Just another day in Bandit Swamp with Chuck...aka WDA
Had a couple drinks, came home, logged on, Fredi poofs...
Round 1: FIGHT!
337H 160V 1X 0.00% 1737C Exits:NE>
Fredi appears before Nyx in a puff of smoke.
337H 160V 1X 0.00% 1737C Exits:NE> l
A Quiet Path Through the Swamp
A path opens up here in the swamp, twisting around a large, gnarled
tree. The path is strangely clear of any water logged holes or felled
branches. Likewise, the air is void of all sound, and it appears that even
the mosquitos won't fly here. As if reverent to this dark, quiet path, the
swamp will grow to its edges but stop suddenly.
Fredi the Male Theiwar Dwarf is standing here. (flying)
<OXEN> Nyx of Night, Para Master is standing here. (flying)
<OXEN> Selleck, Mustache on the Run is standing here. (flying)
. . . is outlined by a pinkish flame.
The spirit of a white dragonarmy captain is hovering here.
The spirit of an elite white dragonarmy guard is hovering here.
<OXEN> Ammit the Devourer is resting here. (flying) (invisible)
. . . emits an eerie glow.
337H 160V 1X 0.00% 1737C Exits:NE>
>>>>>>>>>>>>>Ammit STANDS UP<<<<<<<<<<<<<<<
337H 160V 1X 0.00% 1737C Exits:NE>
Nyx stops using a thin longsword with a fiery bloodstone pommel.
Nyx grabs a glowing scroll of recall.
Nyx recites a glowing scroll of recall.
Nyx disappears.
337H 160V 1X 0.00% 1737C Exits:NE> c 'f m' fredi
You utter the words, 'force missile'
You grin triumphantly as your force missile crashes into Fredi.
You grin triumphantly as your force missile crashes into Fredi.
You grin triumphantly as your force missile crashes into Fredi.
You grin triumphantly as your force missile crashes into Fredi.
You grin triumphantly as your force missile crashes into Fredi.
337H 160V 1X 0.00% 1737C [Tanaris:V.Good] [Fredi:Fair] Mem:1 Exits:NE>
Fredi stops using a bright moonstone.
Fredi grabs a glowing scroll of recall.
Fredi recites a glowing scroll of recall.
Fredi disappears.
Round two: RUN!
348H 160V 1X 0.00% 1737C Mem:1 Exits:NE>
Fredi appears before you in a puff of smoke.
348H 160V 1X 0.00% 1737C Mem:1 Exits:NE> l
A Quiet Path Through the Swamp
A path opens up here in the swamp, twisting around a large, gnarled
tree. The path is strangely clear of any water logged holes or felled
branches. Likewise, the air is void of all sound, and it appears that even
the mosquitos won't fly here. As if reverent to this dark, quiet path, the
swamp will grow to its edges but stop suddenly.
Fredi the Male Theiwar Dwarf is standing here. (flying)
<OXEN> Selleck, Mustache on the Run is standing here. (flying)
. . . is outlined by a pinkish flame.
The spirit of a white dragonarmy captain is hovering here.
The spirit of an elite white dragonarmy guard is hovering here.
<OXEN> Ammit the Devourer is standing here. (flying) (invisible)
. . . enveloped in shadows.
348H 160V 1X 0.00% 1737C Mem:1 Exits:NE>
Ammit smiles warmly.
348H 160V 1X 0.00% 1737C Mem:1 Exits:NE> l
A Quiet Path Through the Swamp
A path opens up here in the swamp, twisting around a large, gnarled
tree. The path is strangely clear of any water logged holes or felled
branches. Likewise, the air is void of all sound, and it appears that even
the mosquitos won't fly here. As if reverent to this dark, quiet path, the
swamp will grow to its edges but stop suddenly.
Fredi the Male Theiwar Dwarf is standing here. (flying)
<OXEN> Selleck, Mustache on the Run is standing here. (flying)
. . . is outlined by a pinkish flame.
The spirit of a white dragonarmy captain is hovering here.
The spirit of an elite white dragonarmy guard is hovering here.
<OXEN> Ammit the Devourer is standing here. (flying) (invisible)
. . . enveloped in shadows.
348H 160V 1X 0.00% 1737C Mem:1 Exits:NE> st
You stand up.
348H 160V 1X 0.00% 1737C Mem:1 Exits:NE>
Kir appears before you in a puff of smoke.
348H 160V 1X 0.00% 1737C Mem:1 Exits:NE>
Ammit flies north.
You follow Ammit north.
The spirit of an elite white dragonarmy guard arrives from the south.
The spirit of a white dragonarmy captain arrives from the south.
Selleck flies in from the south.
A Quiet Path Through the Swamp
A path opens up here in the swamp. Though quite narrow, it is amazingly
clear of water or any other sort of obstruction, as if superior to the
swamp. Shadows skirt the edges of the path, cloaking it in darkness. No
mosquitoes buzz here, giving the air an eerie, stagnant silence. Though the
path is plainly clear and visible, you can discern no footprints on its
surface, further adding to your growing discomfort.
<OXEN> Selleck, Mustache on the Run is standing here. (flying)
. . . is outlined by a pinkish flame.
The spirit of a white dragonarmy captain is hovering here.
The spirit of an elite white dragonarmy guard is hovering here.
<OXEN> Ammit the Devourer is standing here. (flying) (invisible)
. . . enveloped in shadows.
348H 158V 1X 0.00% 1737C Mem:1 Exits:SW> c 'f m' fredi
Who should the spell be cast upon?
351H 160V 1X 0.00% 1737C Mem:1 Exits:NESW>
Fredi appears before you in a puff of smoke.
351H 160V 1X 0.00% 1737C Mem:1 Exits:NESW> say bout it
You say 'bout it'
351H 160V 1X 0.00% 1737C Mem:1 Exits:NESW>
Shorn appears before Fredi in a puff of smoke.
351H 160V 1X 0.00% 1737C Mem:1 Exits:NESW> c 'f m' fredi
You utter the words, 'force missile'
You grin triumphantly as your force missile crashes into Fredi.
You grin triumphantly as your force missile crashes into Fredi.
You grin triumphantly as your force missile crashes into Fredi.
The upswell of power fades.
You grin triumphantly as your force missile crashes into Fredi.
Fredi tries in vain to protect himself as your force missile explodes!
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW> c 'f m' fredi
Horus appears before Fredi in a puff of smoke.
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW>
Selleck's blow glances off a piece of flesh circling Shorn.
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW>
Selleck's bash powers through Shorn's flesh shield, sending him sprawling.
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW>
Ammit issues the order 'kill shorn'.
The spirit of a white dragonarmy captain's blow glances off a piece of flesh circling Shorn.
