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Delk submitted by Delk on 2006-06-12 @ 23:15:18

Sorry to disappoint the other participants, but I had fun!

Rating: 5.00  |  Views: 1988  | Comments: 12 [view/add]

collapse/expand log
Set up is I'm working on a reset and decide this is a good time to work on some zone knowledge. I see nothing all the way up to gap and go into lockshear to explore some.

* HP:Healthy MV:Tiring >
A villager bellows 'Argh, a trolloc! Someone save me!!!' <--- Ohhh fun!

e
* HP:Healthy MV:Tiring > Junction of Malkieri Court and Tarwin Lane
The north and south running Tarwin Lane terminates here as it gives way to the
paved streets of Malkieri Court. Clusters of shops sit both to the west and the
east, but what dominates the Court is the large town hall dead in its center.
[ obvious exits: E S W ]
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the west.
A raven has arrived from the west.
A raven has arrived from the west.

* HP:Healthy MV:Tiring > e
Malkieri Court
Contrasting the dirt roads that lead to and around the heart of Lockshear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the northwest the hall itself looms over the smaller buildings of
the village proper. To the east lies a small tanners shop and to the south lies
the armoury of the Lockshear Militia.
[ obvious exits: N E S W ]
A scruffy goat is tethered here, grazing.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the west.
A raven has arrived from the west.
A rat has arrived from the west.

* HP:Healthy MV:Winded > open irondoor
s
It's already open!

* HP:Healthy MV:Winded > In the Militia's Armory <--- Don't want to be too easy a kill, that's no fun
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
A Lockshear militiaman glares at his surroundings.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.
A raven has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.
A rat has arrived from the north.

* HP:Healthy MV:Winded > l
In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
A rat scurries around trying to get out of sight.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A Lockshear militiaman glares at his surroundings.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.

* HP:Healthy MV:Winded > yell leave the poor villagers alone
You bellow 'leave the poor villagers alone' <--- Egg him on

* HP:Healthy MV:Winded > stat
You are a 22 year old male human hunter.
Your height is 5 feet, 9 inches, and you weigh 166.0 lbs.
You are carrying 3.0 lbs and wearing 0.0 lbs, peanuts.
Your base abilities are:
Offensive bonus: 65, Dodging bonus: 16, Parrying bonus: 23
Your mood is: Brave. You will flee below: 0 Hit Points
Your armor absorbs about 0% on average.

You are subjected to the following effects:
- NOTICE

* HP:Healthy MV:Winded > change mood wimpy
Mood changed to: Wimpy

* HP:Healthy MV:Winded > i
You are carrying:
a large slab of meat
a torch

* HP:Healthy MV:Winded > drop all
You drop a large slab of meat.
You drop a torch.

(Mindless spamming of look)

* HP:Healthy MV:Tiring > scan n
A scruffy goat is tethered here, grazing.

* HP:Healthy MV:Tiring > open irondoor
n
An armorer stokes the furnace
It's already open!

* HP:Healthy MV:Tiring > Malkieri Court <--- Too slow, lets go looking
Contrasting the dirt roads that lead to and around the heart of Lockshear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the northwest the hall itself looms over the smaller buildings of
the village proper. To the east lies a small tanners shop and to the south lies
the armoury of the Lockshear Militia.
[ obvious exits: N E S W ]
A scruffy goat is tethered here, grazing.
A raven has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.

* HP:Healthy MV:Tiring > scan



* HP:Healthy MV:Tiring > North: A rat scurries around trying to get out of sight.
East: A Lockshear militiaman glares at his surroundings.
South: A Lockshear militiaman glares at his surroundings.
West: A Lockshear militiaman glares at his surroundings.


w
* HP:Healthy MV:Tiring > Junction of Malkieri Court and Tarwin Lane
The north and south running Tarwin Lane terminates here as it gives way to the
paved streets of Malkieri Court. Clusters of shops sit both to the west and the
east, but what dominates the Court is the large town hall dead in its center.
[ obvious exits: E S W ]
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the east.
A raven has arrived from the east.
A rat has arrived from the east.

* HP:Healthy MV:Tiring > w
Malkieri Court
Contrasting the dirt roads that lead to and around the heart of LockShear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the west a wooden building holds the town grocer while to the south
a stone structure shields the local blacksmith's work from the elements.
[ obvious exits: N E S W ]
A raven has arrived from the east.
A raven has arrived from the east.
A rat has arrived from the east.

* HP:Healthy MV:Tiring > n
Malkieri Court
Contrasting the dirt roads that lead to and around the heart of LockShear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the east the entrance to the town hall is set at the top of a carved
wooden stairway. The door itself is a large set of beautiful bronzed double
doors, looking closer however it looks as something has been scrawled across
its surface. The whole building seems unusually ornate for a simple village.
[ obvious exits: N E S W ]
A scruffy goat is tethered here, grazing.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A raven has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.


* HP:Healthy MV:Tiring > n
Malkieri Court
Contrasting the dirt roads that lead to and around the heart of LockShear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the southeast the hall itself looms over the smaller buildings of
the village proper. To the west a small sign hangs over the entrance to the
shack to which the corral to the north is attached.
[ obvious exits: E S W ]
A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.

* HP:Healthy MV:Tiring > e
Malkieri Court
Contrasting the dirt roads that lead to and around the heart of LockShear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the south the hall itself looms over the smaller buildings of the
village proper.
[ obvious exits: E W ]
A Lockshear militiaman glares at his surroundings.
A scruffy goat is tethered here, grazing.
A raven has arrived from the west.
A raven has arrived from the west.
A raven has arrived from the west.

* HP:Healthy MV:Winded > e
Malkieri Court
Contrasting the dirt roads that lead to and around the heart of LockShear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the southwest the hall itself looms over the smaller buildings of
the village proper. To the north is the cross-street leading to Shienar Avenue.
[ obvious exits: N S W ]
A raven has arrived from the west.
A raven has arrived from the west.
A raven has arrived from the west.
A rat has arrived from the west.

* HP:Healthy MV:Winded > n
On a Cross Street
This simple cross street connects Shienar Avenue to the north with Malkieri
Court to the south. To the east lies a large two story building that is likely
Inn while to the west lies the high fence of the LockShear stockyards. A large
structure is partially visible to the southwest.
[ obvious exits: N S ]
A raven has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.

* HP:Healthy MV:Winded > n
Shienar Avenue
This avenue runs east to west with the tall log palisade standing just to the
north of the path. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
To the southwest lies the Lockshear stockyards and to the southeast is a tall
building that looks like an Inn. A cross street runs south from here that might
provide access to both.
[ obvious exits: E S W ]
A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.

