Pressure
Posted: Sat Mar 28, 2009 3:18 pm
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
a black warhorse is standing here, being ridden by you.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Beaten SP:Strong MV:Good >
Your mount is too exhausted.
HP:Beaten SP:Strong MV:Good >
dism
You stop riding a black warhorse.
HP:Beaten SP:Strong MV:Good >
h
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Good >
sc
You have 76(312) hit, 173(196) mana and 68(135) movement points.
You have scored 384737938 exp, 57 total quest points
You need 11262062 exp to reach your next level.
You have been playing for 0 days and 0 hours.
You have gathered 60 Weave Points so far, ranking you Legend 3.
This ranks you as Jaina Proudmoore (level 49)
You are in the following clans:
White Tower : 57 Quest Points, rank 3, 18 Quest Points to rank.
You are standing.
HP:Beaten SP:Strong MV:Good >
stat
You are a 18 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 1.0 lbs, worn: 20.7 lbs.
Offensive Bonus: 150 Dodge Bonus: 123, Parry Bonus: 147
Your abilities are: Str: 16, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 15 times, 9 times to other players, 6 times to monsters, and killed 13 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
AGILITY
NO QUIT
NIGHT VISION
STRENGTH
HP:Beaten SP:Strong MV:Good >
h
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Good >
emb
You are in touch with the True Source already. Can you not feel the surge of power through you?
HP:Beaten SP:Strong MV:Good >
l
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Beaten SP:Strong MV:Good >
h
back dark
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Good >
Backstab who?
HP:Beaten SP:Strong MV:Good >
back dark
Backstab who?
HP:Beaten SP:Strong MV:Good >
back dark
Backstab who?
HP:Beaten SP:Strong MV:Good >
*Akrabbim* has arrived from the north.
HP:Beaten SP:Strong MV:Good >
*Akrabbim* leaves west.
HP:Beaten SP:Strong MV:Good >
back dark
Backstab who?
HP:Beaten SP:Strong MV:Good >
*Akrabbim* has arrived from the west.
HP:Beaten SP:Strong MV:Good >
*Akrabbim* tries to blast your legs, but you parry the attack.
HP:Beaten SP:Strong MV:Good - Akrabbim: Battered>
back dark
No way! You're fighting for your life here!
HP:Beaten SP:Strong MV:Good - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Beaten SP:Strong MV:Good - Akrabbim: Battered>
h
You tickle *Akrabbim*'s body as you pierce him.
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
You flee head over heels.
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* has arrived from the east.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* tries to blast your head, but you parry the attack.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
s
No way! You're fighting for your life!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
h
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
You flee head over heels.
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Draining >
n
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Beaten SP:Strong MV:Draining >
e
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Beaten SP:Strong MV:Draining >
w
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
*Akrabbim* is standing here.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* tries to blast your legs, but you dodge the attack.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
s
No way! You're fighting for your life!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
ride horse
*Akrabbim* tries to blast your arms, but you dodge the attack.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
You flee head over heels.
You begin riding a black warhorse.
HP:Beaten SP:Strong MV:Draining >
w
w
Your mount is too exhausted.
HP:Beaten SP:Strong MV:Draining >
Your mount is too exhausted.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* has arrived from the north.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* tries to blast your body, but you dodge the attack.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
dism
You stop riding a black warhorse.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
h
A gnarled ancient tree tickles *Akrabbim*'s head as it hits him.
A gnarled ancient tree barely tickles *Akrabbim*'s body with its hit,
A gnarled ancient tree barely tickles *Akrabbim*'s legs with its hit,
A gnarled ancient tree barely tickles *Akrabbim*'s arms with its hit,
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
You flee head over heels.
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Draining >
e
e
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
*Akrabbim* is here, fighting a gnarled ancient tree!.
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is here, fighting *Akrabbim*!.
a gnarled ancient tree is here, fighting *Akrabbim*!.
HP:Beaten SP:Strong MV:Draining >
Alas, you cannot go that way...