The spirit of an elite white dragonarmy guard's blow glances off a piece of flesh circling Shorn.
The spirit of an elite white dragonarmy guard's blow is absorbed by Shorn's armor.
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW>
The spirit of an elite white dragonarmy guard's blow glances off a piece of flesh circling Shorn.
The spirit of an elite white dragonarmy guard's blow is absorbed by Shorn's armor.
The spirit of a white dragonarmy captain's blow glances off a piece of flesh circling Shorn.
Shorn comes out of hiding.
Shorn misses Selleck with his hit.
Selleck's blow glances off a piece of flesh circling Shorn.
Selleck's blow is absorbed by Shorn's armor.
You bludgeon Fredi very hard.351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW>
Ammit focuses harshly on Shorn and utters the words, 'vile spirits'.
Ammit calls forth some dark and file spirits and sends them at Shorn!
Ammit slowly fades into existence.
Ammit's blow glances off a piece of flesh circling Shorn.
Shorn screams in pain as a vile spirit tears into his flesh.
Shorn screams in pain as a vile spirit tears into his flesh.
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW> You can't remember how to cast that spell!
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW>
Kir appears before Horus in a puff of smoke.
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:Fair] Mem:1 Exits:NESW> c 'blast'
You utter the words, 'blastwave'
Arcane energies detonate from your hands!
Your spell misses Kir and destroys a sphere instead.
Your spell misses Horus and disappears into his dark orb.
Your spell misses Shorn and disappears into his dark orb.
Your thunderous blastwave brutally breaks against Fredi's chest.
351H 160V 1X 0.00% 1737C [Tanaris:Perfect] [Fredi:V.Bad] Mem:2 Exits:NESW>
Horus utters the words, 'nightmare'.
You shiver as Horus unleashes a world of nightmares.
Selleck's eyes widen and jaw drops as terror invades her mind.
Selleck succumbs to the nightmare and falls into a deep, dark sleep.
The spirit of a white dragonarmy captain's eyes widen and jaw drops as terror invades its mind.
The spirit of an elite white dragonarmy guard's eyes widen and jaw drops as terror invades its mind.
Whipper the bone golem's eyes widen and jaw drops as terror invades its mind.
Whipper the bone golem succumbs to the nightmare and falls into a deep, dark sleep.
You wince and spasm as terror invades your mind.
You succumb to the nightmare and fall into a deep, dark sleep.
Ammit's eyes widen and jaw drops as terror invades her mind.
294H 160V 1X 0.00% 1737C [Tanaris:Good] [Fredi:V.Bad] Mem:2 Exits:NESW> c 'blast'
Nyx tells your group 'stand tall jared!'
294H 160V 1X 0.00% 1737C [Tanaris:Good] [Fredi:V.Bad] Mem:2 Exits:NESW>
Ammit's blow glances off a piece of flesh circling Horus.
Ammit's blow glances off a piece of flesh circling Horus.
Ammit's blow is absorbed by Horus's armor.
Horus pierces Selleck very hard.
The spirit of an elite white dragonarmy guard massacres Shorn with its hit.
The spirit of a white dragonarmy captain massacres Shorn with its hit.
Shorn bruises Selleck with his hit.
Fredi bludgeons YOU hard.
Fredi is shocked as he passes through your aura.
286H 160V 1X 0.00% 1737C [Tanaris:Good] [Fredi:V.Bad] Mem:2 Exits:NESW>
Ammit wiggles her fingers as she outlines Horus's head in the air.
286H 160V 1X 0.00% 1737C [Tanaris:Good] [Fredi:V.Bad] Mem:2 Exits:NESW>
Kir focuses harshly on you and utters the words, 'force missile'.
Kir's spell misses you and destroys a sphere instead.
Kir's spell misses you and destroys a sphere instead.
Kir's spell misses you and destroys a sphere instead.
The spheres around you blink out of existance.
Kir slowly fades into existence.
Kir grins as his force missile crashes into your chest!
Kir grins as his force missile crashes into your chest!
263H 160V 1X 0.00% 1737C [Tanaris:Fair] [Fredi:V.Bad] Mem:2 Exits:NESW> You are completely disoriented.
263H 160V 1X 0.00% 1737C [Tanaris:Fair] [Fredi:V.Bad] Mem:2 Exits:NESW> c 'blast'
You are completely disoriented.
263H 160V 1X 0.00% 1737C [Tanaris:Fair] [Fredi:V.Bad] Mem:2 Exits:NESW> st
You are completely disoriented.
263H 160V 1X 0.00% 1737C [Tanaris:Fair] [Fredi:V.Bad] Mem:2 Exits:NESW>
Horus staggers about confused!
Ammit's blow glances off a piece of flesh circling Horus.
The spirit of an elite white dragonarmy guard massacres Shorn with its hit.
The spirit of a white dragonarmy captain massacres Shorn with its hit.
Shorn barely hits Selleck.
Fredi bludgeons YOU extremely hard.
Fredi is shocked as he passes through your aura.
247H 160V 1X 0.00% 1737C [Tanaris:Fair] [Fredi:V.Bad] Mem:2 Exits:NESW>
>>>>>>>>>>>>>Shorn STANDS UP<<<<<<<<<<<<<<<
Ammit focuses harshly on Shorn and utters the words, 'vile spirits'.
Ammit calls forth some dark and file spirits and sends them at Shorn!
Ammit's spell misses Shorn and disappears into his dark orb.
Ammit's spell misses Shorn and disappears into his dark orb.
THWAP! Shorn's tenebrous orb detonates, slamming Selleck with dark energy.
THWAP! Shorn's tenebrous orb detonates, slamming the spirit of a white dragonarmy captain with dark energy.
THWAP! Shorn's tenebrous orb detonates, slamming the spirit of an elite white dragonarmy guard with dark energy.
THWAP! Shorn's tenebrous orb detonates, slamming Whipper the bone golem with dark energy.
THWAP! Shorn's tenebrous orb detonates, slamming you with dark energy.
THWAP! Shorn's tenebrous orb detonates, slamming Ammit with dark energy.
Shorn screams in pain as a vile spirit tears into his flesh.
198H 160V 1X 0.00% 1737C [Tanaris:Fair] [Fredi:V.Bad] Mem:2 Exits:NESW>
Shorn utters the words, 'nightmare'.
You shiver as Shorn unleashes a world of nightmares.
Selleck's eyes widen and jaw drops as terror invades her mind.
The spirit of a white dragonarmy captain's eyes widen and jaw drops as terror invades its mind.
The spirit of an elite white dragonarmy guard's eyes widen and jaw drops as terror invades its mind.
The spirit of an elite white dragonarmy guard is mortally wounded, and will die soon, if not aided.
