Tactics

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Jaina
Posts: 91
Joined: Sat Mar 14, 2009 8:48 pm

Tactics

Post by Jaina »

Here's a (kind of long) fight between Crunch and I. I thought we both played fairly smartly, so hopefully posting this will be an educational read for some of our newer PKers.


Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Full MV:Fresh >
tr trolloc
HP:Healthy SP:Full MV:Fresh >
- +
* You see fresh tracks of a trolloc leaving south.
You see fresh tracks of a trolloc leaving west.
You see faint tracks of a trolloc leaving north.
*Crunch* has arrived from the east.

HP:Healthy SP:Full MV:Fresh >
*Crunch* begins charging towards you.

HP:Healthy SP:Full MV:Fresh >
e
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Healthy SP:Full MV:Fresh >
e
Intersection in the Road
For the first time you feel as if you are approaching Tar Valon. To the east
the road continues on to Tar Valon, to the west the Caralain grass is moving as
ever. To the south the road travels towards Caemlyn.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Full MV:Fresh >
w
kill dark
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Healthy SP:Full MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
*Crunch* has arrived from the west.

HP:Healthy SP:Full MV:Fresh >
*Crunch* begins charging towards you.

HP:Healthy SP:Full MV:Fresh >
kill dark
You try to strike *Crunch*'s body, but miss.

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
= =
* + - = % = - +
* You lose your concentration.
You dodge a bash from *Crunch* who loses his balance and falls!

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
= =
* + *Crunch* looks at you.

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
*Crunch* panics, and attempts to flee!

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
- = *Crunch* leaves west.

HP:Healthy SP:Full MV:Fresh >
kill dark
% Cancelled...
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
e
kill dark
Intersection in the Road
For the first time you feel as if you are approaching Tar Valon. To the east
the road continues on to Tar Valon, to the west the Caralain grass is moving as
ever. To the south the road travels towards Caemlyn.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Full MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
w
w
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Healthy SP:Full MV:Fresh >
kill dark
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.

HP:Healthy SP:Full MV:Fresh >
You try to strike *Crunch*'s legs, but miss.

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
= *Crunch* panics, and attempts to flee!

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>
- *Crunch* panics, and attempts to flee!

HP:Healthy SP:Full MV:Fresh - Crunch: Healthy>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

He's fleeing a lot, so we use a shorter damage weave to make sure he doesn't get away unpunished.


HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
e
kill dark
= Cancelled...
No way! You're fighting for your life!

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
*Crunch* leaves west.
They don't seem to be here.

HP:Healthy SP:Excellent MV:Fresh >
e
kill dark
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Healthy SP:Excellent MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Excellent MV:Fresh >
w
w
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Excellent MV:Fresh >
kill dark
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Excellent MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Excellent MV:Fresh >
channel 'immolate' dark
Your target could not be found.

HP:Healthy SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Excellent MV:Fresh >
n
kill dark
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Healthy SP:Excellent MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Excellent MV:Fresh >
w
Under a Crumbled Watch Tower
The stone walls take a violent turn here, heading east along a trickling
stream. Directly ahead of you lies a giant watch tower, overcome by ages of
nature. Moss and vines climb the tower, slowly peeling the brickwork from the
building. To the south, a clearing surrounded by walls offers some protection.
[ Exits: e s ]
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.

HP:Healthy SP:Excellent MV:Fresh >
s
Southern Walls of a Fort
Large stonework rises up from the ground here, offering protection from the
southwestern side of the Tar Valon plains. Many of the walls here stand
randomly or alone, with moss overgrowing them and pieces missing. The place
smells of blood and dirt, evidence of countless battles throughout the ages.
[ Exits: n e ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Excellent MV:Fresh >
n
kill dark
Under a Crumbled Watch Tower
The stone walls take a violent turn here, heading east along a trickling
stream. Directly ahead of you lies a giant watch tower, overcome by ages of
nature. Moss and vines climb the tower, slowly peeling the brickwork from the
building. To the south, a clearing surrounded by walls offers some protection.
[ Exits: e s ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Excellent MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Excellent MV:Fresh >
channel 'create fire'
Who do you wish to channel this weave upon?

HP:Healthy SP:Excellent MV:Fresh >
s
Southern Walls of a Fort
Large stonework rises up from the ground here, offering protection from the
southwestern side of the Tar Valon plains. Many of the walls here stand
randomly or alone, with moss overgrowing them and pieces missing. The place
smells of blood and dirt, evidence of countless battles throughout the ages.
[ Exits: n e ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Excellent MV:Fresh >
e
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Excellent MV:Fresh >
e
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Excellent MV:Fresh >
sc
You have 312(312) hit, 181(196) mana, and 139(139) movement points.
You have scored 386898668 exp, 217 total quest points
You need 9101332 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks weary.
You are standing.

HP:Healthy SP:Excellent MV:Fresh >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NO QUIT 6
NIGHT VISION 24
AGILITY 20

HP:Healthy SP:Excellent MV:Fresh >
w
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Full MV:Fresh >
n
kill dark
channel 'immolate' dark
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.
*Crunch* leaves west.

HP:Healthy SP:Full MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
Your target could not be found.

HP:Healthy SP:Full MV:Fresh >
e
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Full MV:Fresh >
s
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Full MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
not
You will now look around more carefully.

HP:Healthy SP:Full MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
sc
You have 312(312) hit, 196(196) mana, and 139(139) movement points.
You have scored 386898668 exp, 217 total quest points
You need 9101332 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Healthy SP:Full MV:Fresh >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 21
NO QUIT 5
NIGHT VISION 23
AGILITY 19
*Crunch* has arrived from the north.

HP:Healthy SP:Full MV:Fresh >
kill dark
You strike *Crunch*'s head hard.

HP:Healthy SP:Full MV:Fresh - Crunch: Scratched>
*Crunch* begins charging towards a white stallion.

HP:Healthy SP:Full MV:Fresh - Crunch: Scratched>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Healthy SP:Full MV:Fresh - Crunch: Scratched>
= *Crunch* panics, and attempts to flee!

HP:Healthy SP:Full MV:Fresh - Crunch: Scratched>
=
* + *Crunch* leaves west.

HP:Healthy SP:Full MV:Fresh >
- = % = - +
* Your target could not be found.

HP:Healthy SP:Full MV:Fresh >
kill dark
kill dark
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Full MV:Fresh >
l
kill dark
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
*Crunch* has arrived from the north.

HP:Healthy SP:Full MV:Fresh >
*Crunch* begins charging towards a white stallion.

This is a seemingly clever move on his part. Target the horse, dismount them and you have a mobility advantage. Would work against someone not familiar with horse loads.


HP:Healthy SP:Full MV:Fresh >
You try to strike *Crunch*'s head, but miss.

HP:Healthy SP:Full MV:Fresh - Crunch: Scratched>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Healthy SP:Full MV:Fresh - Crunch: Scratched>
= - *Crunch* SKEWERS towards a white stallion, and lands it successfully!
A white stallion grimaces in pain.

HP:Healthy SP:Full MV:Fresh - Crunch: Scratched>
A white stallion tries to hit *Crunch*'s shoulders, but he parries the attack.
*Crunch* tries to strike your arms, but misses.

HP:Healthy SP:Full MV:Fresh - Crunch: Scratched>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
*Crunch* panics, and attempts to flee!

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
= =
* *Crunch* leaves west.

HP:Healthy SP:Excellent MV:Fresh >
+ w
- Cancelled...
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.

HP:Healthy SP:Excellent MV:Fresh >
kill dark
You try to strike *Crunch*'s legs, but miss.

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
= *Crunch* tries to strike your arms, but misses.
*Crunch* begins charging towards a white stallion.

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
*Crunch* panics, and attempts to flee!

HP:Healthy SP:Excellent MV:Fresh - Crunch: Scratched>
-
* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

My priority is now to get my Create Fires off immediately, to prevent his skewers from going through. This is free damage for me, with a not so large penalty (in this zone anyway) if I fail.


HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
e
kill dark
No way! You're fighting for your life!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
e
kill dark
*Crunch* leaves west.
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
e
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Healthy SP:Strong MV:Fresh >
sc
You have 312(312) hit, 166(196) mana, and 139(139) movement points.
You have scored 386901000 exp, 217 total quest points
You need 9099000 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Healthy SP:Strong MV:Fresh >
w
kill dark
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
w
kill dark
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
channel 'create fire'
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
Who do you wish to channel this weave upon?

HP:Healthy SP:Strong MV:Fresh >
*Crunch* has arrived from the west.

HP:Healthy SP:Strong MV:Fresh >
w
*Crunch* begins charging towards a white stallion.

HP:Healthy SP:Strong MV:Fresh >
Southern Walls of a Fort
Large stonework rises up from the ground here, offering protection from the
southwestern side of the Tar Valon plains. Many of the walls here stand
randomly or alone, with moss overgrowing them and pieces missing. The place
smells of blood and dirt, evidence of countless battles throughout the ages.
[ Exits: n e ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
e
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.

HP:Healthy SP:Strong MV:Fresh >
e
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
esc
What?!?

HP:Healthy SP:Strong MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
kill dark
*Crunch* has arrived from the west.

HP:Healthy SP:Strong MV:Fresh >
kill dark
You try to strike *Crunch*'s body, but miss.
*Crunch* begins charging towards a white stallion.

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
= - *Crunch* panics, and attempts to flee!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
w
kill dark
No way! You're fighting for your life!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
w
kill dark
No way! You're fighting for your life!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
w
kill dark
No way! You're fighting for your life!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
w
kill dark
*Crunch* leaves south.

HP:Healthy SP:Strong MV:Fresh >
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
e
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
s
*Crunch* has arrived from the south.

HP:Healthy SP:Strong MV:Fresh >
kill dark
Grasslands at a Cliff
Suddenly a sheer rock wall rises out of the grass, the first landmark you've
seen in quite some time. Vines and roots spill over the edge high above,
making a waterfall of vegetation into the swarming sea of grass below. The
cliff offers some shade from the beating sun overhead, making this place a good
spot for a rest.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Healthy SP:Strong MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
n
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
channel 'create fire'
Who do you wish to channel this weave upon?

HP:Healthy SP:Strong MV:Fresh >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 21
NO QUIT 6
NIGHT VISION 23
AGILITY 19

HP:Healthy SP:Strong MV:Fresh >
sc
You have 312(312) hit, 151(196) mana, and 139(139) movement points.
You have scored 386901748 exp, 217 total quest points
You need 9098252 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks weary.
You are standing.

HP:Healthy SP:Strong MV:Fresh >
l
kill dark
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Fresh >
They don't seem to be here.

HP:Healthy SP:Strong MV:Fresh >
*Crunch* has arrived from the north.

HP:Healthy SP:Strong MV:Fresh >
kill dark
*Crunch* begins charging towards a white stallion.

HP:Healthy SP:Strong MV:Fresh >
You try to strike *Crunch*'s arms, but miss.

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
kill dark
You do the best you can!

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>
= - A white stallion barely has time to notice *Crunch* running towards him before he is no longer living.
A white stallion grimaces in pain.
Your blood freezes as you hear a white stallion's death cry.
A white stallion is dead! R.I.P.

HP:Healthy SP:Strong MV:Fresh - Crunch: Hurt>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Healthy SP:Good MV:Fresh - Crunch: Hurt>
channel 'immolate' dark
*Crunch* panics, and attempts to flee!

HP:Healthy SP:Good MV:Fresh - Crunch: Hurt>
You begin channeling the appropriate flows...

HP:Healthy SP:Good MV:Fresh - Crunch: Hurt>
= =
* + w
kill dark
Cancelled...
No way! You're fighting for your life!

HP:Healthy SP:Good MV:Fresh - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Good MV:Fresh - Crunch: Hurt>
w
kill dark
No way! You're fighting for your life!

HP:Healthy SP:Good MV:Fresh - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Good MV:Fresh - Crunch: Hurt>
w
kill dark
*Crunch* leaves west.
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
*Crunch* is standing here.

HP:Healthy SP:Good MV:Excellent >
You try to strike *Crunch*'s legs, but miss.

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
= *Crunch* panics, and attempts to flee!

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
=
* + e
kill dark
- Cancelled...
No way! You're fighting for your life!

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
e
kill dark
No way! You're fighting for your life!

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
e
kill dark
No way! You're fighting for your life!

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
You do the best you can!

HP:Healthy SP:Good MV:Excellent - Crunch: Hurt>
e
kill dark
*Crunch* leaves north.