HP:Beaten SP:Strong MV:Draining >
n
*Akrabbim* leaves west.
HP:Beaten SP:Strong MV:Draining >
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Beaten SP:Strong MV:Draining >
e
e
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Beaten SP:Strong MV:Draining >
Trail to Tarwin's Gap
A large canyon lies ahead of you. You see a group of figures in the distant,
in a way they look evil from the lightning above their heads. Dark clouds loom
over the canyon and heavy rain pours out in a heap. Thunder claps loud as
lightning strikes. You seem a little weary about going ahead.
[ Exits: e w ]
HP:Beaten SP:Strong MV:Draining >
stat
You are a 18 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 1.0 lbs, worn: 20.7 lbs.
Offensive Bonus: 150 Dodge Bonus: 123, Parry Bonus: 147
Your abilities are: Str: 16, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 15 times, 9 times to other players, 6 times to monsters, and killed 13 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
AGILITY
NO QUIT
NIGHT VISION
STRENGTH
HP:Beaten SP:Strong MV:Draining >
w
s
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
*Akrabbim* is standing here.
HP:Beaten SP:Strong MV:Draining >
s
s
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
HP:Beaten SP:Strong MV:Draining >
Scorched Grassland
Scorched land to the south but there is hope yet as you travel northward. A
rustle of air come in from the north cooling you down a bit. The grass are
still brown and dry but toward the northern front you notice that even though
the grass is brown they still have some life.
[ Exits: n e s w ]
HP:Beaten SP:Strong MV:Faint >
Scorch Plain
Everything around you seems dead. You notice some grass that use to be alive
but now they are brown and so dry that the turn to dust at a touch. The land
for miles are scorched from the heat of the sun by day and frozen by the night.
[ Exits: n e s w ]
HP:Beaten SP:Strong MV:Faint >
emb
s
You are in touch with the True Source already. Can you not feel the surge of power through you?
HP:Beaten SP:Strong MV:Faint >
s
Barren Plain
Heat waves assault you during the day and freezing winds assault you during the
night you as you travel through this area. Nothing seems to grow for miles
around. You see some animals but your never sure if they are real or a figment
of you imagination.
[ Exits: n s ]
Sneaking around in the shadows stands a shienaran scout.
HP:Beaten SP:Strong MV:Faint >
s
Green Plain
The grasses here grow in abundances but all of a suddenly stop in the northern
area. Heat waves flow in from the north causing things to die by dehydration
causes you to thirst. The smells of burnt things fill your nostrils, as you
get closer to the northern area.
[ Exits: n w ]
HP:Beaten SP:Strong MV:Faint >
Alas, you cannot go that way...
HP:Beaten SP:Strong MV:Faint >
w
w
Plains Bordering the Forest
To the south you notice a dark and dank forest but to the north the scorching
plains are not pleasant either. To the west though you see grasslands and
think maybe there's a road or an easier path that way. As you stand in the
tall grass you try to decide which way to go.
[ Exits: e s w ]
HP:Beaten SP:Strong MV:Faint >
w
Plain Edgeline
A gentle breeze flows in from the west. It's bringing with it a refreshing
smell of grass. From the south you get no breeze but a kind of stagnate warm
air, that signal something wrong with that forest. Harsh wind flows in from
the east bring with it the smell of burnt flesh and fir. Hmm which way to go?
[ Exits: e s w ]
HP:Beaten SP:Strong MV:Faint >
w
Grassy Plain
You are surrounded by grass that reaches over most normal human. You tread
carefully through the grass weary of any sound that might indicate something
big. You hear the sound of many grass stems being broken and you stop. All of
a sudden the sound stop and start to move away. What could it be a lion, some
else or something more sinister?
[ Exits: n e w ]
HP:Beaten SP:Strong MV:Faint >
w
Grassy Knoll
You stand on a big mound of dirt and grass. To the east you notice a road
like path and to the west you notice tall grassy area. There's a hill to your
north that you can get a closer view at things. A big gust of wind blows back
and forth making it hard to see very clearly.