Whipper the bone golem's eyes widen and jaw drops as terror invades its mind.
You wince and spasm as terror invades your mind.
Ammit's eyes widen and jaw drops as terror invades her mind.
171H 160V 1X 0.00% 1737C [Tanaris:Bad] [Fredi:V.Bad] Mem:2 Exits:NESW>
Horus panics, and attempts to flee.
Horus flies west.
171H 160V 1X 0.00% 1737C [Tanaris:Bad] [Fredi:V.Bad] Mem:2 Exits:NESW>
Kir focuses harshly on you and utters the words, 'force missile'.
Your shield protects you from Kir's force missile.
Kir grins as his force missile crashes into your chest!
Kir grins as his force missile crashes into your chest!
Kir grins as his force missile crashes into your chest!
Your shield protects you from Kir's force missile.
109H 160V 1X 0.00% 1737C [Tanaris:V.Bad] [Fredi:V.Bad] Mem:2 Exits:NESW> st
You are completely disoriented.
109H 160V 1X 0.00% 1737C [Tanaris:V.Bad] [Fredi:V.Bad] Mem:2 Exits:NESW>
Fredi panics, and attempts to flee.
Fredi flies east.
Fredi stops following Shorn.
109H 160V 1X 0.00% 1737C Mem:2 Exits:NESW>
The spirit of a white dragonarmy captain's powerful hit makes Shorn double over in pain.
The spirit of a white dragonarmy captain massacres Shorn with its hit.
109H 160V 1X 0.00% 1737C Mem:2 Exits:NESW> st
You are completely disoriented.
109H 160V 1X 0.00% 1737C Mem:2 Exits:NESW>
Ammit focuses on you and utters the words, 'regenerate'.
Your wounds begin to heal.
109H 160V 1X 0.00% 1737C Mem:2 Exits:NESW> recite recall
You are completely disoriented.
109H 160V 1X 0.00% 1737C Mem:2 Exits:NESW>
Kir focuses harshly on you and utters the words, 'force missile'.
Kir grins as his force missile crashes into your chest!
Kir grins as his force missile crashes into your chest!
You wish your wounds would stop BLEEDING so much!
Kir grins as his force missile crashes into your chest!
You wish your wounds would stop BLEEDING so much!
Kir grins as his force missile crashes into your chest!
You wish your wounds would stop BLEEDING so much!
Your shield protects you from Kir's force missile.
Selleck screams in horror and pain as Kir's force missile explodes!
The spirit of a white dragonarmy captain staggers back as Kir's force missile explodes in front of it!
You scream in horror and pain as Kir's force missile explodes!
You wish your wounds would stop BLEEDING so much!
35H 160V 1X 0.00% 1737C [Tanaris:Awful] [Kir:Perfect] Mem:2 Exits:NESW> recite recall
You are completely disoriented.
155H 160V 1X 0.00% 1737C [Tanaris:Bad] [Kir:Good] Mem:2 Exits:NESW> recite recall
You grab a glowing scroll of recall.
You recite a glowing scroll of recall which dissolves.
The Halls of Oxen
This short corridor running through the stronghold looks rather simple.
Large paintings are almost covering the whole white brick wall and several
plants that sit on small dark stone pedestals are placed here and there
all over the hallway. A couple of hardwood benches are roughly shoved into
one of the corners and a few matching tables are standing in front of
them.
155H 160V 1X 0.00% 1737C Mem:2 Exits:ESWU> l
Kir appears before you in a puff of smoke.
155H 160V 1X 0.00% 1737C Mem:2 Exits:ESWU> l
Some of your nastier wounds disappear.
197H 160V 1X 0.00% 1737C Mem:2 Exits:ESWU> c 'f m' kir
Selleck tells your group 'haha'
197H 160V 1X 0.00% 1737C Mem:2 Exits:ESWU>
Kir focuses harshly on you and utters the words, 'thunderbolt'.
YOU'RE HIT. A thunderbolt from Kir has reached its goal.
150H 160V 1X 0.00% 1737C [Tanaris:Bad] [Kir:Good] Mem:2 Exits:ESWU>
Some of your nastier wounds disappear.
Kir misses you with his hit.
You miss Kir with your bludgeon.
145H 160V 1X 0.00% 1737C [Tanaris:Bad] [Kir:Good] Mem:2 Exits:ESWU> You flee head over heels.
The Halls of Oxen
Hanging from the center of a gold crown molded ceiling is a large
chandelier burning a beautiful red flame. The flame is the result of the
burning of sodium and some other select chemical compounds, secret to the
pyromancers of Deep Mine. A servant seems to be dusting the ceiling and
walls on a small step stool. This job must need to be done with some
regularity, as the adventurers who frequent this stronghold track in
copious amounts of debris.
145H 159V 1X 0.00% 1737C Mem:2 Exits:D> You're not fighting, why bother fleeing?
145H 159V 1X 0.00% 1737C Mem:2 Exits:D>
Horus appears before you in a puff of smoke.
145H 159V 1X 0.00% 1737C Mem:2 Exits:D> d
The Halls of Oxen
This short corridor running through the stronghold looks rather simple.
Large paintings are almost covering the whole white brick wall and several
plants that sit on small dark stone pedestals are placed here and there
all over the hallway. A couple of hardwood benches are roughly shoved into
one of the corners and a few matching tables are standing in front of
them.
<RISE> Kir the Male Gnome is standing here. (aggressor) (flying)
145H 158V 1X 0.00% 1737C Mem:2 Exits:ESWU> s
The Halls of Oxen
This short corridor running through the stronghold looks rather simple.
Large paintings are almost covering the whole white brick wall and several
plants that sit on small dark stone pedestals are placed here and there
all over the hallway. A couple of hardwood benches are roughly shoved into
one of the corners and a few matching tables are standing in front of
them.
145H 157V 1X 0.00% 1737C Mem:2 Exits:NSW> s
The Entrance to the Halls of Oxen
A large rack with a variety of tools such as prongs and hammers has been
nailed to the wall of the smithy. A large cooling bucket is placed within
a minotaur's length of the anvil and furnace where most of the repairing
of armor and weapons is taken care of. Hisses from rapidly quenched metal
and rings from hammer on anvil pollute the air with noise. The master
smith who runs this shop seems busy, churning out a steady supply of
horseshoes, weapons, and armor, while doing repairs as well.
A faint blue aura radiates from the walls.
The stronghold's blacksmith is standing here, flexing his muscles.
150H 156V 1X 0.00% 1737C Mem:2 Exits:NESW> s
A Frosty Path Through Twendle
This grassy path, etched in deep, white frost, winds its way through
several huts. Though populated, this village is strikingly quiet and the
barbaric humans that pass you seem apprehensive. Smoke drifts lazily by,
carrying with it the smell of roasting lion meat. Nestled near the
Khalkists to the north, this village would be in a very precarious position
in the event of an avalanche.