HP:Healthy SP:Good MV:Excellent >
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.

HP:Healthy SP:Good MV:Excellent >
They don't seem to be here.

HP:Healthy SP:Good MV:Excellent >
n
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]

HP:Healthy SP:Good MV:Excellent >
w
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Healthy SP:Good MV:Excellent >
kill dark
They don't seem to be here.

HP:Healthy SP:Good MV:Excellent >
channel 'immolate' dark
Your target could not be found.

HP:Healthy SP:Good MV:Excellent >
w
kill dark
Under a Crumbled Watch Tower
The stone walls take a violent turn here, heading east along a trickling
stream. Directly ahead of you lies a giant watch tower, overcome by ages of
nature. Moss and vines climb the tower, slowly peeling the brickwork from the
building. To the south, a clearing surrounded by walls offers some protection.
[ Exits: e s ]

HP:Healthy SP:Good MV:Strong >
They don't seem to be here.

HP:Healthy SP:Good MV:Strong >
s
Southern Walls of a Fort
Large stonework rises up from the ground here, offering protection from the
southwestern side of the Tar Valon plains. Many of the walls here stand
randomly or alone, with moss overgrowing them and pieces missing. The place
smells of blood and dirt, evidence of countless battles throughout the ages.
[ Exits: n e ]

HP:Healthy SP:Good MV:Strong >
e
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]

HP:Healthy SP:Good MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Good MV:Strong >
e
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.

HP:Healthy SP:Good MV:Strong >
rel
You release the One Power.

HP:Healthy SP:Good MV:Strong >
n
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]

HP:Healthy SP:Good MV:Strong >
n
n
Alas, you cannot go that way...

HP:Healthy SP:Good MV:Strong >
Alas, you cannot go that way...

HP:Healthy SP:Good MV:Strong >
not
You look around less carefully.

HP:Healthy SP:Good MV:Strong >
e
At a Small Stream
The fields run right up to a trickling stream here, almost engulfing it
completely. Grass and weeds grow from under the water, stirring up the dirt
bottom and making the water look dark and murky. It does not look as if it
would be a good idea to stop to get a drink here... noises float on the breeze
from the west.
[ Exits: s w ]
A dark, murky stream trickles along the ground.

There Used to be a gray stallion load here back in the day, and my instincts tell me to run to it. After realizing it was moved, I instead go to the spot it is at now.

HP:Healthy SP:Good MV:Strong >
w
w
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]

HP:Healthy SP:Good MV:Strong >
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Healthy SP:Good MV:Strong >
n
n
Northern Path
North of the Tar Valon intersection, the path continues into the forest beyond
the clearing. The path seems to get narrower the closer it gets to the forest.
To the south the road continues as far as the eye can see. Beyond the eastern
bushes, the top of the shining White Tower can be distinguished.
[ Exits: n s ]

HP:Healthy SP:Good MV:Good >
Along the Path
The soft dark dirt makes a distict pathway all throughout the woods. There is
plenty of room around, the trees have not grown close together. Old leaves and
twigs are scattered about the path, making it hard to travel without making any
noise. Small berries grow on the bushes, east of the path.
[ Exits: n s ]

HP:Healthy SP:Good MV:Good >
n
Turn in the Path
The path turns briefly here, twisting toward the north eastern part of the
woods. The road to the south cannot be seen at all from here, although the
white tower is still quite visible to the east. The water in the Erinin river
can also be distincly heard hitting the rocks towards the northeast.
[ Exits: e s ]
A tough grey wolf is here, its upper lip pulled back in a snarl.

HP:Healthy SP:Good MV:Good >
tr
HP:Healthy SP:Good MV:Good >
- +
* You see fresh tracks of a trolloc leaving east.
You see almost fresh tracks of a trolloc leaving south.
You see almost fresh tracks of a ridden mount leaving south.

HP:Healthy SP:Strong MV:Excellent >
e
A Twist in the Path
The pathway curves slightly toward the Erinin river, almost hugging the bank.
From here, the path turns to the west, and continues further on toward the
north. The rocks to the east leave no room to safely embark on the river,
although a small landing can be seen a little to the north.
[ Exits: n w ]
A hippopotamus is here, his lyrics are bottomless.

HP:Healthy SP:Strong MV:Excellent >
n
n
The Northern Trail
The worn down trail twists abruptly away from the river, around a big boulder.
The river can still be heard, however cannot be seen from this viewpoint.
Large roots stick out here and there along the trail, making it harder to
travel. Large oak trees stand here ready to provide shade.
[ Exits: n s ]
A small deer is here watching over herself.

HP:Healthy SP:Strong MV:Excellent >
n
At a Large Boulder
A large boulder stands right in front of the drop towards the bank of the
river. Blocking the view of the Erinin water splashing upon the shalow rocks.
The boulder is very smooth looking, as if erroded by the wind. Thin curves,
seemingly some type of markings can be perceived on it.
[ Exits: s w ]

HP:Healthy SP:Strong MV:Excellent >
w
Alas, you cannot go that way...

HP:Healthy SP:Strong MV:Excellent >
West of the Boulder
The faint track runs along to the west and to the east where it ends in front
of a big boulder. Enormous oak trees overhead, watch silently. To the south,
more oak trees have grown close together. Faint sounds of water splashing and
hitting rocks can be heard off towards the east.
[ Exits: e s w ]

HP:Healthy SP:Strong MV:Strong >
s
Ancient Oaks
A large oak tree stands here. Its branches are gnarled and large knots lay
scattered on its surface. It can be sensed that the tree has been here a very
long time. A rectangular stone leans against its trunk. A faint track leads
around the tree leading to the north and west of it.
[ Exits: n w ]

HP:Healthy SP:Strong MV:Strong >
w
A Brambled Path
Thick bushes of spiked brambles lay on ethier side of the faint trail. Their
scent is pungent and fills the air. Although the trail is fairly easy travel a
small step could become dangerous. A small cabin lays westwards to along the
faint track. The main path continues off to the northwest.
[ Exits: n e w ]
*Crunch* is here, fighting a rough grey stallion!.
A small fluffy rabbit hides from predators.
A rough grey stallion is here, fighting *Crunch*!.
Kicking the dirt, a rough grey stallion waits here, ready to move.

Crunch trying to be clever again. Luckily there's two horses here, so it doesn't matter all that much.

HP:Healthy SP:Strong MV:Strong >
A rough grey stallion tries to hit *Crunch*'s body, but he parries the attack.

HP:Healthy SP:Strong MV:Strong >
ride horse
he is fighting! You're mad to even think about mounting he now!

HP:Healthy SP:Strong MV:Strong >
*Crunch* panics, and attempts to flee!

HP:Healthy SP:Strong MV:Strong >
ride 2./gray
They aren't here!

HP:Healthy SP:Strong MV:Strong >
ride 2.horse
ride 2.horse
You begin riding a rough grey stallion.

HP:Healthy SP:Strong MV:Strong >
You're already riding a rough grey stallion

HP:Healthy SP:Strong MV:Strong >
kill dark
You try to strike *Crunch*'s body, but miss.

HP:Healthy SP:Strong MV:Strong - Crunch: Hurt --- a rough grey stallion: Healthy>
You try to strike *Crunch*'s feet, but miss.
A rough grey stallion tries to hit *Crunch*'s head, but he parries the attack.

HP:Healthy SP:Strong MV:Strong - Crunch: Hurt --- a rough grey stallion: Healthy>
*Crunch* leaves east.

HP:Healthy SP:Strong MV:Strong >
emb
You surrender yourself to saidar as you embrace the True Source.

HP:Healthy SP:Strong MV:Strong >
l
A Brambled Path
Thick bushes of spiked brambles lay on ethier side of the faint trail. Their
scent is pungent and fills the air. Although the trail is fairly easy travel a
small step could become dangerous. A small cabin lays westwards to along the
faint track. The main path continues off to the northwest.
[ Exits: n e w ]
A small fluffy rabbit hides from predators.
Kicking the dirt, a rough grey stallion waits here, ready to move.
A rough grey stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Strong >
kill dark
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NO QUIT 6
NIGHT VISION 22
AGILITY 18

HP:Healthy SP:Strong MV:Strong >
not
kill dark
You will now look around more carefully.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
e
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
Ancient Oaks
A large oak tree stands here. Its branches are gnarled and large knots lay
scattered on its surface. It can be sensed that the tree has been here a very
long time. A rectangular stone leans against its trunk. A faint track leads
around the tree leading to the north and west of it.
[ Exits: n w ]
A rough grey stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
channel 'create fire'
Who do you wish to channel this weave upon?

HP:Healthy SP:Strong MV:Strong >
w
kill dark
A Brambled Path
Thick bushes of spiked brambles lay on ethier side of the faint trail. Their
scent is pungent and fills the air. Although the trail is fairly easy travel a
small step could become dangerous. A small cabin lays westwards to along the
faint track. The main path continues off to the northwest.
[ Exits: n e w ]
A rough grey stallion is standing here, being ridden by you.
A small fluffy rabbit hides from predators.
Kicking the dirt, a rough grey stallion waits here, ready to move.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
n
The Northern Path
The path twists and turns up the steady incline. Moss grows on the trees,
little webs form in their branches. Some old dead trees, already rotting have
mushrooms on them. A enourmous boulder lies off far east from here, and a
faint track runs toward the south.
[ Exits: e s w ]
A rough grey stallion is standing here, being ridden by you.
A hippopotamus is here, his lyrics are bottomless.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
e
West of the Boulder
The faint track runs along to the west and to the east where it ends in front
of a big boulder. Enormous oak trees overhead, watch silently. To the south,
more oak trees have grown close together. Faint sounds of water splashing and
hitting rocks can be heard off towards the east.
[ Exits: e s w ]
A rough grey stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
e
At a Large Boulder
A large boulder stands right in front of the drop towards the bank of the
river. Blocking the view of the Erinin water splashing upon the shalow rocks.
The boulder is very smooth looking, as if erroded by the wind. Thin curves,
seemingly some type of markings can be perceived on it.
[ Exits: s w ]
A rough grey stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Strong >
tr
HP:Healthy SP:Strong MV:Strong >
- +
* You see fresh tracks of a trolloc leaving south.
You see fresh tracks of a human leaving west.
You see fresh tracks of a trolloc leaving west.

HP:Healthy SP:Strong MV:Strong >
not
You look around less carefully.

HP:Healthy SP:Strong MV:Strong >
s
The Northern Trail
The worn down trail twists abruptly away from the river, around a big boulder.
The river can still be heard, however cannot be seen from this viewpoint.
Large roots stick out here and there along the trail, making it harder to
travel. Large oak trees stand here ready to provide shade.
[ Exits: n s ]
A rough grey stallion is standing here, being ridden by you.
A small deer is here watching over herself.

HP:Healthy SP:Strong MV:Strong >
s
A Twist in the Path
The pathway curves slightly toward the Erinin river, almost hugging the bank.
From here, the path turns to the west, and continues further on toward the
north. The rocks to the east leave no room to safely embark on the river,
although a small landing can be seen a little to the north.
[ Exits: n w ]
A rough grey stallion is standing here, being ridden by you.
A tough grey wolf is here, its upper lip pulled back in a snarl.
A hippopotamus is here, his lyrics are bottomless.

HP:Healthy SP:Strong MV:Strong >
w
Turn in the Path
The path turns briefly here, twisting toward the north eastern part of the
woods. The road to the south cannot be seen at all from here, although the
white tower is still quite visible to the east. The water in the Erinin river
can also be distincly heard hitting the rocks towards the northeast.
[ Exits: e s ]
A rough grey stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Strong >
s
kill dark
Along the Path
The soft dark dirt makes a distict pathway all throughout the woods. There is
plenty of room around, the trees have not grown close together. Old leaves and
twigs are scattered about the path, making it hard to travel without making any
noise. Small berries grow on the bushes, east of the path.
[ Exits: n s ]
A rough grey stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Strong >
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
s
kill dark
channel 'create fire'
Northern Path
North of the Tar Valon intersection, the path continues into the forest beyond
the clearing. The path seems to get narrower the closer it gets to the forest.
To the south the road continues as far as the eye can see. Beyond the eastern
bushes, the top of the shining White Tower can be distinguished.
[ Exits: n s ]
A rough grey stallion is standing here, being ridden by you.

HP:Healthy SP:Strong MV:Strong >
They don't seem to be here.

HP:Healthy SP:Strong MV:Strong >
Who do you wish to channel this weave upon?