[ Exits: n e ]
HP:Beaten SP:Strong MV:Faint >
Alas, you cannot go that way...
HP:Beaten SP:Strong MV:Faint >
ref
What?!?
HP:Beaten SP:Strong MV:Faint >
reg
You begin channeling the appropriate flows...
HP:Battered SP:Excellent MV:Draining >
* +
*Akrabbim* has arrived from the east.
HP:Battered SP:Excellent MV:Draining >
-
*Akrabbim* tries to blast your hands, but you dodge the attack.
HP:Battered SP:Excellent MV:Draining - Akrabbim: Battered>
= f
% Cancelled...
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Draining - Akrabbim: Battered>
e
e
e
Grassy Plain
You are surrounded by grass that reaches over most normal human. You tread
carefully through the grass weary of any sound that might indicate something
big. You hear the sound of many grass stems being broken and you stop. All of
a sudden the sound stop and start to move away. What could it be a lion, some
else or something more sinister?
[ Exits: n e w ]
You flee head over heels.
Plain Edgeline
A gentle breeze flows in from the west. It's bringing with it a refreshing
smell of grass. From the south you get no breeze but a kind of stagnate warm
air, that signal something wrong with that forest. Harsh wind flows in from
the east bring with it the smell of burnt flesh and fir. Hmm which way to go?
[ Exits: e s w ]
HP:Battered SP:Excellent MV:Draining >
Plains Bordering the Forest
To the south you notice a dark and dank forest but to the north the scorching
plains are not pleasant either. To the west though you see grasslands and
think maybe there's a road or an easier path that way. As you stand in the
tall grass you try to decide which way to go.
[ Exits: e s w ]
HP:Battered SP:Excellent MV:Draining >
Green Plain
The grasses here grow in abundances but all of a suddenly stop in the northern
area. Heat waves flow in from the north causing things to die by dehydration
causes you to thirst. The smells of burnt things fill your nostrils, as you
get closer to the northern area.
[ Exits: n w ]
HP:Battered SP:Excellent MV:Draining >
e
n
Alas, you cannot go that way...
HP:Battered SP:Excellent MV:Draining >
n
Barren Plain
Heat waves assault you during the day and freezing winds assault you during the
night you as you travel through this area. Nothing seems to grow for miles
around. You see some animals but your never sure if they are real or a figment
of you imagination.
[ Exits: n s ]
Sneaking around in the shadows stands a shienaran scout.
HP:Battered SP:Excellent MV:Draining >
n
n
Scorch Plain
Everything around you seems dead. You notice some grass that use to be alive
but now they are brown and so dry that the turn to dust at a touch. The land
for miles are scorched from the heat of the sun by day and frozen by the night.
[ Exits: n e s w ]
HP:Battered SP:Excellent MV:Draining >
n
Scorched Grassland
Scorched land to the south but there is hope yet as you travel northward. A
rustle of air come in from the north cooling you down a bit. The grass are
still brown and dry but toward the northern front you notice that even though
the grass is brown they still have some life.
[ Exits: n e s w ]
HP:Battered SP:Excellent MV:Faint >
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
HP:Battered SP:Excellent MV:Faint >
n
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Battered SP:Excellent MV:Faint >
Alas, you cannot go that way...
HP:Battered SP:Excellent MV:Faint >
w
w
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Battered SP:Excellent MV:Faint >
Alas, you cannot go that way...
HP:Battered SP:Excellent MV:Faint >
s
w
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Battered SP:Excellent MV:Faint >
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
HP:Battered SP:Excellent MV:Faint >
e
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Battered SP:Excellent MV:Faint >
*Akrabbim* has arrived from the north.
HP:Battered SP:Excellent MV:Faint >
ride horse
*Akrabbim* tries to blast your waist, but you parry the attack.
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
w
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
w
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
h
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
You flee head over heels.
You attempt to hide yourself.