A wooden sign has been hammered into the ground.
A small, dirty child plays quietly here.
150H 155V 1X 0.00% 1737C Mem:2 Exits:NESW> s
The squeaky whirring of a pottery wheel fills the air as you enter the hut.
The Potter's Hut
Unlike the other huts in the village, there is no fire in this one.
Where the fire pit would be, a large, crude pottery wheel sits. Obviously
the home of a craftsman, you notice many pots lining crude shelves along
the walls. Though primitive in appearance and a little lopsided, there is a
strange, raw beauty to many of the pots you see scattered about the room.
An elder barbarian sits at his pottery wheel, ignoring you.
150H 154V 1X 0.00% 1737C Mem:2 Exits:N> w
Alas, you cannot go that way...
150H 154V 1X 0.00% 1737C Mem:2 Exits:N> n
A Frosty Path Through Twendle
This grassy path, etched in deep, white frost, winds its way through
several huts. Though populated, this village is strikingly quiet and the
barbaric humans that pass you seem apprehensive. Smoke drifts lazily by,
carrying with it the smell of roasting lion meat. Nestled near the
Khalkists to the north, this village would be in a very precarious position
in the event of an avalanche.
A wooden sign has been hammered into the ground.
A small, dirty child plays quietly here.
150H 153V 1X 0.00% 1737C Mem:2 Exits:NESW> w
Outside the Village of Twendle
You are outside a small village nestled deep within these hills. The
sounds of the village drift from the stone walls of several homes and
stores. Looking into the village, you see many men trading and arguing,
along with the occasional mother with a trail of children behind her. The
stone huts spew thin, black wisps of smoke into the cold air. It is a human
settlement, and the few inhabitants you can see from here look hardy and
well prepared, as does their settlement, for the harsh winters they receive
here.
150H 152V 1X 0.00% 1737C Mem:2 Exits:ESW> w
A Scenic Road
Smoke lazily rises into the air, drifting in from the east where you
can see a small village that seems to appear out of nowhere amongst these
gently rolling hills. Larger hills loom to the southeast. Several pine and
deciduous trees dot the hillsides, though other than those and a few shrubs
the hills are rather barren. To the east is the entrance to a small village
while west of here the road bends around the hillsides.
A barbarian hunter roams the hillsides here, in search of his kill.
150H 133V 1X 0.00% 1737C Mem:2 Exits:EW> w
Western Bank of the Torath River
This is a dry, dusty riverbank on the Torath River. Small, dried up
shrubs line the muddy banks of this small, rushing river, and the air here
is slightly colder due to the mist from the river. Although you see no
signs of life in the river from here, several poor looking fishermen walk
along the banks with shoddy poles. The sound of rushing water hang heavily
in the cold air, and a large wooden bridge crosses the river to the east.
A traveling mercenary is here, seeking employment.
150H 121V 1X 0.00% 1737C Mem:2 Exits:NEW> w
A Cold Dry Road
This cold, dry, road winds its way east and west across a small, dry
plain. In the distance to the northeast you can see small foothill flanking
this rather uninteresting, barren plain. The soil is sandy and rocky, and
as a result of this almost no vegetation grows here. A chilly, bitter
breeze whirls about you, sending pebbles from the road flying into your
face. The sounds of a river drift in from the east.
150H 109V 1X 0.00% 1737C Mem:2 Exits:EW> c 'fcly' sel
You utter the words, 'ycrl'
You've never heard of such a spell.
150H 109V 1X 0.00% 1737C Mem:2 Exits:EW> c 'fly' self
You utter the words, 'fly'
You rise up off the ground.
150H 109V 1X 0.00% 1737C Mem:2 Exits:EW> gt tick in 10
#TICK
w
w
You tell your group 'tick in 10'
161H 133V 1X 0.00% 1737C Mem:1 Exits:EW> A Twisty Road
This rocky, barren road twists eastward and downward here. Scaling the
side of the valley, the twisty road gently leads out of the valley. Looking
west you can see a small town nestled within the dusty floor of the valley.
The air is dry and cold, the soil sandy and barren. Why anyone would build
a town in such a valley is inconceivable, aside from the fact that this is
a popular, well-traveled merchant route.
161H 131V 1X 0.00% 1737C Mem:1 Exits:ED> d
A Dry Cold Road
Crawling up the western ridge of the valley, this road begins and ends
its ascent here, with a small road leading south towards a small town.
Wisps of smoke drift up into the calm, cold air, carrying with it the
sounds of the small village, though they are distant and small. Nothing
grows here, nor can you see any signs of trees or other vegetation along
the path as it winds its way up into the mountains. Several large boulders
break the stifling monotony of this path.
A large, brown mountain lion prowls the foothills here.
A large, brown mountain lion prowls the foothills here.
161H 129V 1X 0.00% 1737C Mem:1 Exits:SWU> w
A Sloping Road
The road leads down along the slight slope of a barren valley. To the
east the road ascends slightly, and looking down into the valley you can
see a small town. The faint smell of cooking fires hangs timidly in the
windless air. Barren, rocky soil expands around you, void of any life
whatsoever. Frigid, bitter air offers little comfort on this tedious
journey. The valley floor awaits below.
A large, brown mountain lion prowls the foothills here.
A large, brown mountain lion prowls the foothills here.
161H 127V 1X 0.00% 1737C Mem:1 Exits:EW> w
A Sloping Road
The road leads down the slight slope of a barren valley. To the east
the road ascends slightly, and looking south along a cobblestoned path you
can see a small town. The faint smell of cooking fires hangs timidly in the
windless air. Barren, rocky soil expands around you, void of any life
whatsoever. Frigid, bitter air offers little comfort on this tedious
journey. The valley floor awaits below.
161H 127V 1X 0.00% 1737C Mem:1 Exits:EW> w
A Sloping Road
The road leads down the slight slope of a barren valley. To the east
the road ascends slightly, and looking south along a cobblestoned path you
can see a small town. The faint smell of cooking fires hangs timidly in the
windless air. Barren, rocky soil expands around you, void of any life
whatsoever. Frigid, bitter air offers little comfort on this tedious
journey. The valley floor awaits below.
161H 125V 1X 0.00% 1737C Mem:1 Exits:ESW> w
A Sloping Road
Dry, cold air accommodates this downward sloping road which leads down
the slight slope of the barren valley side. Rocky soil, held together
loosely by the long dead roots of a once thriving forest, serves as the
road upon which you travel. Curving upward out of the valley, the sounds of
forceful gales hover above. Other than that of the wind, little noise
permeates the air save for the occasional squawk of a wayward vulture.