HP:Healthy SP:Strong MV:Strong >
s
kill dark
channel 'create fire'
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A rough grey stallion is standing here, being ridden by you.
*Crunch* is standing here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Healthy SP:Strong MV:Strong >
You try to strike *Crunch*'s legs, but miss.

HP:Healthy SP:Strong MV:Strong - Crunch: Hurt>
You begin channeling the appropriate flows...

HP:Healthy SP:Strong MV:Strong - Crunch: Hurt>
= - *Crunch* tries to strike your feet, but misses.

HP:Healthy SP:Strong MV:Strong - Crunch: Hurt>
*Crunch* panics, and attempts to flee!

HP:Healthy SP:Strong MV:Strong - Crunch: Hurt>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Healthy SP:Strong MV:Strong - Crunch: Hurt>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Healthy SP:Strong MV:Strong - Crunch: Hurt>
= -
* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded>
s
A Ghob'hlin trolloc assists *Crunch*.
A Ghob'hlin trolloc tries to blast your legs, but misses.
A pale half-man tries to slash your arms, but you parry the attack.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded>
No way! You're fighting for your life!

HP:Healthy SP:Good MV:Strong - Crunch: Wounded>
*Crunch* leaves east.

HP:Healthy SP:Good MV:Strong - a Ghob'hlin trolloc: Healthy>
f
You strike a Ghob'hlin trolloc's head hard.
A pale half-man tries to slash your body, but you dodge the attack.
A Ghob'hlin trolloc tries to blast your arms, but misses.
A Ghob'hlin trolloc tries to cleave your legs, but misses.
You panic and attempt to flee!

HP:Healthy SP:Good MV:Strong - a Ghob'hlin trolloc: Scratched>
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A rough grey stallion is standing here, being ridden by you.
You flee head over heels.

HP:Healthy SP:Good MV:Strong >
*Crunch* has arrived from the east.

HP:Healthy SP:Good MV:Strong >
stat
*Crunch* leaves west.

HP:Healthy SP:Good MV:Strong >
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NO QUIT 6
NIGHT VISION 22
AGILITY 18

HP:Healthy SP:Good MV:Strong >
kill dark
They don't seem to be here.

HP:Healthy SP:Good MV:Strong >
w
kill dark
channel 'create fire'
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A rough grey stallion is standing here, being ridden by you.
*Crunch* is standing here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.
*Crunch* strikes a rough grey stallion's body into bloody fragments!

HP:Healthy SP:Good MV:Strong >
You try to strike *Crunch*'s head, but miss.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
You begin channeling the appropriate flows...

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
= - A rough grey stallion tries to hit *Crunch*'s hands, but he dodges the attack.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
w
kill dark
channel 'create fire'
No way! You're fighting for your life!

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
You do the best you can!

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
You begin channeling the appropriate flows...

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
= A pale half-man tries to slash your legs, but you dodge the attack.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
-
* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
= A pale half-man tries to slash your feet, but you parry the attack.
A rough grey stallion tries to hit *Crunch*'s feet, but he dodges the attack.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
= *Crunch* sends a rough grey stallion sprawling with a powerful bash!
You dodge a bash from *Crunch* who loses his balance and falls!

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>

* + - = % = - A pale half-man tries to slash your shoulders, but you dodge the attack.

HP:Healthy SP:Good MV:Strong - Crunch: Wounded --- a rough grey stallion: Hurt>
+
* Okay.
*Crunch* screams in agony and tears at his skin as your flows of Fire char his insides.

HP:Healthy SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Hurt>
channel 'immolate' dark
A Ghob'hlin trolloc tries to cleave your legs, but misses.
A Ghob'hlin trolloc tries to blast your feet, but misses.
You begin channeling the appropriate flows...

HP:Healthy SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Hurt>
= =
* + - You are interrupted and stop what you are doing.
*Crunch* sends you sprawling with a powerful bash!

A smart move. By alternating between me and my horse, it keeps me from going anywhere, and dodge gets hit hard by mobs while bashed. I stay in because I'm at full health and can take some hits.


HP:Scratched SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Hurt>
A Ghob'hlin trolloc blasts your body into bloody fragments!
A Ghob'hlin trolloc cleaves your legs into bloody fragments!
A pale half-man slashes your body extremely hard.
A rough grey stallion tries to hit *Crunch*'s head, but he parries the attack.
*Crunch* strikes a rough grey stallion's head into bloody fragments!

HP:Hurt SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Wounded>
channel 'immolate' dark
A Ghob'hlin trolloc blasts your body into bloody fragments!
A Ghob'hlin trolloc cleaves your legs extremely hard.
A pale half-man slashes your arms into bloody fragments!
A rough grey stallion tries to hit *Crunch*'s head, but he parries the attack.
*Crunch* strikes a rough grey stallion's head into bloody fragments!

HP:Wounded SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Wounded>
You begin channeling the appropriate flows...

HP:Wounded SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Wounded>
= = A Ghob'hlin trolloc tries to blast your body, but misses.
A Ghob'hlin trolloc tries to cleave your feet, but misses.
A pale half-man tries to slash your shoulders, but you parry the attack.
A rough grey stallion tries to hit *Crunch*'s shoulders, but he parries the attack.

HP:Wounded SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Wounded>

* + - = *Crunch* sends a rough grey stallion sprawling with a powerful bash!

HP:Wounded SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Wounded>
% = - + You are interrupted and stop what you are doing.
A Ghob'hlin trolloc blasts your body hard.
A Ghob'hlin trolloc tries to cleave your hands, but misses.
A pale half-man tries to slash your legs, but you dodge the attack.
You try to strike *Crunch*'s legs, but miss.

HP:Wounded SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Wounded>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Wounded SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Wounded>
= =
* + - = % You are interrupted and stop what you are doing.
*Crunch* sends you sprawling with a powerful bash!

HP:Wounded SP:Weakening MV:Strong - Crunch: Battered --- a rough grey stallion: Wounded>
A Ghob'hlin trolloc blasts your head extremely hard.
A Ghob'hlin trolloc cleaves your head very hard.
A pale half-man slashes your body extremely hard.
*Crunch* strikes a rough grey stallion's legs into bloody fragments!
A rough grey stallion grimaces in pain.

HP:Battered SP:Weakening MV:Fresh - Crunch: Wounded --- a rough grey stallion: Wounded>
rel
f
A Ghob'hlin trolloc blasts your body into bloody fragments!
A Ghob'hlin trolloc cleaves your body very hard.
You wish that your wounds would stop BLEEDING so much!
A pale half-man slashes your legs into bloody fragments!
You wish that your wounds would stop BLEEDING so much!
A rough grey stallion tries to hit *Crunch*'s legs, but he parries the attack.

HP:Beaten SP:Weakening MV:Fresh - Crunch: Wounded --- a rough grey stallion: Wounded>
dism
f
A rough grey stallion avoids being bashed by *Crunch* who loses his balance and falls!

HP:Beaten SP:Weakening MV:Fresh - Crunch: Wounded --- a rough grey stallion: Wounded>
You release the One Power.

HP:Beaten SP:Weakening MV:Fresh - Crunch: Wounded --- a rough grey stallion: Wounded>
A Ghob'hlin trolloc tries to blast your arms, but misses.
A Ghob'hlin trolloc tries to cleave your shoulders, but misses.
A pale half-man slashes your hands very hard.
You wish that your wounds would stop BLEEDING so much!
You strike *Crunch*'s legs.
A rough grey stallion tries to hit *Crunch*'s head, but he dodges the attack.
You panic and attempt to flee!

HP:Critical SP:Weakening MV:Fresh - Crunch: Battered --- a rough grey stallion: Wounded>
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
A rough grey stallion is standing here, being ridden by you.
You flee head over heels.
You stop riding a rough grey stallion.

Stack a dismount, so I don't get screwed by horse bash. Should have input that before the flee, but I get away with it here. Now it's time to go regain some health.
Last edited by Jaina on Tue Jun 08, 2010 6:58 pm, edited 1 time in total.
Jaina
Posts: 91
Joined: Sat Mar 14, 2009 8:48 pm

Post by Jaina »

Edited out is about 3 ticks where I get hp back. I make a foray outside to harass Crunch a bit in the meantime, to help nullify some of his regen, but it's short and not worth posting. Log picks up when I go back out.

Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Full MV:Excellent >
They don't seem to be here.

HP:Battered SP:Full MV:Excellent >
Who do you wish to channel this weave upon?

HP:Battered SP:Full MV:Excellent >
w
kill dark
channel 'create fire'
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Full MV:Excellent >
They don't seem to be here.

HP:Battered SP:Full MV:Excellent >
Who do you wish to channel this weave upon?

HP:Battered SP:Full MV:Excellent >
n
kill dark
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Battered SP:Full MV:Excellent >
channel 'create fire'
You try to strike *Crunch*'s body, but miss.

HP:Battered SP:Full MV:Excellent - Crunch: Wounded>
*Crunch* tries to strike your body, but misses.
You try to strike *Crunch*'s legs, but miss.
You begin channeling the appropriate flows...

HP:Battered SP:Full MV:Excellent - Crunch: Wounded>
= -
* f
Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Battered SP:Excellent MV:Excellent - Crunch: Wounded>
You panic and attempt to flee!

HP:Battered SP:Excellent MV:Excellent - Crunch: Wounded>
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.
You flee head over heels.

HP:Battered SP:Excellent MV:Excellent >
s
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Excellent MV:Excellent >
sc
You have 96(312) hit, 181(196) mana, and 126(139) movement points.
You have scored 386911671 exp, 217 total quest points
You need 9088329 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Battered SP:Excellent MV:Excellent >
stat
s
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 21
NO QUIT 6
NIGHT VISION 18
AGILITY 14

HP:Battered SP:Excellent MV:Excellent >
Grasslands at a Cliff
Suddenly a sheer rock wall rises out of the grass, the first landmark you've
seen in quite some time. Vines and roots spill over the edge high above,
making a waterfall of vegetation into the swarming sea of grass below. The
cliff offers some shade from the beating sun overhead, making this place a good
spot for a rest.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
e
Grasslands Off the Road
Centuries of natural evolution have enabled these plains to overgrow many of
the roads that once ran through this place. The grass grows high enough here
that shorter people could become lost fairly easily if they are not careful...
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 21
NO QUIT 6
NIGHT VISION 18
AGILITY 14

HP:Battered SP:Excellent MV:Excellent >
l
Grasslands Off the Road
Centuries of natural evolution have enabled these plains to overgrow many of
the roads that once ran through this place. The grass grows high enough here
that shorter people could become lost fairly easily if they are not careful...
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
sc
You have 96(312) hit, 181(196) mana, and 126(139) movement points.
You have scored 386911671 exp, 217 total quest points
You need 9088329 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Battered SP:Excellent MV:Excellent >
channel 'immolate' dark
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
channel 'immolate' dark
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
l
Grasslands Off the Road
Centuries of natural evolution have enabled these plains to overgrow many of
the roads that once ran through this place. The grass grows high enough here
that shorter people could become lost fairly easily if they are not careful...
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
channel 'create fire' dark
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
channel 'create fire' dark
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
A rhinoceros leaves west.

HP:Battered SP:Excellent MV:Excellent >
l
Grasslands Off the Road
Centuries of natural evolution have enabled these plains to overgrow many of
the roads that once ran through this place. The grass grows high enough here
that shorter people could become lost fairly easily if they are not careful...
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
*Crunch* has arrived from the west.

HP:Battered SP:Excellent MV:Excellent >
stat
*Crunch* tries to strike your feet, but misses.

HP:Battered SP:Excellent MV:Excellent - Crunch: Wounded>
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 21
NO QUIT 6
NIGHT VISION 18
AGILITY 14

HP:Battered SP:Excellent MV:Excellent - Crunch: Wounded>
f
You panic and attempt to flee!

HP:Battered SP:Excellent MV:Excellent - Crunch: Wounded>
Tar Valon Road Through the Plains
The road continues to the north and south without visible end. To the west the
Caralain plains are still the only thing visible. Shapes and forms are seen
stalking the Caralain grass, and the wildlife is livid.
[ Exits: n s w ]
A white stallion is standing here, being ridden by you.
You flee head over heels.

HP:Battered SP:Excellent MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
channel 'create fire'
Who do you wish to channel this weave upon?

HP:Battered SP:Excellent MV:Excellent >
channel 'create fire' dark
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
*Crunch* has arrived from the west.

HP:Battered SP:Excellent MV:Excellent >
channel 'create fire' dark
You begin channeling the appropriate flows...