HP:Battered SP:Excellent MV:Faint >
e
*Akrabbim* has arrived from the east.
HP:Battered SP:Excellent MV:Faint >
*Akrabbim* tries to blast your legs, but you dodge the attack.
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
h
You pierce *Akrabbim*'s arms.
*Akrabbim* tries to blast your body, but you dodge the attack.
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
ride horse
Bend in the Road
A massive tree has fallen across the road here, its rotten girth since split
apart by heavy wagons winding their way through the forest road. Common forest
birds like robins and sparrows have been replaced by crows and ravens that fix
their beady eyes on travellers. Dead to the northeast lies Tarwin's Gap, a
rugged and jagged canyon trail. Far to the southwest is Fal Dara, an
inpenitrable keep.
[ Exits: n w ]
You flee head over heels.
They aren't here!
HP:Battered SP:Excellent MV:Faint >
n
e
*Akrabbim* has arrived from the north.
HP:Battered SP:Excellent MV:Faint >
*Akrabbim* tries to blast your head, but you parry the attack.
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
h
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
You flee head over heels.
You attempt to hide yourself.
HP:Battered SP:Excellent MV:Faint >
e
*Akrabbim* has arrived from the south.
HP:Battered SP:Excellent MV:Faint >
n
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Battered SP:Excellent MV:Burning >
*Akrabbim* has arrived from the west.
HP:Battered SP:Excellent MV:Burning >
e
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Battered SP:Excellent MV:Burning >
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Battered SP:Excellent MV:Burning >
s
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
HP:Battered SP:Excellent MV:Burning >
n
w
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
*Akrabbim* is standing here.
HP:Battered SP:Excellent MV:Burning >
s
*Akrabbim* tries to blast your legs, but you dodge the attack.
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Burning - Akrabbim: Battered>
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Burning - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Burning - Akrabbim: Battered>
s
ride horse
*Akrabbim* sends you sprawling with a powerful bash!
HP:Battered SP:Excellent MV:Burning - Akrabbim: Battered>
*Akrabbim* blasts your hands into bloody fragments!
You wish that your wounds would stop BLEEDING so much!
HP:Beaten SP:Excellent MV:Burning - Akrabbim: Battered>
*Akrabbim* blasts your waist into bloody fragments!
You wish that your wounds would stop BLEEDING so much!
HP:Critical SP:Excellent MV:Burning - Akrabbim: Battered>
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
You flee head over heels.
Scorched Grassland
Scorched land to the south but there is hope yet as you travel northward. A
rustle of air come in from the north cooling you down a bit. The grass are
still brown and dry but toward the northern front you notice that even though
the grass is brown they still have some life.
[ Exits: n e s w ]
HP:Critical SP:Excellent MV:Burning >
They aren't here!
HP:Critical SP:Excellent MV:Burning >
n
n
w
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
*Akrabbim* is standing here.
HP:Critical SP:Excellent MV:Burning >
s
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Critical SP:Excellent MV:Burning >
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Critical SP:Excellent MV:Burning >
You are too exhausted.
HP:Critical SP:Excellent MV:Burning >
ride horse
They aren't here!
HP:Critical SP:Excellent MV:Burning >
h
*Akrabbim* has arrived from the east.
HP:Critical SP:Excellent MV:Burning >
You attempt to hide yourself.
HP:Critical SP:Excellent MV:Burning >
*Akrabbim* leaves south.
HP:Critical SP:Excellent MV:Burning >
channel 'ice shards' dark
*Akrabbim* has arrived from the south.
You begin channeling the appropriate flows...
HP:Critical SP:Excellent MV:Burning >
*Akrabbim* tries to blast your hands, but you parry the attack.
HP:Critical SP:Excellent MV:Burning - Akrabbim: Battered>
= = +
Okay.
You launch an army of razor sharp ice shards at *Akrabbim*!
HP:Critical SP:Strong MV:Burning - Akrabbim: Battered>
channel 'ice shards' dark
You begin channeling the appropriate flows...