* HP:Healthy MV:Winded > w
Inside the North Gate of Lockshear
Tall wooden logs are driven side-by-side into the ground to the east and west
of this spot to form the north wall of Lockshear's only line of defense. A
swinging gate, crafted of the wood and reinforced with iron bands, provides
access through the palisade's walls for the busy villagers. The livestock
entrance to Lockshear's stockyard lies to the south while the avenue stretches
to the east and west.
[ obvious exits: N E S W ]
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the east.
A rat has arrived from the east.

* HP:Healthy MV:Winded >
A Lockshear militiaman has arrived from the east.

* HP:Healthy MV:Winded > l
Inside the North Gate of Lockshear
Tall wooden logs are driven side-by-side into the ground to the east and west
of this spot to form the north wall of Lockshear's only line of defense. A
swinging gate, crafted of the wood and reinforced with iron bands, provides
access through the palisade's walls for the busy villagers. The livestock
entrance to Lockshear's stockyard lies to the south while the avenue stretches
to the east and west.
[ obvious exits: N E S W ]
A Lockshear militiaman glares at his surroundings.
A rat scurries around trying to get out of sight.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A Lockshear militiaman glares at his surroundings.

* HP:Healthy MV:Winded > ex
Obvious exits:
North - A closed 'northgate'
East - Shienar Avenue
South - Inside the Stockyard
West - Shienar Avenue

* HP:Healthy MV:Winded > open corralgate
s
It's already open!

* HP:Healthy MV:Winded > Inside the Stockyard
High wooden fence surrounds the LockShear stockyard, providing a holding place
for the village to hold livestock for market and in times of siege when the out
lying farmers bring in their animals. The ground is trampled, muddy and covered
in filth. The reek of crowded animals dominates the area. The stockyard
continues to the west, and the large double gate by which animals are brought
inside lies to the north.
[ obvious exits: N W ]
A poor, solemn villager walks by.
A brown cow is here, chewing thoughtfully.
A scruffy goat is tethered here, grazing.
A brown cow is here, chewing thoughtfully.
A scruffy goat is tethered here, grazing.
A raven has arrived from the north.
A raven has arrived from the north.
A rat has arrived from the north.

* HP:Healthy MV:Winded > w
Inside the Stockyard
High wooden fence surrounds the LockShear stockyard, providing a holding place
for the village to hold livestock for market and in times of siege when the out
lying farmers bring in their animals. The ground is trampled, muddy and covered
in filth. The reek of crowded animals dominates the area. The stockyard
continues to the west and to the east lies the corral gate.
[ obvious exits: E W ]
A brown cow is here, chewing thoughtfully.
A brown cow is here, chewing thoughtfully.
A scruffy goat is tethered here, grazing.
A raven has arrived from the east.

* HP:Healthy MV:Winded > w
Inside the Stockyard
High wooden fence surrounds the LockShear stockyard, providing a holding place
for the village to hold livestock for market and in times of siege when the out
lying farmers bring in their animals. The ground is trampled, muddy and covered
in filth. The reek of crowded animals dominates the area. The rest of the
stockyard corral lies to the east, while a small door connects the keepers
office to the south.
[ obvious exits: E S ]
*Synapse* is here, fighting a Lockshear militiaman. <--- Ohhh fun!
A Lockshear militiaman is here, fighting Synapse.
A pig is here, sniffing for some food.
A pig is here, sniffing for some food.
A pig is here, sniffing for some food.
A raven has arrived from the east.

* HP:Healthy MV:Winded > e
*Synapse* panics, and attempts to flee!
Inside the Stockyard
High wooden fence surrounds the LockShear stockyard, providing a holding place
for the village to hold livestock for market and in times of siege when the out
lying farmers bring in their animals. The ground is trampled, muddy and covered
in filth. The reek of crowded animals dominates the area. The stockyard
continues to the west and to the east lies the corral gate.
[ obvious exits: E W ]
A brown cow is here, chewing thoughtfully.
A brown cow is here, chewing thoughtfully.
A scruffy goat is tethered here, grazing.
A rat has arrived from the west.

* HP:Healthy MV:Winded > e

*Synapse* has arrived from the west.

* HP:Healthy MV:Winded > Inside the Stockyard
High wooden fence surrounds the LockShear stockyard, providing a holding place
for the village to hold livestock for market and in times of siege when the out
lying farmers bring in their animals. The ground is trampled, muddy and covered
in filth. The reek of crowded animals dominates the area. The stockyard
continues to the west, and the large double gate by which animals are brought
inside lies to the north.
[ obvious exits: N W ]
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A poor, solemn villager walks by.
A brown cow is here, chewing thoughtfully.
A scruffy goat is tethered here, grazing.
A brown cow is here, chewing thoughtfully.
A scruffy goat is tethered here, grazing.
A raven has arrived from the west.
A rat has arrived from the west.

* HP:Healthy MV:Winded > open corralgate
n
It's already open!

* HP:Healthy MV:Winded > e
Inside the North Gate of Lockshear
Tall wooden logs are driven side-by-side into the ground to the east and west
of this spot to form the north wall of Lockshear's only line of defense. A
swinging gate, crafted of the wood and reinforced with iron bands, provides
access through the palisade's walls for the busy villagers. The livestock
entrance to Lockshear's stockyard lies to the south while the avenue stretches
to the east and west.
[ obvious exits: N E S W ]
A Lockshear militiaman glares at his surroundings.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.

* HP:Healthy MV:Winded > Shienar Avenue
This avenue runs east to west with the tall log palisade standing just to the
north of the path. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
To the southwest lies the Lockshear stockyards and to the southeast is a tall
building that looks like an Inn. A cross street runs south from here that might
provide access to both.
[ obvious exits: E S W ]
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the west.
A raven has arrived from the west.
A rat has arrived from the west.

e
* HP:Healthy MV:Winded > Shienar Avenue
This avenue runs east to west with the tall log palisade standing just to the
north of the path. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
[ obvious exits: E W ]
A raven has arrived from the west.
A raven has arrived from the west.
A rat has arrived from the west.

* HP:Healthy MV:Winded > e
Corner of Shienar and Saldaea
Here Shienar Avenue and Saldaea Street connect to make a west/south bend in the
road that follows the inside of the palisade. Above on the log fortifications
the catwalk curves to follow the palisade wall south. To the southwest lies a
large two story Inn.
[ obvious exits: S W ]
A rat scurries around trying to get out of sight.
A raven is here flying around.
A raven has arrived from the west.
A raven has arrived from the west.
A raven has arrived from the west.
A rat has arrived from the west.