HP:Battered SP:Excellent MV:Excellent >
= - *Crunch* leaves north.

HP:Battered SP:Excellent MV:Excellent >

* Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
n
kill dark
channel 'create fire' dark
Intersection in the Road
For the first time you feel as if you are approaching Tar Valon. To the east
the road continues on to Tar Valon, to the west the Caralain grass is moving as
ever. To the south the road travels towards Caemlyn.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Excellent MV:Excellent >
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
n
kill dark
channel 'create fire' dark
Alas, you cannot go that way...

HP:Battered SP:Excellent MV:Excellent >
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
tr
HP:Battered SP:Excellent MV:Excellent >
- +
* You see fresh tracks of a trolloc leaving west.
You see fresh tracks of a ridden mount leaving west.
You see almost fresh tracks of a trolloc leaving west.

HP:Battered SP:Excellent MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
*Crunch* has arrived from the west.

HP:Battered SP:Excellent MV:Excellent >
w
kill dark
channel 'create fire' dark
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
s
Grasslands Off the Road
Centuries of natural evolution have enabled these plains to overgrow many of
the roads that once ran through this place. The grass grows high enough here
that shorter people could become lost fairly easily if they are not careful...
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
n
kill dark
channel 'create fire' dark
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
They don't seem to be here.

HP:Battered SP:Excellent MV:Excellent >
Your target could not be found.

HP:Battered SP:Excellent MV:Excellent >
s
Grasslands Off the Road
Centuries of natural evolution have enabled these plains to overgrow many of
the roads that once ran through this place. The grass grows high enough here
that shorter people could become lost fairly easily if they are not careful...
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
n
kill dark
channel 'create fire' dark
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Excellent >
You strike *Crunch*'s head hard.

HP:Battered SP:Excellent MV:Excellent - Crunch: Wounded>
You begin channeling the appropriate flows...

HP:Battered SP:Excellent MV:Excellent - Crunch: Wounded>
= - *Crunch* panics, and attempts to flee!

HP:Battered SP:Excellent MV:Excellent - Crunch: Wounded>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Battered SP:Strong MV:Excellent - Crunch: Battered>
s
kill dark
*Crunch* leaves west.
Grasslands Off the Road
Centuries of natural evolution have enabled these plains to overgrow many of
the roads that once ran through this place. The grass grows high enough here
that shorter people could become lost fairly easily if they are not careful...
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Strong MV:Excellent >
They don't seem to be here.

HP:Battered SP:Strong MV:Excellent >
n
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Strong MV:Excellent >
w
kill dark
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Excellent >
They don't seem to be here.

HP:Battered SP:Strong MV:Excellent >
channel 'create fire' dark
Your target could not be found.

HP:Battered SP:Strong MV:Excellent >
e
sc
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Strong MV:Excellent >
You have 96(312) hit, 166(196) mana, and 126(139) movement points.
You have scored 386912932 exp, 217 total quest points
You need 9087068 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks weary.
You are standing.

HP:Battered SP:Strong MV:Excellent >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 21
NO QUIT 6
NIGHT VISION 18
AGILITY 14

HP:Battered SP:Strong MV:Excellent >
l
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Strong MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Strong MV:Excellent >
kill dark
They don't seem to be here.

HP:Battered SP:Strong MV:Excellent >
kill dark
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
stat
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 20
NO QUIT 5
NIGHT VISION 17
AGILITY 13

HP:Battered SP:Excellent MV:Fresh >
l
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Fresh >
kill dark
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
sc
You have 115(312) hit, 184(196) mana, and 139(139) movement points.
You have scored 386912932 exp, 217 total quest points
You need 9087068 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Battered SP:Excellent MV:Fresh >
l
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Excellent MV:Fresh >
sc
You have 115(312) hit, 184(196) mana, and 139(139) movement points.
You have scored 386912932 exp, 217 total quest points
You need 9087068 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Battered SP:Excellent MV:Fresh >
l
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Fresh >
w
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Excellent MV:Fresh >
w
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Battered SP:Excellent MV:Fresh >
*Crunch* strikes a white stallion's hands into bloody fragments!

He's trying the horse targeting again. This time I'm wise to it, and run a weave rather than engage him.


HP:Battered SP:Excellent MV:Fresh >
A white stallion tries to hit *Crunch*'s feet, but he dodges the attack.
*Crunch* strikes a white stallion's arms into bloody fragments!

HP:Battered SP:Excellent MV:Fresh >
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Battered SP:Excellent MV:Fresh >
= =
* + - = A white stallion tries to hit *Crunch*'s hands, but he parries the attack.

HP:Battered SP:Excellent MV:Fresh >
% A white stallion avoids being bashed by *Crunch* who loses his balance and falls!

HP:Battered SP:Excellent MV:Fresh >
= - + A Ghob'hlin trolloc tries to cleave your head, but misses.
A Ghob'hlin trolloc tries to blast your head, but misses.
A pale half-man tries to slash your head, but you dodge the attack.

HP:Battered SP:Excellent MV:Fresh - a Ghob'hlin trolloc: Healthy>

* Okay.
*Crunch* screams in agony and tears at his skin as your flows of Fire char his insides.

HP:Battered SP:Strong MV:Fresh - a Ghob'hlin trolloc: Healthy>
f
You panic and attempt to flee!

HP:Battered SP:Strong MV:Fresh - a Ghob'hlin trolloc: Healthy>
A pale half-man tries to slash your hands, but you dodge the attack.
A Ghob'hlin trolloc tries to blast your head, but misses.
A Ghob'hlin trolloc tries to cleave your body, but misses.
A white stallion tries to hit *Crunch*'s body, but he parries the attack.

HP:Battered SP:Strong MV:Fresh - a Ghob'hlin trolloc: Healthy>
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
You flee head over heels.

HP:Battered SP:Strong MV:Fresh >
e
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Strong MV:Fresh >
w
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Fresh >
kill dark
kill dark
They don't seem to be here.

HP:Battered SP:Strong MV:Fresh >
stat
They don't seem to be here.

HP:Battered SP:Strong MV:Fresh >
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 20
NO QUIT 5
NIGHT VISION 17
AGILITY 13

HP:Battered SP:Strong MV:Fresh >
sc
You have 115(312) hit, 155(196) mana, and 139(139) movement points.
You have scored 386915132 exp, 217 total quest points
You need 9084868 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Battered SP:Strong MV:Fresh >
l
kill dark
A pale half-man has arrived from the south.
A Ghob'hlin trolloc has arrived from the south.
A Ghob'hlin trolloc has arrived from the south.
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Fresh >
kill dark
They don't seem to be here.

HP:Battered SP:Strong MV:Fresh >
They don't seem to be here.

HP:Battered SP:Strong MV:Fresh >
w
channel 'immolate' dark
Under a Crumbled Watch Tower
The stone walls take a violent turn here, heading east along a trickling
stream. Directly ahead of you lies a giant watch tower, overcome by ages of
nature. Moss and vines climb the tower, slowly peeling the brickwork from the
building. To the south, a clearing surrounded by walls offers some protection.
[ Exits: e s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Fresh >
Your target could not be found.

HP:Battered SP:Strong MV:Fresh >
s
Southern Walls of a Fort
Large stonework rises up from the ground here, offering protection from the
southwestern side of the Tar Valon plains. Many of the walls here stand
randomly or alone, with moss overgrowing them and pieces missing. The place
smells of blood and dirt, evidence of countless battles throughout the ages.
[ Exits: n e ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Fresh >
e
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Fresh >
channel 'immolate' dark
Your target could not be found.

HP:Battered SP:Strong MV:Fresh >
sc
You have 115(312) hit, 155(196) mana, and 139(139) movement points.
You have scored 386915132 exp, 217 total quest points
You need 9084868 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Battered SP:Strong MV:Fresh >
*Crunch* has arrived from the west.

HP:Battered SP:Strong MV:Fresh >
*Crunch* tries to strike your body, but misses.

HP:Battered SP:Strong MV:Fresh - Crunch: Battered>
f
You panic and attempt to flee!

HP:Battered SP:Strong MV:Fresh - Crunch: Battered>
A pale half-man has arrived from the north.
A Ghob'hlin trolloc has arrived from the north.
A Ghob'hlin trolloc has arrived from the north.

HP:Battered SP:Strong MV:Fresh - Crunch: Battered>
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.
You flee head over heels.

HP:Battered SP:Strong MV:Fresh >
e
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.

HP:Battered SP:Strong MV:Fresh >
sc
You have 115(312) hit, 155(196) mana, and 139(139) movement points.
You have scored 386914880 exp, 217 total quest points
You need 9085120 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks weary.
You are standing.

HP:Battered SP:Strong MV:Fresh >
channel 'create fire' dark
Your target could not be found.

HP:Battered SP:Strong MV:Fresh >
*Crunch* has arrived from the west.

HP:Battered SP:Strong MV:Fresh >
channel 'create fire' dark
*Crunch* tries to strike your feet, but misses.

HP:Battered SP:Strong MV:Fresh - Crunch: Battered>
You begin channeling the appropriate flows...

HP:Battered SP:Strong MV:Fresh - Crunch: Battered>
= -
* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Battered SP:Good MV:Fresh - Crunch: Battered>
channel 'create fire' dark
You begin channeling the appropriate flows...

HP:Battered SP:Good MV:Fresh - Crunch: Battered>
= -
* channel 'create fire' dark
Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Battered SP:Good MV:Fresh - Crunch: Battered>
You begin channeling the appropriate flows...

HP:Battered SP:Good MV:Fresh - Crunch: Battered>
= - You dodge a bash from *Crunch* who loses his balance and falls!

HP:Battered SP:Good MV:Fresh - Crunch: Battered>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Battered SP:Good MV:Fresh - Crunch: Beaten>
channel 'create fire' dark
You begin channeling the appropriate flows...

HP:Battered SP:Good MV:Fresh - Crunch: Beaten>
= - *Crunch* panics, and attempts to flee!

HP:Battered SP:Good MV:Fresh - Crunch: Beaten>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Battered SP:Weakening MV:Fresh - Crunch: Beaten>
w
kill dark
No way! You're fighting for your life!

HP:Battered SP:Weakening MV:Fresh - Crunch: Beaten>
*Crunch* leaves west.
They don't seem to be here.

HP:Battered SP:Weakening MV:Fresh >
w
kill dark
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
They don't seem to be here.

HP:Battered SP:Weakening MV:Fresh >
n
n
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
Alas, you cannot go that way...

HP:Battered SP:Weakening MV:Fresh >
not
w
You look around less carefully.

HP:Battered SP:Weakening MV:Fresh >
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Battered SP:Weakening MV:Fresh >
n
n
Northern Path
North of the Tar Valon intersection, the path continues into the forest beyond
the clearing. The path seems to get narrower the closer it gets to the forest.
To the south the road continues as far as the eye can see. Beyond the eastern
bushes, the top of the shining White Tower can be distinguished.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
tr
Along the Path
The soft dark dirt makes a distict pathway all throughout the woods. There is
plenty of room around, the trees have not grown close together. Old leaves and
twigs are scattered about the path, making it hard to travel without making any
noise. Small berries grow on the bushes, east of the path.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
HP:Battered SP:Weakening MV:Fresh >
- +
* You see very recent tracks of a trolloc leaving south.
You see very recent tracks of a trolloc leaving north.
You see fairly recent tracks of a ridden mount leaving south.

HP:Battered SP:Weakening MV:Fresh >
n
Turn in the Path
The path turns briefly here, twisting toward the north eastern part of the
woods. The road to the south cannot be seen at all from here, although the
white tower is still quite visible to the east. The water in the Erinin river
can also be distincly heard hitting the rocks towards the northeast.
[ Exits: e s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
s
s
Along the Path
The soft dark dirt makes a distict pathway all throughout the woods. There is
plenty of room around, the trees have not grown close together. Old leaves and
twigs are scattered about the path, making it hard to travel without making any
noise. Small berries grow on the bushes, east of the path.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
kill dark
Northern Path
North of the Tar Valon intersection, the path continues into the forest beyond
the clearing. The path seems to get narrower the closer it gets to the forest.
To the south the road continues as far as the eye can see. Beyond the eastern
bushes, the top of the shining White Tower can be distinguished.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Weakening MV:Fresh >
They don't seem to be here.

HP:Battered SP:Weakening MV:Fresh >
scan s
HP:Battered SP:Weakening MV:Fresh >
- +
* *Crunch* is standing here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Battered SP:Weakening MV:Fresh >
emb
You are in touch with the True Source already. Can you not feel the surge of power through you?