HP:Critical SP:Strong MV:Burning - Akrabbim: Battered>
=
You dodge a bash from *Akrabbim* who loses his balance and falls!
HP:Critical SP:Strong MV:Burning - Akrabbim: Battered>
= +
Okay.
You launch an army of razor sharp ice shards at *Akrabbim*!
HP:Critical SP:Good MV:Burning - Akrabbim: Beaten>
channel 'ice shards' dark
You begin channeling the appropriate flows...
HP:Critical SP:Good MV:Burning - Akrabbim: Beaten>
= = +
Okay.
You launch an army of razor sharp ice shards at *Akrabbim*!
HP:Critical SP:Good MV:Burning - Akrabbim: Critical>
channel 'ice shards' dark
*Akrabbim* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!
HP:Critical SP:Good MV:Burning - Akrabbim: Critical>
With his powerful blast, *Akrabbim* tears your life from your body!
*Akrabbim* blasts your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!
Your fame has been diminished.
You are dead! Sorry...
I played pretty badly here, and Akrabbim made me pay for it with with some quick chasing, preventing me from getting off a sanctuary or refresh to cover my mistakes (or getting back on my horse, since I'm an idiot). Also note how quickly channelers can take your hp out if you miss a bash, had he missed another he was dead despite outplaying me completely.
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
a black warhorse is standing here, being ridden by you.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Beaten SP:Strong MV:Good >
Your mount is too exhausted.
HP:Beaten SP:Strong MV:Good >
dism
You stop riding a black warhorse.
HP:Beaten SP:Strong MV:Good >
h
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Good >
sc
You have 76(312) hit, 173(196) mana and 68(135) movement points.
You have scored 384737938 exp, 57 total quest points
You need 11262062 exp to reach your next level.
You have been playing for 0 days and 0 hours.
You have gathered 60 Weave Points so far, ranking you Legend 3.
This ranks you as Jaina Proudmoore (level 49)
You are in the following clans:
White Tower : 57 Quest Points, rank 3, 18 Quest Points to rank.
You are standing.
HP:Beaten SP:Strong MV:Good >
stat
You are a 18 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 1.0 lbs, worn: 20.7 lbs.
Offensive Bonus: 150 Dodge Bonus: 123, Parry Bonus: 147
Your abilities are: Str: 16, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 15 times, 9 times to other players, 6 times to monsters, and killed 13 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
AGILITY
NO QUIT
NIGHT VISION
STRENGTH
HP:Beaten SP:Strong MV:Good >
h
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Good >
emb
You are in touch with the True Source already. Can you not feel the surge of power through you?
HP:Beaten SP:Strong MV:Good >
l
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Beaten SP:Strong MV:Good >
h
back dark
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Good >
Backstab who?
HP:Beaten SP:Strong MV:Good >
back dark
Backstab who?
HP:Beaten SP:Strong MV:Good >
back dark
Backstab who?
HP:Beaten SP:Strong MV:Good >
*Akrabbim* has arrived from the north.
HP:Beaten SP:Strong MV:Good >
*Akrabbim* leaves west.
HP:Beaten SP:Strong MV:Good >
back dark
Backstab who?
HP:Beaten SP:Strong MV:Good >
*Akrabbim* has arrived from the west.
HP:Beaten SP:Strong MV:Good >
*Akrabbim* tries to blast your legs, but you parry the attack.
HP:Beaten SP:Strong MV:Good - Akrabbim: Battered>
back dark
No way! You're fighting for your life here!
HP:Beaten SP:Strong MV:Good - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Beaten SP:Strong MV:Good - Akrabbim: Battered>
h
You tickle *Akrabbim*'s body as you pierce him.
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
You flee head over heels.
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* has arrived from the east.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* tries to blast your head, but you parry the attack.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
s
No way! You're fighting for your life!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
h
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
You flee head over heels.