A large, brown mountain lion prowls the foothills here.
161H 123V 1X 0.00% 1737C Mem:1 Exits:EU> w
Alas, you cannot go that way...
161H 123V 1X 0.00% 1737C Mem:1 Exits:EU> u
At the Edge of a Small Valley
Skirting the edge of a dry, dusty valley, the road winds its way down
and north here. The air looks much more tumultuous to the north, as great,
howling gusts of wind offer a mere prelude to the dry Plains of Dust which
expand to the northwest. As you gaze over the contents of the valley, you
notice a small town nestled deep in the valley. Wisps of black smoke drift
lazily into the air, and signs of life become more apparant as there are
many visible footprints, not yet covered by dust.
161H 121V 1X 0.00% 1737C Mem:1 Exits:ND> w
Alas, you cannot go that way...
161H 121V 1X 0.00% 1737C Mem:1 Exits:ND> n
At the Edge of the Plains
Stretching westward, as far as the eye can see, the great, billowing
dust clouds and frigid, bitter winds of the Plains of Dust await your
travel. The road bends south here, starting to descend into what looks like
a dry valley. It looks almost like a canyon, as it is very dry and you can
see no plants growing. Perhaps it was a pre-cataclysm river, though
whatever ancient waters have flowed there have since dried up. The winds
from the glacier south of here die down somewhat, though a steady,
relentless northern breeze drifting from the Plains of Dust can still
readily be felt.
A large, black vulture circles overhead, perhaps anticipating your fate.
161H 117V 1X 0.00% 1737C Mem:1 Exits:NEW> w
East Road
This road cuts a relatively east-west path across the Plains of Dust.
Chilling gusts of wind rolling off of the Plains collide with the icy,
southern gusts which originate in Icewall. Barren, rocky soil offers little
comfort from the relentless winds, and the only sign of life you can see
are deep wagon ruts on this well-travelled road from merchant carvans. The
caravans usually rest in some of the smaller villages that have been built
up around the Torath river east of here before making the long trek across
the plains.
161H 115V 1X 0.00% 1737C Mem:1 Exits:NEW> East Road
The road continues east and west here, surrounded by the chilly
monotony of the Plains of Dust. Icy gusts of wind tear relentlessly at you
from the south as they drift violently in from the depths of the Icewall
glaciers. Clear skies expand overhead, as rain is a commodity in these
parts of Krynn. You can barely make out Tarsis, lying nestled in the heart
of the plains west from here. More dust greets you to the east.
A large, black vulture circles overhead, perhaps anticipating your fate.
161H 113V 1X 0.00% 1737C Mem:1 Exits:NEW> w
East Road
A jaded, frigid, azure sky expands above you, a swirling sea of cloud
and wind. Pummeling you from the south, glacial winds send clouds of dust
billowing around you. The howling winds scream into your ears and tear at
your clothes, as if rogue, elemental scavengers. Barren, rocky soil offers
little comfort from the relentless winds, and the only sign of life you can
see are deep wagon ruts on this well-travelled road, most of which seem to
be headed east to west, towards the city of Tarsis.
A single steel coin lies here.
A large, black vulture circles overhead, perhaps anticipating your fate.
A traveling merchant rests here after a long journey.
161H 109V 1X 0.00% 1737C Mem:1 Exits:NEW> w
East Road
A jaded, frigid, azure sky expands above you, a swirling sea of cloud
and wind. Pummeling you from the south, glacial winds send clouds of dust
billowing around you. The howling winds scream into your ears and tear at
your clothes, as if rogue, elemental scavengers. Barren, rocky soil offers
little comfort from the relentless winds, and the only sign of life you can
see are deep wagon ruts on this well-travelled road, most of which seem to
be headed east to west, towards the city of Tarsis.
A single steel coin lies here.
A large, black vulture circles overhead, perhaps anticipating your fate.
A bandit is here, preying on helpless travellers.
A traveling merchant rests here after a long journey.
161H 107V 1X 0.00% 1737C Mem:1 Exits:EW> w
The Road to Tarsis
This, the road to Tarsis, strides boldly through the Plains of Dust,
plunging eastward through the plains and west towards the exotic city of
Tarsis. Glacial winds gust in from the south, hampering your journey. The
plains respond to these forceful winds, born in the heart of Icewall, with
incredible dust storms that constantly threaten to encroach upon Tarsis and
the roads leading to her. Very few plants have the will or tenacity to try
growing on these rocky soils, and the slightest green of a stubborn moss is
a sight for sore eyes.
161H 105V 1X 0.00% 1737C Mem:1 Exits:EW> w
Outside the East Gate of Tarsis
You find yourself outside the east gate of Tarsis. The sounds and
smells of the city greet you warmly; to the west the smell of freshly baked
bread, and the chatter of merchants both drift in on a firm, cold breeze.
Cold, dry, desolate plains expand to the east of you. Cold gusts of wind
swirl about, sending clouds of dust billowing about you. This road is well
travelled by merchants, but only those who are brave enough, or, in some
cases, greedy enough, to brave the freezing winds that roll violently from
the Icewall Glacier, clashing with those of the Plains of Dust.
forests, swings on stout iron hinges. A heavy iron bar can be slotted into
notches in the walls themselves to prevent the gate's being opened. Stone
walls stretch to the north and south.
A Tarsian guard stands here, turning away undesirables from the city.
A Tarsian guard stands here, turning away undesirables from the city.
161H 101V 1X 0.00% 1737C Mem:1 Exits:NESW> w
Eastern Avenue
This broad paved street runs east to west, toward the center of the
city. A formidable wooden building lies to the south. A street lamp, with a
road sign hanging from it, illuminates the intersection.
A mercenary stands here, protecting New Tarsis under orders from the Thane.
A carrion crow scavenges in the rubble, looking for food.
161H 100V 1X 0.00% 1737C Mem:1 Exits:NESW> w
Eastern Avenue
The wide road ends in a small intersection to the east and leads toward
the center of New Tarsis to the west. The smooth, wide road is alive with
people hurrying here and there, each one going about his business.
161H 99V 1X 0.00% 1737C Mem:1 Exits:ESW> w
Eastern Avenue
Dwarven craftsmen took pride in the work it took to lay these paving
stones. The road is wide and smooth with barely a joint or a seam to be
seen. The street is wide enough for two wagons to pass side by side. A
friendly tavern lies to the south, and the road runs east and west.
161H 98V 1X 0.00% 1737C Mem:1 Exits:ESW> w
Eastern Avenue
Eastern Avenue is newly finished, with fresh stone pavers lining the
wide, straight way. From the west come the unmistakable sounds of water
burbling and splashing, and the shouts of commerce.