HP:Battered SP:Weakening MV:Fresh >
dism
You stop riding a white stallion.

HP:Battered SP:Weakening MV:Fresh >
lead horse
A white stallion starts following you.

HP:Battered SP:Weakening MV:Fresh >
lead horse
lead horse
You are already leading him.

HP:Battered SP:Weakening MV:Fresh >
You are already leading him.

HP:Battered SP:Weakening MV:Fresh >
s
channel 'immolate' dark
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
*Crunch* is standing here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.
A white stallion has arrived from the north.

HP:Battered SP:Weakening MV:Excellent >
You begin channeling the appropriate flows...
*Crunch* strikes a white stallion's head into bloody fragments!

He tries it again, I try again. Unfortunately this time a mob ruins my weave.


HP:Battered SP:Weakening MV:Excellent >
= = A white stallion tries to hit *Crunch*'s head, but he parries the attack.
*Crunch* strikes a white stallion's feet into bloody fragments!

HP:Battered SP:Weakening MV:Excellent >

* + - = % *Crunch* panics, and attempts to flee!

HP:Battered SP:Weakening MV:Excellent >
= - + A Ghob'hlin trolloc tries to cleave your legs, but misses.
A Ghob'hlin trolloc tries to blast your shoulders, but misses.
A pale half-man tries to slash your body, but you dodge the attack.
A pale half-man tries to slash your body, but you parry the attack.
A Ghob'hlin trolloc tries to blast your body, but misses.
You are interrupted and stop what you are doing.
A Ghob'hlin trolloc cleaves your head hard.
A white stallion tries to hit *Crunch*'s shoulders, but he parries the attack.

HP:Battered SP:Weakening MV:Excellent - a Ghob'hlin trolloc: Healthy>
*Crunch* leaves south.

HP:Battered SP:Weakening MV:Excellent - a Ghob'hlin trolloc: Healthy>
channel 'create fire' dark
Your target could not be found.

HP:Battered SP:Weakening MV:Excellent - a Ghob'hlin trolloc: Healthy>
f
You panic and attempt to flee!

HP:Battered SP:Weakening MV:Excellent - a Ghob'hlin trolloc: Healthy>
*Crunch* has arrived from the south.

HP:Battered SP:Weakening MV:Excellent - a Ghob'hlin trolloc: Healthy>
*Crunch* strikes your shoulders into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

HP:Beaten SP:Weakening MV:Excellent - a Ghob'hlin trolloc: Healthy>
Under a Crumbled Watch Tower
The stone walls take a violent turn here, heading east along a trickling
stream. Directly ahead of you lies a giant watch tower, overcome by ages of
nature. Moss and vines climb the tower, slowly peeling the brickwork from the
building. To the south, a clearing surrounded by walls offers some protection.
[ Exits: e s ]
You flee head over heels.

HP:Beaten SP:Weakening MV:Excellent >
s
Southern Walls of a Fort
Large stonework rises up from the ground here, offering protection from the
southwestern side of the Tar Valon plains. Many of the walls here stand
randomly or alone, with moss overgrowing them and pieces missing. The place
smells of blood and dirt, evidence of countless battles throughout the ages.
[ Exits: n e ]

HP:Beaten SP:Good MV:Excellent >
e
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.

HP:Beaten SP:Good MV:Excellent >
sc
You have 93(312) hit, 105(196) mana, and 135(139) movement points.
You have scored 386918136 exp, 217 total quest points
You need 9081864 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are standing.

HP:Beaten SP:Good MV:Excellent >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 144 Dodge Bonus: 132, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NO QUIT 5
NIGHT VISION 16
AGILITY 12

HP:Beaten SP:Good MV:Excellent >
A pale half-man has arrived from the north.
A Ghob'hlin trolloc has arrived from the north.
A Ghob'hlin trolloc has arrived from the north.

HP:Beaten SP:Good MV:Excellent >
n
channel 'immolate' dark

Risk a long weave this time, he's in a lot of trouble if I get it off, and in the worst case scenario I have hps to eat a bash.

An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
*Crunch* is standing here.
A tall white stallion is standing here.
*Crunch* tries to strike your hands, but misses.

HP:Beaten SP:Good MV:Excellent - Crunch: Beaten>
You begin channeling the appropriate flows...

HP:Beaten SP:Good MV:Excellent - Crunch: Beaten>
= = *Crunch* tries to strike your hands, but misses.

HP:Beaten SP:Good MV:Excellent - Crunch: Beaten>

* + - = % = - + You are interrupted and stop what you are doing.
*Crunch* sends you sprawling with a powerful bash!

HP:Beaten SP:Weakening MV:Excellent - Crunch: Beaten>
channel 'create fire' dark
A pale half-man has arrived from the south.
A Ghob'hlin trolloc has arrived from the south.
A Ghob'hlin trolloc has arrived from the south.

Worst case. Now we hope the mobs don't engage...


HP:Beaten SP:Weakening MV:Excellent - Crunch: Beaten>
*Crunch* strikes your head into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

HP:Beaten SP:Weakening MV:Excellent - Crunch: Beaten>
f
*Crunch* strikes your feet into bloody fragments!
You wish that your wounds would stop BLEEDING so much!

HP:Critical SP:Weakening MV:Excellent - Crunch: Beaten>
You begin channeling the appropriate flows...

HP:Critical SP:Weakening MV:Excellent - Crunch: Beaten>
= Cancelled...
You panic and attempt to flee!

HP:Critical SP:Weakening MV:Excellent - Crunch: Beaten>
A Ghob'hlin trolloc assists *Crunch*.
A Ghob'hlin trolloc tries to blast your body, but misses.
A pale half-man assists a Ghob'hlin trolloc.

HP:Critical SP:Weakening MV:Excellent - Crunch: Beaten>
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.
You flee head over heels.

Too slow. Time to get inside.


HP:Critical SP:Weakening MV:Excellent >
e
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.

HP:Critical SP:Weakening MV:Excellent >
e
e
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
a rhinoceros is grazing here.

HP:Critical SP:Weakening MV:Excellent >
e
e
Intersection in the Road
For the first time you feel as if you are approaching Tar Valon. To the east
the road continues on to Tar Valon, to the west the Caralain grass is moving as
ever. To the south the road travels towards Caemlyn.
[ Exits: e s w ]

HP:Critical SP:Weakening MV:Strong >
The Tar Valon Road
The Tar Valon road travels east from the junction in the road here, fast
approaching Tar Valon. To the west you can see the intersection in the road
and beyond that the Caralain plains.
[ Exits: e w ]

HP:Critical SP:Weakening MV:Strong >
Bend in the Road
You are at a bend in the Tar Valon road once again. To the north the Tar Valon
road travels north beyond sight, to the west an intersection in the road can be
barely seen. The plains are still visible on the western horizon.
[ Exits: n w ]

HP:Critical SP:Weakening MV:Strong >
rel
You release the One Power.
*Crunch* has arrived from the west.

HP:Critical SP:Weakening MV:Strong >
e
Alas, you cannot go that way...

HP:Critical SP:Weakening MV:Strong >
n
*Crunch* tries to strike your head, but misses.

HP:Critical SP:Weakening MV:Strong - Crunch: Beaten>
No way! You're fighting for your life!

HP:Critical SP:Weakening MV:Strong - Crunch: Beaten>
n
n
No way! You're fighting for your life!

HP:Critical SP:Weakening MV:Strong - Crunch: Beaten>
n
No way! You're fighting for your life!

HP:Critical SP:Weakening MV:Strong - Crunch: Beaten>
f
No way! You're fighting for your life!

HP:Critical SP:Weakening MV:Strong - Crunch: Beaten>
You panic and attempt to flee!

HP:Critical SP:Weakening MV:Strong - Crunch: Beaten>
n
The Tar Valon Road
The road continues north and south here, to the north it goes and goes until
traveling beyond the horizon. To the south a small bend in the road can be
seen.
[ Exits: n s ]
You flee head over heels.
The Tar Valon Road
The road travels north and south from this point. To the south its still a
long trek to Caemlyn, to the north you are fast approaching Tar Valon.
[ Exits: n s ]

HP:Critical SP:Weakening MV:Strong >
n
n
Approaching Tar Valon
To the north a small bend in the road can be seen. To the south the road
travels beyond sight. To the southwest the Caralain grass is dissapearing
beyond view.
[ Exits: n s ]

And once I'm past he can't catch me. After getting a couple ticks, I go back outside to try my luck again.
Jaina
Posts: 91
Joined: Sat Mar 14, 2009 8:48 pm

Post by Jaina »

HP:Beaten SP:Strong MV:Good >
s
kill dark
channel 'create fire' dark
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.

HP:Beaten SP:Strong MV:Good >
You try to strike *Crunch*'s feet, but miss.

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
You begin channeling the appropriate flows...

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
= - *Crunch* panics, and attempts to flee!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
*Crunch* leaves north.

HP:Beaten SP:Strong MV:Good >

* Your target could not be found.

HP:Beaten SP:Strong MV:Good >
e
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Strong MV:Good >
w
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Strong MV:Good >
*Crunch* has arrived from the north.

HP:Beaten SP:Strong MV:Good >
*Crunch* tries to strike your legs, but misses.

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
n
kill dark
channel 'create fire' dark
No way! You're fighting for your life!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
f
You do the best you can!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
You begin channeling the appropriate flows...

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
= Cancelled...
You panic and attempt to flee!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
A pale half-man has arrived from the north.
A Ghob'hlin trolloc has arrived from the north.
A Ghob'hlin trolloc has arrived from the north.

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
Chuck narrates, 'jainnnaaaa'

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
Southern Walls of a Fort
Large stonework rises up from the ground here, offering protection from the
southwestern side of the Tar Valon plains. Many of the walls here stand
randomly or alone, with moss overgrowing them and pieces missing. The place
smells of blood and dirt, evidence of countless battles throughout the ages.
[ Exits: n e ]
A white stallion is standing here, being ridden by you.
You flee head over heels.

HP:Beaten SP:Strong MV:Good >
*Crunch* has arrived from the east.

HP:Beaten SP:Strong MV:Good >
n
*Crunch* tries to strike your head, but misses.

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
No way! You're fighting for your life!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
e
No way! You're fighting for your life!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
f
You panic and attempt to flee!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
e
Chuck narrates, 'soloing darkies? :p'

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
Under a Crumbled Watch Tower
The stone walls take a violent turn here, heading east along a trickling
stream. Directly ahead of you lies a giant watch tower, overcome by ages of
nature. Moss and vines climb the tower, slowly peeling the brickwork from the
building. To the south, a clearing surrounded by walls offers some protection.
[ Exits: e s ]
A white stallion is standing here, being ridden by you.
You flee head over heels.
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Strong MV:Good >
e
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Strong MV:Good >
e
At a Small Stream
The fields run right up to a trickling stream here, almost engulfing it
completely. Grass and weeds grow from under the water, stirring up the dirt
bottom and making the water look dark and murky. It does not look as if it
would be a good idea to stop to get a drink here... noises float on the breeze
from the west.
[ Exits: s w ]
A dark, murky stream trickles along the ground.
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Strong MV:Good >
nar trying to
You narrate, 'trying to'

HP:Beaten SP:Strong MV:Good >
*Crunch* has arrived from the west.

HP:Beaten SP:Strong MV:Good >
sc
You have 76(312) hit, 169(196) mana, and 91(139) movement points.
You have scored 386916676 exp, 217 total quest points
You need 9083324 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks weary.
You are standing.

HP:Beaten SP:Strong MV:Good >
stat
*Crunch* tries to strike your legs, but misses.

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NOTICE 21
NO QUIT 6
NIGHT VISION 13
AGILITY 9

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
s
No way! You're fighting for your life!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
f
You panic and attempt to flee!

HP:Beaten SP:Strong MV:Good - Crunch: Battered>
not
s
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.
You flee head over heels.
You look around less carefully.

HP:Beaten SP:Strong MV:Good >
The sun rises in the east.
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Excellent MV:Strong >
s
Grasslands at a Cliff
Suddenly a sheer rock wall rises out of the grass, the first landmark you've
seen in quite some time. Vines and roots spill over the edge high above,
making a waterfall of vegetation into the swarming sea of grass below. The
cliff offers some shade from the beating sun overhead, making this place a good
spot for a rest.
[ Exits: n e s ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Battered SP:Excellent MV:Strong >
s
Brambles and Bushes
Here the taller brush has become agitated, growing into bramble bushes that
writhe and tangle amongst themselves. To the west, the way becomes almost
impassible because of the sharp thorns these plants are producing. Looking
eastward, the grasses of the Caralain plains can be made out.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.
A ghastly wisp is here, slowy hovering your way.