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Draining >
n
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Beaten SP:Strong MV:Draining >
e
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Beaten SP:Strong MV:Draining >
w
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
*Akrabbim* is standing here.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* tries to blast your legs, but you dodge the attack.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
s
No way! You're fighting for your life!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
ride horse
*Akrabbim* tries to blast your arms, but you dodge the attack.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
You flee head over heels.
You begin riding a black warhorse.
HP:Beaten SP:Strong MV:Draining >
w
w
Your mount is too exhausted.
HP:Beaten SP:Strong MV:Draining >
Your mount is too exhausted.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* has arrived from the north.
HP:Beaten SP:Strong MV:Draining >
*Akrabbim* tries to blast your body, but you dodge the attack.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
dism
You stop riding a black warhorse.
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
h
A gnarled ancient tree tickles *Akrabbim*'s head as it hits him.
A gnarled ancient tree barely tickles *Akrabbim*'s body with its hit,
A gnarled ancient tree barely tickles *Akrabbim*'s legs with its hit,
A gnarled ancient tree barely tickles *Akrabbim*'s arms with its hit,
HP:Beaten SP:Strong MV:Draining - Akrabbim: Battered>
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
You flee head over heels.
You attempt to hide yourself.
HP:Beaten SP:Strong MV:Draining >
e
e
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
*Akrabbim* is here, fighting a gnarled ancient tree!.
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is here, fighting *Akrabbim*!.
a gnarled ancient tree is here, fighting *Akrabbim*!.
HP:Beaten SP:Strong MV:Draining >
Alas, you cannot go that way...
HP:Beaten SP:Strong MV:Draining >
n
*Akrabbim* leaves west.
HP:Beaten SP:Strong MV:Draining >
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Beaten SP:Strong MV:Draining >
e
e
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Beaten SP:Strong MV:Draining >
Trail to Tarwin's Gap
A large canyon lies ahead of you. You see a group of figures in the distant,
in a way they look evil from the lightning above their heads. Dark clouds loom
over the canyon and heavy rain pours out in a heap. Thunder claps loud as
lightning strikes. You seem a little weary about going ahead.
[ Exits: e w ]
HP:Beaten SP:Strong MV:Draining >
stat
You are a 18 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 7 inches, weight 201 pounds, weight carried 1.0 lbs, worn: 20.7 lbs.
Offensive Bonus: 150 Dodge Bonus: 123, Parry Bonus: 147
Your abilities are: Str: 16, Int: 19, Wis: 18, Dex: 17, Con: 16
You have died 15 times, 9 times to other players, 6 times to monsters, and killed 13 other worthy players.
Your armor absorbs 2% damage on average.
You are affected by:
AGILITY
NO QUIT
NIGHT VISION
STRENGTH
HP:Beaten SP:Strong MV:Draining >
w
s
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
*Akrabbim* is standing here.
HP:Beaten SP:Strong MV:Draining >
s
s
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
HP:Beaten SP:Strong MV:Draining >
Scorched Grassland
Scorched land to the south but there is hope yet as you travel northward. A
rustle of air come in from the north cooling you down a bit. The grass are
still brown and dry but toward the northern front you notice that even though
the grass is brown they still have some life.
[ Exits: n e s w ]
HP:Beaten SP:Strong MV:Faint >
Scorch Plain
Everything around you seems dead. You notice some grass that use to be alive
but now they are brown and so dry that the turn to dust at a touch. The land
for miles are scorched from the heat of the sun by day and frozen by the night.
[ Exits: n e s w ]
HP:Beaten SP:Strong MV:Faint >
emb
s
You are in touch with the True Source already. Can you not feel the surge of power through you?
HP:Beaten SP:Strong MV:Faint >
s
Barren Plain
Heat waves assault you during the day and freezing winds assault you during the
night you as you travel through this area. Nothing seems to grow for miles
around. You see some animals but your never sure if they are real or a figment
of you imagination.
[ Exits: n s ]
Sneaking around in the shadows stands a shienaran scout.
