wraith:quite retarded> You force your Will against a hazy wraith's learning! HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded> a hazy wraith forces its Will against your strength! HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded>drink skin A hazy wraith tries its Will against your mind, but you resist! drink skin drink skin HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded>drink skin You drink the water. HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded>You drink the water. You don't feel thirsty any more. HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded>Your stomach can't contain anymore! HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded>rat rat You force your Will against a hazy wraith's will! Your stomach can't contain anymore! HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded> a hazy wraith forces its Will against your strength! A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:somewhat weakened, a hazy wraith:seriously retarded>er er You get a soldier ration from a large sack. HP:Bruised Mind:somewhat weakened, a hazy wraith:seriously retarded>You get a soldier ration from a large sack. HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded>You eat a soldier ration. HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded>You eat a soldier ration. You are full. HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded> You force your Will against a hazy wraith's strength! HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded> a hazy wraith forces its Will against your dexterity! l A hazy wraith tries its Will against your mind, but loses control! HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy wraith (shadow) is here, fighting YOU! A hazy wraith (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Bruised Mind:slightly weakened, a hazy wraith:seriously retarded> You force your Will against a hazy wraith's learning! HP:Bruised Mind:slightly weakened, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your strength! a hazy wraith forces its Will against your will! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's will! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your will! A hazy wraith tries its Will against your mind, but loses control! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded>set tac def You are now employing defensive tactics. who HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's learning! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! a hazy wraith forces its Will against your intelligence! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's concentration! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your strength! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your constitution! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's dexterity! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> Gangrel chats, 'i'll write my final messge, hope all read it :0' HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's concentration! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:somewhat weakened, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your strength! HP:Bruised Mind:quite weakened, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's dexterity! HP:Bruised Mind:quite weakened, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:quite weakened, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:quite weakened, a hazy wraith:strongly retarded>chat I will You force your Will against a hazy wraith's learning! Your spirit increases by 15. You receive your share of experience -- 2976 points. A hazy wraith vanishes into thin air. You turn to face your next enemy. HP:Bruised Mind:quite weakened, a hazy wraith:in top shape>A hazy wraith tries its Will against your mind, but you resist! You chat, 'I will' HP:Bruised Mind:quite weakened, a hazy wraith:in top shape> You force your Will against a hazy wraith's intelligence! HP:Bruised Mind:quite weakened, a hazy wraith:slightly duped> a hazy wraith forces its Will against your will! HP:Bruised Mind:quite weakened, a hazy wraith:slightly duped> You force your Will against a hazy wraith's constitution! HP:Bruised Mind:quite weakened, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your concentration! HP:Bruised Mind:quite weakened, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your dexterity! HP:Bruised Mind:quite weakened, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's concentration! HP:Bruised Mind:quite weakened, a hazy wraith:slightly sickly>set tac def You are now employing defensive tactics. HP:Scratched Mind:quite weakened, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:quite weakened, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:quite weakened, a hazy wraith:somewhat sickly> You try your Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:quite weakened, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:quite weakened, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's learning! HP:Healthy Mind:quite weakened, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:quite weakened, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite weakened, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your strength! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly>tell gangrel you should stop by the site sometime soon You force your Will against a hazy wraith's constitution! You tell Gangrel 'you should stop by the site sometime soon' HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's strength! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's strength! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly>tell gangrel Im going to post my logs of the contest You force your Will against a hazy wraith's strength! HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly>a hazy wraith forces its Will against your constitution! You tell Gangrel 'Im going to post my logs of the contest' HP:Healthy Mind:seriously weakened, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:quite sickly> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:quite sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:quite sickly> a hazy wraith forces its Will against your dexterity! Gangrel chats, 'what th rots site?' HP:Healthy Mind:seriously weakened, a hazy wraith:quite sickly> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:seriously weakened, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously weakened, a hazy wraith:quite sickly> You force your Will against a hazy wraith's strength! HP:Healthy Mind:seriously weakened, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly>tell gangrel http://incanusthegrey.cjb.net You force your Will against a hazy wraith's strength! You tell Gangrel 'http://incanusthegrey.cjb.net' HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's strength! HP:Scratched S:Surging Mind:quite weakened, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:quite weakened, a hazy wraith:seriously sickly> Gangrel tells you 'that's cool i will :)'. HP:Scratched S:Surging Mind:quite weakened, a hazy wraith:seriously sickly> You try your Will against a hazy wraith's mind, but lose control! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your strength! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly>date Current machine time: Mon Feb 19 00:57:09 2001 HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your learning! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! **Kinda 4th day too** hehe HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly>Unrecognized command. HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! stat HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly>Your fatigue is 0; Your willpower is 37; Your statistics are Str: 5/16, Int: 6/ 8, Wil: 16/19, Dex: 11/18, Con: 5/11, Lea: 15/16. HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's strength! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's will! wav hazy HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly>You wave goodbye to a hazy wraith. HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly>set tac def You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly>You are now employing defensive tactics. HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but you resist! 'DIE!! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly>You say 'DIE!!' HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's strength! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> A hazy wraith arrives. HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's learning! Your spirit increases by 15. You receive your share of experience -- 3038 points. A hazy wraith vanishes into thin air. >get coins all.cor You can't seem to find any cors here. >sc You have 113/113 hit, 52/52 stamina, 127/138 moves, 64 spirit. OB: 30, DB: 0, PB: 83, Speed: 13, Gold: 8, XP Needed: 57K. >who Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. > Saving Ainaran. HP:Scratched S:Surging>chat well, 57K tnl You chat, 'well, 57K tnl' HP:Scratched>chat I think I'm back to where I started. l You chat, 'I think I'm back to where I started.' >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A twisted piece of wire has been abandoned here. A horse is here, gazing at you. A hazy figure glides above the ground. (shadow) >k hazy You force your Will against a hazy wraith's strength! set tac def HP:Healthy Mind:seriously weakened, a hazy wraith:barely weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:barely weakened>You are now employing defensive tactics. get wire HP:Healthy Mind:seriously weakened, a hazy wraith:barely weakened>You try your Will against a hazy wraith's mind, but it resists! You get a twisted piece of wire. HP:Healthy Mind:seriously weakened, a hazy wraith:barely weakened> a hazy wraith forces its Will against your learning! HP:Healthy Mind:seriously weakened, a hazy wraith:barely weakened> You force your Will against a hazy wraith's dexterity! f HP:Healthy Mind:seriously weakened, a hazy wraith:slightly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:slightly clumsy>You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >cr You start to concentrate. -\|/-\ Ok. Your mind is not ready yet. >sing Cause it's a bittersweet, symphony, that's life. You sing, 'Cause it's a bittersweet, symphony, that's life.' >sing Try to make ends meet, you're a slave to the money till you die. You sing, 'Try to make ends meet, you're a slave to the money till you die.' > Gangrel chats, 'i'll email all my details to you some time but i ain't got logs :(' > Gangrel sings, ':)' > The full moon goes off the sky. Clouds race through the sky above the fields. HP:Scratched S:Surging> Gangrel sings, 'it was on earlier :0' HP:Scratched S:Surging>sing No change, I can't change, I can't change, I can't change, but I'm here, in my mold, yeah, i'm here, in my mold You sing, 'No change, I can't change, I can't change, I can't change, but I'm here, in my mold, yeah, i'm here, in my mold' > Gangrel sings, 'great song, pity it speaks the truth though ' >sing It's a million different people from one day to the next, I can't change my mold, no, no no no no no. You sing, 'It's a million different people from one day to the next, I can't change my mold, no, no no no no no.' >cr You start to concentrate. -\|/ Gangrel chats, 'heheh mold' chat nod -\ Ok. You try to revive Ainaran. > Gangrel chats, 'or wold.' >You chat, 'nod' >chat those are the lyrics :-) Gangrel chats, 'who knows :0' You chat, 'those are the lyrics :-)' stat >Your fatigue is 0; Your willpower is 39; Your statistics are Str: 11/16, Int: 8/ 8, Wil: 19/19, Dex: 13/18, Con: 7/11, Lea: 16/16. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >chat I have the CD You chat, 'I have the CD' >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >who Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. > Gangrel chats, 'cruel intentions soundtrack that's how i got it' > Clouds race through the sky above the fields. HP:Scratched>tell gangrel I'm the Ainu of Music, you know. :-) l You tell Gangrel 'I'm the Ainu of Music, you know. :-)' HP:Scratched>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>reply don't use chat hehe You tell Gangrel 'don't use chat hehe' HP:Scratched>l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. HP:Scratched>stat d Your fatigue is 0; Your willpower is 40; Your statistics are Str: 15/16, Int: 8/ 8, Wil: 19/19, Dex: 17/18, Con: 9/11, Lea: 16/16. >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) > Your regeneration slows again. >k hazy You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:in top shape> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:in top shape> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded>who A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. set tac def HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded>You force your Will against a hazy wraith's intelligence! You are now employing defensive tactics. HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's will! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:slightly retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:slightly retarded> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat duped> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your will! You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! You try your Will against a hazy wraith's mind, but lose control! HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded>who a hazy wraith forces its Will against your learning! You force your Will against a hazy wraith's constitution! Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded>set tac def You are now employing defensive tactics. HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's strength! HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded>m +--------------------------------------------------+ |M - E | | - - " D | | M ~ * T " " - - | | " - ~ * * - - + L | | - ~ " - | | * " - ~ ^ ^ - | | - ~ " " * ^ ^ ^ * - | | " - ~ " * ^ ^ * * * - | | h h * * - ~ " * * * ^ ^ ^ - | | ^ R - - - - V ~ - - - - - - - - - - - - - - + | | ^ h " " ~ * * * * * * * * | | h " " * ~ * * * ~ ~ * | | ~ * * * * * * | | ~ * * * | | * * | | | | O | | X | | * | | H | +--------------------------------------------------+ HP:Healthy Mind:quite duped, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's learning! HP:Healthy Mind:quite duped, a hazy wraith:seriously retarded>stat A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite duped, a hazy wraith:seriously retarded>Your fatigue is 0; Your willpower is 39; Your statistics are Str: 15/16, Int: 4/ 8, Wil: 18/19, Dex: 15/18, Con: 8/11, Lea: 15/16. HP:Healthy Mind:quite duped, a hazy wraith:seriously retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's will! HP:Scratched Mind:somewhat duped, a hazy wraith:quite retarded> a hazy wraith forces its Will against your will! You force your Will against a hazy wraith's learning! HP:Scratched Mind:somewhat duped, a hazy wraith:seriously retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's learning! HP:Scratched Mind:somewhat duped, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your strength! You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly retarded> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly retarded>chat I hope to get to level 17 or higher A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly retarded>You chat, 'I hope to get to level 17 or higher' HP:Healthy Mind:somewhat duped, a hazy wraith:strongly retarded> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:somewhat duped, a hazy wraith:strongly retarded>chat before contest is over A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a hazy wraith:horribly retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat duped, a hazy wraith:horribly retarded>You chat, 'before contest is over' HP:Healthy Mind:somewhat duped, a hazy wraith:horribly retarded> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a hazy wraith:horribly retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat duped, a hazy wraith:horribly retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:horribly retarded> You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, a hazy wraith:horribly retarded> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:somewhat duped, a hazy wraith:horribly retarded> You force your Will against a hazy wraith's learning! Your spirit increases by 15. You receive your share of experience -- 1726 points. A hazy wraith vanishes into thin air. >sc l u You have 140/140 hit, 54/54 stamina, 131/143 moves, 60 spirit. OB: 45, DB: 22, PB: 90, Speed: 20, Gold: 8, XP Needed: 55K. >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >sc You have 140/140 hit, 54/54 stamina, 133/143 moves, 60 spirit. OB: 45, DB: 22, PB: 90, Speed: 20, Gold: 8, XP Needed: 55K. >stat Your fatigue is 0; Your willpower is 39; Your statistics are Str: 15/16, Int: 5/ 8, Wil: 18/19, Dex: 15/18, Con: 9/11, Lea: 16/16. cr >You start to concentrate. -\ Gangrel chats, 'why not chat :L0' |/-\ Ok. You try to revive Ainaran. >tell gangrel shrug You tell Gangrel 'shrug' cr >You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >stat Your fatigue is 1; Your willpower is 39; Your statistics are Str: 16/16, Int: 6/ 8, Wil: 19/19, Dex: 16/18, Con: 9/11, Lea: 16/16. >cr You start to concentrate. -\|/-who \ Ok. You try to revive Ainaran. >Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >cr The sun rises across the fields. Clouds race through the sky above the fields. Saving Ainaran. HP:Scratched S:Surging>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. HP:Scratched S:Surging>'I'm probably getting snooped, eh? :-) l You say 'I'm probably getting snooped, eh? :-)' >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. >cr You start to concentrate. -\|/-\ Gangrel chats, '15 mins left :9' Ok. You try to revive Ainaran. >stat Your fatigue is 0; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. >chat :-) You chat, ':-)' >chat enjoy them stat You chat, 'enjoy them' >Your fatigue is 0; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. >chat you should save your money for a while... You chat, 'you should save your money for a while...' > Gangrel chats, 'as possibly my last on rots :(' >chat then buy the cafe l You chat, 'then buy the cafe' > Gangrel chats, 'yeah' >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. > Gangrel chats, 'Roar!' > The day has now begun. Clouds race through the sky above the fields. >stat Your fatigue is 0; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 11/11, Lea: 16/16. > Gangrel chats, 'only mud players:)' >chat show those fuckers who uses his time wisely :-) d You chat, 'show those fuckers who uses his time wisely :-)' >Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. >unlock runedslab *click* >op runedslab w Ok. >k grey Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) >You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, a grey spirit:slightly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a grey spirit:slightly sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:in top shape, a grey spirit:slightly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a grey spirit:slightly sickly> You force your Will against a grey spirit's constitution! HP:Healthy Mind:in top shape, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:in top shape, a grey spirit:somewhat sickly> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:in top shape, a grey spirit:somewhat sickly> a grey spirit forces its Will against your concentration! HP:Scratched Mind:in top shape, a grey spirit:somewhat sickly> You force your Will against a grey spirit's learning! HP:Scratched Mind:in top shape, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a grey spirit:somewhat sickly> You force your Will against a grey spirit's constitution! HP:Scratched Mind:in top shape, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a grey spirit:somewhat sickly> You force your Will against a grey spirit's intelligence! HP:Scratched Mind:in top shape, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:in top shape, a grey spirit:somewhat sickly> You force your Will against a grey spirit's will! HP:Scratched Mind:in top shape, a grey spirit:somewhat sickly> a grey spirit forces its Will against your constitution! HP:Healthy Mind:barely sickly, a grey spirit:somewhat sickly> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:barely sickly, a grey spirit:somewhat sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a grey spirit:somewhat sickly> You force your Will against a grey spirit's constitution! HP:Healthy Mind:barely sickly, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely sickly, a grey spirit:quite sickly> a tunnel ghost forces its Will against your strength! Gangrel chats, 'no people that work for a living and those that need them to do schoolwork :)' HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly>who You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> a grey spirit forces its Will against your dexterity! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> a grey spirit forces its Will against your concentration! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> a grey spirit forces its Will against your strength! chat :-) HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> You try your Will against a grey spirit's mind, but it resists! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly>You chat, ':-)' HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly>set tac def A grey spirit tries its Will against your mind, but you resist! A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly>You are now employing defensive tactics. HP:Healthy Mind:slightly weakened, a grey spirit:quite sickly> You force your Will against a grey spirit's constitution! HP:Healthy Mind:slightly weakened, a grey spirit:seriously sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly weakened, a grey spirit:seriously sickly> A grey spirit tries its Will against your mind, but you resist! a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:somewhat duped, a grey spirit:seriously sickly> You force your Will against a grey spirit's will! HP:Healthy Mind:somewhat duped, a grey spirit:seriously sickly> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> A grey spirit tries its Will against your mind, but you resist! A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly>who You force your Will against a grey spirit's learning! Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> A grey spirit tries its Will against your mind, but loses control! a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat duped, a grey spirit:horribly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:horribly sickly> A grey spirit tries its Will against your mind, but you resist! a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:somewhat duped, a grey spirit:horribly sickly> You force your Will against a grey spirit's will! HP:Healthy Mind:somewhat duped, a grey spirit:horribly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:horribly sickly> a grey spirit forces its Will against your concentration! a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:quite duped, a grey spirit:horribly sickly>l Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost (shadow) is here, fighting YOU! A grey spirit (shadow) is here, fighting YOU! A grey spirit (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Healthy Mind:quite duped, a grey spirit:horribly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite duped, a grey spirit:horribly sickly>f A grey spirit tries its Will against your mind, but you resist! A tunnel ghost tries its Will against your mind, but you resist! You force your Will against a grey spirit's dexterity! HP:Healthy Mind:quite duped, a grey spirit:horribly sickly>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. HP:Scratched>drink skin cr You drink the water. You don't feel thirsty any more. HP:Scratched>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) HP:Scratched>k grey You force your Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, a grey spirit:strongly sickly>l A grey spirit tries its Will against your mind, but you resist! a grey spirit forces its Will against your concentration! HP:Scratched Mind:somewhat duped, a grey spirit:strongly sickly>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting YOU! A grey spirit (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Scratched Mind:somewhat duped, a grey spirit:strongly sickly> You force your Will against a grey spirit's constitution! Your spirit increases by 11. You receive your share of experience -- 1585 points. A grey spirit vanishes into thin air. You turn to face your next enemy. HP:Scratched Mind:somewhat duped, a grey spirit:barely weakened> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a grey spirit:barely weakened>'yearrg You force your Will against a grey spirit's will! HP:Scratched Mind:somewhat duped, a grey spirit:slightly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a grey spirit:slightly dispirited>You say 'yearrg' HP:Scratched Mind:somewhat duped, a grey spirit:slightly dispirited>set tac def a tunnel ghost forces its Will against your dexterity! HP:Scratched Mind:somewhat duped, a grey spirit:slightly dispirited>who You force your Will against a grey spirit's constitution! HP:Scratched Mind:somewhat duped, a grey spirit:slightly sickly>a tunnel ghost forces its Will against your learning! A grey spirit tries its Will against your mind, but you resist! You are now employing defensive tactics. HP:Scratched Mind:somewhat duped, a grey spirit:slightly sickly>f Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched Mind:somewhat duped, a grey spirit:slightly sickly>You force your Will against a grey spirit's constitution! PANIC! You couldn't escape! HP:Scratched Mind:somewhat duped, a grey spirit:somewhat sickly> A tunnel ghost tries its Will against your mind, but you resist! A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat duped, a grey spirit:somewhat sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:somewhat duped, a grey spirit:somewhat sickly> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:somewhat duped, a grey spirit:somewhat sickly>f A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:somewhat sickly>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. >u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >sc afk You have 152/152 hit, 54/54 stamina, 140/145 moves, 52 spirit. OB: 43, DB: 21, PB: 90, Speed: 20, Gold: 8, XP Needed: 53K. >You go away from keyboard. > Gangrel chats, 'chek icq' > Clouds race through the sky above the fields. > Clouds race through the sky above the fields. Saving Ainaran. S:Surging>st who You return to your keyboard. You are already standing. >Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >d Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) k grey >You force your Will against a grey spirit's strength! HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly> a grey spirit forces its Will against your constitution! HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly> You force your Will against a grey spirit's concentration! set tac def HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly> A grey spirit tries its Will against your mind, but you resist! who HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly>Gangrel chats, 'are they all rots players?' You are now employing defensive tactics. HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly> a grey spirit forces its Will against your strength! HP:Healthy Mind:slightly duped, a grey spirit:slightly sickly> You force your Will against a grey spirit's learning! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded> a tunnel ghost forces its Will against your will! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded> a grey spirit forces its Will against your dexterity! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded> You force your Will against a grey spirit's will! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded> A grey spirit tries its Will against your mind, but you resist! f HP:Healthy Mind:slightly duped, a grey spirit:slightly retarded>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. w >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) >k grye Whom do you want to press? >k grey You force your Will against a grey spirit's will! HP:Healthy Mind:slightly duped, a grey spirit:somewhat dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:somewhat dispirited> You force your Will against a grey spirit's strength! HP:Healthy Mind:slightly duped, a grey spirit:somewhat dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:slightly duped, a grey spirit:somewhat dispirited> You force your Will against a grey spirit's learning! HP:Scratched S:Surging Mind:barely weakened, a grey spirit:somewhat retarded> A grey spirit tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:barely weakened, a grey spirit:somewhat retarded> You force your Will against a grey spirit's strength! HP:Scratched S:Surging Mind:barely weakened, a grey spirit:somewhat weakened> A grey spirit tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:barely weakened, a grey spirit:somewhat weakened> a tunnel ghost forces its Will against your will! HP:Scratched Mind:barely weakened, a grey spirit:somewhat weakened> You force your Will against a grey spirit's will! HP:Scratched Mind:barely weakened, a grey spirit:quite dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:barely weakened, a grey spirit:quite dispirited>set tac def f A tunnel ghost tries its Will against your mind, but loses control! HP:Scratched Mind:barely weakened, a grey spirit:quite dispirited> You force your Will against a grey spirit's will! HP:Healthy Mind:barely weakened, a grey spirit:seriously dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely weakened, a grey spirit:seriously dispirited>You are now employing defensive tactics. HP:Healthy Mind:barely weakened, a grey spirit:seriously dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:barely weakened, a grey spirit:seriously dispirited> You force your Will against a grey spirit's strength! HP:Healthy Mind:barely weakened, a grey spirit:seriously dispirited>A grey spirit tries its Will against your mind, but you resist! You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. ]w k grey m >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) >You force your Will against a grey spirit's will! HP:Healthy Mind:barely weakened, a grey spirit:strongly dispirited> a grey spirit forces its Will against your concentration! HP:Healthy Mind:barely weakened, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely weakened, a grey spirit:strongly dispirited> You force your Will against a grey spirit's learning! HP:Healthy Mind:barely weakened, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely weakened, a grey spirit:strongly dispirited> You force your Will against a grey spirit's will! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! l HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> You force your Will against a grey spirit's concentration! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited>l tunnel You force your Will against a grey spirit's strength! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> The tunnel ghost is clearly a former attendant of the royalty that once ordered these tunnels to be expanded, as a burial chamber, to some long forgotten king of a long forgotten empire. The ghost still ferociously guards its masters afterlife, as it attended its masters' life. A tunnel ghost looks healthy. a tunnel ghost is using: a silver circlet..It glows blue! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> You force your Will against a grey spirit's concentration! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited>k tunnel You force your Will against a grey spirit's learning! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:barely weakened, a grey spirit:horribly dispirited> You force your Will against a grey spirit's will! Your spirit increases by 11. You receive your share of experience -- 1585 points. A grey spirit vanishes into thin air. >You force your Will against a tunnel ghost's strength! HP:Healthy Mind:barely weakened, a tunnel ghost:barely weakened> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:barely sickly, a tunnel ghost:barely weakened> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:barely sickly, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:barely sickly, a tunnel ghost:slightly sickly>set tac def You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:barely sickly, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your will! HP:Healthy Mind:slightly dispirited, a tunnel ghost:slightly sickly>You are now employing defensive tactics. HP:Healthy Mind:slightly dispirited, a tunnel ghost:slightly sickly>who Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:slightly dispirited, a tunnel ghost:slightly sickly> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:slightly dispirited, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly>conc You force your Will against a tunnel ghost's learning! Your mind is not ready yet. HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your intelligence! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly>conc You force your Will against a tunnel ghost's intelligence! Your mind is not ready yet. HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly>conc You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly>a tunnel ghost forces its Will against your concentration! Your mind is not ready yet. HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly>conc A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly sickly>You start focusing your mind. A tunnel ghost tries its Will against your mind, but you resist! a tunnel ghost forces its Will against your intelligence! a tunnel ghost forces its Will against your strength! A tunnel ghost tries its Will against your mind, but you resist! You attack with extra will power! (5) HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly>HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly>sigh set tac def You sigh. HP:Scratched Mind:somewhat duped, a tunnel ghost:slightly sickly>You force your Will against a tunnel ghost's strength! You are now employing defensive tactics. HP:Scratched Mind:somewhat duped, a tunnel ghost:slightly sickly> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:somewhat duped, a tunnel ghost:slightly sickly> A tunnel ghost tries its Will against your mind, but loses control! HP:Scratched Mind:somewhat duped, a tunnel ghost:slightly sickly> You force your Will against a tunnel ghost's strength! HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your intelligence! chat damn this tunnel ghost HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat weakened> You force your Will against a tunnel ghost's intelligence! HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat weakened>You chat, 'damn this tunnel ghost' HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat weakened> You force your Will against a tunnel ghost's intelligence! HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat duped> a tunnel ghost forces its Will against your will! HP:Scratched Mind:somewhat duped, a tunnel ghost:somewhat duped> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly>set tac def You are now employing defensive tactics. who HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly>You try your Will against a tunnel ghost's mind, but lose control! Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. stat HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat sickly> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> a tunnel ghost forces its Will against your will! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited>Your fatigue is 1; Your willpower is 36; Your statistics are Str: 11/16, Int: 5/ 8, Wil: 15/19, Dex: 18/18, Con: 9/11, Lea: 15/16. HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat duped, a tunnel ghost:somewhat dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> Your regeneration slowed. HP:Healthy Mind:somewhat duped, a tunnel ghost:quite dispirited> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:quite weakened, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:quite weakened, a tunnel ghost:quite dispirited>stat Your fatigue is 0; Your willpower is 36; Your statistics are Str: 9/16, Int: 5/ 8, Wil: 15/19, Dex: 18/18, Con: 9/11, Lea: 14/16. HP:Healthy Mind:quite weakened, a tunnel ghost:quite dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite weakened, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's dexterity! f HP:Healthy Mind:quite weakened, a tunnel ghost:quite dispirited>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. >u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. cr >You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >who Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >chat tunnel ghost with a circlet is a bitch You chat, 'tunnel ghost with a circlet is a bitch' cr >You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >stat Your fatigue is 3; Your willpower is 36; Your statistics are Str: 12/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 9/11, Lea: 16/16. >cr sc You start to concentrate. -\|/-\Clouds race through the sky above the fields. Ok. You try to revive Ainaran. You have 140/146 hit, 53/57 stamina, 130/144 moves, 49 spirit. OB: 43, DB: 24, PB: 90, Speed: 20, Gold: 8, XP Needed: 52K. HP:Scratched S:Surging>stat Your fatigue is 0; Your willpower is 40; Your statistics are Str: 14/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 16/16. HP:Scratched S:Surging>d w k tunnel Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched S:Surging>You cannot go that way. HP:Scratched S:Surging>Whom do you want to press? HP:Scratched S:Surging> a hazy wraith forces its Will against your will! You force your Will against a hazy wraith's constitution! HP:Scratched S:Surging Mind:slightly weakened, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your constitution! HP:Healthy S:Surging Mind:slightly sickly, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy S:Surging Mind:slightly sickly, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your constitution! f HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:somewhat clumsy>PANIC! You couldn't escape! HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:somewhat clumsy>f a hazy wraith forces its Will against your concentration! HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:somewhat clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's concentration! HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:somewhat clumsy>PANIC! You couldn't escape! HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:somewhat clumsy> a hazy wraith forces its Will against your dexterity! HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:somewhat clumsy>f A hazy wraith tries its Will against your mind, but you resist! HP:Healthy S:Surging Mind:somewhat sickly, a hazy wraith:somewhat clumsy> You force your Will against a hazy wraith's strength! HP:Healthy Mind:somewhat sickly, a hazy wraith:somewhat clumsy>You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >d unlock runedslab op runedslab Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) w >*click* >k tunnel Ok. >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) >You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat sickly, a tunnel ghost:quite dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:somewhat sickly, a tunnel ghost:quite dispirited> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat sickly, a tunnel ghost:quite dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously dispirited> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously dispirited> a grey spirit forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously dispirited>set tac def You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously dispirited>f a tunnel ghost forces its Will against your concentration! You are now employing defensive tactics. u HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously dispirited> a grey spirit forces its Will against your intelligence! HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously dispirited>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >who Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. stat >Your fatigue is 1; Your willpower is 38; Your statistics are Str: 13/16, Int: 8/ 8, Wil: 18/19, Dex: 18/18, Con: 7/11, Lea: 16/16. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >stat Your fatigue is 0; Your willpower is 38; Your statistics are Str: 14/16, Int: 8/ 8, Wil: 18/19, Dex: 18/18, Con: 7/11, Lea: 16/16. >d w Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >k tunnel Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) >You force your Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat sickly, a tunnel ghost:seriously dispirited> a tunnel ghost forces its Will against your constitution! HP:Healthy S:Surging Mind:quite sickly, a tunnel ghost:seriously dispirited> You force your Will against a tunnel ghost's strength! HP:Healthy S:Surging Mind:quite sickly, a tunnel ghost:seriously dispirited> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy S:Surging Mind:quite sickly, a tunnel ghost:seriously dispirited> Your torch flickers weakly. HP:Scratched Mind:somewhat sickly, a tunnel ghost:quite dispirited> You force your Will against a tunnel ghost's intelligence! HP:Scratched Mind:somewhat sickly, a tunnel ghost:quite dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a tunnel ghost:quite dispirited> You try your Will against a tunnel ghost's mind, but it resists! HP:Scratched Mind:somewhat sickly, a tunnel ghost:quite dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a tunnel ghost:quite dispirited>sigh You force your Will against a tunnel ghost's constitution! HP:Scratched Mind:somewhat sickly, a tunnel ghost:quite dispirited> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:quite dispirited>You sigh. HP:Healthy Mind:quite sickly, a tunnel ghost:quite dispirited>set tac def You force your Will against a tunnel ghost's will! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited>A tunnel ghost tries its Will against your mind, but loses control! You are now employing defensive tactics. HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited>, knocks on wood! You force your Will against a tunnel ghost's learning! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited> a tunnel ghost forces its Will against your learning! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited>Ainaran knocks on wood! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited> You force your Will against a tunnel ghost's concentration! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited> a tunnel ghost forces its Will against your dexterity! HP:Healthy Mind:quite sickly, a tunnel ghost:seriously dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly dispirited> a tunnel ghost forces its Will against your will! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly dispirited>sc You have 124/124 hit, 57/57 stamina, 126/140 moves, 45 spirit. OB: 45, DB: 24, PB: 90, Speed: 21, Gold: 8, XP Needed: 52K. HP:Healthy Mind:quite sickly, a tunnel ghost:strongly dispirited> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly dispirited> You force your Will against a tunnel ghost's will! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly dispirited> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly dispirited> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:quite sickly, a tunnel ghost:strongly dispirited> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a tunnel ghost:horribly dispirited> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:quite sickly, a tunnel ghost:horribly dispirited> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a tunnel ghost:horribly dispirited> You force your Will against a tunnel ghost's will! Your spirit increases by 18. You receive your share of experience -- 4369 points. The ghost vanishes like a snuffed flame. A tunnel ghost vanishes into thin air. >set tac def You are now employing defensive tactics. > A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:in top shape> You force your Will against a grey spirit's learning! HP:Healthy Mind:quite sickly, a grey spirit:barely retarded>chat hell yeah A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:barely retarded>You chat, 'hell yeah' HP:Healthy Mind:quite sickly, a grey spirit:barely retarded> You force your Will against a grey spirit's will! HP:Healthy Mind:quite sickly, a grey spirit:barely retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:barely retarded>get circlet You force your Will against a grey spirit's constitution! HP:Healthy Mind:quite sickly, a grey spirit:slightly sickly>a grey spirit forces its Will against your dexterity! You get a silver circlet. HP:Healthy Mind:quite sickly, a grey spirit:slightly sickly> You force your Will against a grey spirit's concentration! HP:Healthy Mind:quite sickly, a grey spirit:slightly sickly> a grey spirit forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a grey spirit:slightly sickly>f u u You force your Will against a grey spirit's concentration! HP:Healthy Mind:seriously sickly, a grey spirit:slightly sickly>PANIC! You couldn't escape! HP:Healthy Mind:seriously sickly, a grey spirit:slightly sickly> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's constitution! HP:Healthy Mind:seriously sickly, a grey spirit:somewhat sickly>No way! You're fighting for your life! HP:Healthy Mind:seriously sickly, a grey spirit:somewhat sickly>f No way! You're fighting for your life! HP:Healthy Mind:seriously sickly, a grey spirit:somewhat sickly>u A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's will! HP:Healthy Mind:seriously sickly, a grey spirit:somewhat sickly>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. >chat The ghost vanishes like a snuffed flame. :-) who You chat, 'The ghost vanishes like a snuffed flame. :-)' >Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >sc You have 119/119 hit, 57/57 stamina, 130/139 moves, 66 spirit. OB: 43, DB: 22, PB: 90, Speed: 20, Gold: 8, XP Needed: 48K. > Night falls over the land. The full moon shows in the sky. Rain falls heavily on the fields. Your torch flickers weakly. HP:Scratched>who Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched>time It is 6 o'clock pm (18 :00), on Valanya, the 13th Day of Hisime. The moon is full and shining. The sun will rise in about 15 hour(s). HP:Scratched>stat Your fatigue is 0; Your willpower is 40; Your statistics are Str: 15/16, Int: 8/ 8, Wil: 19/19, Dex: 17/18, Con: 6/11, Lea: 16/16. HP:Scratched>tell gangrel want a circlet? who You tell Gangrel 'want a circlet?' HP:Scratched>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched>l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A horse is here, gazing at you. HP:Scratched>ride A horse stops following you. You mount a horse and start riding him. R>w A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. R>n Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R>s set men off k fungus A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. cc R>AutoMental mode is now off. R>You attack a white fungus! You slash a white fungus. R HP:Healthy, a white fungus:Scratched> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Scratched>ci You start to concentrate. set tac ag /-\|/-\Ok. A white fungus appears to be confused! You start to concentrate. -\ You deflect a white fungus's attack. |/-\Ok. You are now employing aggressive tactics. R HP:Healthy, a white fungus:Scratched> A white fungus lightly hits your body. R HP:Scratched, a white fungus:Scratched> You slash a white fungus hard. R HP:Scratched, a white fungus:Bruised> A white fungus lightly hits your body. You slash a white fungus hard. R HP:Scratched, a white fungus:Bruised>who You slash a white fungus hard. R HP:Scratched, a white fungus:Bruised> You deflect a white fungus's attack. R HP:Scratched, a white fungus:Bruised>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Scratched, a white fungus:Bruised> You slash a white fungus hard. R HP:Scratched, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Scratched, a white fungus:Hurt> You slash a white fungus hard. R HP:Scratched, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Scratched, a white fungus:Hurt>put circlet pack You slash a white fungus. R HP:Scratched, a white fungus:Hurt>eq You put a silver circlet in a backpack. R HP:Scratched, a white fungus:Hurt> A white fungus hits your right foot. R HP:Bruised, a white fungus:Hurt>You are using: a torch..It glows brightly. a stone ring..It glows blue! a blue marble ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of a juggler R HP:Bruised, a white fungus:Hurt> You slash a white fungus. R HP:Bruised, a white fungus:Wounded>who You deflect a white fungus's attack. sc R HP:Bruised, a white fungus:Wounded> You slash a white fungus. R HP:Bruised, a white fungus:Wounded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Bruised, a white fungus:Wounded> A white fungus hits your left hand. R HP:Bruised, a white fungus:Wounded>You slash a white fungus hard. You have 100/124 hit, 57/57 stamina, 140/140 moves, 62 spirit. OB: 84, DB: 14, PB: 60, Speed: 21, Gold: 8, XP Needed: 47K. R HP:Bruised, a white fungus:Wounded> You deflect a white fungus's attack. You slash a white fungus. set tac ag R HP:Bruised, a white fungus:Bloodied> Lightning lights up the fields as the rain continues. Your torch went out. R HP:Bruised, a white fungus:Bloodied>You are now employing aggressive tactics. R HP:Bruised, a white fungus:Bloodied>diag A white fungus is beaten severely. A white fungus is in top shape. A white fungus has been here for a little while. A white fungus is affected by: insight (long) confuse (fast-acting) It is well aware of the Wraith-world. R HP:Bruised, a white fungus:Bloodied> You slash a white fungus. R HP:Bruised, a white fungus:Bloodied> A white fungus lightly hits your left leg. R HP:Bruised, a white fungus:Bloodied> You slash a white fungus. R HP:Bruised, a white fungus:Bloodied> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Bloodied> You slash a white fungus. R HP:Bruised, a white fungus:Awful> A white fungus hits your body. R HP:Hurt, a white fungus:Awful> You slash a white fungus. R HP:Hurt, a white fungus:Awful> A white fungus hits your left arm. R HP:Hurt, a white fungus:Awful> You slash a white fungus. A white fungus is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 437 points. Slimy chunks of fungus spray everywhere, unleashing a cloud of white dust. R HP:Hurt>cast regen You start to concentrate. |/-cast curing \|/-\set men off Ok. You feel yourself becoming much healthier. You start to concentrate. /-\|/-\Ok. You feel yourself becoming healthier. AutoMental mode is now off. R HP:Hurt>set men on l AutoMental mode is now on. R HP:Hurt>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. The slashed corpse of a white fungus is lying here. You are riding on a horse. R HP:Hurt>n Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R HP:Hurt>e Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A flickering ball of pale flame dances through the air. (shadow) R HP:Hurt>k flame You force your Will against a ball of pale flame's dexterity! l flame R HP:Hurt Mind:somewhat sickly, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:slightly clumsy>A fetid black fungus attacks YOU! A fetid black fungus hits your head. It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. a ball of pale flame is using: a ruby necklace..It glows blue! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:slightly clumsy>set tac def You force your Will against a ball of pale flame's learning! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:slightly clumsy> A ball of pale flame tries its Will against your mind, but you resist! who R HP:Hurt Mind:somewhat sickly, a ball of pale flame:slightly clumsy>You are now employing defensive tactics. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:slightly clumsy>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:slightly clumsy> You force your Will against a ball of pale flame's learning! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:somewhat retarded>cac who A fetid black fungus hits your body. You wimp out, and attempt to flee! You flee head over heels. Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. You cackle gleefully. R HP:Hurt>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Hurt> A large leech attacks YOU! You deflect a large leech's attack. A large leech attacks YOU! You dodge a large leech's attack. You cannot fathom a large leech's mind. R HP:Hurt, a large leech:in top shape>f You cannot fathom a large leech's mind. R HP:Hurt, a large leech:in top shape>You flee head over heels. Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. A flickering ball of pale flame dances through the air. (shadow) R HP:Hurt>k flame You force your Will against a ball of pale flame's intelligence! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:somewhat retarded> a ball of pale flame forces its Will against your strength! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's learning! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:quite retarded> a ball of pale flame forces its Will against your learning! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:quite retarded>set tac def You are now employing defensive tactics. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:quite retarded>who You force your Will against a ball of pale flame's will! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:quite retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:quite retarded>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Bruised Mind:somewhat sickly, a ball of pale flame:quite retarded> You force your Will against a ball of pale flame's intelligence! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:seriously duped> A fetid black fungus attacks YOU! A fetid black fungus hits your body hard. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped>sc You force your Will against a ball of pale flame's strength! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped>You have 82/129 hit, 57/57 stamina, 121/141 moves, 61 spirit. OB: 45, DB: 25, PB: 90, Speed: 21, Gold: 8, XP Needed: 47K. set tac def R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's dexterity! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped>You are now employing defensive tactics. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> You deflect a fetid black fungus's attack. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's will! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's intelligence! sc R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> a ball of pale flame forces its Will against your dexterity! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped>You deflect a fetid black fungus's attack. You have 85/129 hit, 57/57 stamina, 120/141 moves, 61 spirit. OB: 45, DB: 24, PB: 90, Speed: 21, Gold: 8, XP Needed: 47K. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's concentration! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's dexterity! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> You deflect a fetid black fungus's attack. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's dexterity! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:strongly clumsy> You deflect a fetid black fungus's attack. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:strongly clumsy> Rain falls heavily on the already saturated ground making movement difficuilt. R HP:Hurt Mind:somewhat sickly, a ball of pale flame:seriously clumsy> You force your Will against a ball of pale flame's intelligence! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's learning! R HP:Hurt Mind:somewhat sickly, a ball of pale flame:strongly duped> You deflect a fetid black fungus's attack. R HP:Bruised Mind:somewhat sickly, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's dexterity! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:strongly clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:strongly clumsy> You force your Will against a ball of pale flame's intelligence! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:horribly duped> You deflect a fetid black fungus's attack. R HP:Bruised Mind:somewhat sickly, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:horribly duped> You force your Will against a ball of pale flame's strength! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Bruised Mind:somewhat sickly, a ball of pale flame:horribly duped> You deflect a fetid black fungus's attack. You force your Will against a ball of pale flame's intelligence! Your spirit increases by 8. You receive your share of experience -- 454 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. You turn to face your next enemy. R HP:Bruised, a fetid black fungus:in top shape>get ruby You get a ruby necklace. R HP:Bruised, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:in top shape>tell gangrel got a circlet and 2 rubies for you who You tell Gangrel 'got a circlet and 2 rubies for you' R HP:Bruised, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Bruised, a fetid black fungus:in top shape>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. set men off R HP:Bruised, a fetid black fungus:in top shape>AutoMental mode is now off. R HP:Bruised, a fetid black fungus:Healthy> You deflect a fetid black fungus's attack. You slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Bruised>set tac def cc You are now employing defensive tactics. R HP:Bruised, a fetid black fungus:Bruised>You start to concentrate. /-ci \|/-\Ok. A fetid black fungus appears to be confused! You start to concentrate. - A fetid black fungus attacks YOU! You deflect a fetid black fungus's attack. You deflect a fetid black fungus's attack. \|/-\ Ok. R HP:Bruised, a fetid black fungus:Bruised>sc You slash a fetid black fungus. l R HP:Bruised, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Bruised>You have 120/135 hit, 57/57 stamina, 122/142 moves, 66 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 47K. R HP:Bruised, a fetid black fungus:Bruised>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus is here, fighting YOU! A slimy round fungus grows on a tree here. A fetid black fungus is here, fighting YOU! A slimy round fungus grows on a tree here. You are here, fighting a fetid black fungus, riding on a horse. R HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus hard. R HP:Scratched, a fetid black fungus:Hurt> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Hurt> A fetid black fungus lightly hits your body. R HP:Bruised, a fetid black fungus:Hurt> You slash a fetid black fungus. R HP:Scratched, a fetid black fungus:Hurt> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Hurt> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Hurt> You slash a fetid black fungus very hard. R HP:Scratched, a fetid black fungus:Wounded>who Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Scratched, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. You slash a fetid black fungus. R HP:Scratched, a fetid black fungus:Wounded> A fetid black fungus hits your right arm. R HP:Bruised, a fetid black fungus:Wounded> You slash a fetid black fungus hard. R HP:Bruised, a fetid black fungus:Bloodied> A fetid black fungus hits your left leg hard. R HP:Bruised, a fetid black fungus:Bloodied>beep gangrel You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Bloodied>You beep Gangrel. R HP:Bruised, a fetid black fungus:Bloodied> You slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Bloodied> You deflect a fetid black fungus's attack. You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Bloodied> You lightly slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Bloodied> A fetid black fungus hits your body. You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Bloodied> You slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Awful> You slash a fetid black fungus. A fetid black fungus is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 313 points. Saving Ainaran. Your blood freezes as you hear a fetid black fungus's death cry. You turn to face your next enemy. R HP:Bruised, a fetid black fungus:Healthy> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Healthy>cc ci You start to concentrate. set tac ag /who -\|/-\Ok. A fetid black fungus appears to be confused! You start to concentrate. - You deflect a fetid black fungus's attack. \|/ Rain falls heavily on the already saturated ground making movement difficuilt. Saving Ainaran. -\You lost your concentration! You are now employing aggressive tactics. R HP:Bruised, a fetid black fungus:Healthy>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Bruised, a fetid black fungus:Healthy> You slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Scratched> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Scratched> You slash a fetid black fungus hard. R HP:Bruised, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. ci R HP:Bruised, a fetid black fungus:Bruised>You start to concentrate. -\|/-\sc Ok. It has insight already. R HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus very hard. R HP:Bruised, a fetid black fungus:Hurt> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Hurt>You have 122/140 hit, 57/57 stamina, 124/143 moves, 65 spirit. OB: 85, DB: 15, PB: 60, Speed: 21, Gold: 8, XP Needed: 46K. R HP:Bruised, a fetid black fungus:Hurt> You slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Hurt> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Hurt> You slash a fetid black fungus very hard. R HP:Bruised, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Wounded> You slash a fetid black fungus. R HP:Scratched, a fetid black fungus:Bloodied> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Bloodied> You slash a fetid black fungus hard. R HP:Scratched, a fetid black fungus:Bloodied> You slash a fetid black fungus. R HP:Scratched, a fetid black fungus:Awful> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Awful> You slash a fetid black fungus very hard. A fetid black fungus is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 343 points. Your blood freezes as you hear a fetid black fungus's death cry. R HP:Scratched>sc l You have 140/140 hit, 57/57 stamina, 126/143 moves, 69 spirit. OB: 85, DB: 15, PB: 60, Speed: 21, Gold: 8, XP Needed: 46K. R>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. The slashed corpse of a fetid black fungus is lying here. The slashed corpse of a fetid black fungus is lying here. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. You are riding on a horse. R>k fungus You attack a round fungus! You slash a round fungus. who R HP:Healthy, a round fungus:Bruised> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Bruised>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Healthy, a round fungus:Bruised> You slash a round fungus hard. R HP:Healthy, a round fungus:Hurt> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Hurt> You slash a round fungus hard. R HP:Healthy, a round fungus:Wounded> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Wounded> You slash a round fungus. R HP:Healthy, a round fungus:Bloodied> You dodge a round fungus's attack. You slash a round fungus hard. A round fungus is dead! R.I.P. You receive your share of experience -- 64 points. Your blood freezes as you hear a round fungus's death cry. R>k fungus who You attack a round fungus! You slash a round fungus very hard. R HP:Healthy, a round fungus:Hurt> You dodge a round fungus's attack. R HP:Healthy, a round fungus:Hurt>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Healthy, a round fungus:Hurt> Rain falls heavily on the already saturated ground making movement difficuilt. R HP:Scratched, a round fungus:Hurt> You slash a round fungus. R HP:Scratched, a round fungus:Hurt> You deflect a round fungus's attack. R HP:Scratched, a round fungus:Hurt> You slash a round fungus. R HP:Scratched, a round fungus:Wounded>set tac ag You are now employing aggressive tactics. R HP:Scratched, a round fungus:Wounded> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Wounded> You slash a round fungus hard. R HP:Healthy, a round fungus:Bloodied> You deflect a round fungus's attack. You slash a round fungus. R HP:Healthy, a round fungus:Awful>l Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. The slashed corpse of a round fungus is lying here. The slashed corpse of a fetid black fungus is lying here. The slashed corpse of a fetid black fungus is lying here. A round fungus is here, fighting YOU! You are here, fighting a round fungus, riding on a horse. R HP:Healthy, a round fungus:Awful> You slash a round fungus. A round fungus is dead! R.I.P. You receive your share of experience -- 64 points. Your blood freezes as you hear a round fungus's death cry. R>w Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R> A large leech attacks YOU! You dodge a large leech's attack. You slash a large leech hard. R HP:Healthy, a large leech:Bloodied>set tac ag You slash a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. R>You are now employing aggressive tactics. R>k leech You attack a large leech! You slash a large leech hard. R HP:Healthy, a large leech:Hurt> You dodge a large leech's attack. R HP:Healthy, a large leech:Hurt> A large leech attacks YOU! You deflect a large leech's attack. R HP:Healthy, a large leech:Hurt>k leech You slash a large leech. You do the best you can! R HP:Healthy, a large leech:Bloodied> You deflect a large leech's attack. R HP:Healthy, a large leech:Bloodied> You deflect a large leech's attack. R HP:Healthy, a large leech:Bloodied> You slash a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You turn to face your next enemy. R HP:Healthy, a large leech:Healthy>who Players ------- [ 6 Dwf] Gangrel the Dwarf (AFK) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. l R HP:Healthy, a large leech:Healthy> You deflect a large leech's attack. You slash a large leech. R HP:Healthy, a large leech:Hurt>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A large leech is here, fighting YOU! A large leech is here, oozing towards you. You are here, fighting a large leech, riding on a horse. R HP:Healthy, a large leech:Hurt> You slash a large leech. A large leech is stunned, but will probably regain consciousness again. R HP:Healthy, a large leech:Dying> You slash a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. R>k leech You attack a large leech! R HP:Healthy, a large leech:Healthy> You deflect a large leech's attack. R HP:Healthy, a large leech:Healthy> You slash a large leech. R HP:Healthy, a large leech:Hurt> You slash a large leech. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> You slash a large leech hard. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. R>set tac def sc You are now employing defensive tactics. R>You have 146/146 hit, 57/57 stamina, 144/144 moves, 69 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 46K. R>who Players ------- [ 6 Dwf] Gangrel the Dwarf (AFK) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R>l Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. You are riding on a horse. sigh R>You sigh. w R> Rain falls heavily on the already saturated ground making movement difficuilt. R HP:Scratched>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R HP:Scratched>n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Scratched>n Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Scratched>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R>e Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R>sc n You have 152/152 hit, 57/57 stamina, 126/145 moves, 69 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 46K. R>n Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R>You cannot go that way. R>w w w Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. R>You cannot go that way. R>You cannot go that way. R>set men off AutoMental mode is now off. k man R>You attack a young highwayman! You slash a young highwayman's head. R HP:Healthy, a young highwayman:Wounded> You dodge a young highwayman's attack. R HP:Healthy, a young highwayman:Wounded> You slash a young highwayman's right arm hard. A young highwayman is dead! R.I.P. You receive your share of experience -- 9 points. R>k man You attack a young highwayman! You slash a young highwayman's body. R HP:Healthy, a young highwayman:Hurt> You dodge a young highwayman's attack. R HP:Healthy, a young highwayman:Hurt>who Players ------- [ 6 Dwf] Gangrel the Dwarf (AFK) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Healthy, a young highwayman:Hurt> You slash a young highwayman's head. R HP:Healthy, a young highwayman:Wounded> You deflect a young highwayman's attack. R HP:Healthy, a young highwayman:Wounded> You slash a young highwayman's left leg. A young highwayman is stunned, but will probably regain consciousness again. R HP:Healthy, a young highwayman:Dying> You slash a young highwayman's left hand hard. A young highwayman is dead! R.I.P. You receive your share of experience -- 9 points. R>whois rusikas Rusikas is a level 17 Dwarf. kill uruk R>They aren't here. l R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of a young highwayman is lying here. The slashed corpse of a young highwayman is lying here. A young highwayman approaches you, a grin on his face. You are riding on a horse. k man R>You attack a young highwayman! You slash a young highwayman's body very hard. A young highwayman panics, and attempts to flee! A young highwayman flees head over heals! A young highwayman leaves east. R>e Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. A young highwayman approaches you, a grin on his face. k man R>You attack a young highwayman! You slash a young highwayman's body. A young highwayman is dead! R.I.P. You receive your share of experience -- 9 points. R> The road is suddenly lit by violent flashes of lightning as the rain continues. R>exam pack When you look inside, you see: backpack (carried) : a silver circlet..It glows blue! a golden bracelet..It glows blue! a torch a torch a torch a torch a torch a torch a torch a torch a golden visor..It glows blue! a raw piece of meat a small, raw piece of meat a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration R> Your regeneration slows again. R>l Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a young highwayman is lying here. You are riding on a horse. R>set tac def You are now employing defensive tactics. R>w Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of a young highwayman is lying here. The slashed corpse of a young highwayman is lying here. R>e e Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a young highwayman is lying here. R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A small, green snake slithers harmlessly here. A large, brown snake slithers here, watching for food. R>k snake You attack a small, green snake! You slash a small, green snake. R HP:Healthy, a small, green snake:Bruised> You deflect a small, green snake's attack. R HP:Healthy, a small, green snake:Bruised>ci You start to concentrate. -\|/-\ Ok. R HP:Healthy, a small, green snake:Bruised> You deflect a small, green snake's attack. R HP:Healthy, a small, green snake:Bruised> You lightly slash a small, green snake. R HP:Healthy, a small, green snake:Hurt> You lightly slash a small, green snake. R HP:Healthy, a small, green snake:Wounded> You deflect a small, green snake's attack. R HP:Healthy, a small, green snake:Wounded> You slash a small, green snake. A small, green snake panics, and attempts to flee! A small, green snake flees head over heals! A small, green snake leaves east. R>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. k snake R>You attack a small, green snake! You slash a small, green snake. A small, green snake is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 9 points. Your blood freezes as you hear a small, green snake's death cry. R>w Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. A large, brown snake slithers here, watching for food. R>k snake You attack a large, brown snake! You slash a large, brown snake. R HP:Healthy, a large, brown snake:Bruised> You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Bruised>ci You start to concentrate. -\|/-\ You deflect a large, brown snake's attack. Ok. R HP:Healthy, a large, brown snake:Bruised> You slash a large, brown snake. R HP:Healthy, a large, brown snake:Bruised>diag who A large, brown snake has some bruises. A large, brown snake is in top shape. A large, brown snake has been here for a very long time. A large, brown snake is affected by: insight (long) It is well aware of the Wraith-world. R HP:Healthy, a large, brown snake:Bruised>You deflect a large, brown snake's attack. Players ------- [ 6 Dwf] Gangrel the Dwarf (AFK) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Healthy, a large, brown snake:Bruised> A large, brown snake deflects your attack. R HP:Healthy, a large, brown snake:Bruised> Puddles form in ruts in the road as rain quickly falls. R HP:Healthy, a large, brown snake:Bruised>set tac ag sc You lightly slash a large, brown snake. R HP:Healthy, a large, brown snake:Hurt> You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Hurt>You are now employing aggressive tactics. R HP:Healthy, a large, brown snake:Hurt>You have 152/152 hit, 57/57 stamina, 145/145 moves, 66 spirit. OB: 85, DB: 15, PB: 60, Speed: 21, Gold: 8, XP Needed: 46K. You are getting hungry. R HP:Healthy, a large, brown snake:Hurt> You slash a large, brown snake. R HP:Healthy, a large, brown snake:Hurt> You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Hurt> You slash a large, brown snake hard. R HP:Healthy, a large, brown snake:Wounded> You deflect a large, brown snake's attack. R HP:Healthy, a large, brown snake:Wounded> You slash a large, brown snake. A large, brown snake panics, and attempts to flee! R HP:Healthy, a large, brown snake:Bloodied>pray gangrel You pray to Gangrel, hoping for his good will. R HP:Healthy, a large, brown snake:Bloodied> You deflect a large, brown snake's attack. You slash a large, brown snake. A large, brown snake panics, and attempts to flee! fol snake R HP:Healthy, a large, brown snake:Awful>You now follow a large, brown snake. R HP:Healthy, a large, brown snake:Awful> You slash a large, brown snake. A large, brown snake is dead! R.I.P. Your spirit increases by 3. You receive your share of experience -- 227 points. Your blood freezes as you hear a large, brown snake's death cry. You stop following a large, brown snake. R>sc who You have 152/152 hit, 57/57 stamina, 145/145 moves, 69 spirit. OB: 85, DB: 15, PB: 60, Speed: 21, Gold: 8, XP Needed: 45K. You are getting hungry. R>Players ------- [ 6 Dwf] Gangrel the Dwarf (AFK) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R>l Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The slashed corpse of a large, brown snake is lying here. You are riding on a horse. e R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The slashed corpse of a small, green snake is lying here. R>set tac def You are now employing defensive tactics. R>e Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R>s Dead End in the Road Exits are: N This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the northt. Passage to the south of here is blocked by a muddy pond that appears to be mostly runoff from the fortification to the north.. A small, green snake slithers harmlessly here. R>k snake You attack a small, green snake! You slash a small, green snake. R HP:Healthy, a small, green snake:Hurt> You dodge a small, green snake's attack. R HP:Healthy, a small, green snake:Hurt> You lightly slash a small, green snake. A small, green snake panics, and attempts to flee! A small, green snake flees head over heals! A small, green snake leaves north. R> Puddles form in ruts in the road as rain quickly falls. R>l Dead End in the Road Exits are: N This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the northt. Passage to the south of here is blocked by a muddy pond that appears to be mostly runoff from the fortification to the north.. You are riding on a horse. R>n Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. A small, green snake slithers harmlessly here. R>k snake You attack a small, green snake! You slash a small, green snake. A small, green snake is dead! R.I.P. You receive your share of experience -- 9 points. Your blood freezes as you hear a small, green snake's death cry. w R>w w w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. The slashed corpse of a small, green snake is lying here. w R>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. The slashed corpse of a large, brown snake is lying here. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. The slashed corpse of a young highwayman is lying here. R>Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. The slashed corpse of a young highwayman is lying here. The slashed corpse of a young highwayman is lying here. R>You cannot go that way. R>s Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. w w R>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R>Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>n Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. e pour water skin w w R>Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R>You pour some water into the skin. R>Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. A bandit sentry stands vigil here, slouching against his weapon. R>set tac def You are now employing defensive tactics. R>ci man You start to concentrate. k man -\|/-\Ok. You attack a bandit sentry! You lightly slash a bandit sentry's head. R HP:Healthy, a bandit sentry:Scratched> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:Scratched>set tac def You are now employing defensive tactics. R HP:Healthy, a bandit sentry:Scratched>set men on You lightly slash a bandit sentry's left leg. R HP:Healthy, a bandit sentry:Scratched>You deflect a bandit sentry's attack. AutoMental mode is now on. R HP:Healthy, a bandit sentry:in top shape> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:barely retarded> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:slightly duped> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly duped> You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's strength! R HP:Healthy, a bandit sentry:slightly retarded> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:slightly retarded> You force your Will against a bandit sentry's intelligence! R HP:Healthy, a bandit sentry:somewhat duped> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat duped> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:somewhat duped> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat duped> You force your Will against a bandit sentry's dexterity! R HP:Healthy, a bandit sentry:somewhat clumsy> Gangrel chats, 'i back' R HP:Healthy, a bandit sentry:somewhat clumsy> Rain falls heavily on the fields. R HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:somewhat clumsy> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's concentration! R HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's will! R HP:Healthy, a bandit sentry:somewhat clumsy> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat clumsy> You force your Will against a bandit sentry's constitution! who R HP:Healthy, a bandit sentry:somewhat sickly> Gangrel chats, 'i musta gone afk' R HP:Healthy, a bandit sentry:somewhat sickly>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Healthy, a bandit sentry:somewhat sickly> You couldn't reach his mind. R HP:Healthy, a bandit sentry:somewhat sickly> You deflect a bandit sentry's attack. R HP:Healthy, a bandit sentry:somewhat sickly> You force your Will against a bandit sentry's constitution! R HP:Healthy, a bandit sentry:quite sickly> A bandit sentry hits your body. You force your Will against a bandit sentry's intelligence! R HP:Scratched, a bandit sentry:quite sickly> You force your Will against a bandit sentry's will! Gangrel chats, 'well, good luck all!' R HP:Scratched, a bandit sentry:quite sickly>chat how much are the rates at that cafe? set tac def You deflect a bandit sentry's attack. R HP:Scratched, a bandit sentry:quite sickly>You force your Will against a bandit sentry's learning! You chat, 'how much are the rates at that cafe?' R HP:Scratched, a bandit sentry:quite sickly>You are now employing defensive tactics. R HP:Scratched, a bandit sentry:quite sickly> You couldn't reach his mind. R HP:Scratched, a bandit sentry:quite sickly> You deflect a bandit sentry's attack. R HP:Scratched, a bandit sentry:quite sickly> You force your Will against a bandit sentry's intelligence! R HP:Scratched, a bandit sentry:seriously duped> Gangrel chats, 'all being one player :0' R HP:Scratched, a bandit sentry:seriously duped>who You force your Will against a bandit sentry's learning! R HP:Scratched, a bandit sentry:seriously duped>Players ------- [ 6 Dwf] Gangrel the Dwarf [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Scratched, a bandit sentry:seriously duped> You deflect a bandit sentry's attack. R HP:Scratched, a bandit sentry:seriously duped> You force your Will against a bandit sentry's intelligence! R HP:Scratched, a bandit sentry:strongly duped>chat :-) You force your Will against a bandit sentry's concentration! You chat, ':-)' R HP:Scratched, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. R HP:Scratched, a bandit sentry:strongly duped> You force your Will against a bandit sentry's learning! R HP:Scratched, a bandit sentry:strongly duped> You deflect a bandit sentry's attack. You force your Will against a bandit sentry's learning! R HP:Healthy, a bandit sentry:strongly retarded> You force your Will against a bandit sentry's intelligence! Your spirit increases by 5. You receive your share of experience -- 194 points. R>get coins all.cor You get a small pile of coins from the silent corpse of a bandit sentry. There were 40 copper coins. R> Gangrel chats, '$3 australian for 1 hour :(' l R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. You are riding on a horse. R>chat wow You chat, 'wow' R> Gangrel chats, 'i going now, bye all' R>pray gangrel Gangrel chats, 'ripoff huh' R>You pray to Gangrel, hoping for his good will. R>tell gangrell keep in touch, you know where to find me l Nobody by that name. R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. You are riding on a horse. R>tell gangrel keep in touch, you know where to find me Rain falls heavily on the fields. You are hungry. R>He's writing a message right now, try again later. R>er er You eat a soldier ration. R>You don't seem to have any. R>rat er You get a soldier ration from a large sack. R>You eat a soldier ration. You are full. R>op ledgewall dismount Ok. d R>You stop riding a horse. A horse starts following you. >Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A hardened bandit guard turns at the sound of your entrance. A hardened bandit guard turns at the sound of your entrance. Stalwart Joey stands here, stiff as a board. >ci guard set tac def You start to concentrate. -\|/-\k guard cc Ok. You are now employing defensive tactics. >You force your Will against a bandit guard's will! HP:Healthy, a bandit guard:barely dispirited> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:barely dispirited>You start to concentrate. /-\|/-\ Ok. A bandit guard appears to be confused! HP:Healthy, a bandit guard:barely dispirited> You couldn't reach his mind. HP:Healthy, a bandit guard:barely dispirited> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:barely dispirited>who You couldn't reach his mind. HP:Healthy, a bandit guard:barely dispirited>Players ------- [ 6 Dwf] Gangrel the Dwarf (writing) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy, a bandit guard:barely dispirited> You force your Will against a bandit guard's intelligence! HP:Healthy, a bandit guard:barely dispirited> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:barely dispirited> You force your Will against a bandit guard's learning! HP:Healthy, a bandit guard:slightly retarded>pray gangrel You dodge a bandit guard's attack. HP:Healthy, a bandit guard:slightly retarded>You pray to Gangrel, hoping for his good will. HP:Healthy, a bandit guard:slightly retarded> You force your Will against a bandit guard's strength! HP:Healthy, a bandit guard:slightly retarded> You force your Will against a bandit guard's will! HP:Healthy, a bandit guard:slightly retarded> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:slightly retarded> You force your Will against a bandit guard's concentration! HP:Healthy, a bandit guard:slightly retarded> You force your Will against a bandit guard's constitution! HP:Healthy, a bandit guard:slightly retarded> You dodge a bandit guard's attack. HP:Healthy, a bandit guard:slightly retarded> You force your Will against a bandit guard's intelligence! HP:Healthy, a bandit guard:somewhat duped> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:somewhat duped> You force your Will against a bandit guard's strength! HP:Healthy, a bandit guard:somewhat duped>who Players ------- [ 6 Dwf] Gangrel the Dwarf (writing) [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy, a bandit guard:somewhat duped>tell gangrel keep in touch man, you know where to find me. **FREEZE** You force your Will against a bandit guard's constitution! HP:Healthy, a bandit guard:somewhat sickly> A bandit guard says 'I must protect my friend!' A bandit guard assists a bandit guard. A bandit guard attacks YOU! You deflect a bandit guard's attack. HP:Healthy, a bandit guard:somewhat sickly> You dodge a bandit guard's attack. HP:Healthy, a bandit guard:somewhat sickly> You force your Will against a bandit guard's concentration! HP:Healthy, a bandit guard:somewhat sickly> You force your Will against a bandit guard's dexterity! HP:Healthy, a bandit guard:somewhat