* HP:Healthy MV:Winded > s
s
Saldaea Street
This street runs north and south with the tall log palisade standing just to
the east of the path. A catwalk can be seen running the length of the wall
giving defenders a place to push back attackers and fire at targets beyond the
walls.
[ obvious exits: N S ]
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A Lockshear militiaman glares at his surroundings.
A raven has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.

* HP:Healthy MV:Winded > Saldaea Street
This street runs north and south with the tall log palisade standing just to
the east of the path. A catwalk can be seen running the length of the wall
giving defenders a place to push back attackers and fire at targets beyond the
walls. Directly to the west a large building stands high enough for the roof to
look over the log defenses. A painted wooden sign is hung over the large
swinging doors that lead inside.
[ obvious exits: N S W ]
*Zyklon* is standing here. <--- Two for fun and games!
A raven has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.
A rat has arrived from the north.

* HP:Healthy MV:Winded > s
Saldaea Street
This route runs north and south with the tall log palisade standing to the east
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
A small cross streets runs west from here, providing access to Malkieri Court.
A cluster of buildings lies to the southwest while to the northwest the large
Inn stands high enough to look over the log walls.
[ obvious exits: N S W ]
A rat scurries around trying to get out of sight.
A raven has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.
A rat has arrived from the north.

* HP:Healthy MV:Winded > s
A rat starts following you.
Carie narrates 'ffs'
*Zyklon* has arrived from the north.
Saldaea Street
This route runs north and south with the tall log palisade standing to the east
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
[ obvious exits: N S ]
A rat scurries around trying to get out of sight.
A rat has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.
A rat has arrived from the north.

* HP:Healthy MV:Weary >
*Zyklon* has arrived from the north.

s
* HP:Healthy MV:Weary > Saldaea Street
This route runs north and south with the tall log palisade standing to the east
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
To the west lies the small door leading to a humble cottage.
[ obvious exits: N S W ]
The corpse of a villager is lying here.
A rat has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.
A rat has arrived from the north.

* HP:Healthy MV:Weary >
*Zyklon* has arrived from the north.

* HP:Healthy MV:Weary > open door
w

*Zyklon* scythes your right arm into bloody fragments!

* HP:Hurt MV:Weary - Zyklon: Healthy > Zarene narrates 'sheesh'
It's already open!

* HP:Hurt MV:Weary - Zyklon: Healthy > No way! You're fighting for your life!

* HP:Hurt MV:Weary - Zyklon: Healthy > fl
You panic and attempt to flee!


You flee head over heels.
Saldaea Street
This route runs north and south with the tall log palisade standing to the east
Room found on map
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
[ obvious exits: N S ]
A rat scurries around trying to get out of sight.

* HP:Hurt MV:Weary > w
Alas, you cannot go that way...

* HP:Hurt MV:Weary > n
TICK IN 5 SECONDS.
Saldaea Street
This route runs north and south with the tall log palisade standing to the east
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
A small cross streets runs west from here, providing access to Malkieri Court.
A cluster of buildings lies to the southwest while to the northwest the large
Inn stands high enough to look over the log walls.
[ obvious exits: N S W ]

n
* HP:Hurt MV:Weary > Saldaea Street
This street runs north and south with the tall log palisade standing just to
the east of the path. A catwalk can be seen running the length of the wall
giving defenders a place to push back attackers and fire at targets beyond the
walls. Directly to the west a large building stands high enough for the roof to
look over the log defenses. A painted wooden sign is hung over the large
swinging doors that lead inside.
[ obvious exits: N S W ]

w
* HP:Hurt MV:Weary > Inn of the First Light - Common Room
Despite the soft and gentle sounding sign hanging outside the door, the common
room of the Inn of the First Light is dark and hazy with Tabbac smoke and the
tables are of rough stock and filled with rougher looking farmers and militia
men. A wooden door blocks view of some room to the north, while a small foot
stage provides a place for performers to the west.
[ obvious exits: N E ]
A rat scurries around trying to get out of sight.
A pale man wearing farming clothes angrily approaches you.
A sullen man is hunched over a tankard, sipping his ale.
A pale man wearing farming clothes angrily approaches you.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
A bartender serves customers with a greedy smile.

* HP:Hurt MV:Weary > u <--- Misspams the bane of my existence!
Alas, you cannot go that way...

* HP:Hurt MV:Weary > n

A rat starts following you.

* HP:Hurt MV:Weary > Inn of the First Light - Kitchen & Stairwell
The far end of this room is filled with hanging pans, bubbling pots and fire
pits with roasting meat. Long tables covered in food in mid-preparation take up
floor space in the middle. Closer to the door leading the common room is a long
wooden stair leading up to the guest rooms.
[ obvious exits: S U ]
A small loaf of crusty bread rests nearby.
A choice steak has been dropped to the ground.
A man gambles away his purse.
A rat has arrived from the south.

* HP:Hurt MV:Weary > u
Guest Rooms - Inn of the First Light
The long wooden stairs lead up to a darkened hallway that provides access to a
number of small guest rooms. The floor is tracked with the mud off drunken
farmers boots and a window at the end of the hallway looks out over the
palisade and into the forest beyond.
[ obvious exits: D ]
A poor, solemn villager walks by.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
The innkeeper bustles about, helping guests into rooms.
A rat has arrived from below.

* HP:Hurt MV:Weary > scan d
A man gambles away his purse.

* HP:Hurt MV:Weary > offer
The innkeeper says 'Delk, you are in trouble aren't you? Find lodging elsewhere!' <--- Was wondering if this was really the rent

* HP:Hurt MV:Weary > scan d <--- Remember the point is not to be too easy a kill, no fun in that
A man gambles away his purse.

* HP:Hurt MV:Weary > A man gambles away his purse.

* HP:Hurt MV:Weary > scan d
The innkeeper burps loudly.
A man gambles away his purse.

* HP:Hurt MV:Weary >
A grocer bellows 'Darkfriend Synapse is attacking me!! Guards!' <--- Ahah they didn't leave

* HP:Hurt MV:Weary >
A grocer bellows 'Darkfriend Synapse is attacking me!! Guards!'

* HP:Scratched MV:Winded > Inn of the First Light - Kitchen & Stairwell
The far end of this room is filled with hanging pans, bubbling pots and fire
pits with roasting meat. Long tables covered in food in mid-preparation take up
floor space in the middle. Closer to the door leading the common room is a long
wooden stair leading up to the guest rooms.
[ obvious exits: S U ]
A small loaf of crusty bread rests nearby.
A choice steak has been dropped to the ground.
*Zyklon* is standing here.
A man gambles away his purse.
A rat has arrived from above.

* HP:Scratched MV:Weary >
Brand narrates 'fking ouch!'

* HP:Scratched MV:Weary >
*Zyklon* scythes your body extremely hard.