161H 97V 1X 0.00% 1737C Mem:1 Exits:EW> w
New Tarsis Square
Here stands the great Fountain of Tarsis, sole remaining artifact of
the original city. The new pavement has been carefully matched to the few
pieces of old that surround the fountain. The sounds and smells of city
life waft in from all directions.
The great fountain of old Tarsis stands here.
A Tarsian peasant whistles happily on his way to work.
161H 96V 1X 0.00% 1737C Mem:1 Exits:NESW> n
North Main Street
North Main Street, once a muddy path, is now a brightly lighted, busy
thoroughfare. New Tarsis Square lies to the south, while markets and other
new buildings cluster to the east and west.
A carrion crow scavenges in the rubble, looking for food.
161H 95V 1X 0.00% 1737C Mem:1 Exits:NESW> n
North Main Street
Main Street bustles with activity as the citizens of New Tarsis get on
with their lives. Here and there a peddler offers his wares. Occasionally,
one might catch a glimpse of a mage's robes as he passes unhindered through
the crowds. The traffic seems heavier to the south.
161H 94V 1X 0.00% 1737C Mem:1 Exits:NSW> n
North Main Street
Main Street is a busy place. The new pavement means heavy traffic,
often moving a bit too fast for pedestrians. The street continues to the
north and south.
A wooden sign has been hammered into the ground.
161H 93V 1X 0.00% 1737C Mem:1 Exits:NESW>
Shorn appears before you in a puff of smoke.
161H 93V 1X 0.00% 1737C Mem:1 Exits:NESW>
Selleck tells your group 'hit me ammit'
161H 93V 1X 0.00% 1737C Mem:1 Exits:NESW> s
North Main Street
Main Street bustles with activity as the citizens of New Tarsis get on
with their lives. Here and there a peddler offers his wares. Occasionally,
one might catch a glimpse of a mage's robes as he passes unhindered through
the crowds. The traffic seems heavier to the south.
161H 92V 1X 0.00% 1737C Mem:1 Exits:NSW> s
North Main Street
North Main Street, once a muddy path, is now a brightly lighted, busy
thoroughfare. New Tarsis Square lies to the south, while markets and other
new buildings cluster to the east and west.
A carrion crow scavenges in the rubble, looking for food.
161H 91V 1X 0.00% 1737C Mem:1 Exits:NESW> s
New Tarsis Square
Here stands the great Fountain of Tarsis, sole remaining artifact of
the original city. The new pavement has been carefully matched to the few
pieces of old that surround the fountain. The sounds and smells of city
life waft in from all directions.
The great fountain of old Tarsis stands here.
A Tarsian peasant whistles happily on his way to work.
161H 90V 1X 0.00% 1737C Mem:1 Exits:NESW> s
South Main Street
This was one of the first sections of Tarsis to be rebuilt. The newly
paved street has begun to accumulate the litter of a living city, as heavy
traffic comes through daily. To the north is Tarsis Square, and to the
south areas of commerce.
161H 89V 1X 0.00% 1737C Mem:1 Exits:NESW> sc
Selleck tells your group 'they all recalled'
161H 89V 1X 0.00% 1737C Mem:1 Exits:NESW>
Shorn flies in from the north.
161H 89V 1X 0.00% 1737C Mem:1 Exits:NESW> gro
Your group of 4 members consists of:
Member Hits Move Position Fly Inv Water iMT Here Light Mem
---------------------------------------------------------------------------------
Ammit good rested standing Y Y N Y N 1 1
Tanaris bad rested standing Y N N Y Y 1 1
Selleck good rested sitting Y N Y Y N 1 0
Nyx perfect rested standing Y N Y N N 0 0
161H 89V 1X 0.00% 1737C Mem:1 Exits:NESW> n
New Tarsis Square
Here stands the great Fountain of Tarsis, sole remaining artifact of
the original city. The new pavement has been carefully matched to the few
pieces of old that surround the fountain. The sounds and smells of city
life waft in from all directions.
The great fountain of old Tarsis stands here.
A Tarsian peasant whistles happily on his way to work.
161H 88V 1X 0.00% 1737C Mem:1 Exits:NESW> n
North Main Street
North Main Street, once a muddy path, is now a brightly lighted, busy
thoroughfare. New Tarsis Square lies to the south, while markets and other
new buildings cluster to the east and west.
A carrion crow scavenges in the rubble, looking for food.
Round three: KILL?
161H 84V 1X 0.00% 1737C Mem:1 Exits:NSW> c 'relo' ammit
You utter the words, 'relocate'
Deep Within the Swamps of Xak Tsaroth
Deep within the swamps of Xak Tsaroth, things seem to move slower. The
air is muggy and hot, silencing all but the most vicious of mosquitoes. You
feel as if you may almost choke on it. A foot of icy, stagnant water covers
the squishy floor of the swamp beneath you, the surface of which is covered
with strange, brown plants barely classifiable as such. Amazingly, trees
seem to grow from it, though their surfaces are pitch black and pitted with
decay. Thick green vines hang like snakes from their tangled branches, only
serving to further obscure your already shadow taunted vision. A horrible
stench seems to hang in the air, only serving to further your discomfort.
The spirit of a white dragonarmy captain is standing here, fighting Selleck.
<OXEN> Ammit the Devourer is standing here. (aggressor) (flying) (invisible)
. . . enveloped in shadows.
<OXEN> Selleck, Mustache on the Run is standing here, fighting the spirit of a white dragonarmy captain. (aggressor) (flying)
. . . is outlined by a pinkish flame.
The spirit of an elite white dragonarmy guard is lying here, about to die.
Whipper the bone golem is sitting here.
161H 84V 1X 0.00% 1737C Mem:1 Exits:NESW>
Selleck nods solemnly.
161H 82V 1X 0.00% 1737C Mem:1 Exits:W>
Selleck flies in from the west.
161H 82V 1X 0.00% 1737C Mem:1 Exits:W> Your group of 4 members consists of:
Member Hits Move Position Fly Inv Water iMT Here Light Mem
---------------------------------------------------------------------------------
Ammit good rested standing Y Y N Y Y 1 1
Tanaris bad rested standing Y N N Y Y 1 1
Selleck good rested standing Y N Y Y Y 1 0
Nyx perfect rested standing Y N Y N N 0 0
161H 82V 1X 0.00% 1737C Mem:1 Exits:W> say regen
You say 'regen'
161H 82V 1X 0.00% 1737C Mem:1 Exits:W>
161H 82V 1X 0.00% 1737C Mem:1 Exits:W>
Ammit focuses on you and utters the words, 'regenerate'.
Your wounds begin to heal.