HP:Battered SP:Excellent MV:Strong >
s
Alas, you cannot go that way...

HP:Battered SP:Excellent MV:Strong >
w
Thorny Brambles
Outside the cave there are bushes with thorns that reach everywhere stinging
things. This is off the Tar Valon road which is to the east that leads up
north to Tar Valon and south to Caemlyn.
[ Exits: e s ]
A giant bird's nest, made of sticks and mud, is tucked into the thorny bushes.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Excellent MV:Strong >
sc
You have 95(312) hit, 187(196) mana, and 124(139) movement points.
You have scored 386916402 exp, 217 total quest points
You need 9083598 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks strong.
You are standing.

HP:Battered SP:Excellent MV:Strong >
emb
You are in touch with the True Source already. Can you not feel the surge of power through you?

HP:Battered SP:Excellent MV:Strong >
e
channel 'immolate' dark
Chuck narrates, 'u in da dark :p'

HP:Battered SP:Excellent MV:Strong >
Brambles and Bushes
Here the taller brush has become agitated, growing into bramble bushes that
writhe and tangle amongst themselves. To the west, the way becomes almost
impassible because of the sharp thorns these plants are producing. Looking
eastward, the grasses of the Caralain plains can be made out.
[ Exits: n e w ]
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.
A ghastly wisp is here, slowy hovering your way.
*Crunch* leaves west.

HP:Battered SP:Excellent MV:Strong >
Your target could not be found.

HP:Battered SP:Excellent MV:Strong >
channel 'immolate' dark
Your target could not be found.

HP:Battered SP:Excellent MV:Strong >
*Crunch* has arrived from the west.

HP:Battered SP:Excellent MV:Strong >
dism
You stop riding a white stallion.
*Crunch* tries to strike your arms, but misses.

HP:Battered SP:Excellent MV:Strong - Crunch: Battered>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Battered SP:Excellent MV:Strong - Crunch: Battered>
= = A ghastly wisp tries to hit *Crunch*'s shoulders, but he parries the attack.
A ghastly wisp tries to hit *Crunch*'s shoulders, but he parries the attack.

Use aggro mobs to your advantage. This wisp splits his defense, giving me a greater chance of hitting him in melee if needed and makes it more difficult for him to chase me should I eat a bash.


HP:Battered SP:Excellent MV:Strong - Crunch: Battered>

* + - = % = - You dodge a bash from *Crunch* who loses his balance and falls!

HP:Battered SP:Excellent MV:Strong - Crunch: Battered>
+ A ghastly wisp tries to hit *Crunch*'s shoulders, but he parries the attack.

HP:Battered SP:Excellent MV:Strong - Crunch: Battered>

* Okay.
*Crunch* screams in agony and tears at his skin as your flows of Fire char his insides.

HP:Battered SP:Strong MV:Strong - Crunch: Beaten>
channel 'create fire' dark
You begin channeling the appropriate flows...

HP:Battered SP:Strong MV:Strong - Crunch: Beaten>
= *Crunch* panics, and attempts to flee!

HP:Battered SP:Strong MV:Strong - Crunch: Beaten>
- *Crunch* leaves east.

HP:Battered SP:Strong MV:Strong >

* Your target could not be found.

HP:Battered SP:Strong MV:Strong >
A ghastly wisp tries to hit your hands, but you parry the attack.

HP:Battered SP:Strong MV:Strong - a ghastly wisp: Healthy>
ride horse
ride horse
No way! You're fighting for your life!

HP:Battered SP:Strong MV:Strong - a ghastly wisp: Healthy>
No way! You're fighting for your life!

HP:Battered SP:Strong MV:Strong - a ghastly wisp: Healthy>
f
You panic and attempt to flee!

HP:Battered SP:Strong MV:Strong - a ghastly wisp: Healthy>
A ghastly wisp tries to hit your legs, but you parry the attack.

HP:Battered SP:Strong MV:Strong - a ghastly wisp: Healthy>
Vast Plains
The grasses take on quite a vibrant yellow shade here, growing thick and high
all around. When the sun shines at the right angle, most of the plants are so
bright it is hard to see. The ground beneath is moist, and you feel your feet
sink into the mud with each step.
[ Exits: n e s w ]
a rhinoceros is grazing here.
a rhinoceros is grazing here.
You flee head over heels.

HP:Battered SP:Strong MV:Strong >
w
w
Brambles and Bushes
Here the taller brush has become agitated, growing into bramble bushes that
writhe and tangle amongst themselves. To the west, the way becomes almost
impassible because of the sharp thorns these plants are producing. Looking
eastward, the grasses of the Caralain plains can be made out.
[ Exits: n e w ]
A tall white stallion is standing here.
A ghastly wisp is here, slowy hovering your way.

HP:Battered SP:Strong MV:Strong >
Thorny Brambles
Outside the cave there are bushes with thorns that reach everywhere stinging
things. This is off the Tar Valon road which is to the east that leads up
north to Tar Valon and south to Caemlyn.
[ Exits: e s ]
A giant bird's nest, made of sticks and mud, is tucked into the thorny bushes.

HP:Battered SP:Strong MV:Strong >
ride horse
They aren't here!

HP:Battered SP:Strong MV:Strong >
e
ride horse
e
ride horse
Brambles and Bushes
Here the taller brush has become agitated, growing into bramble bushes that
writhe and tangle amongst themselves. To the west, the way becomes almost
impassible because of the sharp thorns these plants are producing. Looking
eastward, the grasses of the Caralain plains can be made out.
[ Exits: n e w ]
A tall white stallion is standing here.
A ghastly wisp is here, slowy hovering your way.

HP:Battered SP:Strong MV:Strong >
e
You begin riding a white stallion.

HP:Battered SP:Strong MV:Strong >
Vast Plains
The grasses take on quite a vibrant yellow shade here, growing thick and high
all around. When the sun shines at the right angle, most of the plants are so
bright it is hard to see. The ground beneath is moist, and you feel your feet
sink into the mud with each step.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Battered SP:Strong MV:Strong >
n
You're already riding a white stallion

HP:Battered SP:Strong MV:Strong >
Tar Valon Road Through the Plains
This road travels through the actual plains themselves, and although the plains
are tall and fearsome the road is as long and wide as ever. The humid air is
making your sense of weariness double.
[ Exits: n s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Strong >
Tar Valon Road Through the Plains
The road continues to the north and south without visible end. To the west the
Caralain plains are still the only thing visible. Shapes and forms are seen
stalking the Caralain grass, and the wildlife is livid.
[ Exits: n s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Strong >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NO QUIT 6
n
NIGHT VISION 12
AGILITY 8

HP:Battered SP:Strong MV:Strong >
Intersection in the Road
For the first time you feel as if you are approaching Tar Valon. To the east
the road continues on to Tar Valon, to the west the Caralain grass is moving as
ever. To the south the road travels towards Caemlyn.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Strong >
n
Alas, you cannot go that way...

HP:Battered SP:Strong MV:Strong >
n
Alas, you cannot go that way...

HP:Battered SP:Strong MV:Strong >
tr
HP:Battered SP:Strong MV:Strong >
- +
* You see almost fresh tracks of a ridden mount leaving west.
You see almost fresh tracks of a trolloc leaving west.
You see almost fresh tracks of a trolloc leaving east.

HP:Battered SP:Strong MV:Strong >
sc
You have 95(312) hit, 158(196) mana, and 116(139) movement points.
You have scored 386919482 exp, 217 total quest points
You need 9080518 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks weary.
You are standing.

HP:Battered SP:Strong MV:Strong >
w
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Battered SP:Strong MV:Strong >
tr
HP:Battered SP:Strong MV:Strong >
- +
* You see fresh tracks of a trolloc leaving north.
You see fresh tracks of a ridden mount leaving west.
You see almost fresh tracks of a trolloc leaving west.

HP:Battered SP:Strong MV:Strong >
emb
You are in touch with the True Source already. Can you not feel the surge of power through you?

HP:Battered SP:Strong MV:Strong >
n
n
At a Small Stream
The fields run right up to a trickling stream here, almost engulfing it
completely. Grass and weeds grow from under the water, stirring up the dirt
bottom and making the water look dark and murky. It does not look as if it
would be a good idea to stop to get a drink here... noises float on the breeze
from the west.
[ Exits: s w ]
A dark, murky stream trickles along the ground.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Strong >
n
Alas, you cannot go that way...

HP:Battered SP:Strong MV:Strong >
Alas, you cannot go that way...

HP:Battered SP:Strong MV:Strong >
w
channel 'immolate' dark
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Strong >
Your target could not be found.

HP:Battered SP:Strong MV:Strong >
w
channel 'immolate' dark
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.

HP:Battered SP:Strong MV:Strong >
Your target could not be found.

HP:Battered SP:Strong MV:Strong >
s
channel 'immolate' dark
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.
A white stallion is standing here, being ridden by you.
*Crunch* is standing here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Battered SP:Strong MV:Strong >
You begin channeling the appropriate flows...
*Crunch* tries to strike your body, but misses.

HP:Battered SP:Strong MV:Strong - Crunch: Beaten>
= =
* f
Cancelled...
You panic and attempt to flee!

HP:Battered SP:Strong MV:Strong - Crunch: Beaten>
A Ghob'hlin trolloc tries to cleave your hands, but misses.
A Ghob'hlin trolloc tries to blast your body, but misses.
A pale half-man slashes your shoulders hard.
A pale half-man slashes your waist.
You wish that your wounds would stop BLEEDING so much!
A Ghob'hlin trolloc tries to blast your arms, but misses.
A Ghob'hlin trolloc tries to cleave your body, but misses.

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A white stallion is standing here, being ridden by you.
You flee head over heels.

HP:Beaten SP:Strong MV:Strong >
*Crunch* has arrived from the south.

HP:Beaten SP:Strong MV:Strong >
n
*Crunch* tries to strike your feet, but misses.

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
No way! You're fighting for your life!

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
f
You panic and attempt to flee!

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
A pale half-man has arrived from the south.
A Ghob'hlin trolloc has arrived from the south.
A Ghob'hlin trolloc has arrived from the south.

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.
You flee head over heels.

HP:Beaten SP:Strong MV:Strong >
e
e
At a Small Stream
The fields run right up to a trickling stream here, almost engulfing it
completely. Grass and weeds grow from under the water, stirring up the dirt
bottom and making the water look dark and murky. It does not look as if it
would be a good idea to stop to get a drink here... noises float on the breeze
from the west.
[ Exits: s w ]
A dark, murky stream trickles along the ground.
A white stallion is standing here, being ridden by you.

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

HP:Beaten SP:Strong MV:Strong >
sc
You have 74(312) hit, 158(196) mana, and 116(139) movement points.
You have scored 386918838 exp, 217 total quest points
You need 9081162 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are riding a white stallion.
Your mount looks weary.
You are standing.
*Crunch* has arrived from the west.

HP:Beaten SP:Strong MV:Strong >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 151 Dodge Bonus: 127, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NO QUIT 6
NIGHT VISION 12
AGILITY 8

HP:Beaten SP:Strong MV:Strong >
*Crunch* tries to strike your head, but misses.

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
dism
You stop riding a white stallion.

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
channel 'immolate' dark
You begin channeling the appropriate flows...

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
= =
* + - = % = You dodge a bash from *Crunch* who loses his balance and falls!

HP:Beaten SP:Strong MV:Strong - Crunch: Beaten>
- +
* Okay.
*Crunch* screams in agony and tears at his skin as your flows of Fire char his insides.

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
channel 'create fire' dark
You begin channeling the appropriate flows...

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
= *Crunch* tries to strike your body, but misses.
*Crunch* panics, and attempts to flee!

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
- *Crunch* panics, and attempts to flee!

HP:Beaten SP:Good MV:Strong - Crunch: Critical>

* Okay.
Your flows of Fire burst into existance, and lick at *Crunch*'s skin.

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
w
kill dark
No way! You're fighting for your life!

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
You do the best you can!

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
w
kill dark
*Crunch* leaves south.