* HP:Hurt MV:Weary - Zyklon: Healthy > fl
You panic and attempt to flee!


You flee head over heels.
Inn of the First Light - Common Room
Despite the soft and gentle sounding sign hanging outside the door, the common
Room found on map
room of the Inn of the First Light is dark and hazy with Tabbac smoke and the
tables are of rough stock and filled with rougher looking farmers and militia
men. A wooden door blocks view of some room to the north, while a small foot
stage provides a place for performers to the west.
[ obvious exits: N E ]
A pale man wearing farming clothes angrily approaches you.
A sullen man is hunched over a tankard, sipping his ale.
A pale man wearing farming clothes angrily approaches you.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
A bartender serves customers with a greedy smile.

* HP:Hurt MV:Weary > e
e
Saldaea Street
This street runs north and south with the tall log palisade standing just to
the east of the path. A catwalk can be seen running the length of the wall
giving defenders a place to push back attackers and fire at targets beyond the
walls. Directly to the west a large building stands high enough for the roof to
look over the log defenses. A painted wooden sign is hung over the large
swinging doors that lead inside.
[ obvious exits: N S W ]

* HP:Hurt MV:Weary > Alas, you cannot go that way...

* HP:Hurt MV:Weary > ss <--- Ranks right up there with misspams!
Arglebargle, glop-glyf!?!

s
* HP:Hurt MV:Weary > s
Saldaea Street
This route runs north and south with the tall log palisade standing to the east
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
A small cross streets runs west from here, providing access to Malkieri Court.
A cluster of buildings lies to the southwest while to the northwest the large
Inn stands high enough to look over the log walls.
[ obvious exits: N S W ]

* HP:Hurt MV:Weary > Saldaea Street
This route runs north and south with the tall log palisade standing to the east
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
[ obvious exits: N S ]
A rat scurries around trying to get out of sight.

* HP:Hurt MV:Weary > s
Saldaea Street
This route runs north and south with the tall log palisade standing to the east
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
To the west lies the small door leading to a humble cottage.
[ obvious exits: N S W ]
A rat scurries around trying to get out of sight.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.

* HP:Hurt MV:Weary > open door
w
It's already open!

* HP:Hurt MV:Weary > A Small Cottage
Simple yet clean, this typical wisdom's home has all the telltale signs of a
busy owner. Glass jars containing every imaginable color of salve and cream
are arranged according to some mysterious scheme on the profusion of oak-hewn
shelves by one of the walls. The rest of the room is dominated by a large
well-stocked open fire nestled at the bottom of a tall brick chimney, which
reaches all the way up to the roof. Two ornately carved wooden benches with
embroidered cushions face the fireplace, perfectly positioned to give views
over the surrounding area through the large window. A large bell hangs in one
corner, which the Wisdom tolls when she holds a surgery.
[ obvious exits: E ]
An old bell hangs here.
A rat has arrived from the east.
A raven has arrived from the east.
A raven has arrived from the east.
A raven has arrived from the east.
A rat has arrived from the east.

* HP:Hurt MV:Weary > scan e <--- Occasional scan while I look at map figure out where exactly I am. I was trying to explore it some after all!

* HP:Hurt MV:Weary > scan e

* HP:Hurt MV:Weary > scan e

* HP:Hurt MV:Weary > scan e

* HP:Hurt MV:Weary > TICK IN 5 SECONDS.

Brand narrates 'gd ice spikes'

* HP:Hurt MV:Weary > open door
e
s
It's already open!

* HP:Hurt MV:Weary > Saldaea Street
This route runs north and south with the tall log palisade standing to the east
of the Street. A catwalk can be seen running the length of the wall giving
defenders a place to push back attackers and fire at targets beyond the walls.
To the west lies the small door leading to a humble cottage.
[ obvious exits: N S W ]
A rat has arrived from the west.
A raven has arrived from the west.
A raven has arrived from the west.
A raven has arrived from the west.
A rat has arrived from the west.

* HP:Hurt MV:Weary > Intersection of Saldaea and Kandor
The east-west route of Kandor Row ends here to merge with the north/south
passage of Saldaea Street. As with all the roads of Lockshear each thorough
fare is hard packed from constant use and deeply rutted by passing wagons.
The log palisade lies to the east, obscuring view of the forest beyond. The
village grainery lies to the southwest and a small home can be seen to the
northwest.
[ obvious exits: N S W ]
The corpse of a villager is lying here. <--- Poor thing
A fade is stalking in the darkness.
A rat has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.
A rat has arrived from the north.

* HP:Hurt MV:Haggard > w
Kandor Row
Kandors Row stretches east to west across the village of Lockshear. Like the
rest of the roads here the ground is hard packed from long use and marred with
wagon ruts. In the far distance the jutting wooden stakes of the palisade can
be seen, blocking the view of the forest beyond. The sky to the south is
dominated by the tall structure of the village grainery and the north is
crowded the simple wooden hulks of businesses and homes.
[ obvious exits: E W ]
A raven is here, watching.
A rat has arrived from the east.
A raven has arrived from the east.
A raven has arrived from the east.
A raven has arrived from the east.
A rat has arrived from the east.

* HP:Hurt MV:Haggard > w
Kandor Row
Kandors Row stretches east to west across the village of Lockshear. Like the
rest of the roads here the ground is hard packed from long use and marred with
wagon ruts. In the far distance the jutting wooden stakes of the palisade can
be seen, blocking the view of the forest beyond. To the south lies a squat
wooden building attached to the multi-story mass of the Lockshear grainery. To
the north lies a cluster of houses and buildings.
[ obvious exits: E S W ]
A poor, solemn villager walks by.
A rat has arrived from the east.
A raven has arrived from the east.
A raven has arrived from the east.
A rat has arrived from the east.

* HP:Hurt MV:Haggard > open door
s
Ok.

* HP:Hurt MV:Haggard > Lockshear Grainery
The building that provides space for the grainery workers is small and compact
but sturdy in construction. The seems are tightly joined and the whole affair
seems water tight, as a grainery should be. Despite its solid foundation though
the building is in a dissaray. Chairs and tables are everywhere and papers
scattered across the floor. A shattered pot lies against the southwest corner.
The bodies of several dead rats lie decomposing near the small door that
provides access to the silo proper. Looking closer at the walls you see small
holes chewed through dozens of places. This place is infested.
[ obvious exits: N E ]
A rat has arrived from the north.
A raven has arrived from the north.

* HP:Hurt MV:Haggard > open door
n
It's already open!