sickly> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:somewhat sickly> You deflect a bandit guard's attack. HP:Healthy, a bandit guard:somewhat sickly> You force your Will against a bandit guard's dexterity! HP:Healthy, a bandit guard:somewhat sickly> You deflect a bandit guard's attack. You deflect a bandit guard's attack. You force your Will against a bandit guard's strength! HP:Healthy, a bandit guard:somewhat sickly> You force your Will against a bandit guard's intelligence! HP:Healthy, a bandit guard:quite duped> A bandit guard cleaves your right hand very hard. HP:Bruised, a bandit guard:quite duped> A bandit guard cleaves your body. HP:Bruised, a bandit guard:quite duped> You force your Will against a bandit guard's intelligence! HP:Bruised, a bandit guard:seriously duped> You force your Will against a bandit guard's strength! HP:Bruised, a bandit guard:seriously duped> A bandit guard cleaves your body. HP:Bruised, a bandit guard:seriously duped> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:seriously duped>You force your Will against a bandit guard's constitution! He's writing a message right now, try again later. HP:Bruised, a bandit guard:seriously sickly> You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:seriously sickly> You deflect a bandit guard's attack. A bandit guard cleaves your left leg. HP:Bruised, a bandit guard:seriously sickly> You force your Will against a bandit guard's dexterity! HP:Bruised, a bandit guard:seriously sickly> Saving Ainaran. HP:Bruised, a bandit guard:quite sickly> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:quite sickly> You dodge a bandit guard's attack. HP:Bruised, a bandit guard:quite sickly> You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:seriously sickly>Unrecognized command. **KNOCK ON WOOD** HP:Bruised, a bandit guard:seriously sickly> You force your Will against a bandit guard's strength! HP:Bruised, a bandit guard:seriously sickly> You deflect a bandit guard's attack. You deflect a bandit guard's attack. HP:Bruised, a bandit guard:seriously sickly> You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:seriously sickly>Unrecognized command. HP:Bruised, a bandit guard:seriously sickly>set tac def You are now employing defensive tactics. HP:Bruised, a bandit guard:seriously sickly>l You force your Will against a bandit guard's strength! HP:Bruised, a bandit guard:strongly weakened> You deflect a bandit guard's attack. You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly weakened>Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. A bandit guard is here, fighting YOU! A bandit guard is here, fighting YOU! Stalwart Joey stands here, stiff as a board. A horse is here, gazing at you. HP:Bruised, a bandit guard:strongly weakened> You force your Will against a bandit guard's concentration! HP:Bruised, a bandit guard:strongly weakened> You deflect a bandit guard's attack. HP:Bruised, a bandit guard:strongly weakened> You deflect a bandit guard's attack. You force your Will against a bandit guard's constitution! HP:Bruised, a bandit guard:strongly sickly>tell gangrel keep in touch man, you know where to find me. He's writing a message right now, try again later. HP:Bruised, a bandit guard:strongly sickly> You force your Will against a bandit guard's will! HP:Bruised, a bandit guard:strongly sickly>tell gangrel keep in touch man, you know where to find me. He's writing a message right now, try again later. HP:Bruised, a bandit guard:strongly sickly> A bandit guard cleaves your right leg hard. You deflect a bandit guard's attack. HP:Hurt, a bandit guard:strongly sickly> You force your Will against a bandit guard's learning! HP:Hurt, a bandit guard:strongly sickly>tell gangrel keep in touch man, you know where to find me. He's writing a message right now, try again later. HP:Hurt, a bandit guard:strongly sickly> You force your Will against a bandit guard's learning! HP:Hurt, a bandit guard:strongly sickly>set tac def You deflect a bandit guard's attack. You deflect a bandit guard's attack. HP:Hurt, a bandit guard:strongly sickly>You couldn't reach his mind. You are now employing defensive tactics. HP:Hurt, a bandit guard:strongly sickly>tell gangrel keep in touch man, you know where to find me. A bandit guard cleaves your right leg. You force your Will against a bandit guard's constitution! HP:Hurt, a bandit guard:horribly sickly>You deflect a bandit guard's attack. He's writing a message right now, try again later. HP:Hurt, a bandit guard:horribly sickly> You force your Will against a bandit guard's constitution! Your spirit increases by 7. You receive your share of experience -- 829 points. You turn to face your next enemy. tell gangrel keep in touch man, you know where to find me. HP:Hurt, a bandit guard:in top shape>cc You deflect a bandit guard's attack. He's writing a message right now, try again later. HP:Hurt, a bandit guard:in top shape>ci You force your Will against a bandit guard's concentration! You start to concentrate. /-\|/-\Ok. A bandit guard appears to be confused! You start to concentrate. tell gangrel keep in touch man, you know where to find me. -\| You deflect a bandit guard's attack. /-\Ok. He's writing a message right now, try again later. HP:Hurt, a bandit guard:in top shape>tell gangrel keep in touch man, you know where to find me. You force your Will against a bandit guard's strength! HP:Hurt, a bandit guard:slightly weakened>He's writing a message right now, try again later. HP:Hurt, a bandit guard:slightly weakened> You force your Will against a bandit guard's dexterity! HP:Hurt, a bandit guard:slightly clumsy> You deflect a bandit guard's attack. HP:Hurt, a bandit guard:slightly clumsy> You force your Will against a bandit guard's learning! HP:Hurt, a bandit guard:slightly clumsy>exam cor You see nothing special.. When you look inside, you see: corpse (here) : a longsword a small, metal shield a silk scarf a thin metal breastplate a torch a small pile of coins a silk shirt a silk scarf a large, metal shield a hand axe HP:Bruised>get coins all.cor You get a small pile of coins from the silent corpse of Stalwart Joey. There were 1 silver coin. You get a small pile of coins from the silent corpse of a bandit guard. There were 80 copper coins. You get a small pile of coins from the silent corpse of a bandit guard. There were 80 copper coins. HP:Bruised>get coins all.cor There doesn't seem to be a coins in the silent corpse of Stalwart Joey. There doesn't seem to be a coins in the silent corpse of a bandit guard. There doesn't seem to be a coins in the silent corpse of a bandit guard. HP:Bruised>u Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. HP:Bruised>d Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. An finely cut sapphire has been abandoned here...It glows blue! The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. HP:Bruised>d con matty u Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. Matty Bumpo stands here, with a stupid smirk on his face. HP:Bruised>You would need some luck! Matty Bumpo has been here for a very long time. HP:Bruised>Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. An finely cut sapphire has been abandoned here...It glows blue! The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. HP:Bruised>set tac def You are now employing defensive tactics. HP:Bruised>cast regen You start to concentrate. |cast curing cast evasion cast evasion cast evasion /cast evasion -\|/-\Ok. You feel yourself becoming much healthier. You start to concentrate. /-\|/-\Ok. You feel yourself becoming healthier. You start to concentrate. \cast detect cast detect |cast detect /cast detect cast detect -\Ok. You feel someone protecting you. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\Ok. Your feel your awareness improve. You start to concentrate. \|/-\Ok. You start to concentrate. \|/-\You lost your concentration! You start to concentrate. \|d /-\Ok. You start to concentrate. \|/-\ci matty You lost your concentration! Bandit Sleeping Area Exits are: U This is where the bandits sleep when they are not our raising hell. It is dark and it stinks to high hell. Bandit life does not seem very glorious at all. Matty Bumpo stands here, with a stupid smirk on his face. HP:Scratched>You start to concentrate. -\|/-\ Ok. HP:Scratched>k matty cc cc You force your Will against Matty Bumpo's intelligence! set tac def HP:Scratched, Matty Bumpo:barely duped> Matty Bumpo slashes your left arm hard. HP:Bruised, Matty Bumpo:barely duped>You start to concentrate. /-\|/-\Ok. You start to concentrate. /- You deflect Matty Bumpo's attack. \|/-\Ok. Matty Bumpo appears to be confused! You are now employing defensive tactics. HP:Scratched, Matty Bumpo:barely duped> You force your Will against Matty Bumpo's will! HP:Scratched, Matty Bumpo:slightly dispirited>diag You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:slightly dispirited>Matty Bumpo looks healthy. Matty Bumpo is slightly dispirited and barely duped. Matty Bumpo has been here for a very long time. Matty Bumpo is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Scratched, Matty Bumpo:slightly dispirited> You force your Will against Matty Bumpo's concentration! HP:Scratched, Matty Bumpo:slightly dispirited> You force your Will against Matty Bumpo's will! HP:Scratched, Matty Bumpo:slightly dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:slightly dispirited>set tac def You are now employing defensive tactics. HP:Scratched, Matty Bumpo:slightly dispirited>who You force your Will against Matty Bumpo's will! HP:Scratched, Matty Bumpo:somewhat dispirited>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. HP:Scratched, Matty Bumpo:somewhat dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's intelligence! HP:Scratched, Matty Bumpo:somewhat dispirited> You deflect Matty Bumpo's attack. You force your Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's constitution! HP:Healthy, Matty Bumpo:somewhat dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's strength! HP:Healthy, Matty Bumpo:somewhat dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:somewhat dispirited>chat it's so lonely :-) You force your Will against Matty Bumpo's intelligence! You chat, 'it's so lonely :-)' HP:Healthy, Matty Bumpo:somewhat dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat dispirited> You force your Will against Matty Bumpo's dexterity! HP:Healthy, Matty Bumpo:somewhat dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:somewhat dispirited> You couldn't reach his mind. HP:Healthy, Matty Bumpo:somewhat dispirited>set tac def You force your Will against Matty Bumpo's will! You are now employing defensive tactics. HP:Healthy, Matty Bumpo:quite dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's concentration! HP:Healthy, Matty Bumpo:quite dispirited> Matty Bumpo slashes your left leg very hard. HP:Bruised, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's concentration! who diag HP:Bruised, Matty Bumpo:quite dispirited>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. HP:Bruised, Matty Bumpo:quite dispirited>Matty Bumpo looks healthy. Matty Bumpo is quite dispirited and somewhat duped. Matty Bumpo has been here for a very long time. Matty Bumpo is affected by: confuse (fast-acting) insight (long) He is very perceptive to the Wraith-world. HP:Scratched, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's concentration! HP:Scratched, Matty Bumpo:quite dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:quite dispirited> You couldn't reach his mind. HP:Scratched, Matty Bumpo:quite dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's dexterity! HP:Scratched, Matty Bumpo:quite dispirited>sc You deflect Matty Bumpo's attack. You couldn't reach his mind. HP:Scratched, Matty Bumpo:quite dispirited>You have 144/152 hit, 57/57 stamina, 136/145 moves, 109 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 42K. You are getting thirsty. HP:Scratched, Matty Bumpo:quite dispirited>who Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. HP:Scratched, Matty Bumpo:quite dispirited> You couldn't reach his mind. HP:Scratched, Matty Bumpo:quite dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's intelligence! HP:Scratched, Matty Bumpo:quite dispirited>man power haze You deflect Matty Bumpo's attack. HAZE [Syntax ] cast 'haze' [Group ] Mystic [Level ] 5 [Minimum Cost] 1 [Offensive ] No [Description ] ---Casting "Haze" will cover eyes of a target with a transparent psychic veil. The target will have difficulties finding the right way and stumble in fight. The effect is not drastic, but fairly annoying. HP:Scratched, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's concentration! HP:Scratched, Matty Bumpo:quite dispirited> You force your Will against Matty Bumpo's will! HP:Scratched, Matty Bumpo:seriously dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's strength! HP:Healthy, Matty Bumpo:seriously dispirited> Matty Bumpo slashes your body hard. HP:Bruised, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's strength! HP:Scratched, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's intelligence! HP:Scratched, Matty Bumpo:seriously dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's learning! HP:Scratched, Matty Bumpo:seriously dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's learning! HP:Scratched, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's will! HP:Scratched, Matty Bumpo:seriously dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:seriously dispirited>sc You force your Will against Matty Bumpo's constitution! HP:Scratched, Matty Bumpo:seriously dispirited> You deflect Matty Bumpo's attack. HP:Scratched, Matty Bumpo:seriously dispirited>You have 146/152 hit, 57/57 stamina, 135/145 moves, 111 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 42K. You are getting thirsty. HP:Scratched, Matty Bumpo:seriously dispirited> You couldn't reach his mind. HP:Scratched, Matty Bumpo:seriously dispirited>drink skin drink skin drink skin drink skin You deflect Matty Bumpo's attack. You couldn't reach his mind. HP:Scratched, Matty Bumpo:seriously dispirited>You drink the water. HP:Scratched, Matty Bumpo:seriously dispirited>You drink the water. You don't feel thirsty any more. HP:Scratched, Matty Bumpo:seriously dispirited>You drink the water. You don't feel thirsty any more. HP:Healthy, Matty Bumpo:seriously dispirited>Your stomach can't contain anymore! HP:Healthy, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's intelligence! HP:Healthy, Matty Bumpo:seriously dispirited> You deflect Matty Bumpo's attack. HP:Healthy, Matty Bumpo:seriously dispirited> You try your Will against Matty Bumpo's mind, but he resists! HP:Healthy, Matty Bumpo:seriously dispirited> Matty Bumpo slashes your head extremely hard. That really did HURT! HP:Bruised, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's dexterity! HP:Bruised, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's dexterity! HP:Bruised, Matty Bumpo:seriously dispirited> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:seriously dispirited> You force your Will against Matty Bumpo's constitution! HP:Bruised, Matty Bumpo:seriously dispirited> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:seriously dispirited>diag You force your Will against Matty Bumpo's will! HP:Bruised, Matty Bumpo:strongly dispirited>Matty Bumpo looks healthy. Matty Bumpo is strongly dispirited and seriously duped. Matty Bumpo has been here for a very long time. Matty Bumpo is affected by: confuse (fast-acting) spit matty insight (long) He is very perceptive to the Wraith-world. HP:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's learning! HP:Bruised, Matty Bumpo:strongly dispirited>You deflect Matty Bumpo's attack. You spit on him. HP:Bruised, Matty Bumpo:strongly dispirited>set tac def You force your Will against Matty Bumpo's will! HP:Bruised, Matty Bumpo:strongly dispirited>You are now employing defensive tactics. HP:Bruised, Matty Bumpo:strongly dispirited> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:strongly dispirited> You couldn't reach his mind. HP:Bruised, Matty Bumpo:strongly dispirited>slap matt You force your Will against Matty Bumpo's learning! HP:Bruised, Matty Bumpo:strongly dispirited>Matty Bumpo slashes your left hand hard. Nobody here by that name. HP:Bruised, Matty Bumpo:strongly dispirited> You couldn't reach his mind. slap mat HP:Bruised, Matty Bumpo:strongly dispirited> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:strongly dispirited>Nobody here by that name. HP:Bruised, Matty Bumpo:strongly dispirited> You couldn't reach his mind. HP:Bruised, Matty Bumpo:strongly dispirited> You deflect Matty Bumpo's attack. You couldn't reach his mind. slap man HP:Bruised, Matty Bumpo:strongly dispirited>You slap Matty Bumpo. HP:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's concentration! HP:Bruised, Matty Bumpo:strongly dispirited> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's strength! HP:Bruised, Matty Bumpo:strongly dispirited>l man You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's learning! HP:Bruised, Matty Bumpo:strongly dispirited>spit Matty Bumpo is a tall thin man who appears to be pretty sharp witted, but a weakling nonetheless. He has risen to become the leader of this rag tag band and now charges at you, ready to defend his meager kingdom. Matty Bumpo looks healthy. Matty Bumpo is using: a blue marble ring..It glows blue! a thick leather breastplate a thick pair of leather pants a thick pair of leather sleeves a large, wooden shield a long shiny blade HP:Bruised, Matty Bumpo:strongly dispirited>You spit over your left shoulder. HP:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's constitution! HP:Scratched, Matty Bumpo:strongly dispirited> Matty Bumpo slashes your right foot very hard. HP:Bruised, Matty Bumpo:strongly dispirited> You couldn't reach his mind. HP:Bruised, Matty Bumpo:strongly dispirited> You deflect Matty Bumpo's attack. HP:Bruised, Matty Bumpo:strongly dispirited> You force your Will against Matty Bumpo's concentration! HP:Bruised, Matty Bumpo:strongly dispirited>set tac def You force your Will against Matty Bumpo's will! Your spirit increases by 13. You receive your share of experience -- 4141 points. Your blood freezes as you hear Matty Bumpo's death cry. You are now employing defensive tactics. HP:Bruised>'nice You say 'nice' HP:Bruised>'fucking nice You say 'fucking nice' grin HP:Bruised>get coins all.cor You grin evilly. HP:Bruised>You get a pile of coins from the silent corpse of Matty Bumpo. There were 2 silver and 75 copper coins. HP:Bruised>exam cor You see nothing special.. When you look inside, you see: corpse (here) : a long shiny blade a large, wooden shield a thick pair of leather sleeves a thick pair of leather pants a thick leather breastplate a blue marble ring..It glows blue! a wax seal HP:Bruised>u u Bandit Hideout Exits are: U D Bandits are the cleverest folks around, they always seem to find the most obscured places to hide their evil deeds. They seem to be quite agitated that their latest junta has been discovered by you. An finely cut sapphire has been abandoned here...It glows blue! The silent corpse of Stalwart Joey is lying here. The silent corpse of a bandit guard is lying here. The silent corpse of a bandit guard is lying here. HP:Bruised>Narrow Walk on a Ledge Exits are: E W D The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. The silent corpse of a bandit sentry is lying here. HP:Bruised>rest af You sit down and rest your tired bones. HP:Bruised>Nah... You feel too relaxed to do that.. HP:Bruised>afk You go away from keyboard. HP:Scratched> Clouds race through the sky above the fields. HP:Scratched> Clouds race through the sky above the fields. The silent corpse of a bandit sentry decays into dust. Saving Ainaran. > The ledgewall closes quietly. A bandit sentry arrives. A bandit sentry wears a leather cap on his head. A bandit sentry wears a white, long-sleeved blouse on his body. A bandit sentry puts a hardened pair of leather pants on his legs. A bandit sentry wears a pair of stout leather boots on his feet. A bandit sentry wears a black cloth belt around his waist. >set tac def You return to your keyboard. You are now employing defensive tactics. ci man >Nah... You feel too relaxed to do that.. >st You stop resting, and stand up. >who Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. >ride l A horse stops following you. You mount a horse and start riding him. R>Narrow Walk on a Ledge Exits are: E W The ledge narrows to almost a walkway, and drops off to either side. To the south, the plains open up, and a forest can be spied far off in the distance. An old, rusted iron key lies here. A leather pouch has been left here. A white, long-sleeved blouse is lying on the ground here. A cap made of leather is lying here. A pair of hard leather pants lie here. A pair of stout leather boots is lying here. A long strip of a strange, dark fabric lies here. You are riding on a horse. A bandit sentry stands vigil here, slouching against his weapon. R>get coins all.cor You can't seem to find any cors here. R>e Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. R>e e Small Pond Exits are: W Here is a small watering hole where all the creatures of these plains come to drink. The water looks nice and clean. You are not sure how the pond is fed, perhaps an underground stream. A placid pond is here, inviting you to take a refreshing drink. R>You cannot go that way. R>pour water skin You pour some water into the skin. R> Clouds race through the sky above the fields. R>w Hillock Exits are: E S W You are on a small hill overlooking the grassy plains below. Far to the south you can make out a dark forest. To the west is a small natural walkway over a ledge. To the east and south are the green plains. R>s Thick Grassy Field Exits are: N E S The grass is very high all around you. You hear the sounds of many living things moving among the thick jungle of green blades. A large cluster of rocks blocks movement to the west. R>e e e e Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R>You cannot go that way. R>s Open Field Exits are: N E "The flat country, which is mine..." The old bard song runs through your head as your gaze travells through the landscape. In all directions the field of short grass continues in a pleasant green panorama. A black rabbit scurries about. A black rabbit scurries about. R>e A Small Hill Exits are: N E W On this small hill you have a good view of the surroundings. The Free People's Outpost is clearly visible just a little bit to the north, and the forest can be seen south of here. The road is visible to the west, and the plains stretch out to the north-west. R>e e e Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. A flickering ball of pale flame dances through the air. (shadow) R>You cannot go that way. R>k flame set tac def You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>who A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>You are now employing defensive tactics. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:in top shape, a ball of pale flame:slightly retarded> a ball of pale flame forces its Will against your constitution! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly retarded> You force your Will against a ball of pale flame's will! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:slightly retarded>diag You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded>A ball of pale flame looks healthy. A ball of pale flame is somewhat retarded and slightly dispirited. A ball of pale flame has been here for quite a while. A ball of pale flame is not affected by anything. It is one with the Wraith-world! R HP:Healthy Mind:barely sickly, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's learning! ci R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously retarded>You start to concentrate. -\|/-\ A ball of pale flame tries its Will against your mind, but you resist! Ok. R HP:Healthy Mind:barely sickly, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded>sc who A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded>You force your Will against a ball of pale flame's dexterity! You have 147/147 hit, 57/57 stamina, 133/144 moves, 125 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 38K. R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> Your regeneration slows again. R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely sickly, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's learning! Your spirit increases by 8. You receive your share of experience -- 566 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. R>who Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R>l A Small, Dark Pond Exits are: S W You stand at the edge of a small pond, and the ground beneath your feet is slippery, making any closer approach very risky. You see several plants grow in the water, and some leaves cover the pond. A black pond of water is here. You are riding on a horse. R>w Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>l Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. You are riding on a horse. R>s s Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. R>Grassy Plains Exits are: N E S This grass is a bit thicker than you would think possible. There must be an underground source of water near here. Actually the ground starts to get rather soft to the east of here. The plains go west and south. You can enter some thin woods to the south. R>n n n n Brushy Plains Exits are: N E S The game pass seems to be often used by large and small animals. The ground is full of tracks of animal origin. The runway is lined by impervious bushes, and sometimes an old tree towers above you. Perhaps these trees could protect you from the attack of a wild sow or some other animal that is dangerous to hunt. A black rabbit scurries about. R>Grassy Plains Exits are: N E S W The plain where you now stand seems to go on infinitely. You follow a small path made by the steps of other, previous, adventurers. All around you silence can be heard, broken only by the occasion of wind rustling over the grass. R>Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. A group of buildings lies to the north. A black deer can barely be made out in the darkness here. A wolf approaches you, obviously abandoned by its pack, hungry and angry. R>Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. R>w w Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R>Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. R> The dark cloudy sky makes it difficult to see far down the road. R HP:Scratched>s Plains Exits are: N S W Stretching out to the horizon in all directions, you can only see this plain. The short grass that covers the ground muffles any noises that may intrude upon this silent place. R HP:Scratched>w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. R>s Old Dirt Road Exits are: N W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and west. R>w Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R>s Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. A gray wolf is growling at you. R>e Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R>s A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. R>n e Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus grows here, covering the ground. A flickering ball of pale flame dances through the air. (shadow) A slimy round fungus grows on a tree here. A fetid black fungus grows here, covering the ground. A slimy round fungus grows on a tree here. R>k flame set tac def You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape> a ball of pale flame forces its Will against your concentration! R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape>You are now employing defensive tactics. R HP:Healthy Mind:in top shape, a ball of pale flame:in top shape>l flame diag a ball of pale flame forces its Will against your will! You force your Will against a ball of pale flame's learning! It is hard to get a close look at this apparation. It dances back and forth through the air, small flames rising around it. It's flame is a dull blue-white and casts an unhealthy glow on its surroundings. You think you see something inside the flame, but you aren't sure. A ball of pale flame looks healthy. R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded>A ball of pale flame looks healthy. A ball of pale flame is slightly retarded. A ball of pale flame has been here for a little while. A ball of pale flame is not affected by anything. It is one with the Wraith-world! R HP:Healthy Mind:barely dispirited, a ball of pale flame:slightly retarded> A ball of pale flame tries its Will against your mind, but loses control! You force your Will against a ball of pale flame's concentration! smile R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded>You smile happily. R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded>who You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded>set tac def sc A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded>You are now employing defensive tactics. R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded>You have 152/152 hit, 57/57 stamina, 131/145 moves, 138 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 37K. R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely dispirited, a ball of pale flame:somewhat retarded> a ball of pale flame forces its Will against your learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's dexterity! chat found a nice exp run... R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded>You chat, 'found a nice exp run...' R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's constitution! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely retarded, a ball of pale flame:somewhat retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:barely retarded, a ball of pale flame:seriously retarded> You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> a ball of pale flame forces its Will against your strength! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> You force your Will against a ball of pale flame's strength! R HP:Healthy Mind:barely retarded, a ball of pale flame:strongly retarded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:barely retarded, a ball of pale flame:horribly retarded> A fetid black fungus attacks YOU! You deflect a fetid black fungus's attack. You try your Will against a ball of pale flame's mind, but lose control! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded> You deflect a fetid black fungus's attack. R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded> A ball of pale flame tries its Will against your mind, but you resist! You try your Will against a ball of pale flame's mind, but it resists! chat made up for exp i lost on death. :-) R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded>You chat, 'made up for exp i lost on death. :-)' set tac def R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded>A fetid black fungus attacks YOU! You dodge a fetid black fungus's attack. a ball of pale flame forces its Will against your dexterity! You force your Will against a ball of pale flame's constitution! You are now employing defensive tactics. R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded>who You deflect a fetid black fungus's attack. R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Healthy Mind:slightly clumsy, a ball of pale flame:horribly retarded> A ball of pale flame tries its Will against your mind, but loses control! Your spirit increases by 8. You receive your share of experience -- 439 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. You turn to face your next enemy. You cannot fathom a fetid black fungus's mind. R HP:Healthy, a fetid black fungus:in top shape> A slight mist rises from the damp land into the cloudless sky. R HP:Healthy, a fetid black fungus:in top shape>set tac def You are now employing defensive tactics. R HP:Healthy, a fetid black fungus:in top shape> You deflect a fetid black fungus's attack. R HP:Healthy, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Healthy, a fetid black fungus:in top shape> You deflect a fetid black fungus's attack. R HP:Healthy, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Healthy, a fetid black fungus:in top shape> You deflect a fetid black fungus's attack. R HP:Healthy, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. chat I'm really loving this game R HP:Healthy, a fetid black fungus:in top shape> A fetid black fungus hits your body. R HP:Scratched, a fetid black fungus:in top shape>You chat, 'I'm really loving this game' set men off R HP:Scratched, a fetid black fungus:in top shape> You cannot fathom a fetid black fungus's mind. R HP:Scratched, a fetid black fungus:in top shape>AutoMental mode is now off. R HP:Scratched, a fetid black fungus:Healthy>get ruby You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Healthy>You deflect a fetid black fungus's attack. You don't see a ruby here. R HP:Scratched, a fetid black fungus:Healthy> A fetid black fungus deflects your attack. R HP:Scratched, a fetid black fungus:Healthy>l You deflect a fetid black fungus's attack. who R HP:Scratched, a fetid black fungus:Healthy>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. A fetid black fungus is here, fighting YOU! A slimy round fungus grows on a tree here. A fetid black fungus is here, fighting YOU! A slimy round fungus grows on a tree here. You are here, fighting a fetid black fungus, riding on a horse. R HP:Scratched, a fetid black fungus:Healthy> You slash a fetid black fungus. R HP:Scratched, a fetid black fungus:Scratched> A fetid black fungus lightly hits your right arm. R HP:Scratched, a fetid black fungus:Scratched>A fetid black fungus dodges your attack. Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Scratched, a fetid black fungus:Scratched> A fetid black fungus hits your body. R HP:Bruised, a fetid black fungus:Scratched>set tac def You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Scratched>You are now employing defensive tactics. R HP:Bruised, a fetid black fungus:Scratched> A fetid black fungus deflects your attack. R HP:Scratched, a fetid black fungus:Scratched> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Scratched>cc A fetid black fungus lightly hits your left foot. ci R HP:Bruised, a fetid black fungus:Scratched>You start to concentrate. /set tac ag -\|/-\Ok. A fetid black fungus appears to be confused! You start to concentrate. - You dodge a fetid black fungus's attack. \|/- You dodge a fetid black fungus's attack. \Ok. You are now employing aggressive tactics. R HP:Scratched, a fetid black fungus:Scratched> You slash a fetid black fungus hard. R HP:Scratched, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Bruised> A fetid black fungus hits your body. R HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Bruised> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus hard. R HP:Bruised, a fetid black fungus:Hurt> A fetid black fungus lightly hits your head. R HP:Bruised, a fetid black fungus:Hurt>spit 2.fungus You deflect a fetid black fungus's attack. You slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Hurt>You spit on it. R HP:Bruised, a fetid black fungus:Hurt> You deflect a fetid black fungus's attack. who R HP:Bruised, a fetid black fungus:Hurt>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Bruised, a fetid black fungus:Hurt> You slash a fetid black fungus. sc R HP:Bruised, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Wounded> A fetid black fungus lightly hits your head. R HP:Bruised, a fetid black fungus:Wounded>You have 127/153 hit, 57/57 stamina, 134/145 moves, 143 spirit. OB: 85, DB: 13, PB: 60, Speed: 21, Gold: 8, XP Needed: 37K. R HP:Bruised, a fetid black fungus:Wounded> You slash a fetid black fungus hard. R HP:Bruised, a fetid black fungus:Wounded> A fetid black fungus lightly hits your head. R HP:Bruised, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Wounded> You slash a fetid black fungus. whois Rusikas R HP:Bruised, a fetid black fungus:Bloodied>Rusikas is a level 17 Dwarf. R HP:Bruised, a fetid black fungus:Bloodied> You dodge a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Bloodied> You slash a fetid black fungus. R HP:Bruised, a fetid black fungus:Awful> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Awful> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Awful> You slash a fetid black fungus hard. A fetid black fungus is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 187 points. Your blood freezes as you hear a fetid black fungus's death cry. You turn to face your next enemy. R HP:Bruised, a fetid black fungus:Healthy> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Healthy>fame war +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Ankren 22| | Vanemuine 4| Eniumenav 17| | Scan 2| Sakisur 15| | Imreas 1| Drengist 7| | Testhobbit 1| Naraat 7| | Soi 1| Draug 0| | Ainaran 0| Anthre 0| | Aggrippa 0| Fnuffi 0| | Bree 0| Grox 0| | Bitwize 0| Muzrub 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 59| |Total fame for the forces of good: -57| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R HP:Bruised, a fetid black fungus:Healthy>cc You slash a fetid black fungus. ci R HP:Bruised, a fetid black fungus:Bruised>You start to concentrate. /-\| You deflect a fetid black fungus's attack. /-\Ok. A fetid black fungus appears to be confused! You start to concentrate. -\|/-\ Ok. R HP:Bruised, a fetid black fungus:Bruised>whois vanemuine You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Bruised>Vanemuine is a level 16 Dwarf. R HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus hard. R HP:Bruised, a fetid black fungus:Bruised>fame war You deflect a fetid black fungus's attack. +---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Ankren 22| | Vanemuine 4| Eniumenav 17| | Scan 2| Sakisur 15| | Imreas 1| Drengist 7| | Testhobbit 1| Naraat 7| | Soi 1| Draug 0| | Ainaran 0| Anthre 0| | Aggrippa 0| Fnuffi 0| | Bree 0| Grox 0| | Bitwize 0| Muzrub 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 59| |Total fame for the forces of good: -57| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R HP:Bruised, a fetid black fungus:Bruised> You slash a fetid black fungus hard. R HP:Bruised, a fetid black fungus:Hurt> As the sun sets the marshy area becomes alive with night-time sound. A slight mist rises from the damp land into the cloudless sky. Saving Ainaran. whois scan R HP:Bruised, a fetid black fungus:Hurt>Scan is a level 9 Dwarf. R HP:Bruised, a fetid black fungus:Hurt> You dodge a fetid black fungus's attack. You slash a fetid black fungus. whois imreas R HP:Bruised, a fetid black fungus:Hurt>Imreas is a level 10 Dwarf. whois soi R HP:Bruised, a fetid black fungus:Hurt>Soi is a level 11 Human. whois bree R HP:Bruised, a fetid black fungus:Hurt>whois bitwize You slash a fetid black fungus hard. R HP:Bruised, a fetid black fungus:Wounded>Bree is a level 1 Human. R HP:Bruised, a fetid black fungus:Wounded> You deflect a fetid black fungus's attack. R HP:Bruised, a fetid black fungus:Wounded>fame war You slash a fetid black fungus. R HP:Scratched, a fetid black fungus:Bloodied>You deflect a fetid black fungus's attack. Bitwize is a level 1 Wood Elf. R HP:Scratched, a fetid black fungus:Bloodied> You slash a fetid black fungus. R HP:Scratched, a fetid black fungus:Awful> You deflect a fetid black fungus's attack. R HP:Scratched, a fetid black fungus:Awful>+---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Ankren 22| | Vanemuine 4| Eniumenav 17| | Scan 2| Sakisur 15| | Imreas 1| Drengist 7| | Testhobbit 1| Naraat 7| | Soi 1| Draug 0| | Ainaran 0| Anthre 0| | Aggrippa 0| Fnuffi 0| | Bree 0| Grox 0| | Bitwize 0| Muzrub 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 59| |Total fame for the forces of good: -57| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ R HP:Scratched, a fetid black fungus:Awful> You slash a fetid black fungus hard. A fetid black fungus is dead! R.I.P. Your spirit increases by 4. You receive your share of experience -- 223 points. Your blood freezes as you hear a fetid black fungus's death cry. R HP:Scratched>whois eniumenav Eniumenav is a level 12 Uruk-Hai. R HP:Scratched>whois ankren Ankren is a level 7 Uruk-Hai. R>whois sakisur Sakisur is a level 11 Uruk-Hai. R>whois drengist Drengist is a level 13 Uruk-Hai. R>whois naraat l Naraat is a level 11 Uruk-Hai. R>Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. The slashed corpse of a fetid black fungus is lying here. The slashed corpse of a fetid black fungus is lying here. A slimy round fungus grows on a tree here. A slimy round fungus grows on a tree here. You are riding on a horse. R>k fungus You attack a round fungus! You slash a round fungus. R HP:Healthy, a round fungus:Bruised> You dodge a round fungus's attack. R HP:Healthy, a round fungus:Bruised>who set tac ag Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Healthy, a round fungus:Bruised>You are now employing aggressive tactics. R HP:Healthy, a round fungus:Bruised> You slash a round fungus. R HP:Healthy, a round fungus:Hurt> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Hurt> You slash a round fungus hard. pray Malek R HP:Healthy, a round fungus:Hurt>You pray to Malek, hoping for his good will. R HP:Healthy, a round fungus:Hurt> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Hurt> You slash a round fungus. R HP:Healthy, a round fungus:Wounded> You deflect a round fungus's attack. You slash a round fungus hard. R HP:Healthy, a round fungus:Bloodied> You slash a round fungus. R HP:Healthy, a round fungus:Awful> You dodge a round fungus's attack. R HP:Healthy, a round fungus:Awful> You slash a round fungus. A round fungus is dead! R.I.P. You receive your share of experience -- 64 points. Your blood freezes as you hear a round fungus's death cry. R>k fungus The sky is hidden by clouds making this area damp and chill. R>You attack a round fungus! R HP:Healthy, a round fungus:Healthy> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Healthy> You slash a round fungus hard. who R HP:Healthy, a round fungus:Bruised>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Healthy, a round fungus:Bruised> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Bruised> You slash a round fungus. R HP:Healthy, a round fungus:Hurt>sc You slash a round fungus. You have 153/153 hit, 57/57 stamina, 135/145 moves, 147 spirit. OB: 85, DB: 15, PB: 60, Speed: 21, Gold: 8, XP Needed: 36K. l R HP:Healthy, a round fungus:Wounded>You deflect a round fungus's attack. Muddy End Exits are: W Here the mud is thick and squishy. All the water from the swamp to the west flows into this spot and then vanishes back into the ground leaving behind all this muck. The slashed corpse of a round fungus is lying here. The slashed corpse of a fetid black fungus is lying here. The slashed corpse of a fetid black fungus is lying here. A round fungus is here, fighting YOU! You are here, fighting a round fungus, riding on a horse. R HP:Healthy, a round fungus:Wounded> You slash a round fungus. R HP:Healthy, a round fungus:Wounded> You deflect a round fungus's attack. R HP:Healthy, a round fungus:Wounded> You slash a round fungus. R HP:Healthy, a round fungus:Awful> You deflect a round fungus's attack. You slash a round fungus. A round fungus is dead! R.I.P. You receive your share of experience -- 64 points. Your blood freezes as you hear a round fungus's death cry. R>w s Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. R>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. R>k fungus cc You attack a white fungus! You slash a white fungus hard. R HP:Healthy, a white fungus:Bruised>ci You deflect a white fungus's attack. R HP:Healthy, a white fungus:Bruised>You start to concentrate. /-\|/-\Ok. A white fungus appears to be confused! You start to concentrate. -\|/ You deflect a white fungus's attack. -\ Ok. R HP:Healthy, a white fungus:Bruised>set tac ag who You are now employing aggressive tactics. R HP:Healthy, a white fungus:Scratched>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R HP:Healthy, a white fungus:Scratched> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Scratched> You slash a white fungus. R HP:Healthy, a white fungus:Bruised>con fungus l fungus You could do it with a needle! A white fungus has been here for a little while. R HP:Healthy, a white fungus:Bruised> You slash a white fungus. R HP:Healthy, a white fungus:Bruised> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Bruised> A chalky white fungus with stepped, razor like edges grows out of the muck. Partially submerged, it is hard to tell exactly how large it is. The part you can see covers a quarter of the room and climbs halfway up a wall. Closer inspection reveals that part of the fungus appears to be moving... A white fungus has some bruises. R HP:Healthy, a white fungus:Bruised> You slash a white fungus. R HP:Healthy, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Hurt> You slash a white fungus. R HP:Healthy, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Hurt> You slash a white fungus hard. R HP:Healthy, a white fungus:Hurt> A white fungus hits your body. R HP:Scratched, a white fungus:Hurt> You slash a white fungus hard. R HP:Scratched, a white fungus:Wounded>shrug You shrug. R HP:Scratched, a white fungus:Wounded> You deflect a white fungus's attack. R HP:Scratched, a white fungus:Wounded> You slash a white fungus. R HP:Scratched, a white fungus:Wounded>'no wall here but oh well l You say 'no wall here but oh well' R HP:Scratched, a white fungus:Wounded>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A white fungus is here, fighting YOU! You are here, fighting a white fungus, riding on a horse. R HP:Scratched, a white fungus:Wounded> You deflect a white fungus's attack. You slash a white fungus hard. R HP:Scratched, a white fungus:Bloodied>'it's exp You slash a white fungus. R HP:Scratched, a white fungus:Bloodied>You deflect a white fungus's attack. You say 'it's exp' R HP:Scratched, a white fungus:Bloodied>'that's all smile You slash a white fungus extremely hard. A white fungus is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 448 points. Slimy chunks of fungus spray everywhere, unleashing a cloud of white dust. You say 'that's all' R HP:Scratched>You smile happily. R HP:Scratched>who Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. R>e Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. R>set tac def You are now employing defensive tactics. R> The slightly wane moon shows in the sky. Rain falls heavily on the fields. set men on R>AutoMental mode is now on. R>dismount You stop riding a horse. A horse starts following you. >d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) k hazy set tac def who >You force your Will against a hazy wraith's concentration! HP:Healthy Mind:in top shape, a hazy wraith:in top shape> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:in top shape, a hazy wraith:in top shape>You are now employing defensive tactics. HP:Healthy Mind:in top shape, a hazy wraith:in top shape>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:in top shape, a hazy wraith:in top shape> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:in top shape, a hazy wraith:in top shape> A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's strength! HP:Healthy Mind:in top shape, a hazy wraith:barely weakened> A hazy wraith tries its Will against your mind, but you resist! a hazy wraith forces its Will against your concentration! HP:Healthy Mind:in top shape, a hazy wraith:barely weakened> You force your Will against a hazy wraith's will! HP:Healthy Mind:in top shape, a hazy wraith:slightly dispirited> A hazy wraith tries its Will against your mind, but loses control! a hazy wraith forces its Will against your constitution! HP:Healthy Mind:barely sickly, a hazy wraith:slightly dispirited> You force your Will against a hazy wraith's will! HP:Healthy Mind:barely sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! a hazy wraith forces its Will against your constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your strength! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your will! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your will! You force your Will against a hazy wraith's constitution! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your strength! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your intelligence! You force your Will against a hazy wraith's learning! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> a hazy wraith forces its Will against your will! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat dispirited> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat weakened> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:slightly sickly, a hazy wraith:somewhat weakened> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's strength! HP:Healthy Mind:slightly sickly, a hazy wraith:quite weakened> a hazy wraith forces its Will against your strength! HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened>set tac def A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's will! who HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened>You are now employing defensive tactics. HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened> a hazy wraith forces its Will against your learning! HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened> A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened> a hazy wraith forces its Will against your constitution! You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite weakened> a hazy wraith forces its Will against your will! HP:Healthy Mind:somewhat sickly, a hazy wraith:quite weakened> a hazy wraith forces its Will against your strength! You force your Will against a hazy wraith's learning! sc HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened>You have 136/136 hit, 53/53 stamina, 127/142 moves, 156 spirit. OB: 40, DB: 19, PB: 88, Speed: 18, Gold: 8, XP Needed: 35K. HP:Healthy Mind:somewhat weakened, a hazy wraith:quite weakened> a hazy wraith forces its Will against your intelligence! You force your Will against a hazy wraith's concentration! HP:Healthy Mind:somewhat duped, a hazy wraith:quite weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:quite weakened> You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, a hazy wraith:quite weakened> A hazy wraith tries its Will against your mind, but you resist! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a hazy wraith:quite weakened> You force your Will against a hazy wraith's learning! HP:Healthy Mind:somewhat duped, a hazy wraith:quite retarded> A hazy wraith tries its Will against your mind, but you resist! a hazy wraith forces its Will against your concentration! HP:Healthy Mind:somewhat duped, a hazy wraith:quite retarded> A hazy wraith tries its Will against your mind, but you resist! a hazy wraith forces its Will against your will! You force your Will against a hazy wraith's will! HP:Healthy Mind:somewhat duped, a hazy wraith:seriously dispirited> A hazy wraith tries its Will against your mind, but loses control! a hazy wraith forces its Will against your strength! You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat duped, a hazy wraith:seriously dispirited> a hazy wraith forces its Will against your strength! A hazy wraith tries its Will against your mind, but loses control! You force your Will against a hazy wraith's will! HP:Scratched Mind:somewhat weakened, a hazy wraith:seriously dispirited> a hazy wraith forces its Will against your concentration! A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat weakened, a hazy wraith:seriously dispirited> You force your Will against a hazy wraith's will! HP:Scratched Mind:somewhat weakened, a hazy wraith:strongly dispirited> A hazy wraith tries its Will against your mind, but you resist! A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat weakened, a hazy wraith:strongly dispirited> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:somewhat weakened, a hazy wraith:strongly dispirited> A hazy wraith tries its Will against your mind, but you resist! A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat weakened, a hazy wraith:strongly dispirited> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat weakened, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your concentration! A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:somewhat weakened, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:somewhat weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat weakened, a hazy wraith:horribly clumsy> a hazy wraith forces its Will against your strength! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's will! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> a hazy wraith forces its Will against your learning! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:quite weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's dexterity! Your spirit increases by 15. You receive your share of experience -- 2331 points. A hazy wraith vanishes into thin air. You turn to face your next enemy. HP:Healthy Mind:quite weakened, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your will! HP:Healthy Mind:quite weakened, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:quite weakened, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded>set tac def You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded>A hazy wraith tries its Will against your mind, but you resist! who You are now employing defensive tactics. HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's strength! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your learning! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your strength! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded>stat a hazy wraith forces its Will against your will! HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded>Your fatigue is 0; Your willpower is 33; Your statistics are Str: 8/16, Int: 5/ 8, Wil: 12/19, Dex: 15/18, Con: 4/11, Lea: 14/16. HP:Healthy Mind:seriously sickly, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously sickly, a hazy wraith:quite retarded> a hazy wraith forces its Will against your dexterity! HP:Healthy Mind:seriously sickly, a hazy wraith:quite retarded> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously sickly, a hazy wraith:quite retarded> A hazy wraith tries its Will against your mind, but you resist! sc HP:Healthy Mind:seriously sickly, a hazy wraith:quite retarded> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously sickly, a hazy wraith:quite retarded>You have 114/114 hit, 51/51 stamina, 124/138 moves, 174 spirit. OB: 36, DB: 12, PB: 86, Speed: 16, Gold: 8, XP Needed: 33K. HP:Healthy Mind:seriously sickly, a hazy wraith:quite retarded> a hazy wraith forces its Will against your learning! conc HP:Healthy Mind:seriously sickly, a hazy wraith:quite retarded> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:seriously sickly, a hazy wraith:quite retarded>You start focusing your mind. A hazy wraith tries its Will against your mind, but loses control! a hazy wraith forces its Will against your dexterity! A hazy wraith tries its Will against your mind, but you resist! You attack with extra will power! (3) HP:Healthy Mind:seriously sickly, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously sickly, a hazy wraith:seriously sickly>HP:Healthy Mind:seriously sickly, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously sickly, a hazy wraith:seriously sickly>whois ankren You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously sickly, a hazy wraith:seriously sickly>Ankren is a level 7 Uruk-Hai. HP:Healthy Mind:seriously sickly, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously sickly, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:seriously sickly, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously sickly, a hazy wraith:quite sickly> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:seriously sickly, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously sickly, a hazy wraith:quite sickly> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:seriously sickly, a hazy wraith:quite sickly> a hazy wraith forces its Will against your intelligence! HP:Scratched Mind:seriously sickly, a hazy wraith:quite sickly> You force your Will against a hazy wraith's learning! HP:Scratched Mind:seriously sickly, a hazy wraith:quite retarded> a hazy wraith forces its Will against your concentration! HP:Scratched Mind:seriously sickly, a hazy wraith:quite retarded> You try your Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:seriously sickly, a hazy wraith:quite retarded>stat a hazy wraith forces its Will against your strength! HP:Scratched Mind:seriously sickly, a hazy wraith:quite retarded>spit You force your Will against a hazy wraith's constitution! Your fatigue is 1; Your willpower is 34; Your statistics are Str: 8/16, Int: 5/ 8, Wil: 13/19, Dex: 13/18, Con: 5/11, Lea: 14/16. HP:Scratched Mind:seriously sickly, a hazy wraith:seriously sickly>You spit over your left shoulder. HP:Scratched Mind:seriously sickly, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your strength! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's will! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's constitution! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You try your Will against a hazy wraith's mind, but lose control! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your will! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's concentration! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your concentration! HP:Healthy Mind:seriously weakened, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your learning! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's will! set tac def HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy>You are now employing defensive tactics. HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> You try your Will against a hazy wraith's mind, but it resists! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy>who Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's will! stat HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy>Your fatigue is 0; Your willpower is 33; Your statistics are Str: 6/16, Int: 5/ 8, Wil: 12/19, Dex: 11/18, Con: 5/11, Lea: 12/16. HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your strength! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's intelligence! spit hazy HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> a hazy wraith forces its Will against your intelligence! HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy>You spit on it. HP:Healthy Mind:seriously weakened, a hazy wraith:strongly clumsy> You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly clumsy>wav hazy You wave goodbye to a hazy wraith. HP:Healthy Mind:seriously weakened, a hazy wraith:horribly clumsy> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously weakened, a hazy wraith:horribly clumsy> You force your Will against a hazy wraith's dexterity! Your spirit increases by 15. You receive your share of experience -- 2351 points. A hazy wraith vanishes into thin air. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >l Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. >cr You start to concentrate. -\|/-\ Ok. Your mind is not ready yet. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >ne next who No such message. >Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >cr You start to concentrate. -\|/stat -\ Ok. You try to revive Ainaran. >Your fatigue is 2; Your willpower is 33; Your statistics are Str: 10/16, Int: 7/ 8, Wil: 14/19, Dex: 12/18, Con: 5/11, Lea: 12/16. > Malek chats, '-h ..' >cr You start to concentrate. -\|/-\ You lost your concentration! HP:Scratched S:Surging>who Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched S:Surging> Malek chats, 'lonely?' HP:Scratched S:Surging>chat not too lonely You chat, 'not too lonely' S:Surging>stat cr Your fatigue is 0; Your willpower is 36; Your statistics are Str: 11/16, Int: 8/ 8, Wil: 15/19, Dex: 13/18, Con: 6/11, Lea: 13/16. S:Surging>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. S:Surging>chat having fun, nonetheless You chat, 'having fun, nonetheless' >l Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >who Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >stat Your fatigue is 0; Your willpower is 36; Your statistics are Str: 11/16, Int: 8/ 8, Wil: 15/19, Dex: 14/18, Con: 6/11, Lea: 16/16. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. > Your regeneration slowed. S:Surging>cr You start to concentrate. -\|who /-\Ok. Your mind is not ready yet. Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. S:Surging>stat Your fatigue is 0; Your willpower is 38; Your statistics are Str: 12/16, Int: 8/ 8, Wil: 17/19, Dex: 16/18, Con: 6/11, Lea: 16/16. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >stat Your fatigue is 1; Your willpower is 38; Your statistics are Str: 12/16, Int: 8/ 8, Wil: 17/19, Dex: 17/18, Con: 8/11, Lea: 16/16. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >unlock runedslab *click* HP:Bruised>op runedslab w Ok. HP:Bruised>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) HP:Bruised>k grey set tac def You force your Will against a grey spirit's learning! HP:Bruised Mind:barely sickly, a grey spirit:slightly retarded> a grey spirit forces its Will against your constitution! HP:Bruised Mind:slightly sickly, a grey spirit:slightly retarded>You are now employing defensive tactics. HP:Bruised Mind:slightly sickly, a grey spirit:slightly retarded> You force your Will against a grey spirit's strength! who HP:Bruised Mind:slightly sickly, a grey spirit:slightly retarded> A grey spirit tries its Will against your mind, but you resist! HP:Bruised Mind:slightly sickly, a grey spirit:slightly retarded>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Bruised Mind:slightly sickly, a grey spirit:slightly retarded>l You force your Will against a grey spirit's constitution! Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit (shadow) is here, fighting YOU! A grey spirit gazes upon you. (shadow) A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A horse is here, gazing at you. HP:Bruised Mind:slightly sickly, a grey spirit:slightly retarded> A grey spirit tries its Will against your mind, but you resist! HP:Bruised Mind:slightly sickly, a grey spirit:slightly retarded> You force your Will against a grey spirit's strength! HP:Bruised Mind:slightly sickly, a grey spirit:somewhat weakened> A grey spirit tries its Will against your mind, but you resist! HP:Bruised Mind:slightly sickly, a grey spirit:somewhat weakened> You force your Will against a grey spirit's learning! HP:Bruised Mind:slightly sickly, a grey spirit:somewhat retarded> A grey spirit tries its Will against your mind, but you resist! HP:Bruised Mind:slightly sickly, a grey spirit:somewhat retarded> A tunnel ghost tries its Will against your mind, but you resist! a grey spirit forces its Will against your dexterity! You force your Will against a grey spirit's will! HP:Bruised Mind:slightly sickly, a grey spirit:somewhat retarded> a grey spirit forces its Will against your learning! HP:Bruised Mind:slightly sickly, a grey spirit:somewhat retarded> A grey spirit tries its Will against your mind, but you resist! a tunnel ghost forces its Will against your constitution! f HP:Scratched Mind:somewhat sickly, a grey spirit:somewhat retarded> You force your Will against a grey spirit's strength! HP:Scratched Mind:somewhat sickly, a grey spirit:quite weakened>A grey spirit tries its Will against your mind, but you resist! PANIC! You couldn't escape! HP:Scratched Mind:somewhat sickly, a grey spirit:quite weakened>f a grey spirit forces its Will against your concentration! a tunnel ghost forces its Will against your dexterity! HP:Scratched Mind:somewhat sickly, a grey spirit:quite weakened>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. HP:Scratched>stat cr Your fatigue is 0; Your willpower is 40; Your statistics are Str: 15/16, Int: 8/ 8, Wil: 19/19, Dex: 16/18, Con: 7/11, Lea: 15/16. HP:Scratched>You start to concentrate. -\|/-\sc Ok. You try to revive Ainaran. HP:Scratched>You have 128/131 hit, 57/57 stamina, 128/141 moves, 142 spirit. OB: 45, DB: 23, PB: 90, Speed: 21, Gold: 8, XP Needed: 31K. w HP:Scratched>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit gazes upon you. (shadow) A grey spirit gazes upon you. (shadow) A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) k grey HP:Scratched>You force your Will against a grey spirit's constitution! HP:Scratched Mind:somewhat sickly, a grey spirit:quite weakened> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:quite weakened> a tunnel ghost forces its Will against your constitution! Malek chats, 'thats good' who HP:Healthy Mind:quite sickly, a grey spirit:quite weakened> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:quite sickly, a grey spirit:quite weakened>A grey spirit tries its Will against your mind, but you resist! Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:quite sickly, a grey spirit:quite weakened> A tunnel ghost tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:quite weakened> You force your Will against a grey spirit's will! HP:Healthy Mind:quite sickly, a grey spirit:quite weakened> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:seriously weakened> a tunnel ghost forces its Will against your will! HP:Healthy Mind:quite sickly, a grey spirit:seriously weakened> You force your Will against a grey spirit's strength! set tac def HP:Healthy Mind:quite sickly, a grey spirit:strongly weakened> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:horribly weakened>a tunnel ghost forces its Will against your concentration! You are now employing defensive tactics. HP:Healthy Mind:quite sickly, a grey spirit:horribly weakened> a grey spirit forces its Will against your learning! HP:Healthy Mind:quite sickly, a grey spirit:horribly weakened> You force your Will against a grey spirit's strength! Your spirit increases by 11. You receive your share of experience -- 1349 points. A grey spirit vanishes into thin air. You turn to face your next enemy. HP:Healthy Mind:quite sickly, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly retarded>f You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. >stat Your fatigue is 0; Your willpower is 39; Your statistics are Str: 15/16, Int: 8/ 8, Wil: 18/19, Dex: 16/18, Con: 6/11, Lea: 15/16. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit gazes upon you. (shadow) A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) k grey >You force your Will against a grey spirit's concentration! HP:Healthy Mind:quite sickly, a grey spirit:in top shape> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:in top shape>who Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:quite sickly, a grey spirit:in top shape> You force your Will against a grey spirit's learning! HP:Healthy Mind:quite sickly, a grey spirit:barely retarded> a grey spirit forces its Will against your will! HP:Healthy Mind:quite sickly, a grey spirit:barely retarded> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:quite sickly, a grey spirit:barely retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:barely retarded> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:quite sickly, a grey spirit:somewhat duped> a grey spirit forces its Will against your concentration! HP:Healthy Mind:quite sickly, a grey spirit:somewhat duped> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's dexterity! HP:Healthy Mind:quite sickly, a grey spirit:somewhat duped> a grey spirit forces its Will against your intelligence! You force your Will against a grey spirit's will! aff HP:Healthy Mind:quite sickly, a grey spirit:somewhat duped>A grey spirit tries its Will against your mind, but loses control! You force your Will against a grey spirit's will! You are affected by: anger (short) detect hidden (long) evasion (medium) HP:Healthy Mind:quite sickly, a grey spirit:quite duped> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's strength! HP:Healthy Mind:quite sickly, a grey spirit:quite duped> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's intelligence! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:quite duped> A grey spirit tries its Will against your mind, but loses control! You force your Will against a grey spirit's concentration! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:quite duped> You force your Will against a grey spirit's concentration! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:quite duped> a grey spirit forces its Will against your will! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> a grey spirit forces its Will against your will! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duchat has anyone heard any recent news on p(Tocarry)? ped> You force your Will against a grey spirit's will! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped>You chat, 'has anyone heard any recent news on p(Tocarry)?' HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped>f A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. HP:Scratched>ddef stat cr Unrecognized command. HP:Scratched>Your fatigue is 0; Your willpower is 37; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 16/19, Dex: 17/18, Con: 7/11, Lea: 16/16. HP:Scratched>You start to concentrate. -\who |/-\Ok. You try to revive Ainaran. Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>stat Your fatigue is 0; Your willpower is 37; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 16/19, Dex: 18/18, Con: 8/11, Lea: 16/16. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit gazes upon you. (shadow) A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) >k grey You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat sickly, a grey spirit:quite duped> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a grey spirit:quite duped> You force your Will against a grey spirit's learning! HP:Healthy Mind:somewhat sickly, a grey spirit:quite duped> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a grey spirit:quite duped> a tunnel ghost forces its Will against your strength! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> You force your Will against a grey spirit's concentration! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> You force your Will against a grey spirit's learning! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> a tunnel ghost forces its Will against your learning! HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> Malek chats, 'not that i know of' HP:Scratched Mind:somewhat sickly, a grey spirit:quite duped> You force your Will against a grey spirit's learning! HP:Scratched Mind:somewhat sickly, a grey spirit:quite retarded> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:quite retarded> a tunnel ghost forces its Will against your strength! HP:Scratched Mind:somewhat sickly, a grey spirit:quite retarded> You force your Will against a grey spirit's constitution! HP:Scratched Mind:somewhat sickly, a grey spirit:quite retarded> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:quite retarded> a tunnel ghost forces its Will against your intelligence! HP:Scratched Mind:somewhat sickly, a grey spirit:quite retarded> You force your Will against a grey spirit's learning! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded> A grey spirit arrives. The runedslab closes quietly. You hear a sound of a lock snapping shut. You force your Will against a grey spirit's constitution! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded> a grey spirit forces its Will against your learning! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded>chat nod, I hope he's going to be okay You force your Will against a grey spirit's will! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded>A grey spirit tries its Will against your mind, but you resist! You chat, 'nod, I hope he's going to be okay' HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded>unlock runedslab A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:seriously retarded> a tunnel ghost forces its Will against your will! You force your Will against a grey spirit's learning! HP:Scratched Mind:somewhat sickly, a grey spirit:strongly retarded>op runedslab l *click* HP:Scratched Mind:somewhat sickly, a grey spirit:strongly retarded> a grey spirit forces its Will against your constitution! HP:Healthy Mind:somewhat sickly, a grey spirit:strongly retarded> a tunnel ghost forces its Will against your intelligence! You force your Will against a grey spirit's dexterity! HP:Healthy Mind:somewhat duped, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat duped, a grey spirit:strongly retarded>Ok. HP:Healthy Mind:somewhat duped, a grey spirit:strongly retarded> a grey spirit forces its Will against your learning! HP:Healthy Mind:somewhat duped, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but loses control! A tunnel ghost tries its Will against your mind, but you resist! You force your Will against a grey spirit's constitution! HP:Healthy Mind:somewhat duped, a grey spirit:strongly retarded>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit (shadow) is here, fighting YOU! A tunnel ghost (shadow) is here, fighting YOU! A horse is here, gazing at you. A grey spirit (shadow) is here, fighting YOU! HP:Healthy Mind:somewhat duped, a grey spirit:strongly retarded> a grey spirit forces its Will against your constitution! HP:Healthy Mind:quite sickly, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! a tunnel ghost forces its Will against your learning! You force your Will against a grey spirit's concentration! HP:Healthy Mind:quite sickly, a grey spirit:strongly retarded>spit You spit over your left shoulder. f HP:Healthy Mind:quite sickly, a grey spirit:strongly retarded>a grey spirit forces its Will against your constitution! A tunnel ghost tries its Will against your mind, but you resist! You force your Will against a grey spirit's will! You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. > Clouds race through the sky above the fields. Your torch flickers weakly. HP:Scratched>drink skin drink skin You drink the water. You don't feel thirsty any more. rem tor droptor drop tor get tor pack hol tor HP:Scratched>You drink the water. You don't feel thirsty any more. HP:Scratched>cr You stop using a torch. HP:Scratched>Unrecognized command. HP:Scratched>You drop a torch. HP:Scratched>You get a torch from a backpack. HP:Scratched>You light a torch and hold it. HP:Scratched>You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>stat Your fatigue is 0; Your willpower is 38; Your statistics are Str: 16/16, Int: 6/ 8, Wil: 17/19, Dex: 18/18, Con: 6/11, Lea: 12/16. HP:Scratched>cr You start to concentrate. -\|/-who \ Ok. You try to revive Ainaran. HP:Scratched>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>who -w Players ------- [ 16 WdE] Ainaran the Wood Elf 1 characters displayed. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>sc You have 122/126 hit, 54/54 stamina, 133/140 moves, 136 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 30K. HP:Scratched>stat Your fatigue is 2; Your willpower is 38; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 6/11, Lea: 14/16. HP:Scratched>cr You start to concentrate. -l \|/-\Ok. You try to revive Ainaran. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. A horse is here, gazing at you. HP:Scratched>d w Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit gazes upon you. (shadow) A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) HP:Scratched>k grey Your mind is not ready yet. HP:Scratched>set tac def You are now employing defensive tactics. HP:Scratched>k grye Whom do you want to press? k grey HP:Scratched>A tunnel ghost tries its Will against your mind, but loses control! You force your Will against a tunnel ghost's will! Your attention is elsewhere already. HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly weakened> a tunnel ghost forces its Will against your learning! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:slightly weakened> You force your Will against a tunnel ghost's learning! HP:Scratched S:Surging Mind:somewhat sickly, a tunnel ghost:slightly retarded>f a tunnel ghost forces its Will against your learning! You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) w HP:Scratched S:Surging>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit gazes upon you. (shadow) k grey A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) HP:Scratched S:Surging>A grey spirit tries its Will against your mind, but you resist! A tunnel ghost tries its Will against your mind, but you resist! You force your Will against a grey spirit's concentration! Your attention is elsewhere already. HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:barely duped>f A tunnel ghost tries its Will against your mind, but loses control! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:barely duped> You force your Will against a grey spirit's constitution! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:slightly sickly>A grey spirit tries its Will against your mind, but loses control! You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched S:Surging>w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A grey spirit gazes upon you. (shadow) A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) k grey HP:Scratched S:Surging>You force your Will against a grey spirit's strength! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:strongly retarded> You force your Will against a grey spirit's will! set tac def HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:strongly dispirited>You are now employing defensive tactics. HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:strongly dispirited> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:somewhat sickly, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:strongly dispirited>cac grey You force your Will against a grey spirit's concentration! HP:Scratched Mind:somewhat sickly, a grey spirit:strongly dispirited> A grey spirit tries its Will against your mind, but loses control! HP:Scratched Mind:somewhat sickly, a grey spirit:strongly dispirited>You cackle in a grey spirit's face scaring it senseless. HP:Scratched Mind:somewhat sickly, a grey spirit:strongly dispirited> You force your Will against a grey spirit's will! HP:Scratched Mind:somewhat sickly, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:horribly dispirited>smoke grey You force your Will against a grey spirit's dexterity! You offer a grey spirit your pipe and a pinch of your best pipeweed. HP:Scratched Mind:somewhat sickly, a grey spirit:horribly dispirited> A grey spirit tries its Will against your mind, but you resist! HP:Scratched Mind:somewhat sickly, a grey spirit:horribly dispirited>smoke ainaran You force your Will against a grey spirit's will! Your spirit increases by 11. You receive your share of experience -- 1382 points. A grey spirit vanishes into thin air. HP:Scratched>You take a deep draw on your pipe. HP:Scratched>k grey You force your Will against a grey spirit's learning! HP:Scratched Mind:somewhat sickly, a grey spirit:slightly retarded> a grey spirit forces its Will against your concentration! HP:Scratched Mind:somewhat sickly, a grey spirit:slightly retarded>who Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched Mind:somewhat sickly, a grey spirit:slightly retarded> a grey spirit forces its Will against your intelligence! HP:Scratched Mind:somewhat sickly, a grey spirit:slightly retarded> You force your Will against a grey spirit's dexterity! HP:Scratched Mind:somewhat sickly, a grey spirit:slightly retarded> a grey spirit forces its Will against your constitution! HP:Healthy Mind:quite sickly, a grey spirit:slightly retarded> You force your Will against a grey spirit's learning! HP:Healthy Mind:quite sickly, a grey spirit:somewhat retarded>sc a grey spirit forces its Will against your intelligence! HP:Healthy Mind:quite sickly, a grey spirit:somewhat retarded> You force your Will against a grey spirit's learning! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded>You have 126/126 hit, 55/55 stamina, 125/140 moves, 146 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 28K. HP:Healthy Mind:quite sickly, a grey spirit:quite retarded> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded> You force your Will against a grey spirit's constitution! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded> You force your Will against a grey spirit's strength! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded>set tac def A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded> You force your Will against a grey spirit's constitution! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded>l You are now employing defensive tactics. HP:Healthy Mind:quite sickly, a grey spirit:quite retarded>Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Healthy Mind:quite sickly, a grey spirit:quite retarded> a grey spirit forces its Will against your learning! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded> You force your Will against a grey spirit's concentration! HP:Healthy Mind:quite sickly, a grey spirit:quite retarded> You force your Will against a grey spirit's constitution! HP:Healthy Mind:quite sickly, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:quite sickly> a tunnel ghost forces its Will against your concentration! HP:Healthy Mind:quite sickly, a grey spirit:quite sickly> A grey spirit tries its Will against your mind, but loses control! f HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> a tunnel ghost forces its Will against your dexterity! You force your Will against a grey spirit's strength! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >w Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) A grey spirit gazes upon you. (shadow) k grey >You force your Will against a grey spirit's concentration! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> You force your Will against a grey spirit's will! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> You force your Will against a grey spirit's will! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> You force your Will against a grey spirit's intelligence! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> a grey spirit forces its Will against your intelligence! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> You try your Will against a grey spirit's mind, but it resists! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> You force your Will against a grey spirit's concentration! set tac def HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy>You are now employing defensive tactics. HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> You force your Will against a grey spirit's strength! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:seriously clumsy> You force your Will against a grey spirit's dexterity! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy> A grey spirit tries its Will against your mind, but loses control! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy> You force your Will against a grey spirit's learning! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy> A grey spirit tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy> You force your Will against a grey spirit's concentration! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's intelligence! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's learning! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy>, knocks on wood! Ainaran knocks on wood! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's strength! HP:Healthy Mind:quite sickly, a grey spirit:strongly clumsy> A grey spirit tries its Will against your mind, but loses control! You force your Will against a grey spirit's will! HP:Scratched S:Surging Mind:somewhat sickly, a grey spirit:strongly clumsy> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's learning! HP:Scratched Mind:somewhat sickly, a grey spirit:strongly retarded>set tac def who You are now employing defensive tactics. HP:Scratched Mind:somewhat sickly, a grey spirit:strongly retarded>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched Mind:somewhat sickly, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but you resist! You force your Will against a grey spirit's constitution! HP:Scratched Mind:somewhat sickly, a grey spirit:strongly retarded>sc You have 126/131 hit, 55/55 stamina, 129/141 moves, 152 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 28K. HP:Scratched Mind:somewhat sickly, a grey spirit:strongly retarded> a grey spirit forces its Will against your constitution! You force your Will against a grey spirit's strength! HP:Healthy Mind:quite sickly, a grey spirit:strongly retarded> A grey spirit tries its Will against your mind, but loses control! Your spirit increases by 11. You receive your share of experience -- 921 points. A grey spirit vanishes into thin air. >e u Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. >cr You start to concentrate. -stat \|/-\Ok. You try to revive Ainaran. Your fatigue is 2; Your willpower is 40; Your statistics are Str: 16/16, Int: 6/ 8, Wil: 19/19, Dex: 18/18, Con: 8/11, Lea: 15/16. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >stat who Your fatigue is 1; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 8/11, Lea: 16/16. >Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. >sc You have 126/126 hit, 55/55 stamina, 134/140 moves, 152 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 27K. >who l Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. A horse is here, gazing at you. >d w Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) >k ghost set tac def You force your Will against a tunnel ghost's strength! HP:Healthy Mind:somewhat sickly, a tunnel ghost:barely retarded>who A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:barely retarded>You are now employing defensive tactics. HP:Healthy Mind:somewhat sickly, a tunnel ghost:barely retarded>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:somewhat sickly, a tunnel ghost:barely retarded> You force your Will against a tunnel ghost's intelligence! HP:Healthy Mind:somewhat sickly, a tunnel ghost:barely retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:barely retarded> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly retarded> You try your Will against a tunnel ghost's mind, but it resists! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's will! HP:Healthy Mind:somewhat sickly, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your intelligence! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's will! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly weakened>set tac def who You are now employing defensive tactics. HP:Healthy Mind:quite sickly, a tunnel ghost:slightly weakened>a tunnel ghost forces its Will against your concentration! Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Healthy Mind:quite sickly, a tunnel ghost:slightly weakened> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly weakened> a tunnel ghost forces its Will against your will! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly weakened> You force your Will against a tunnel ghost's intelligence! HP:Scratched Mind:somewhat sickly, a tunnel ghost:slightly weakened> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly weakened> You force your Will against a tunnel ghost's learning! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but you resist! f HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, a tunnel ghost:slightly retarded>You flee head over heels. Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. Your spell does no good to him. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >stat Your fatigue is 0; Your willpower is 38; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 5/11, Lea: 16/16. >cr You start to concentrate. -\who |/-\Ok. You try to revive Ainaran. Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >stat Your fatigue is 0; Your willpower is 38; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 6/11, Lea: 16/16. >d w Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Crypt in the Muck Exits are: E This seems some incredibly ancient tomb or crypt that was built many ages ago. It has since become part of this swampy area, and its present inhabitants are not happy about that. They seem to want to take it out on you . . . A tunnel ghost shimmers in the darkness as it utters a silent scream. (shadow) >k ghost set tac def You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:quite sickly, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your strength! HP:Scratched S:Surging Mind:quite sickly, a tunnel ghost:slightly retarded>You are now employing defensive tactics. HP:Scratched S:Surging Mind:quite sickly, a tunnel ghost:slightly retarded>l ghost The tunnel ghost is clearly a former attendant of the royalty that once ordered these tunnels to be expanded, as a burial chamber, to some long forgotten king of a long forgotten empire. The ghost still ferociously guards its masters afterlife, as it attended its masters' life. A tunnel ghost looks healthy. a tunnel ghost is using: a silver circlet..It glows blue! HP:Scratched S:Surging Mind:quite sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's concentration! HP:Scratched S:Surging Mind:quite sickly, a tunnel ghost:slightly retarded> A tunnel ghost tries its Will against your mind, but loses control! spit ghost HP:Scratched S:Surging Mind:quite sickly, a tunnel ghost:slightly retarded>You spit on it. HP:Scratched S:Surging Mind:quite sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's constitution! HP:Scratched S:Surging Mind:quite sickly, a tunnel ghost:slightly retarded> a tunnel ghost forces its Will against your dexterity! HP:Scratched S:Surging Mind:quite sickly, a tunnel ghost:slightly retarded> You force your Will against a tunnel ghost's will! HP:Scratched Mind:quite sickly, a tunnel ghost:slightly dispirited>conc a tunnel ghost forces its Will against your strength! HP:Scratched Mind:quite sickly, a tunnel ghost:slightly dispirited>You start focusing your mind. a tunnel ghost forces its Will against your concentration! A tunnel ghost tries its Will against your mind, but you resist! A tunnel ghost tries its Will against your mind, but loses control! A tunnel ghost tries its Will against your mind, but you resist! You attack with extra will power! (4) HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened>HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened>sigh You force your Will against a tunnel ghost's learning! set tac def HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened>You sigh. HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your concentration! who HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened>You are now employing defensive tactics. HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened> a tunnel ghost forces its Will against your dexterity! You force your Will against a tunnel ghost's will! HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened>sc You have 122/126 hit, 57/57 stamina, 125/140 moves, 144 spirit. OB: 42, DB: 21, PB: 89, Speed: 20, Gold: 8, XP Needed: 27K. HP:Scratched Mind:quite sickly, a tunnel ghost:somewhat weakened> A tunnel ghost tries its Will against your mind, but you resist! You force your Will against a tunnel ghost's strength! HP:Scratched Mind:quite sickly, a tunnel ghost:quite weakened>stat A tunnel ghost tries its Will against your mind, but loses control! You force your Will against a tunnel ghost's strength! HP:Scratched Mind:quite sickly, a tunnel ghost:seriously weakened>Your fatigue is 1; Your willpower is 40; Your statistics are Str: 13/16, Int: 8/ 8, Wil: 19/19, Dex: 16/18, Con: 6/11, Lea: 16/16. HP:Scratched Mind:quite sickly, a tunnel ghost:seriously weakened> A tunnel ghost tries its Will against your mind, but you resist! You force your Will against a tunnel ghost's constitution! HP:Scratched Mind:quite sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your strength! You force your Will against a tunnel ghost's learning! HP:Scratched Mind:quite sickly, a tunnel ghost:seriously weakened> Saving Ainaran. HP:Scratched Mind:somewhat sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your constitution! You force your Will against a tunnel ghost's constitution! HP:Scratched Mind:quite sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your concentration! HP:Scratched Mind:quite sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's learning! HP:Scratched Mind:quite sickly, a tunnel ghost:seriously weakened> a tunnel ghost forces its Will against your intelligence! HP:Scratched Mind:quite sickly, a tunnel ghost:seriously weakened> You force your Will against a tunnel ghost's strength! HP:Scratched Mind:quite sickly, a tunnel ghost:strongly weakened> A tunnel ghost tries its Will against your mind, but loses control! HP:Scratched Mind:quite sickly, a tunnel ghost:strongly weakened> You try your Will against a tunnel ghost's mind, but it resists! HP:Scratched Mind:quite sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your dexterity! HP:Scratched Mind:quite sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's intelligence! HP:Scratched Mind:quite sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's dexterity! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's constitution! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened>set tac def A tunnel ghost tries its Will against your mind, but you resist! HP:Healthy Mind:seriously sickly, a tunnel ghost:strongly weakened> You force your Will against a tunnel ghost's strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened>A tunnel ghost tries its Will against your mind, but you resist! You are now employing defensive tactics. HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> You force your Will against a tunnel ghost's will! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened>stat Your fatigue is 0; Your willpower is 40; Your statistics are Str: 11/16, Int: 7/ 8, Wil: 19/19, Dex: 16/18, Con: 5/11, Lea: 16/16. HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> a tunnel ghost forces its Will against your strength! HP:Healthy Mind:seriously sickly, a tunnel ghost:horribly weakened> You force your Will against a tunnel ghost's strength! Your spirit increases by 18. You receive your share of experience -- 3201 points. The ghost vanishes like a snuffed flame. A tunnel ghost vanishes into thin air. >get circlet You get a silver circlet. >e u Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) >Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. >cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. >put circlet pack who You put a silver circlet in a backpack. >Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. >l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. A horse is here, gazing at you. >cr You start to concentrate. -stat \|/-\Ok. You try to revive Ainaran. Your fatigue is 3; Your willpower is 40; Your statistics are Str: 13/16, Int: 7/ 8, Wil: 19/19, Dex: 18/18, Con: 5/11, Lea: 16/16. > Clouds race through the sky above the fields. who HP:Scratched S:Surging>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched S:Surging>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>stat Your fatigue is 2; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 7/11, Lea: 16/16. who HP:Scratched>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>stat who Your fatigue is 0; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 8/11, Lea: 16/16. HP:Scratched>Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Scratched>cr You start to concentrate. -\|stat /-\Ok. You try to revive Ainaran. Your fatigue is 2; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 16/16. HP:Scratched>d Inside the Swampy Hill Exits are: W U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched>k hazy You force your Will against a hazy wraith's constitution! HP:Scratched Mind:barely sickly, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your concentration! HP:Bruised Mind:barely sickly, a hazy wraith:slightly sickly>close runedslab a hazy wraith forces its Will against your learning! HP:Bruised Mind:slightly retarded, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's learning! HP:Bruised Mind:slightly retarded, a hazy wraith:slightly sickly>Ok. HP:Bruised Mind:slightly retarded, a hazy wraith:slightly sickly>who Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. set tac def HP:Bruised Mind:slightly retarded, a hazy wraith:slightly sickly> a hazy wraith forces its Will against your learning! HP:Bruised Mind:slightly retarded, a hazy wraith:slightly sickly> You force your Will against a hazy wraith's learning! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded>You are now employing defensive tactics. HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's learning! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's intelligence! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your will! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's intelligence! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your will! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded>set tac def who A hazy wraith tries its Will against your mind, but you resist! A hazy wraith tries its Will against your mind, but you resist! You are now employing defensive tactics. HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded>You force your Will against a hazy wraith's constitution! Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your strength! a hazy wraith forces its Will against your concentration! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's will! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but loses control! A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's intelligence! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:slightly retarded, a hazy wraith:somewhat retarded> a hazy wraith forces its Will against your learning! HP:Bruised Mind:somewhat retarded, a hazy wraith:somewhat retarded> You force your Will against a hazy wraith's constitution! HP:Bruised Mind:somewhat retarded, a hazy wraith:quite sickly> a hazy wraith forces its Will against your intelligence! HP:Bruised Mind:somewhat retarded, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Bruised Mind:somewhat retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's learning! HP:Bruised Mind:somewhat retarded, a hazy wraith:quite retarded> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:somewhat retarded, a hazy wraith:quite retarded> a hazy wraith forces its Will against your learning! HP:Bruised Mind:somewhat retarded, a hazy wraith:quite retarded> You force your Will against a hazy wraith's concentration! HP:Bruised Mind:somewhat retarded, a hazy wraith:quite retarded> a hazy wraith forces its Will against your learning! a hazy wraith forces its Will against your learning! HP:Bruised Mind:quite retarded, a hazy wraith:quite retarded> You force your Will against a hazy wraith's constitution! HP:Bruised Mind:quite retarded, a hazy wraith:quite sickly> a hazy wraith forces its Will against your dexterity! a hazy wraith forces its Will against your dexterity! HP:Bruised Mind:quite retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's concentration! HP:Bruised Mind:quite retarded, a hazy wraith:quite sickly>sc You have 129/149 hit, 55/55 stamina, 130/144 moves, 145 spirit. OB: 45, DB: 22, PB: 90, Speed: 20, Gold: 8, XP Needed: 24K. You are getting hungry. stat HP:Bruised Mind:quite retarded, a hazy wraith:quite sickly> a hazy wraith forces its Will against your dexterity! set tac def HP:Bruised Mind:quite retarded, a hazy wraith:quite sickly>You force your Will against a hazy wraith's dexterity! Your fatigue is 1; Your willpower is 37; Your statistics are Str: 15/16, Int: 7/ 8, Wil: 16/19, Dex: 14/18, Con: 10/11, Lea: 8/16. HP:Bruised Mind:quite retarded, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but you resist! who HP:Bruised Mind:quite retarded, a hazy wraith:quite sickly>You are now employing defensive tactics. HP:Bruised Mind:quite retarded, a hazy wraith:quite sickly>a hazy wraith forces its Will against your learning! Players ------- [ Vala ] Malek the Executioner [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 3 characters displayed. HP:Bruised Mind:seriously retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's dexterity! HP:Bruised Mind:seriously retarded, a hazy wraith:quite sickly> a hazy wraith forces its Will against your strength! HP:Bruised Mind:seriously retarded, a hazy wraith:quite sickly> a hazy wraith forces its Will against your learning! 'takes 2 of you to hurt me HP:Bruised Mind:seriously retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's intelligence! HP:Bruised Mind:seriously retarded, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Bruised Mind:seriously retarded, a hazy wraith:seriously sickly>You say 'takes 2 of you to hurt me' HP:Bruised Mind:seriously retarded, a hazy wraith:seriously sickly>'bleh A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:seriously retarded, a hazy wraith:seriously sickly>You force your Will against a hazy wraith's constitution! You say 'bleh' HP:Bruised Mind:seriously retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised Mind:seriously retarded, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! HP:Bruised Mind:seriously retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's strength! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly>'fuckers a hazy wraith forces its Will against your constitution! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly>l You say 'fuckers' HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy wraith (shadow) is here, fighting YOU! A hazy wraith (shadow) is here, fighting YOU! A horse is here, gazing at you. HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly>stat A hazy wraith tries its Will against your mind, but loses control! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's strength! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your strength! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly>Your fatigue is 0; Your willpower is 38; Your statistics are Str: 13/16, Int: 8/ 8, Wil: 17/19, Dex: 14/18, Con: 10/11, Lea: 7/16. HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's constitution! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's will! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> a hazy wraith forces its Will against your dexterity! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's learning! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly>stat A hazy wraith tries its Will against your mind, but you resist! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly>Your fatigue is 0; Your willpower is 38; Your statistics are Str: 13/16, Int: 8/ 8, Wil: 17/19, Dex: 10/18, Con: 10/11, Lea: 7/16. HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's constitution! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your learning! HP:Bruised S:Surging Mind:seriously retarded, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your intelligence! HP:Bruised Mind:seriously retarded, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's will! HP:Bruised Mind:seriously retarded, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Bruised Mind:seriously retarded, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your dexterity! HP:Bruised Mind:seriously retarded, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's concentration! HP:Bruised Mind:seriously retarded, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your dexterity! HP:Bruised Mind:seriously retarded, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your constitution! 'keep on bitch stat HP:Scratched Mind:seriously retarded, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:seriously retarded, a hazy wraith:horribly sickly>You say 'keep on bitch' HP:Scratched Mind:seriously retarded, a hazy wraith:horribly sickly>a hazy wraith forces its Will against your learning! Your fatigue is 0; Your willpower is 38; Your statistics are Str: 13/16, Int: 7/ 8, Wil: 17/19, Dex: 7/18, Con: 9/11, Lea: 4/16. HP:Scratched Mind:strongly retarded, a hazy wraith:horribly sickly>FLEE a hazy wraith forces its Will against your learning! HP:Scratched Mind:strongly retarded, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:strongly retarded, a hazy wraith:horribly sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly retarded, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:strongly retarded, a hazy wraith:horribly sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:strongly retarded, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's learning! HP:Scratched Mind:strongly retarded, a hazy wraith:horribly sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly retarded, a hazy wraith:horribly sickly>You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. HP:Scratched>l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. A horse is here, gazing at you. HP:Scratched>sc You have 134/142 hit, 55/55 stamina, 134/143 moves, 148 spirit. OB: 42, DB: 12, PB: 89, Speed: 17, Gold: 8, XP Needed: 24K. You are getting hungry. HP:Scratched>t You can not do it this way. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>st who You are already standing. HP:Scratched>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>stat Your fatigue is 0; Your willpower is 38; Your statistics are Str: 13/16, Int: 8/ 8, Wil: 19/19, Dex: 7/18, Con: 9/11, Lea: 3/16. HP:Scratched>cr You start to concentrate. -\| Clouds race through the sky above the fields. You are hungry. /-\l Ok. You try to revive Ainaran. HP:Scratched S:Surging>Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. A horse is here, gazing at you. HP:Scratched S:Surging>rat rat er er There doesn't seem to be a rat in a large sack. HP:Scratched S:Surging>There doesn't seem to be a rat in a large sack. HP:Scratched S:Surging>You don't seem to have any. HP:Scratched S:Surging>You don't seem to have any. HP:Scratched S:Surging> HP:Scratched S:Surging>l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. A horse is here, gazing at you. HP:Scratched S:Surging>cr You start to concentrate. -stat \|/-\Ok. You try to revive Ainaran. Your fatigue is 1; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 8/18, Con: 10/11, Lea: 5/16. HP:Scratched>d Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) A hazy figure glides above the ground. (shadow) HP:Scratched>k hazy You force your Will against a hazy wraith's learning! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:seriously retarded, a hazy wraith:horribly sickly> a hazy wraith forces its Will against your dexterity! HP:Scratched Mind:seriously retarded, a hazy wraith:horribly sickly> You force your Will against a hazy wraith's constitution! Your spirit increases by 15. You receive your share of experience -- 1830 points. A hazy wraith vanishes into thin air. spit hazy HP:Scratched>You spit on it. HP:Scratched>k hazy You force your Will against a hazy wraith's concentration! HP:Scratched Mind:seriously retarded, a hazy wraith:barely clumsy> a hazy wraith forces its Will against your concentration! HP:Scratched Mind:seriously retarded, a hazy wraith:barely clumsy> A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's constitution! HP:Scratched Mind:seriously retarded, a hazy wraith:barely sickly> A hazy wraith tries its Will against your mind, but you resist! You try your Will against a hazy wraith's mind, but lose control! HP:Scratched Mind:seriously retarded, a hazy wraith:barely sickly>set tac def who A hazy wraith tries its Will against your mind, but you resist! You force your Will against a hazy wraith's constitution! You are now employing defensive tactics. HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your learning! You force your Will against a hazy wraith's learning! HP:Scratched Mind:strongly retarded, a hazy wraith:somewhat sickly>FLEE PANIC! You couldn't escape! HP:Scratched Mind:strongly retarded, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your will! You try your Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:strongly retarded, a hazy wraith:somewhat sickly>FLEE You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>stat sc Your fatigue is 0; Your willpower is 39; Your statistics are Str: 16/16, Int: 7/ 8, Wil: 18/19, Dex: 7/18, Con: 10/11, Lea: 4/16. HP:Scratched>You have 139/149 hit, 55/55 stamina, 127/144 moves, 147 spirit. OB: 45, DB: 14, PB: 92, Speed: 18, Gold: 8, XP Needed: 22K. You are hungry. HP:Scratched>stat The sun rises across the fields. Clouds race through the sky above the fields. You are hungry. Saving Ainaran. HP:Scratched S:Surging>Your fatigue is 0; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 8/18, Con: 11/11, Lea: 5/16. HP:Scratched S:Surging>cr You start to concentrate. eat meat -eat meat eat meat \|i /-\Ok. You try to revive Ainaran. You don't seem to have any. HP:Scratched S:Surging>You don't seem to have any. HP:Scratched S:Surging>You don't seem to have any. HP:Scratched S:Surging>You are carrying: a water skin a golden bracelet..It glows blue! a stone ring..It glows blue! a ruby necklace..It glows blue! a twisted piece of wire a ruby necklace..It glows blue! a backpack a twisted piece of wire a large sack HP:Scratched S:Surging>exam pack When you look inside, you see: backpack (carried) : a silver circlet..It glows blue! a silver circlet..It glows blue! a golden bracelet..It glows blue! a torch a torch a torch a torch a torch a torch a golden visor..It glows blue! a raw piece of meat a small, raw piece of meat a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration a soldier ration HP:Scratched S:Surging>exam sack get meat pack get meat pack eat meat eat meat This is a large sack, made to carry things. When you look inside, you see: sack (carried) : Nothing. HP:Scratched S:Surging>You get a raw piece of meat from a backpack. HP:Scratched S:Surging>You get a small, raw piece of meat from a backpack. HP:Scratched S:Surging>You eat a small, raw piece of meat. HP:Scratched S:Surging>You eat a raw piece of meat. HP:Scratched S:Surging>l Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. A horse is here, gazing at you. HP:Scratched>cr d You start to concentrate. -\|/-\k hazy Ok. You try to revive Ainaran. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) HP:Scratched>Your mind is not ready yet. HP:Scratched>k hazy You force your Will against a hazy wraith's strength! HP:Scratched Mind:seriously retarded, a hazy wraith:slightly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:slightly sickly>set tac def who You force your Will against a hazy wraith's learning! You are now employing defensive tactics. HP:Scratched Mind:seriously retarded, a hazy wraith:slightly retarded> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly> You try your Will against a hazy wraith's mind, but it resists! HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your learning! HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's strength! HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly> a hazy wraith forces its Will against your intelligence! HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly> You force your Will against a hazy wraith's dexterity! fame war set tac def HP:Scratched Mind:seriously retarded, a hazy wraith:somewhat sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly>+---------------------------------------------------+ | War Status | +---------------------------------------------------+ | Good Races | Evil Races | +---------------------------------------------------+ | Rusikas 6| Ankren 22| | Vanemuine 4| Eniumenav 17| | Scan 2| Sakisur 15| | Imreas 1| Drengist 7| | Testhobbit 1| Naraat 7| | Soi 1| Draug 0| | Ainaran 0| Anthre 0| | Aggrippa 0| Fnuffi 0| | Bree 0| Grox 0| | Bitwize 0| Muzrub 0| +---------------------------------------------------+ |Total fame for the forces of The Shadow: 59| |Total fame for the forces of good: -57| +---------------------------------------------------+ |The Shadow's power falls over the land of Arda. | +---------------------------------------------------+ HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly>You are now employing defensive tactics. HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's strength! HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> a hazy wraith forces its Will against your intelligence! HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's will! HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> a hazy wraith forces its Will against your constitution! pray HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly>You raise your prayers to the sky. HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:seriously retarded, a hazy wraith:quite sickly> You force your Will against a hazy wraith's strength! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened>sc You force your Will against a hazy wraith's will! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but loses control! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened>You have 143/149 hit, 54/54 stamina, 130/144 moves, 142 spirit. OB: 45, DB: 18, PB: 92, Speed: 19, Gold: 8, XP Needed: 22K. HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's concentration! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously weakened> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's learning! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your will! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's constitution! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly sickly> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly sickly> You force your Will against a hazy wraith's strength! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly> a hazy wraith forces its Will against your concentration! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly>set tac def A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly>You are now employing defensive tactics. HP:Scratched Mind:seriously retarded, a hazy wraith:seriously sickly> You force your Will against a hazy wraith's strength! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's intelligence! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your strength! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's dexterity! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened>whois farrakahn A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened>You force your Will against a hazy wraith's learning! Farrakahn is a level 15 Dwarf. HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your learning! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's intelligence! smile HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened>A hazy wraith tries its Will against your mind, but you resist! You smile happily. HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's learning! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened>date You force your Will against a hazy wraith's concentration! HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened>Current machine time: Mon Feb 19 01:51:20 2001 HP:Scratched Mind:seriously retarded, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your learning! HP:Scratched Mind:strongly retarded, a hazy wraith:strongly weakened>FLEE time You force your Will against a hazy wraith's learning! HP:Scratched Mind:strongly retarded, a hazy wraith:strongly weakened>You flee head over heels. Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. HP:Scratched>It is 10 o'clock am (10 :00), on Elenya, the 15th Day of Hisime. The moon is slightly wane and not shining. The sun will set in about 7 hour(s). HP:Scratched>cr You start to concentrate. -\|/-\ Ok. You try to revive Ainaran. HP:Scratched>yawn Are you a little bored? HP:Scratched>, embraces the sun happily. Ainaran embraces the sun happily. cr HP:Scratched>You start to concentrate. sta -stat \|/-\Ok. You try to revive Ainaran. You are already standing. >Your fatigue is 3; Your willpower is 40; Your statistics are Str: 16/16, Int: 8/ 8, Wil: 19/19, Dex: 17/18, Con: 11/11, Lea: 5/16. >st You are already standing. cr >You start to concentrate. -d \|/-\Ok. You try to revive Ainaran. Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A hazy figure glides above the ground. (shadow) >k hazy Your mind is not ready yet. >k hazy Your mind is not ready yet. >k hazy You force your Will against a hazy wraith's learning! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly weakened>who You force your Will against a hazy wraith's dexterity! Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. HP:Healthy Mind:seriously retarded, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but loses control! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly retarded>sc You have 154/154 hit, 55/55 stamina, 142/145 moves, 129 spirit. OB: 45, DB: 25, PB: 92, Speed: 20, Gold: 8, XP Needed: 22K. HP:Healthy Mind:seriously retarded, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's intelligence! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly retarded> a hazy wraith forces its Will against your will! HP:Healthy S:Surging Mind:seriously retarded, a hazy wraith:strongly retarded>ci You start to concentrate. -\ A hazy wraith tries its Will against your mind, but you resist! |/-\ Ok. HP:Healthy S:Surging Mind:seriously retarded, a hazy wraith:strongly retarded> You force your Will against a hazy wraith's strength! HP:Healthy S:Surging Mind:seriously retarded, a hazy wraith:strongly weakened> A hazy wraith tries its Will against your mind, but you resist! HP:Healthy S:Surging Mind:seriously retarded, a hazy wraith:strongly weakened>diag You force your Will against a hazy wraith's dexterity! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly weakened>A hazy wraith looks healthy. A hazy wraith is strongly weakened. A hazy wraith has arrived but recently. A hazy wraith is affected by: insight (long) It is one with the Wraith-world! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly weakened> a hazy wraith forces its Will against your constitution! HP:Healthy Mind:seriously retarded, a hazy wraith:strongly weakened> You force your Will against a hazy wraith's strength! Your spirit increases by 15. You receive your share of experience -- 1892 points. A hazy wraith vanishes into thin air. >smile l You smile happily. HP:Scratched>Inside the Swampy Hill Exits are: U You are inside the muck filled hole inside the hill of a swamp. It smells of rotten eggs and is filled with mud so old it hasn't seen the light of day in eons. You wonder why you are here at all. A horse is here, gazing at you. HP:Scratched>u Corner of a Swamp Exits are: W D Here at the top of this small hill you can rest your tired body seeminglyin peace. In fact, a young tree provides a pleasant spot of shade, buton closer inspection, a dark hole leads into the ground just behind the tree. A torch is lying here. ride w w HP:Scratched>A horse stops following you. You mount a horse and start riding him. R HP:Scratched>A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. R HP:Scratched>You cannot go that way. R HP:Scratched>n Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A flickering ball of pale flame dances through the air. (shadow) R HP:Scratched>set men off AutoMental mode is now off. R HP:Scratched>set men on A ball of pale flame tries its Will against your mind, but you resist! A large leech attacks YOU! You deflect a large leech's attack. You slash a large leech hard. AutoMental mode is now on. k flame R HP:Scratched, a large leech:in top shape> You cannot fathom a large leech's mind. R HP:Scratched, a large leech:in top shape>set tac def Your mind is not ready yet. R HP:Scratched, a large leech:in top shape>A ball of pale flame tries its Will against your mind, but you resist! You are now employing defensive tactics. R HP:Scratched, a large leech:in top shape> You cannot fathom a large leech's mind. R HP:Scratched, a large leech:in top shape>set men off AutoMental mode is now off. R HP:Healthy, a large leech:Hurt> a ball of pale flame forces its Will against your strength! R HP:Healthy, a large leech:Hurt> A large leech barely hits your right hand. R HP:Scratched, a large leech:Hurt> a ball of pale flame forces its Will against your constitution! R HP:Healthy, a large leech:Hurt> You lightly slash a large leech. R HP:Healthy, a large leech:Wounded> A large leech arrives. A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> A large leech deflects your attack. R HP:Healthy, a large leech:Wounded> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy, a large leech:Wounded>stare who A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy, a large leech:Wounded>A large leech attacks YOU! You deflect a large leech's attack. You stare at the sky. R HP:Healthy, a large leech:Wounded> You slash a large leech. R HP:Healthy, a large leech:Awful>You deflect a large leech's attack. Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Healthy, a large leech:Awful>l A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy, a large leech:Awful>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A large leech is here, fighting YOU! A large leech is here, oozing towards you. A large leech is here, oozing towards you. A ball of pale flame (shadow) is here, fighting YOU! You are here, fighting a large leech, riding on a horse. A large leech is here, fighting YOU! R HP:Healthy, a large leech:Awful> You slash a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You turn to face your next enemy. R HP:Healthy, a large leech:Healthy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy, a large leech:Healthy> You deflect a large leech's attack. R HP:Healthy, a large leech:Healthy> You feel less protected. R HP:Healthy, a large leech:Healthy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy, a large leech:Healthy>f You slash a large leech. R HP:Healthy, a large leech:Bruised>You flee head over heels. Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>e Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. A large leech is here, oozing towards you. A large leech is here, oozing towards you. A flickering ball of pale flame dances through the air. (shadow) A large leech is here, oozing towards you. R>k leech You attack a large leech! You slash a large leech. R HP:Healthy, a large leech:Hurt> You deflect a large leech's attack. R HP:Healthy, a large leech:Hurt>set tac ag A large leech attacks YOU! You deflect a large leech's attack. R HP:Healthy, a large leech:Hurt>You are now employing aggressive tactics. R HP:Healthy, a large leech:Hurt> You slash a large leech. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> You slash a large leech. R HP:Healthy, a large leech:Awful> A large leech attacks YOU! You deflect a large leech's attack. a ball of pale flame forces its Will against your learning! R HP:Healthy, a large leech:Awful> You deflect a large leech's attack. R HP:Healthy, a large leech:Awful> A ball of pale flame tries its Will against your mind, but you resist! You slash a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You turn to face your next enemy. R HP:Healthy Mind:seriously retarded, a ball of pale flame:somewhat clumsy>k leech You deflect a large leech's attack. You turn to fight a large leech. R HP:Healthy, a large leech:Healthy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy, a large leech:Healthy> You slash a large leech hard. R HP:Healthy, a large leech:Hurt> You deflect a large leech's attack. R HP:Healthy, a large leech:Hurt>stat A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy, a large leech:Hurt> You dodge a large leech's attack. R HP:Healthy, a large leech:Hurt>You slash a large leech. Your fatigue is 0; Your willpower is 40; Your statistics are Str: 15/16, Int: 8/ 8, Wil: 19/19, Dex: 18/18, Con: 10/11, Lea: 5/16. R HP:Healthy, a large leech:Awful>k leech A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy, a large leech:Awful>You deflect a large leech's attack. You do the best you can! R HP:Healthy, a large leech:Awful> a ball of pale flame forces its Will against your dexterity! You slash a large leech. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. You turn to face your next enemy. R HP:Healthy Mind:seriously retarded, a ball of pale flame:somewhat clumsy> You deflect a large leech's attack. R HP:Healthy Mind:seriously retarded, a ball of pale flame:somewhat clumsy>set men on A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:seriously retarded, a ball of pale flame:somewhat clumsy>AutoMental mode is now on. R HP:Healthy Mind:seriously retarded, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's dexterity! R HP:Healthy Mind:seriously retarded, a ball of pale flame:quite clumsy>set tac def A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:seriously retarded, a ball of pale flame:quite clumsy>You force your Will against a ball of pale flame's strength! A slight mist rises from the damp land into the cloudless sky. You are now employing defensive tactics. R HP:Scratched Mind:seriously retarded, a ball of pale flame:somewhat clumsy> You deflect a large leech's attack. R HP:Scratched Mind:seriously retarded, a ball of pale flame:somewhat clumsy>who A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:seriously retarded, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's constitution! R HP:Scratched Mind:seriously retarded, a ball of pale flame:somewhat clumsy>Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Scratched Mind:seriously retarded, a ball of pale flame:somewhat clumsy> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:seriously retarded, a ball of pale flame:somewhat clumsy> You force your Will against a ball of pale flame's intelligence! R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite duped> You deflect a large leech's attack. R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite duped>l Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A ball of pale flame (shadow) is here, fighting YOU! A large leech is here, fighting YOU! You are here, fighting a ball of pale flame, riding on a horse. R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite duped> You force your Will against a ball of pale flame's constitution! R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite sickly> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite sickly> You force your Will against a ball of pale flame's strength! R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite sickly> You dodge a large leech's attack. R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite sickly> a ball of pale flame forces its Will against your will! R HP:Scratched Mind:seriously retarded, a ball of pale flame:quite sickly> You force your Will against a ball of pale flame's intelligence! R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously duped> A ball of pale flame tries its Will against your mind, but loses control! whois testuruk R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously duped> You force your Will against a ball of pale flame's dexterity! R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously clumsy>You dodge a large leech's attack. Testuruk is a level 15 Uruk-Hai. R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously clumsy> A ball of pale flame tries its Will against your mind, but loses control! R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's will! R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously weakened> a ball of pale flame forces its Will against your intelligence! R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's learning! R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously weakened> You dodge a large leech's attack. R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously weakened> A ball of pale flame tries its Will against your mind, but you resist! R HP:Scratched Mind:seriously retarded, a ball of pale flame:seriously weakened> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly duped> a ball of pale flame forces its Will against your intelligence! R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly duped> You force your Will against a ball of pale flame's concentration! R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly duped> You deflect a large leech's attack. R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly duped>set tac def You force your Will against a ball of pale flame's learning! R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly duped>who A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly duped>You are now employing defensive tactics. R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly duped>You force your Will against a ball of pale flame's dexterity! Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly duped> A ball of pale flame tries its Will against your mind, but loses control! R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly weakened> You deflect a large leech's attack. R HP:Healthy Mind:seriously retarded, a ball of pale flame:strongly weakened> You force your Will against a ball of pale flame's intelligence! R HP:Healthy Mind:seriously retarded, a ball of pale flame:horribly duped> A ball of pale flame tries its Will against your mind, but you resist! R HP:Healthy Mind:seriously retarded, a ball of pale flame:horribly duped> You force your Will against a ball of pale flame's intelligence! Your spirit increases by 8. You receive your share of experience -- 427 points. Your blood freezes as you hear a ball of pale flame's death cry. A ball of pale flame vanishes into thin air. You turn to face your next enemy. R HP:Healthy, a large leech:in top shape> You deflect a large leech's attack. R HP:Healthy, a large leech:in top shape> You cannot fathom a large leech's mind. R HP:Healthy, a large leech:in top shape>set men on set tac ag AutoMental mode is now on. l R HP:Healthy, a large leech:in top shape> You cannot fathom a large leech's mind. R HP:Healthy, a large leech:in top shape>You are now employing aggressive tactics. R HP:Healthy, a large leech:in top shape> You deflect a large leech's attack. R HP:Healthy, a large leech:in top shape>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. A ruby necklace lies on the ground, reflecting light...It glows blue! The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. A large leech is here, fighting YOU! You are here, fighting a large leech, riding on a horse. R HP:Healthy, a large leech:in top shape> You cannot fathom a large leech's mind. R HP:Healthy, a large leech:in top shape> You cannot fathom a large leech's mind. R HP:Healthy, a large leech:in top shape>set men off You deflect a large leech's attack. R HP:Healthy, a large leech:in top shape>AutoMental mode is now off. R HP:Healthy, a large leech:Bruised>get ruby You slash a large leech. R HP:Healthy, a large leech:Wounded>You get a ruby necklace. R HP:Healthy, a large leech:Wounded> You deflect a large leech's attack. R HP:Healthy, a large leech:Wounded> You slash a large leech hard. A large leech is stunned, but will probably regain consciousness again. R HP:Healthy, a large leech:Dying>put ruby pack You put a ruby necklace in a backpack. R HP:Healthy, a large leech:Dying>put ruby pack sc You slash a large leech very hard. A large leech is dead! R.I.P. You receive your share of experience -- 10 points. l R>You put a ruby necklace in a backpack. R>You have 155/155 hit, 55/55 stamina, 135/145 moves, 152 spirit. OB: 85, DB: 15, PB: 60, Speed: 21, Gold: 8, XP Needed: 20K. R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. You are riding on a horse. R>i You are carrying: a water skin a golden bracelet..It glows blue! a stone ring..It glows blue! a twisted piece of wire a ruby necklace..It glows blue! a backpack a twisted piece of wire a large sack R>wear ruby wear ruby You can't wear anything else around your neck. R>You can't wear anything else around your neck. R>eq You are using: a torch..It glows brightly. a stone ring..It glows blue! a blue marble ring..It glows blue! a ruby necklace..It glows blue! a ruby necklace..It glows blue! a silk shirt a silver circlet..It glows blue! an indigo pair of cotton pants a pair of soft leather boots an indigo pair of cotton gloves a pair of silk sleeves a wooden tower shield a golden bear fur an etched leather girdle..It glows blue! a golden bracelet..It glows blue! a golden bracelet..It glows blue! a fine longsword A severed head of a juggler l R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. You are riding on a horse. R>set tac def A slight mist rises from the damp land into the cloudless sky. Saving Ainaran. set men off R>You are now employing defensive tactics. R>w AutoMental mode is now off. R>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>s Empty Plains Exits are: N S These plains have low golden grass and nothing else. You spot some flowers growing here, and the air is filled with sweet smells. To the west you can enter a road, and further south you see some trees. A gray wolf is growling at you. R>e You cannot go that way. n R>e Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. R>s A Rise in the Swamp Exits are: N E You are on a small mound in the swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see dry ground. To the north the swamp continues. A chalky white fungus grows out of the muck here. R>k fungus cc ci who You attack a white fungus! You slash a white fungus. R HP:Healthy, a white fungus:Scratched> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Scratched>You start to concentrate. /-\|/-\Ok. A white fungus appears to be confused! You start to concentrate. -\|/ You dodge a white fungus's attack. set tac ag -\Ok. Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. R HP:Healthy, a white fungus:Scratched>You are now employing aggressive tactics. R HP:Healthy, a white fungus:Scratched> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Scratched> You slash a white fungus. R HP:Healthy, a white fungus:Bruised> You slash a white fungus hard. R HP:Healthy, a white fungus:Bruised> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Bruised> You slash a white fungus. R HP:Healthy, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Hurt> You slash a white fungus hard. R HP:Healthy, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Hurt> You slash a white fungus hard. R HP:Healthy, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Hurt> You slash a white fungus. R HP:Healthy, a white fungus:Hurt> You deflect a white fungus's attack. R HP:Healthy, a white fungus:Hurt> You slash a white fungus hard. R HP:Healthy, a white fungus:Wounded> You deflect a white fungus's attack. You slash a white fungus. R HP:Healthy, a white fungus:Wounded> You slash a white fungus. R HP:Healthy, a white fungus:Bloodied> A white fungus hits your head very hard. R HP:Bruised, a white fungus:Bloodied> You slash a white fungus. R HP:Bruised, a white fungus:Bloodied> A white fungus hits your left arm. R HP:Bruised, a white fungus:Bloodied> You slash a white fungus. R HP:Bruised, a white fungus:Awful> You deflect a white fungus's attack. R HP:Bruised, a white fungus:Awful> You slash a white fungus hard. A white fungus is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 427 points. Slimy chunks of fungus spray everywhere, unleashing a cloud of white dust. R HP:Bruised> Above the fields, not a cloud can be seen in the sky. n R HP:Bruised>Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. R HP:Bruised>l Swampy Ground Exits are: E S W You are on the edge of a swamp. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east you see less water and more mud. To the west the swamp continues. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. The slashed corpse of a large leech is lying here. You are riding on a horse. w R HP:Bruised>Swampy Ground Exits are: N E S W You are on the edge of a muddy pond. Around the edge of the pond grow thick reeds and cattails. You look at the water and shudder at the thought of drinking it. To the east the swamp continues. R HP:Bruised>n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Bruised>Thick Grassy Field Exits are: E S W The grass is very high all around you. You hear the sounds of many living things moving among the think jungle of green blades. The road is to the east of here. Perhaps you should get back on it before you get lost in this dense greenery. R HP:Bruised>e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the north and south. A black rabbit scurries about. R HP:Bruised>n e Old Dirt Road Exits are: E S This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and south. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. A black rabbit scurries about. R HP:Bruised>e Old Dirt Road Exits are: E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the south and east. To the west, along the road for a bit, you see a ledge that drops off. e R HP:Bruised>Old Dirt Road Exits are: E W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road goes to the east and west. R HP:Bruised>e e Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. R HP:Bruised>Off the Old Dirt Road Exits are: S W This road is very overgrown with weeds and flowers. You do not see any signs of humans passing this way for quite some time. The road goes to the south and west. R HP:Bruised>You cannot go that way. R HP:Bruised>n You cannot go that way. w R HP:Bruised>n n Old Dirt Road Exits are: N E S W This is an old overgrown road. It still seems to be used, but it needs much work to be comfortable to walk on. The road continues westwards, and to the north you can enter a fortification of some sort. A small, green snake slithers harmlessly here. n R HP:Bruised>Entrance to the Free People's Outpost Exits are: E S A large gate dominates this area, and walls made of felled trees with sharpened tops extend to the north and south, protecting the tiny village that has developed within. Westward, the great wilderness expands, calling adventurers. Beyond that lies vast desert lands and unknown dangers. A scared boy is here, dressed in armour too big for him. A scared boy is here, dressed in armour too big for him. R HP:Bruised>You cannot go that way. R HP:Bruised>You cannot go that way. R HP:Bruised>set tac def You are now employing defensive tactics. dismount R HP:Bruised>You stop riding a horse. A horse starts following you. e HP:Bruised>Dirt Path Exits are: E S W The dirt path extends west toward a large gate. To the east the path continues. Some rubbish piles line the sides of the path, it seems this path serves as the dump for the people of this small outpost. HP:Bruised>e e Dirt Path Exits are: E W The path continues east and west. An intersection in the path lies directly to the east, while a large gate lies some distance down the path to the west. Surrounding the path are some hastily built shacks that serve as temporary residence for those adventuring here. HP:Bruised>Dirt Crossing Exits are: N S W The dirt path that serves as this outposts main thoroughfare extends to the north and south, as well as branching toward the west. To the north there is some activity surrounding a group of low buildings, and to the south a small shanty town lies. HP:Bruised>n n n At the Well Exits are: N S W A well is here, providing water to all who wish it. To the north lies the low building that houses this outpost's barracks. A few shacks lie to the east and west, and the dirt path continues to the south. A jovial juggler stands here with a glint in his eye. HP:Bruised>Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. HP:Bruised>You cannot go that way. HP:Bruised>get coins all.cor The Innkeeper stares at the sky. You can't seem to find any cors here. HP:Bruised>sc You have 132/155 hit, 57/57 stamina, 126/145 moves, 153 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 20K. HP:Bruised>write Spirit Edit the text now, type %e to save and exit, %q to abort, %h for help. ] As I log off, this is my score. Prami reimbursed my spirit before, so I figure someone can do it again when I log on next. ] %f Your text is formatted. As I log off, this is my score. Prami reimbursed my spirit before, so I figure someone can do it again when I log on next. ] >sc You have 132/155 hit, 57/57 stamina, 126/145 moves, 153 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 20K. ] ] ] ] Good night, see you in a few hours. ] ] Ainaran, the Holy Wanderer ] %e >read next Message 11 : Mon Feb 19 (Gangrel) :: board Well, here it is. the compo is over. i know a friend who has the visor, too bad i'm not letting YOU know :) I'd like to thank the rots team for a great (although tainted by ankren) time, although this seems to be one of my laast. it seems these netcafes with their overpriced rates are getting to me. nop longer is this a "free" game to me and it costsso much i get very little time. i hope you all had fun, if ever i choose to return i will do so at rots, no other.. farewell arda! Celeb playing as Gangrel! may your choices guide you well.. >read next Message 12 : Mon Feb 19 (Ainaran) :: Spirit As I log off, this is my score. Prami reimbursed my spirit before, so I figure someone can do it again when I log on next. >sc You have 132/155 hit, 57/57 stamina, 126/145 moves, 153 spirit. OB: 45, DB: 25, PB: 92, Speed: 21, Gold: 8, XP Needed: 20K. Good night, see you in a few hours. Ainaran, the Holy Wanderer >read next No such message. >l Outpost Barracks Exits are: S Cots are lined along the walls, with weary adventurers sleeping soundly, dead to the world, in them. A few tables are arranged in the middle of the room, with some bloodied fighters talking softly and licking their wounds. A warm fire blazes making one forget about the hardship of the road. A weapon rack is set against the wall here. A large bulletin board is here, for everyone to write on. The innkeeper stands here looking quite bored. A horse is here, gazing at you. >nar wave who You narrate, 'wave' >Players ------- [ 16 WdE] Ainaran the Wood Elf [ Vala ] Seraph the Russian Linux Coder (AFK) 2 characters displayed. >aff You are affected by: detect hidden (long) >rent The Innkeeper tells you, 'You cannot store a twisted piece of wire.' The Innkeeper tells you, 'You cannot store a twisted piece of wire.' >drop wire drop wire You drop a twisted piece of wire. >You drop a twisted piece of wire. >rent The Innkeeper tells you, 'If rent was enabled (which it is not!), it would cost the following.' The Innkeeper tells you, 'It will cost you 2 gold, 4 silver and 66 copper for the first day.' The Innkeeper tells you, 'You have enough gold for 4 days of rent.' The Innkeeper stores your belongings and helps you into your private chamber. A horse stops following you. Welcome to Arda! 0) Exit from the MUD. 1) Enter the game. 3) Read the background story. 4) Change password. 5) Delete this character. 6) View class powers. Make your choice: 0 The day was filled with more fun, and sure, I told a few people about the artifacts I got (with a bit of help) remember, the contest rules were anything goes, and it was a dog-eat-dog world... after i got the artifact I actually wanted to try and rank in the top 3... before, I was just playing for the fun of it... I still was, but I actually wanted to see if my team had a chance of making it. Despite the lack of Valian and Trace logging on and levelling, the next day would bring our team great fortune... I would acquire the glass wand with some help.. since my friends that helped me get it were good... they decided that I should have it, since my team actually had a chance at winning... I'm playing this for the sake of whities everywhere. Not pukes... whities. :-)