HP:Beaten SP:Good MV:Strong >
Grasslands
Old stone walls run east and west here, blocking passage to the north. The
grasslands continue, the green reeds swaying in the breeze. To the west, it
seems that the vegetation just dies off. The mossy walls continue there,
becoming more numerous and spread out.
[ Exits: e s w ]

HP:Beaten SP:Good MV:Strong >
They don't seem to be here.

HP:Beaten SP:Good MV:Strong >
w
kill dark
An Entrance to a Fort
The grasslands finally give up their attempt to conquer the stonework here.
The green fields give way to mossy rock and hard-packed dirt, the warning that
this place has seen travel. To the west, noises can be heard, and to the
south, more stone battlements rise out of the ground.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.
A trolloc of the Ghob'hlin is standing here.
A trolloc of the Ghob'hlin is standing here.
A pale half-man gracefully moves about.

HP:Beaten SP:Good MV:Strong >
They don't seem to be here.

HP:Beaten SP:Good MV:Strong >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Strong >
kill dark
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Strong >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Strong >
kill dark
They don't seem to be here.
*Crunch* has arrived from the east.

HP:Beaten SP:Good MV:Strong >
s
You try to strike *Crunch*'s body, but miss.

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
kill dark
No way! You're fighting for your life!

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
You do the best you can!

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
A Ghob'hlin trolloc tries to cleave your waist, but misses.
A Ghob'hlin trolloc tries to blast your arms, but misses.
A pale half-man assists a Ghob'hlin trolloc.
*Crunch* panics, and attempts to flee!

HP:Beaten SP:Good MV:Strong - Crunch: Critical>

cfr
What?!?

Use short aliases, as typoing them like this can be costly!


HP:Beaten SP:Good MV:Strong - Crunch: Critical>
*Crunch* panics, and attempts to flee!

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Beaten SP:Good MV:Strong - Crunch: Critical>
= - *Crunch* leaves east.

HP:Beaten SP:Good MV:Strong - a Ghob'hlin trolloc: Healthy>
f
A pale half-man tries to slash your head, but you dodge the attack.
A Ghob'hlin trolloc tries to blast your hands, but misses.
A Ghob'hlin trolloc tries to cleave your hands, but misses.
The day has begun.

HP:Beaten SP:Good MV:Fresh - a Ghob'hlin trolloc: Healthy>

* Your target could not be found.
You panic and attempt to flee!

HP:Beaten SP:Good MV:Fresh - a Ghob'hlin trolloc: Healthy>
e
e
A Field Before the Fort
The fields start to thin out and become hard-packed dirt here, and much of the
vegetation has withered. Stone battlements can be see rising up to the west,
providing a makeshift fort for passing troops. Although it does not offer much
protection, you get the sense that this place has held many battles.
[ Exits: n e w ]
The corpse of a rough grey stallion is lying here.
You flee head over heels.
Grasslands
The plains stretch on to the east and south, but to the north and west you can
see them thinning out, creating a clearing. To the far west, stone brickwork
rises into view. Maybe you should check it out.
[ Exits: n e s w ]
The corpse of a white stallion is lying here.

HP:Beaten SP:Good MV:Excellent >
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
a rhinoceros is grazing here.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Beaten SP:Good MV:Excellent >
e
Intersection in the Road
For the first time you feel as if you are approaching Tar Valon. To the east
the road continues on to Tar Valon, to the west the Caralain grass is moving as
ever. To the south the road travels towards Caemlyn.
[ Exits: e s w ]

HP:Beaten SP:Good MV:Excellent >
e
The Tar Valon Road
The Tar Valon road travels east from the junction in the road here, fast
approaching Tar Valon. To the west you can see the intersection in the road
and beyond that the Caralain plains.
[ Exits: e w ]

HP:Beaten SP:Good MV:Excellent >
ride horse
They aren't here!

HP:Beaten SP:Good MV:Excellent >
w
w
Intersection in the Road
For the first time you feel as if you are approaching Tar Valon. To the east
the road continues on to Tar Valon, to the west the Caralain grass is moving as
ever. To the south the road travels towards Caemlyn.
[ Exits: e s w ]

HP:Beaten SP:Good MV:Excellent >
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
a rhinoceros is grazing here.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Beaten SP:Good MV:Strong >
n
At a Small Stream
The fields run right up to a trickling stream here, almost engulfing it
completely. Grass and weeds grow from under the water, stirring up the dirt
bottom and making the water look dark and murky. It does not look as if it
would be a good idea to stop to get a drink here... noises float on the breeze
from the west.
[ Exits: s w ]
A dark, murky stream trickles along the ground.
A tall white stallion is standing here.

HP:Beaten SP:Good MV:Strong >
ride horse
ride horse
You begin riding a white stallion.

HP:Beaten SP:Good MV:Strong >
You're already riding a white stallion

HP:Beaten SP:Good MV:Strong >
s
Grasslands Off the Road
On the side of the road you walk into plains of high grass and low trees.
Lions roam the plains along with other creatures. Tar Valon is to the north
and the city of Caemlyn is south following the road.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
a rhinoceros is grazing here.
a rhinoceros is grazing here.
a rhinoceros is grazing here.

HP:Beaten SP:Good MV:Strong >
e
tr
Intersection in the Road
For the first time you feel as if you are approaching Tar Valon. To the east
the road continues on to Tar Valon, to the west the Caralain grass is moving as
ever. To the south the road travels towards Caemlyn.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
HP:Beaten SP:Good MV:Strong >
- +
* You see fresh tracks of a human leaving west.
You see fresh tracks of a human leaving east.
You see fresh tracks of a trolloc leaving east.

He's running inside. If he's lucky, this will give him time to rest up and get some health back.


HP:Beaten SP:Good MV:Strong >
rel
You release the One Power.

HP:Beaten SP:Good MV:Strong >
e
The Tar Valon Road
The Tar Valon road travels east from the junction in the road here, fast
approaching Tar Valon. To the west you can see the intersection in the road
and beyond that the Caralain plains.
[ Exits: e w ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
e
Bend in the Road
You are at a bend in the Tar Valon road once again. To the north the Tar Valon
road travels north beyond sight, to the west an intersection in the road can be
barely seen. The plains are still visible on the western horizon.
[ Exits: n w ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
e
Alas, you cannot go that way...

HP:Beaten SP:Good MV:Strong >
n
n
The Tar Valon Road
The road continues north and south here, to the north it goes and goes until
traveling beyond the horizon. To the south a small bend in the road can be
seen.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
n
The Tar Valon Road
The road travels north and south from this point. To the south its still a
long trek to Caemlyn, to the north you are fast approaching Tar Valon.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
n
Approaching Tar Valon
To the north a small bend in the road can be seen. To the south the road
travels beyond sight. To the southwest the Caralain grass is dissapearing
beyond view.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
n
The Tar Valon Road
To the north the small bend in the road is coming closer and closer. While to
the south the road continues without stop and beyond sight. To the southwest
the Caralain plains have finally dissapeared from view.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
e
A Bend in the Road
You are at a bend in the Tar Valon road. To the east the road travels as
always, but you feel that you are closer and closer to Tar Valon. To the south
the road travels beyond sight.
[ Exits: e s ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
The Tar Valon Road
You are near a small bend in the Tar Valon road. To the east the road
continues beyond the end of your vision. To the west only the small bend in
the road is visible.
[ Exits: e w ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
n
n
Alas, you cannot go that way...

HP:Beaten SP:Good MV:Strong >
n
Alas, you cannot go that way...

HP:Beaten SP:Good MV:Strong >
e
Alas, you cannot go that way...

HP:Beaten SP:Good MV:Strong >
The Tar Valon Road
e
To the east and west the Tar Valon road continues unchangingly. Faint city
alarm horns reach your ears from the northeast as you come closer and closer to
Tar Valon, your final destination.
[ Exits: e w ]
A white stallion is standing here, being ridden by you.
A large rat is here scurrying out of sight.

HP:Beaten SP:Good MV:Strong >
Curve in the Road
You are at a small curve in the Tar Valon road. The road continues north and
west to both sides beyond sight. You are closer and closer to Tar Valon, and
the faint city horn can be heard in the distance.
[ Exits: n w ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
n
n
Approaching Tar Valon
The sounds of the city can be seen from the northeast, and as you round a bend,
the glorious city of Tar Valon comes insight itself. In the middle of the mass
a Tower of white marble stands strong, the glorious White Tower.
[ Exits: n s ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
n
Outside of Tar Valon
You are at the gates of Tar Valon, just outside the western gate of the city.
The sounds of the city easily reach you here and the Tar Valon road travels
south here, where it finally dissapears around a bend.
[ Exits: e s ]
A tall post stands here holding a torch to create a lamp.
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
n
Alas, you cannot go that way...

HP:Beaten SP:Good MV:Strong >
Alas, you cannot go that way...

HP:Beaten SP:Good MV:Strong >
open gate
It's already open!

HP:Beaten SP:Good MV:Strong >
e
The Darein Gate
One of the largest intersections in the city, the road before the Darein Gate
branches off to the north and south as well as to the east, towards the White
tr
Tower. The space allotted for this enormous square is hardly decorated, being
more for enormous amounts of people to pass through daily. A small guardhouse
can be found inside of the gate, set into the shining walls.
[ Exits: n e s w ]
A white stallion is standing here, being ridden by you.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.

HP:Beaten SP:Good MV:Strong >
HP:Beaten SP:Good MV:Strong >
- +
* You see fresh tracks of a trolloc leaving east.

Always track at major intersections, it makes chasing more efficient. I assume he's going for the east gate, so that's my next destination.


HP:Beaten SP:Good MV:Strong >
e
e
Sunset Avenue
Gorgeous white cobblestones line the road here, leading straight towards the
White Tower. From this vantage point, the Sunset Square can be seen. To the
south lies a small roadway, leading to various shops. The small intersection
is not as large or as grand as some of the others in the city as few travelers
ever venture this close to the Tower.
[ Exits: e s w ]
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
e
Sunset Square
A large fountain, seemingly made entirely of amber sits in the middle of the
square. The ground around the fountain glimmers with red and orange hues as
light is cast through the clear substance. To the west, the roadway opens and
reveals many colorful shops and homes, though none of these compare to the
amazing sight of this square.
[ Exits: n e s w ]
A fountain made of amber is flowing here.
A white stallion is standing here, being ridden by you.

HP:Beaten SP:Good MV:Strong >
e
You cannot ride in there!

HP:Beaten SP:Good MV:Strong >
e
You cannot ride in there!

HP:Beaten SP:Good MV:Strong >
You cannot ride in there!

HP:Beaten SP:Good MV:Strong >
dism
You stop riding a white stallion.

HP:Beaten SP:Good MV:Strong >
e
e
Sunset Entrance
Translucent amber gates flank this entrance to the the Tower. The amber is
molded to curve sinuously into intricate patterns. The walls and floor here
are bathed in a red-orange light cast from the gates.
[ Exits: e w ]
A sleek Gaidin gracefully moves about.
A serene woman stands here, eyeing everything with a calm regalness.

HP:Beaten SP:Good MV:Strong >
e
A Side Passage
Artwork is absent from this section of the passage, greatly due to the archway
leading into the library to the north and the wooden doorway opening into a
classroom to the south.
[ Exits: n e s w ]
An Aes Sedai paces here, her eyes distant.
A seemingly ageless woman wrapped in a blue shawl stands here.

HP:Beaten SP:Good MV:Strong >
e
A Side Passage
This passage is filled with the dusky smell of books and chalk. The paintings
hanging along the walls seem to depict Novices in a classroom and books more
often than other scenarios can be seen. To the west, the amber of the Sunset
Gate can be glimpsed, while the staircase dominates the view to the east.
[ Exits: e w ]
An Aes Sedai paces here, her eyes distant.
An Accepted stands nearby.
A young Novice is standing here, attempting to avoid notice.

HP:Beaten SP:Good MV:Strong >
e
Foot of the Stairway
Dominating the center of the enormous intersection is a huge spiraling
staircase that curves sinuously up the inside of the White Tower. The marble
floor is colored in the colors of the seven Ajahs in artful patterns that end
at the stark white staircase. To the north, a large door opens into the Hall
of Sitters, where people from all over the world converge to meet with the
Sitters of the White Tower.
[ Exits: n e s w u d ]
A beautiful woman with an impressive face stands before you.
An Accepted stands nearby.

HP:Beaten SP:Good MV:Strong >
e
A Side Passage
The passage here is wide and free of clutter, allowing groups of people to move
about easily in the space provided. To the west, a gigantic staircase spirals
up through the White Tower. To the east, the Ranalin gate can be glimpsed
dimly at the end of the corridor.
[ Exits: e w ]
A stony warder wanders here.
An Aes Sedai of the Yellow Ajah glides by here.