* HP:Hurt MV:Haggard > Kandor Row
Kandors Row stretches east to west across the village of Lockshear. Like the
rest of the roads here the ground is hard packed from long use and marred with
wagon ruts. In the far distance the jutting wooden stakes of the palisade can
be seen, blocking the view of the forest beyond. To the south lies a squat
wooden building attached to the multi-story mass of the Lockshear grainery. To
the north lies a cluster of houses and buildings.
[ obvious exits: E S W ]
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A poor, solemn villager walks by.
A rat has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.

* HP:Hurt MV:Haggard > w
Lockshear Village Green
In the early years of Lockshear the village green was the heart and soul of the
simple minded settlement, but as the budding township grew and ironically the
Blight grew ever closer the dances and celebrations came less often, and the
once humble village council left their meetings on the green to errected the
massive Town Hall that abruptally ends Tarwins Lane to the north. A small wall
of stone shielded by a roof of hardwood sits in the center of the green,
obviously the main well of the village.
[ obvious exits: N E S W ]
A large stone well is here.
A poor, solemn villager walks by.
A Lockshear militiaman glares at his surroundings.
A rat scurries around trying to get out of sight.
A rat has arrived from the east.
A raven has arrived from the east.
A raven has arrived from the east.
A rat has arrived from the east.

* HP:Hurt MV:Haggard > n
Tarwin Lane
The lane is torn and rutted from the passage of heavy wagons as it stretches
south into the village green and the southern gates as well as north towards
Malkieri Court and the large Town Hall. Clusters of buildings lie to the east
and west of here throwing smoke from their chimneys into the sky.
[ obvious exits: N S ]
A Lockshear militiaman glares at his surroundings.
A rat has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.

* HP:Hurt MV:Haggard > n
e
Junction of Malkieri Court and Tarwin Lane
The north and south running Tarwin Lane terminates here as it gives way to the
paved streets of Malkieri Court. Clusters of shops sit both to the west and the
east, but what dominates the Court is the large town hall dead in its center.
[ obvious exits: E S W ]
A Lockshear militiaman glares at his surroundings.
A rat has arrived from the south.
A raven has arrived from the south.
A raven has arrived from the south.
A rat has arrived from the south.

* HP:Hurt MV:Haggard > Malkieri Court
Contrasting the dirt roads that lead to and around the heart of Lockshear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the northwest the hall itself looms over the smaller buildings of
the village proper. To the east lies a small tanners shop and to the south lies
the armoury of the Lockshear Militia.
[ obvious exits: N E S W ]
A Lockshear militiaman glares at his surroundings.
A rat scurries around trying to get out of sight.
A rat has arrived from the west.
A raven has arrived from the west.
A raven has arrived from the west.
A raven has arrived from the west.

* HP:Hurt MV:Haggard > open irondoor
s
It's already open!

* HP:Hurt MV:Haggard > You are too exhausted. <--- Haha. Lets see if they find me before tic!

* HP:Hurt MV:Haggard > l
Malkieri Court
Contrasting the dirt roads that lead to and around the heart of Lockshear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the northwest the hall itself looms over the smaller buildings of
the village proper. To the east lies a small tanners shop and to the south lies
the armoury of the Lockshear Militia.
[ obvious exits: N E S W ]
A rat scurries around trying to get out of sight.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.
A Lockshear militiaman glares at his surroundings.
A rat scurries around trying to get out of sight.

* HP:Hurt MV:Haggard >
A Lockshear militiaman has arrived from the west.
A villager bellows 'Argh, a trolloc! Someone save me!!!'

* HP:Scratched MV:Haggard > s <--- Tic first, slow pokes
In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
A large slab of meat has been placed here.
A scruffy goat is tethered here, grazing.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.
A rat has arrived from the north.
A rat has arrived from the north.
A raven has arrived from the north.
A raven has arrived from the north.
A rat has arrived from the north.

* HP:Scratched MV:Haggard > get meat <--- Chill out, see how long it takes
You get a large slab of meat.

* HP:Scratched MV:Haggard > eat meat

* HP:Scratched MV:Haggard > You eat the meat.
You are full.

* HP:Scratched MV:Haggard > scan n
A Lockshear militiaman glares at his surroundings.

* HP:Scratched MV:Haggard > kill rat <--- Okay too long, have to do something
A rat stops following you.
You hit a rat's body.

* HP:Scratched MV:Haggard - a rat: Wounded >
A rat tries to hit you, but you deflect the blow.
A rat starts following you.
A rat stops following you.
You hit a rat's body.

* HP:Scratched MV:Haggard - a rat: Beaten > l
In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
A rat is here, fighting YOU!
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A scruffy goat is tethered here, grazing.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.

* HP:Scratched MV:Haggard - a rat: Beaten >
A rat tries to hit you, but you parry successfully.
You tickle a rat's body with your hit.
A rat panics, and attempts to flee!

* HP:Scratched MV:Haggard >
A rat leaves north.

* HP:Scratched MV:Haggard > scan n <--- Wonder if he scans me
A rat scurries around trying to get out of sight.
*Synapse* is here, fighting a Lockshear militiaman.
A Lockshear militiaman is here, fighting Synapse.

* HP:Scratched MV:Haggard >
*Zyklon* has arrived from the north.

* HP:Scratched MV:Haggard >
*Zyklon* leaves north.

* HP:Scratched MV:Haggard >
A rat has arrived from the north.

* HP:Scratched MV:Haggard > kd
[kill dark]
They aren't here.

TICK IN 5 SECONDS.
* HP:Scratched MV:Haggard >
A rat starts following you.
A rat stops following you.
A rat tries to hit you, but you deflect the blow.

* HP:Scratched MV:Haggard - a rat: Critical > kd
And heat washes through the room.
[kill dark]
They aren't here.

* HP:Scratched MV:Haggard - a rat: Critical > kd

You tickle a rat's body with your hit.
A rat is mortally wounded, and will die soon, if not aided.

* HP:Scratched MV:Haggard - a rat: Incapacitated > [kill dark]
They aren't here.

* HP:Scratched MV:Haggard - a rat: Incapacitated > kd
kd
[kill dark]
They aren't here.

* HP:Scratched MV:Haggard - a rat: Incapacitated > [kill dark]
They aren't here.

kd
* HP:Scratched MV:Haggard - a rat: Incapacitated >
You hit a rat's body into bloody fragments!
A rat is dead! R.I.P.
Yet again! Seems like a rerun...
Your blood freezes as you hear a rat's death cry.

* HP:Scratched MV:Haggard > [kill dark]
They aren't here.

* HP:Scratched MV:Haggard > kd
[kill dark]
They aren't here.

* HP:Scratched MV:Haggard > scan n
A Lockshear militiaman glares at his surroundings.

* HP:Scratched MV:Haggard > l
In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
The corpse of a rat is lying here.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A scruffy goat is tethered here, grazing.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.