351H 82V 1X 0.00% 1737C Mem:1 Exits:W> You say 'bash him if he poofs'
351H 82V 1X 0.00% 1737C Mem:1 Exits:W> l
Surrounded by Thorny Bushes
Thorny bushes form a rough semi-circle here, impending your vision
greatly. Upon entering this small clearing, you are immediately confronted
with a sense of confusion as well as the nagging feeling you are being
watched. Several conspicuous tracks cover the ground, and a large, dead oak
tree that grows just behind one of the bushes has several claw marks on it,
as if it had recently been climbed.
<OXEN> Selleck, Mustache on the Run is standing here. (aggressor) (flying)
. . . is outlined by a pinkish flame.
<OXEN> Ammit the Devourer is resting here. (aggressor) (flying) (invisible)
. . . emits an eerie glow.
351H 143V 1X 0.00% 1737C Mem:1 Exits:W>
Ammit focuses on Selleck and utters the words, 'cure critical'.
351H 143V 1X 0.00% 1737C Mem:1 Exits:W>
Selleck tells your group 'preferably shorn'
351H 143V 1X 0.00% 1737C Mem:1 Exits:W>
Horus appears before you in a puff of smoke.
351H 143V 1X 0.00% 1737C Mem:1 Exits:W> c 'f m' horus
You utter the words, 'force missile'
Your spell misses Horus and disappears into his dark orb.
Your spell misses Horus and disappears into his dark orb.
THWAP! Horus's tenebrous orb detonates, slamming you with dark energy.
Your blow glances off a piece of flesh circling Horus.
Your blow glances off a piece of flesh circling Horus.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Perfect] Mem:2 Exits:W> c 'f m' horus
Selleck's blow glances off a piece of flesh circling Horus.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Perfect] Mem:2 Exits:W>
Selleck's bash powers through Horus's flesh shield, sending him sprawling.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Perfect] Mem:2 Exits:W>
Kir appears before you in a puff of smoke.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Perfect] Mem:2 Exits:W>
Selleck's blow glances off a piece of flesh circling Horus.
Selleck's blow is absorbed by Horus's armor.
Horus misses you with his pierce.
Your blow glances off a piece of flesh circling Horus.
Your blow is absorbed by Horus's armor.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Perfect] Mem:2 Exits:W> Everything becomes clear as you prepare to cast.
You utter the words, 'force missile'
Your blow glances off a piece of flesh circling Horus.
You grin triumphantly as your force missile crashes into Horus.
You grin triumphantly as your force missile crashes into Horus.
You grin triumphantly as your force missile crashes into Horus.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Good] Mem:2 Exits:W>
Ammit slowly fades into existence.
Ammit annihilates Horus with her bludgeon.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Fair] Mem:2 Exits:W> c 'blast'
Ammit massacres Horus with her bludgeon.
Selleck slashes Horus very hard.
Horus misses you with his pierce.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Fair] Mem:2 Exits:W> You utter the words, 'blastwave'
Arcane energies detonate from your hands!
Your spell misses Kir and destroys a sphere instead.
Your thunderous blastwave brutally breaks against Horus's chest.
Horus looks un-well after taking the brunt of the blastwave in the gut.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Fair] Mem:2 Exits:W> c 'blast'
Ammit focuses harshly on Horus and utters the words, 'vile spirits'.
Ammit calls forth some dark and file spirits and sends them at Horus!
Horus screams in pain as a vile spirit tears into his flesh.
Horus screams in pain as a vile spirit tears into his flesh.
Horus screams in pain as a vile spirit tears into his flesh.
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:V.Bad] Mem:2 Exits:W>
>>>>>>>>>>>>>Horus STANDS UP<<<<<<<<<<<<<<<
307H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:V.Bad] Mem:2 Exits:W>
Selleck slashes Horus hard.
Horus pierces YOU hard.
Horus is shocked as he passes through your aura.
Shorn appears before you in a puff of smoke.
Selleck====================BASHED====================Horus
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:V.Bad] Mem:2 Exits:W> You utter the words, 'blastwave'
Arcane energies detonate from your hands!
Your thunderous blastwave brutally breaks against Shorn's chest.
Your spell misses Kir and destroys a sphere instead.
Your thunderous blastwave brutally breaks against Horus's chest.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Horus:Awful] Mem:3 Exits:W> c 'blast'
Ammit focuses harshly on Horus and utters the words, 'vile spirits'.
Ammit calls forth some dark and file spirits and sends them at Horus!
Horus screams in pain as a vile spirit tears into his flesh.
Horus's body convulses in agony as a vile spirit tears away his remaining life.
You receive 0 experience.
take all.coins corpse
exam corpse
Horus is dead! R.I.P.
297H 143V 1X 0.00% 1737C [Horus:Dying] Mem:3 Exits:W>
The death cry of Horus echoes from somewhere nearby...
Horus stops following Kir.
Shorn stops following Horus.
Shorn now follows Kir.
You direct your attention to Shorn.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:Fair] Mem:3 Exits:W>
You bludgeon Shorn extremely hard.
Shorn misses you with his hit.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:Bad] Mem:3 Exits:W>
Kir gets an arcane dagger from the corpse of Horus.
Kir gets an old red bracelet from the corpse of Horus.
Kir gets a runed silk pouch from the corpse of Horus.
Kir gets the grey robes of the Thorn from the corpse of Horus.
Kir gets some silver runed black sleeves from the corpse of Horus.
Kir gets a pair of blue gloves from the corpse of Horus.
Kir gets a pair of blue shoes from the corpse of Horus.
Kir is zapped by a dark grey hood of the Thorn and instantly drops it.
Kir gets the armor of the renegade mage from the corpse of Horus.
Kir is zapped by a small black ring and instantly drops it.
Kir is zapped by a small black ring and instantly drops it.
Kir gets a very large pile of coins from the corpse of Horus.
Kir gets a glowing scroll of recall from the corpse of Horus.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:Bad] Mem:3 Exits:W> You utter the words, 'blastwave'
Arcane energies detonate from your hands!
The upswell of power fades.
Your thunderous blastwave brutally breaks against Shorn's chest.
Your spell misses Kir and destroys a sphere instead.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:V.Bad] Mem:3 Exits:W>
Shorn misses you with his hit.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:V.Bad] Mem:3 Exits:W>
Ammit focuses harshly on Kir and utters the words, 'vile spirits'.
Ammit calls forth some dark and file spirits and sends them at Kir!
Ammit slowly fades into existence.
Ammit misses Kir and destroys an image instead.
Ammit misses Kir and destroys an image instead.