HP:Beaten SP:Good MV:Strong >
Intersection in the Passage
The passage here branches out to the north and south while continuing east and
west. To the north, a beautiful garden can be seen through a marble archway.
To the south another hallway leads to what is undoubtedly the kitchens from the
wonderful smells wafting through the corridor.
[ Exits: n e s w ]
A beautiful woman with an impressive face stands before you.
An Accepted stands nearby.

HP:Beaten SP:Good MV:Strong >
e
e
Entering the Ranalin Gate
Large iron gates flank the sides of this entrance. Their hinges are well oiled
and don't squeak at all as they are opened or closed. The pristine marble
walls are hung with various pictures painted by the inhabitants of the White
Tower over the years. Despite the amount of feet that had to have walked on
this floor, it looks as if it were just installed.
[ Exits: e w ]

HP:Beaten SP:Good MV:Strong >
e
Ranalin Square
It is immediately obvious that this square is not often visited by large groups
of people. A beautiful white marble fountain flows in the center of the square
and a bench can be seen close to the wall of the Tower. A lone flower can be
seen floating in the center of the fountain, its petals slowly soaking in the
water.
[ Exits: n e s w ]
A white marble fountain spills water into a basin with a constant patter.

HP:Beaten SP:Good MV:Strong >
A Split in the Road
Ranalin Way splits here, a road heading north and the main road continuing to
the west, towards the White Tower. The roadway is wide here, carving a clear
path towards the White Tower. Water pattering in the nearest fountain can be
heard faintly. The white cobblestones have been swept nearly spotless and
remain in pristine condition, much to the happiness of the citizens of the
city.
[ Exits: n e w ]
A man with a fixed expression walks past, watching the streets of Tar Valon.
A tall man strides past silently.

HP:Beaten SP:Good MV:Strong >
tr
HP:Beaten SP:Good MV:Strong >
- +
* You see fresh tracks of a trolloc leaving east.

HP:Beaten SP:Good MV:Strong >
e
e
e
The Osenrein Gate
The huge Osenrein Gate is nestled in the city wall here, its bronze strapped
doors throw light onto the cobblestones before it. When open, the gate allows
the bulk of traffic to enter and exit while guards watch closely on either
side. A street leads straight off to the west from here, straight for the
Tower.
[ Exits: n e s w ]
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.

HP:Beaten SP:Good MV:Good >
The gate seems to be closed.

HP:Beaten SP:Good MV:Good >
The gate seems to be closed.

HP:Beaten SP:Good MV:Good >
open gate
e
You open the gate.

HP:Beaten SP:Good MV:Good >
kill dark
Outside the Osenrein Gate
The Shinning Walls of Tar Valon rise majestically to the west. The large
structure of the White Tower is clearly visible here, and the vast gates of the
grand city are just ahead. Many trees to the northeast mark woody areas, which
sprawl upward towards the city of Fal Dara.
[ Exits: n w ]
A tall post stands here holding a torch to create a lamp.

HP:Beaten SP:Good MV:Good >
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
n
n
The Tar Valon Road
Continuing along the Tar Valon Road you notice a great bend far to the north,
and towards the south a great ancient forest of appearing dark green can be
spotted in the far distance.
[ Exits: n s ]

HP:Beaten SP:Good MV:Good >
tr
A Bend in the Road
The Tar Valon Road bends rather lazily to the east then winds back towards the
north, while to the south it seems to carry on for quite some ways. An area of
rather dense vegetation can be seen to the immediate southwest. A vine carved
door stands here, hidden amoung the brush.
[ Exits: e s ]

HP:Beaten SP:Good MV:Good >
HP:Beaten SP:Good MV:Good >
- +
* You see very recent tracks of a ridden mount leaving south.
You see very recent tracks of a human leaving east.
You see half day old tracks of a ridden mount leaving east.

HP:Beaten SP:Good MV:Good >
sc
You have 93(312) hit, 132(196) mana, and 97(139) movement points.
You have scored 386922446 exp, 217 total quest points
You need 9077554 exp to reach your next level.
You have been playing for 1 days and 12 hours.
You have gathered 396 Weave Points so far.
This ranks you as Jaina Proudmoore, the Overpowered (level 49)
You are in the following clans:
White Tower : 151 Quest Points, rank 5, 300 Quest Points to rank.
Green Ajah : 66 Quest Points, rank 3, 65 Quest Points to rank.
You are standing.

HP:Beaten SP:Good MV:Good >
stat
You are a 69 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 0.0 lbs, worn: 24.5 lbs.
Offensive Bonus: 144 Dodge Bonus: 132, Parry Bonus: 189
You are wanted by the following groups: Murandy
Your abilities are: Str: 15, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 44 times, 30 times to other players, 14 times to monsters, and killed 49 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
NO QUIT 5
NIGHT VISION 11
AGILITY 7

HP:Beaten SP:Good MV:Good >
s
The Tar Valon Road
Continuing along the Tar Valon Road you notice a great bend far to the north,
and towards the south a great ancient forest of appearing dark green can be
spotted in the far distance.
[ Exits: n s ]

HP:Beaten SP:Good MV:Good >
s
w
Outside the Osenrein Gate
The Shinning Walls of Tar Valon rise majestically to the west. The large
structure of the White Tower is clearly visible here, and the vast gates of the
grand city are just ahead. Many trees to the northeast mark woody areas, which
sprawl upward towards the city of Fal Dara.
[ Exits: n w ]
A tall post stands here holding a torch to create a lamp.

HP:Beaten SP:Good MV:Good >
The Osenrein Gate
The huge Osenrein Gate is nestled in the city wall here, its bronze strapped
doors throw light onto the cobblestones before it. When open, the gate allows
the bulk of traffic to enter and exit while guards watch closely on either
side. A street leads straight off to the west from here, straight for the
Tower.
[ Exits: n e s w ]
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.
A guard wearing a cloak bearing a white Flame, watches over the Tar Valon gate.

HP:Beaten SP:Good MV:Good >
c
You close the gate.

HP:Beaten SP:Good MV:Good >
tr trolloc
HP:Beaten SP:Good MV:Good >
- +
* You see fresh tracks of a trolloc leaving south.

Nope. Probably going for the southeast tower, since it's no mob.


HP:Beaten SP:Good MV:Good >
emb
You surrender yourself to saidar as you embrace the True Source.

HP:Beaten SP:Good MV:Good >
s
Osenrein Avenue
The large Osenrein Avenue runs north and south down the eastern side of the
city, stretching as far as the eye can see in either direction. To the west,
shops line the road and to the east lies the city wall. The well traveled road
is kept clean of debris, and the white cobblestones show brilliantly.
[ Exits: n s ]

HP:Beaten SP:Good MV:Good >
s
s
Before The Stables
A large stable opens up here, and the smell of horses is strong. The enormous
blue building is open and airy, and windows allow the horses to be seen from
outside. A colorful sign hangs near the door, displaying a jockey riding atop
a horse.
[ Exits: n s w ]

HP:Beaten SP:Good MV:Good >
s
s
Daghain Gate
The southernmost gate of the eastern gates, Daghain does not see as much
traffic as the central gate. Its beautifully made gates are just as
magnificent as the rest located around the city. Water can be heard rushing by
outside of the walls, the burble somehow comforting.
[ Exits: n s ]
A stern Tar Valon watch-guard patrols the street.

HP:Beaten SP:Good MV:Good >
s
Osenrein Avenue
To the south, a large guardhouse is noticeable at a bend in the street.
Buildings begin to space farther apart here, showing patches of grass in
between each one of them as they sprout up from the western side of the street.
As the road begins to curve, the buildings begin slowly fading away, until it
is only a stretch of grass to the west, stretching towards Southharbor.
[ Exits: n s ]

HP:Beaten SP:Good MV:Good >
s
South-East Curve
The road curves abruptly here, turning from Osenrein Avenue onto Southharbor
Boulevard. Amazing buildings created by Ogier can be seen stretching along the
southern roadway. The south-eastern guardhouse looms up to the south.
Although it does not come close to matching the White Tower, it is still
intimidating at close range.
[ Exits: n s w ]

HP:Beaten SP:Good MV:Good >
kill dark
Tar Valon Guardhouse
The south-east guard house is relaxed. A board hangs near the door showing the
orders for the day or general notes from the commanding officer. A few tables
sit near the back wall while a stairway curves upward to the top of the tower.
The sparse furniture located in the building was not chosen for decorative
value, but for sturdiness and the plain wooden tables and chairs attest to as
much.
[ Exits: n u ]
*Crunch* is resting here.

Bingo. Resting melee damage for me!


HP:Beaten SP:Good MV:Good >
Alas, you cannot go that way...

HP:Beaten SP:Good MV:Good >
You strike *Crunch*'s shoulders into bloody fragments!

HP:Beaten SP:Good MV:Good - Crunch: Critical>
*Crunch* panics, and attempts to flee!

HP:Beaten SP:Good MV:Good - Crunch: Critical>
channel 'create fire'
You begin channeling the appropriate flows...

HP:Beaten SP:Good MV:Good - Crunch: Critical>
= - *Crunch* leaves up.

HP:Beaten SP:Good MV:Good >

* n
kill dark
Your target could not be found.

HP:Beaten SP:Good MV:Good >
South-East Curve
The road curves abruptly here, turning from Osenrein Avenue onto Southharbor
Boulevard. Amazing buildings created by Ogier can be seen stretching along the
southern roadway. The south-eastern guardhouse looms up to the south.
Although it does not come close to matching the White Tower, it is still
intimidating at close range.
[ Exits: n s w ]

HP:Beaten SP:Good MV:Good >
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
s
kill dark
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
Tar Valon Guardhouse
The south-east guard house is relaxed. A board hangs near the door showing the
orders for the day or general notes from the commanding officer. A few tables
sit near the back wall while a stairway curves upward to the top of the tower.
The sparse furniture located in the building was not chosen for decorative
value, but for sturdiness and the plain wooden tables and chairs attest to as
much.
[ Exits: n u ]

HP:Beaten SP:Good MV:Good >
They don't seem to be here.

HP:Beaten SP:Good MV:Good >
u
kill dark
Tar Valon Watchtower
The stairs open onto a circular room filled with various weaponry. Slats sit
at regular intervals in the wall where archers stand before them, bows at the
ready. A round table sits near the window, a small stones set is placed atop
it. The heavy wooden door has the symbol of the Flame etched into it expertly.
[ Exits: d ]
*Crunch* is standing here.

HP:Beaten SP:Good MV:Good >
You try to strike *Crunch*'s head, but miss.

HP:Beaten SP:Good MV:Good - Crunch: Critical>
channel 'create fire' dark
You begin channeling the appropriate flows...

HP:Beaten SP:Good MV:Good - Crunch: Critical>
= *Crunch* panics, and attempts to flee!

HP:Beaten SP:Good MV:Good - Crunch: Critical>
-
* Okay.
You weave a flow of Fire around *Crunch*, and suddenly flames burst to life, consuming him.
You receive some experience points!
Your fame around the world has increased.
Your blood freezes as you hear *Crunch*'s death cry.
*Crunch* is dead! R.I.P.


And that's it.
User avatar
Lamgwin
Posts: 1027
Joined: Wed Mar 08, 2006 2:48 pm

Post by Lamgwin »

Good display of level-headed pking.
Crunch
Posts: 374
Joined: Thu Dec 02, 2004 7:32 am

Post by Crunch »

That was a very fun fight. It was the fast weaves (that can shoot off during flee lag) that wound up costing me the win.

For a moment when i had you bashed at crit and the mobs came in I thought that was going to be the end of it.

Horse targetting can be very good for keeping someone in one place. The only downside is that unless you have multi hit you'll be relying on mobs to dish out the damage.
Your blood freezes as you hear *Chase*'s death cry.
*Chase* is dead! R.I.P.
HP:Beaten MV:Draining > nar And now that I'm beat from pk watch harry show up in 3, 2, 1...
You narrate 'And now that I'm beat from pk watch harry show up in 3, 2, 1...'
HP:Beaten MV:Draining >
*Harry* has arrived from the east, riding a warhorse.
HP:Beaten MV:Draining >nar lol im a freakin psychic
Rawr
Posts: 51
Joined: Fri Apr 09, 2010 12:30 am

Post by Rawr »

That kit looked painful to play against full dodge crunch :P
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