* HP:Scratched MV:Haggard > kd
[kill dark]
They aren't here.

scan n
* HP:Scratched MV:Haggard > You sense a hidden life form in the area... <--- Hmm wonder what hes up to
A Lockshear militiaman glares at his surroundings.

* HP:Scratched MV:Haggard > l
In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
The corpse of a rat is lying here.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A scruffy goat is tethered here, grazing.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.

* HP:Scratched MV:Haggard > kd
[kill dark]
They aren't here.

* HP:Scratched MV:Haggard > kd
[kill dark]
They aren't here.

* HP:Scratched MV:Haggard > kd
[kill dark]
They aren't here.

* HP:Scratched MV:Haggard > scan n
kd
*Zyklon* is standing here.
*Synapse* is here, fighting a Lockshear militiaman.
A Lockshear militiaman is here, fighting Synapse.

* HP:Scratched MV:Haggard > [kill dark]
They aren't here.

* HP:Scratched MV:Haggard >
The sound of steel hitting steel fills the air.

* HP:Scratched MV:Haggard > scan n
kd

* HP:Scratched MV:Haggard > *Zyklon* is here, fighting a Lockshear militiaman
*Synapse* is here, fighting a Lockshear militiaman.
A Lockshear militiaman is here, fighting Synapse.

* HP:Scratched MV:Haggard > [kill dark]
They aren't here.

* HP:Scratched MV:Haggard > kd
[kill dark]
They aren't here.

* HP:Scratched MV:Haggard > In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
The corpse of a rat is lying here.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.
A rat scurries around trying to get out of sight.
A scruffy goat is tethered here, grazing.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.

* HP:Scratched MV:Haggard > kill rat
kd
A rat stops following you.
You hit a rat's left leg.

* HP:Healthy MV:Weary - a rat: Wounded > [kill dark]
They aren't here.

* HP:Healthy MV:Weary - a rat: Wounded > scan n
*Zyklon* is here, fighting a Lockshear militiaman. <--- Good I can kill the rat first
*Synapse* is here, fighting a Lockshear militiaman.
A Lockshear militiaman is here, fighting Synapse.

* HP:Healthy MV:Weary - a rat: Wounded > kd
[kill dark]
They aren't here.

* HP:Healthy MV:Weary - a rat: Wounded >
You swiftly dodge a rat's attempt to hit you.
You hit a rat's right paw very hard.
A rat is dead! R.I.P.
Yet again! Seems like a rerun...
Your blood freezes as you hear a rat's death cry.

* HP:Healthy MV:Weary > scan n
*Zyklon* is here, fighting a Lockshear militiaman.
*Synapse* is here, fighting a Lockshear militiaman.
A Lockshear militiaman is here, fighting Synapse.

* HP:Healthy MV:Weary > kd
[kill dark]
They aren't here.

* HP:Healthy MV:Weary > kd
[kill dark]
You try to hit *Synapse*, but he parries successfully. <--- About time!

* HP:Healthy MV:Weary - Synapse: Scratched >
*Synapse* pierces your left leg hard.
A merchant guard joins your fight!
A merchant guard joins a merchant guard's fight!
An armorer joins a merchant guard's fight!
An armorer bellows 'Darkfriend Synapse is attacking me!! Guards!'
You try to hit *Synapse*, but he parries successfully.

* HP:Scratched MV:Weary - Synapse: Scratched > fl
s
An armorer bellows 'Darkfriend Synapse is attacking me!! Guards!'
PANIC! You couldn't escape!

* HP:Scratched MV:Weary - Synapse: Scratched > No way! You're fighting for your life!

* HP:Scratched MV:Weary - Synapse: Scratched >
An armorer strikes Synapse's right leg.
A merchant guard tries to slash Synapse, but he deflects the blow.
A merchant guard tries to slash Synapse, but he deflects the blow.
*Synapse* pierces your left leg extremely hard.
*Synapse* swiftly dodges your attempt to hit him.

* HP:Hurt MV:Weary - Synapse: Scratched > change mood wimpy

*Synapse* ponders life, the universe, and everything.

fl
* HP:Hurt MV:Weary - Synapse: Scratched > s
Mood changed to: Wimpy

You panic and attempt to flee!Scratched > <--- Let's see how long I can last using mobs

You flee head over heels.
Malkieri Court
Contrasting the dirt roads that lead to and around the heart of Lockshear, the
Room found on map
court-like area surrounding the town hall is paved with interlocking flat
stones. To the northwest the hall itself looms over the smaller buildings of
the village proper. To the east lies a small tanners shop and to the south lies
the armoury of the Lockshear Militia.
[ obvious exits: N E S W ]
The corpse of a Lockshear militiaman is lying here.
*Zyklon* is standing here.
In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
The corpse of a rat is lying here. [2]
*Synapse* is here, fighting a merchant guard.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.
A scruffy goat is tethered here, grazing.
A merchant guard is here, fighting Synapse.
A merchant guard is here, fighting Synapse.
An armorer is here, fighting Synapse.

* HP:Hurt MV:Weary >
*Synapse* pierces a merchant guard's right leg extremely hard.
An armorer bellows 'Darkfriend Synapse is attacking me!! Guards!'
An armorer strikes Synapse's left leg very hard.
A merchant guard slashes Synapse's body very hard.
A merchant guard slashes Synapse's body.

* HP:Hurt MV:Weary > kd
And heat washes through the room.
[kill dark]
You try to hit *Synapse*, but he dodges the attack.

* HP:Hurt MV:Weary - a merchant guard: Scratched - Synapse: Hurt >
*Synapse* panics, and attempts to flee!

* HP:Hurt MV:Weary - a merchant guard: Scratched - Synapse: Hurt >
You try to hit *Synapse*, but he parries successfully.
An armorer bellows 'Darkfriend Synapse is attacking me!! Guards!'
*Synapse* pierces a merchant guard's body extremely hard.
An armorer strikes Synapse's right arm very hard.
A merchant guard tries to slash Synapse, but he deflects the blow.
A merchant guard tries to slash Synapse, but he parries successfully.
*Synapse* leaves north.

* HP:Hurt MV:Weary >
The sound of steel hitting steel fills the air.

* HP:Hurt MV:Weary > kd
[kill dark]
They aren't here.

* HP:Hurt MV:Weary > scan n
*Synapse* is standing here.
*Zyklon* is standing here.

kd
* HP:Hurt MV:Weary > [kill dark]
They aren't here.

* HP:Hurt MV:Weary > scan n
TICK IN 5 SECONDS.
*Synapse* is standing here.
*Zyklon* is standing here.

* HP:Hurt MV:Weary >
A goat leaves north.

* HP:Hurt MV:Weary > kd
[kill dark]
They aren't here.