Kir screams in pain as a vile spirit tears into his flesh.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:V.Bad] Mem:3 Exits:W>
Selleck gives Shorn a solid punch in the face.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:V.Bad] Mem:3 Exits:W>
Selleck====================BASHED====================Shorn
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:V.Bad] Mem:3 Exits:W> c 'fd m'
It's a pretty ghastly sight! Searching through the remains, you find:
corpse (here) :
a skull shaped medallion..it glows blue..it hums softly
a large waterskin [5]
a magical watering can..it glows blue
a milky potion of see invisible..it glows blue [3]
a piece of fresh baked bread [4]
a thick green potion [4]
an ivory-colored leather backpack (invisible)..it glows blue..it glows dimly
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:Awful] Mem:3 Exits:W> c 'f m'
You utter the words, 'force missile'
You grin triumphantly as your force missile crashes into Shorn.
You grin triumphantly as your force missile crashes into Shorn.
You grin triumphantly as your force missile crashes into Shorn.
You grin triumphantly as your force missile crashes into Shorn.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:Awful] Mem:4 Exits:W>
Ammit panics, and attempts to flee.
Ammit flies west.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:Awful] Mem:4 Exits:W> c 'f m'
Ammit flies in from the west.
297H 143V 1X 0.00% 1737C [Tanaris:Good] [Shorn:Awful] Mem:4 Exits:W>
Ammit slowly fades into existence.
Ammit massacres Shorn with her bludgeon.
You receive 0 experience.
take all.coins corpse
exam corpse
Shorn is dead! R.I.P.
297H 143V 1X 0.00% 1737C [Shorn:Dying] Mem:4 Exits:W>
The death cry of Shorn echoes from somewhere nearby...
Shorn stops following Kir.
297H 143V 1X 0.00% 1737C Mem:4 Exits:W> sk
Who should the spell be cast upon?
297H 143V 1X 0.00% 1737C Mem:4 Exits:W> The corpse doesn't seem to have what you are looking for.
297H 143V 1X 0.00% 1737C Mem:4 Exits:W> It's a pretty ghastly sight! Searching through the remains, you find:
corpse (here) :
a crystal bracelet..it glows blue..it glows dimly
a set of spell component pouches..it glows blue
a jade belt..it glows blue..it glows dimly
a thin, light green robe..it glows blue..it glows dimly
a pair of pitch black gloves
an emerald eye piece..it glows blue
ancient armor of wizardry..it glows blue
a skull shaped medallion..it glows blue..it hums softly
a black onyx ring..it glows blue [2]
a small green orb..it glows blue
a glowing scroll of recall..it glows blue..it glows dimly [3]
some standard rations [2]
a leather flask [5]
a pair of black gloves of the Conclave..it glows blue
a blue ring..it glows blue..it glows dimly
82 comments
but i can bet that he'll want to bash rise now to gain vengeance!
KilL hIM!
it comes down to your sense of morality bryton. to be, or not to be (an asshole), that is the question.
in this case i'm saying your comment is a little biased because the act of pking dem and taking his gear is a completely different situation than say the act of killing me. if i die in pk, that's what happens... and i don't blame anyone else but myself and i don't get sad about it.
in regard to the justification of killing a neutral for gear? this happens. but when it comes to pking people that just want to zone, that's where i draw the line. at one point i would have randomed anyone for the gear they had. but i've moved on from that, because i know that 90 percent of the gaming population plays for the purpose of zoning. let's call it moral growth.
It is not about getting spotted one random time with an enemy group, it is the frequency that it happens.
wanna fight about it?
"so you got a tank, big whoop, wanna fight about it?"
btw, i saw onirf helping bruha train skills in vg the other day. rise: hint, hint.
paddy tanninger does not approve of sodomy.
and you aren't even Rise Mwarg!? backseat driver!
we have great pr and will continue to uphold the values of the right and true. the gloves are off... we must protect the weak and innocent!
you made me google up that paddy guy. so i stumbled upon some toon series,
quote: "Richard Gere A gerbil comes out of his butt and takes the easter egg. A rumor was out about Gere gerbilling."
..making me wanna search out wtf do geres do to poor lil mammals for the process to be worth getting averb made up from a noun.. to only come up with this:
http://www.youtube.com/watch?v=3GOYUBfdHn4&feature=related
WTF!?
neutrals should not be grouped. acting like you group neutrals is acknowledging you exploit fodder for slave labor. True neutrals should sit in happy tarsis treehouse and try to assemble the 1 legged dildo set of pirate buttplungery.
If a neutral chooses to group with taggeds/clans, they should be willing to forfeit their own life.
If a neutral group is completely made up of untaggeds, then they're evil.
Ergo, stay safe in treehouse clan clan. and help me max out thorn daggers.
I certainly don't blame characters like Nyx for recalling if they are stupidly stacked. But, as Bumer has proven, all that super equipment generally proves to be devastating, so most of the time the risk is rather minimal.
As for reed and whoever else you deem trashy. Almost without fail whatever reed wins he will loose, it is his nature of play. To call him trashy is general ignorance, he simply likes to run around fighting, win or loose - and the rest of Rise lets him do whatever with what he wins.
Slightly different. It was not Locki or I that grouped Oxen. We were just the first Myth tags on after you decided to kill Myth.
And Cyren, Myth was grouping with Oxen, you and Locki were on, and yes, you were the first available targets after we came to know Myth grouped Oxen.
@Al.. this post really made me chuckle. After the demaleon death, Oxen had balanar, bumer, and sudo in game, and who knows how many others around, while the 4 who killed demaleon were on and flagged and in no way hiding. Did they come to avenge their "ally"? nope, they wouldn't risk their shinies for the chance at pk \revenge\regear an "ally" who died because oxen used them as fodder to repop their plethra of gear, lulz.
So you were scared to go 4v4 with 2 bashers, 1 being a legend humas with 20 dam, and a 28 dam legend scout, and a (possibly?) legend mage against 4 chars with much worse eq? I mean to each his own but we would never play like that
Of course enemy clans are an exception â and often times thatâs when trash talking spews from peoplesâ mouths like lava from an active volcano. But thatâs Arctic for you!
Actually he has had this much gear off and on, depending on current pk trends. Ask wild when they killed sully/slurp/dworkin in what was a rather lop-sided fight that we initiated. Slurp lost similar equipment to what he posted and sully lost full cleric set (4+heals and other crap).
Fact is these on these forums everyone turns into a giant troll. With a few possible exceptions, no one in Rise particularly hates anyone. Just makes the game more fun to beat on someone.
Mud is supposed to be fun, and everyone plays differently. Kir, even if Selleck and Bumer were on, why would they want to fight that group? It comes down to risk vs reward. They could fight the trash naked legend posse + corpses for Demaleon's gear 2vs 4 + corpses, but that does not seem smart.