* HP:Hurt MV:Weary > scan n
And heat washes through the room.
A scruffy goat is tethered here, grazing.
*Synapse* is standing here. <--- This is sure taking a long time!
*Zyklon* is standing here.

* HP:Hurt MV:Weary > l
In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
The corpse of a rat is lying here. [2]
*Synapse* is standing here.
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.

* HP:Hurt MV:Weary > kd
[kill dark]
You try to hit *Synapse*, but he dodges the attack.

* HP:Hurt MV:Weary - Synapse: Wounded > scan n
A scruffy goat is tethered here, grazing.
*Zyklon* is standing here. <--- Hmm Maybe going to try to catch me on dl

* HP:Hurt MV:Weary - Synapse: Wounded >
You try to hit *Synapse*, but he deflects the blow.
A merchant guard joins your fight!
A merchant guard joins a merchant guard's fight!
An armorer joins a merchant guard's fight!
An armorer bellows 'Darkfriend Synapse is attacking me!! Guards!'
*Synapse* panics, and attempts to flee!

* HP:Hurt MV:Weary - Synapse: Wounded > change mood wimpy
Mood changed to: Wimpy

* HP:Hurt MV:Weary - Synapse: Wounded >
*Synapse* leaves north.

fln
* HP:Hurt MV:Weary > fln
An armorer stokes the furnace
Arglebargle, glop-glyf!?! <--- Anyone else fluent in arglebargle?

* HP:Hurt MV:Weary > Arglebargle, glop-glyf!?!

* HP:Hurt MV:Weary > kd
[kill dark]
They aren't here.

l
* HP:Hurt MV:Weary >
In the Militia's Armory
This modest but sturdy building of stone provides shelter and space for the
armor and weapons of Lockshear's militia. In the back corner a roaring furnace,
anvils and barrels of salted water and oils provide the tools the local armorer
uses to keep the militias gear in good repair. A sturdy iron bound door on the
north wall stands ready to seal the building from unwanted entrance.
[ obvious exits: N ]
The corpse of a rat is lying here. [2]
A raven is here, watching.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.
A rat scurries around trying to get out of sight.
A merchant guard, intent on keeping order, stands guard.
A merchant guard, intent on keeping order, stands guard.
An armorer stands here, working hard.

* HP:Hurt MV:Weary > kd
[kill dark]
They aren't here.

scan n
* HP:Hurt MV:Weary >
*Synapse* is standing here. <--- They're sure taking their time, wonder what's up?
A scruffy goat is tethered here, grazing.
*Zyklon* is standing here.

kd
* HP:Hurt MV:Weary > [kill dark]
They aren't here.

* HP:Hurt MV:Weary > kd
[kill dark]
They aren't here.

* HP:Hurt MV:Weary > kd
[kill dark]
They aren't here.


* HP:Hurt MV:Weary > kd
Your heartbeat calms down more as you feel less panicked.
Timer now at 85 secs.
[kill dark]
They aren't here.

o HP:Scratched MV:Winded > scan n <---- Utoh its dark. Surely a guard will hold a light?

o HP:Scratched MV:Winded > o HP:Scratched MV:Winded > kd <--- Useless but gotta do something
kd
[kill dark]
They aren't here.

o HP:Scratched MV:Winded > [kill dark]
They aren't here.

o HP:Scratched MV:Winded > kd
[kill dark]
They aren't here.

o HP:Scratched MV:Winded > ti
It is 8 o'clock pm, on the 14th day of the month of Saban, year 636.
According to legend and prophecy, this is the First Turn of the Wheel.
Once again the Wheel twists and turns, eternally and perpetually.

(Server: Tue Jun 13 01:29:56 2006 EST, last rebooted 18 hours, 55 minutes ago)


o HP:Scratched MV:Winded > cl irondoor <--- Idea! I can at least know when they're coming in
Ok.

o HP:Scratched MV:Winded > l
It is pitch black...

o HP:Scratched MV:Winded >
The sound of steel hitting steel fills the air.

o HP:Scratched MV:Winded > kd
[kill dark]
They aren't here.

o HP:Scratched MV:Winded > look
It is pitch black...

o HP:Scratched MV:Winded >
The irondoor is opened from the other side.

o HP:Scratched MV:Winded > cl irondoor <--- Persistence test
Ok.

o HP:Healthy MV:Winded > TICK IN 5 SECONDS.

An armorer plunges a piece of steel into a bucket of water and fills the room with steam.

o HP:Healthy MV:Winded > cl irondoor
It's already closed!

o HP:Healthy MV:Winded >
The irondoor is opened from the other side.

o HP:Healthy MV:Winded > cl irondoor
Ok.

o HP:Healthy MV:Winded >
The irondoor is opened from the other side.

o HP:Healthy MV:Winded > cl irondoor
cl irondoor
Ok.

cl irondoor
o HP:Healthy MV:Winded >
The irondoor is opened from the other side.

o HP:Healthy MV:Winded > Ok.

o HP:Healthy MV:Winded > The irondoor is opened from the other side. <--- This was really slow on both sides
Ok.

o HP:Healthy MV:Winded > cl irondoor

The irondoor is opened from the other side.

o HP:Healthy MV:Winded > cl irondoor
Ok.

o HP:Healthy MV:Winded > The irondoor is opened from the other side.
Ok.

o HP:Healthy MV:Winded > cl irondoor

The irondoor is opened from the other side.

cl irondoor
o HP:Healthy MV:Winded > *someone* clumsily approaches you with something, but you fend off the attack.
Ok.

o HP:Healthy MV:Winded - Synapse: Hurt >
The irondoor is opened from the other side.

o HP:Healthy MV:Winded - Synapse: Hurt > Ok.

o HP:Healthy MV:Winded - Synapse: Hurt > cl irondoor <--- Got to be habit

The irondoor is opened from the other side.

o HP:Healthy MV:Winded - Synapse: Hurt > Someone joins your fight! <--- Oh guards see in the dark
Someone joins someone's fight!
Ok.

o HP:Healthy MV:Winded - Synapse: Hurt >
The irondoor is opened from the other side.

o HP:Healthy MV:Winded - Synapse: Hurt >
Someone slashes someone's body hard.
Someone slashes someone's left arm very hard.
You try to hit *someone*, but he dodges the attack.

o HP:Healthy MV:Winded - Synapse: Hurt > laugh
change mood wimpy
And heat washes through the room.
*someone* scythes your head very hard.
You fall down laughing.

o HP:Scratched MV:Winded - Synapse: Hurt > Mood changed to: Wimpy

o HP:Scratched MV:Winded - Synapse: Hurt >
*someone* sighs loudly.

o HP:Scratched MV:Winded - Synapse: Hurt >
Someone tries to slash someone, but he deflects the blow.
Someone tries to slash someone, but he parries successfully.
You try to hit *someone*, but he deflects the blow.
*someone* pierces your body.

ded - Synapse: Hurt >
*someone* sends you sprawling with a powerful bash!

o HP:Scratched MV:Winded - Synapse: Hurt >
*someone* scythes your body into bloody fragments!
Someone slashes someone's left leg.
Someone slashes someone's left arm hard.
*someone* pierces your body hard.

o HP:Hurt MV:Winded - Synapse: Wounded > fl

*someone* scythes your body into bloody fragments!
Someone tries to slash someone, but he parries successfully.
Someone slashes someone's body hard.
*someone* pierces your left foot very hard.

w
o HP:Wounded MV:Winded - Synapse: Wounded >
An armorer plunges a piece of steel into a bucket of water and fills the room with steam.

o HP:Wounded MV:Winded - Synapse: Wounded > PANIC! You couldn't escape! <--- Going to try to extend this longer

o HP:Wounded MV:Winded - Synapse: Wounded > No way! You're fighting for your life!

o HP:Wounded MV:Winded - Synapse: Wounded >
Someone barely slashes someone's head.
Someone tries to slash someone, but he parries successfully.
*someone* swiftly dodges your attempt to hit him.
*someone* pierces your body very hard.

o HP:Wounded MV:Winded - Synapse: Wounded > change mood wimpy
fl
Mood changed to: Wimpy

o HP:Wounded MV:Winded - Synapse: Wounded > PANIC! You couldn't escape! <--- Apparently doesn't work

o HP:Wounded MV:Winded - Synapse: Wounded > w
No way! You're fighting for your life!

d - Synapse: Wounded >
*someone* scythes your left leg very hard.
Someone tries to slash someone, but he parries successfully.
Someone slashes someone's body.
You try to hit *someone*, but he dodges the attack.
*someone* pierces your right foot.
*someone* sends you sprawling with a powerful bash!

o HP:Battered MV:Winded - Synapse: Wounded > fl

*someone* pierces your body extremely hard.

o HP:Battered MV:Winded - Synapse: Wounded >
*someone* scythes your right arm hard.
Someone slashes someone's right arm.
Someone slashes someone's left foot hard.
*someone* pierces your body very hard.

o HP:Battered MV:Winded - Synapse: Wounded >
And heat washes through the room.

o HP:Battered MV:Winded - Synapse: Wounded > *someone* scythes your body very hard.
Someone tries to slash someone, but he parries successfully.
Someone slashes someone's right leg hard.
*someone* swiftly dodges your attempt to hit him.
*someone* pierces your body very hard.
PANIC! You couldn't escape!

o HP:Beaten MV:Winded - Synapse: Wounded > wfl
Arglebargle, glop-glyf!?!

o HP:Beaten MV:Winded - Synapse: Wounded > fl
Someone barely slashes someone's body.
Someone slashes someone's right hand.
You try to hit *someone*, but he dodges the attack.
*someone* pierces your left leg very hard.
You wish that your wounds would stop BLEEDING so much!

PANIC! You couldn't escape!

change mood wimpy
o HP:Beaten MV:Winded - Synapse: Battered > Mood changed to: Wimpy

fl
- Synapse: Battered >
*someone* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!


o HP:Critical MV:Winded - Synapse: Battered >

o HP:Critical MV:Winded - Synapse: Battered > *someone* scythes your right foot into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

Someone slashes someone's body.
Someone slashes someone's body.
*someone* pierces your body very hard.
You are dead! Sorry...
Circle of Light
High amidst the heavens, the Circle of Light is the hallowed ground of the
friends of the Light. From here, some of the major destinations around the
world can be reached, as shown by a large sign. A permanent fountain in the
center of the Circle gives a soothing backdrop to ponder mortal matters.

New characters should LOOK NAMES, TELL GUARDIAN KIT and LOOK NOTICE.
To find exit locations you should LOOK EXITS.
It is strongly recommended that new players look at our website
at wotmud.org, before starting out, for the rules, maps, and more.
[ obvious exits: D ]
The News Board is mounted on the wall here.
The waters of a blue-veined marble fountain pour forth here.
A torch is here on the ground.
A bizarre looking fruit is nestled nearby. [3]
A torch is here on the ground.
A bizarre looking fruit is nestled nearby. [3]
Alevere of Illian is sitting here.
Falyn the Journey Accepted is resting here.
Gyro Botecou Delaflote, the Wall Guard (Linkless) is sitting here.
A kind-faced figure stands here.

You've forgotten everything you've learned! <--- Woot success! And I learned a few things and had fun while doing it.


comments
Delk
Posted: 2006-06-12 @ 23:16:37


Oops missed something there.

synapse
Posted: 2006-06-12 @ 23:26:32


Oh damn, didnt know you were in the dark, actually i didnt know you were naked either. Still cant believe i missed that stab.. warded cc... in the dark...

Oh well, good stuff

Merlyn
Posted: 2006-06-13 @ 07:00:35


i honestly became more dumb after that log

Delk
Posted: 2006-06-13 @ 10:05:15


Good thing Merlyn because this log was for laughs, not for education.

Merlyn
Posted: 2006-06-13 @ 12:01:11


why didn't you just kill them? would been much easier, and much more fun

and i fail to see how you learned anything since you had no moves and no light and barely even explored the area

Delk
Posted: 2006-06-13 @ 13:21:05


You abovsiouly didn't read the log. I was naked. I was there to die, but decided to have some fun while doing it. I did learn something. The lights in lockshear apparently go dark at night.

Delk
Posted: 2006-06-13 @ 13:26:39


You abovsiouly didn't read the log. I was naked. I was there to die, but decided to have some fun while doing it. I did learn something. The lights in lockshear apparently go dark at night.

Delk
Posted: 2006-06-13 @ 13:26:53


You abovsiouly didn't read the log. I was naked. I was there to die, but decided to have some fun while doing it. I did learn something. The lights in lockshear apparently go dark at night.

Merlyn
Posted: 2006-06-15 @ 07:41:51


spam the door closed on them from outside, synapse was going down fast

Emu
Posted: 2006-07-27 @ 03:15:38


merlyn your stupid ... there was troll on outside so he couldn't of spammed closed he was reseting, he didn't need to or prolly want to kill them so shut up you just make yourself look stupid with your dumbass comments


Merlyn
Posted: 2006-08-03 @ 11:19:37


there was a 3rd trolloc?

Faul
Posted: 2006-08-15 @ 23:27:40


"i honestly became more dumb after that log"

Obviously. I think the word you were looking for was "dumber".


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