HP:Beaten SP:Strong MV:Faint >
s
Green Plain
The grasses here grow in abundances but all of a suddenly stop in the northern
area. Heat waves flow in from the north causing things to die by dehydration
causes you to thirst. The smells of burnt things fill your nostrils, as you
get closer to the northern area.
[ Exits: n w ]
HP:Beaten SP:Strong MV:Faint >
Alas, you cannot go that way...
HP:Beaten SP:Strong MV:Faint >
w
w
Plains Bordering the Forest
To the south you notice a dark and dank forest but to the north the scorching
plains are not pleasant either. To the west though you see grasslands and
think maybe there's a road or an easier path that way. As you stand in the
tall grass you try to decide which way to go.
[ Exits: e s w ]
HP:Beaten SP:Strong MV:Faint >
w
Plain Edgeline
A gentle breeze flows in from the west. It's bringing with it a refreshing
smell of grass. From the south you get no breeze but a kind of stagnate warm
air, that signal something wrong with that forest. Harsh wind flows in from
the east bring with it the smell of burnt flesh and fir. Hmm which way to go?
[ Exits: e s w ]
HP:Beaten SP:Strong MV:Faint >
w
Grassy Plain
You are surrounded by grass that reaches over most normal human. You tread
carefully through the grass weary of any sound that might indicate something
big. You hear the sound of many grass stems being broken and you stop. All of
a sudden the sound stop and start to move away. What could it be a lion, some
else or something more sinister?
[ Exits: n e w ]
HP:Beaten SP:Strong MV:Faint >
w
Grassy Knoll
You stand on a big mound of dirt and grass. To the east you notice a road
like path and to the west you notice tall grassy area. There's a hill to your
north that you can get a closer view at things. A big gust of wind blows back
and forth making it hard to see very clearly.
[ Exits: n e ]
HP:Beaten SP:Strong MV:Faint >
Alas, you cannot go that way...
HP:Beaten SP:Strong MV:Faint >
ref
What?!?
HP:Beaten SP:Strong MV:Faint >
reg
You begin channeling the appropriate flows...
HP:Battered SP:Excellent MV:Draining >
* +
*Akrabbim* has arrived from the east.
HP:Battered SP:Excellent MV:Draining >
-
*Akrabbim* tries to blast your hands, but you dodge the attack.
HP:Battered SP:Excellent MV:Draining - Akrabbim: Battered>
= f
% Cancelled...
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Draining - Akrabbim: Battered>
e
e
e
Grassy Plain
You are surrounded by grass that reaches over most normal human. You tread
carefully through the grass weary of any sound that might indicate something
big. You hear the sound of many grass stems being broken and you stop. All of
a sudden the sound stop and start to move away. What could it be a lion, some
else or something more sinister?
[ Exits: n e w ]
You flee head over heels.
Plain Edgeline
A gentle breeze flows in from the west. It's bringing with it a refreshing
smell of grass. From the south you get no breeze but a kind of stagnate warm
air, that signal something wrong with that forest. Harsh wind flows in from
the east bring with it the smell of burnt flesh and fir. Hmm which way to go?
[ Exits: e s w ]
HP:Battered SP:Excellent MV:Draining >
Plains Bordering the Forest
To the south you notice a dark and dank forest but to the north the scorching
plains are not pleasant either. To the west though you see grasslands and
think maybe there's a road or an easier path that way. As you stand in the
tall grass you try to decide which way to go.
[ Exits: e s w ]
HP:Battered SP:Excellent MV:Draining >
Green Plain
The grasses here grow in abundances but all of a suddenly stop in the northern
area. Heat waves flow in from the north causing things to die by dehydration
causes you to thirst. The smells of burnt things fill your nostrils, as you
get closer to the northern area.
[ Exits: n w ]
HP:Battered SP:Excellent MV:Draining >
e
n
Alas, you cannot go that way...
HP:Battered SP:Excellent MV:Draining >
n
Barren Plain
Heat waves assault you during the day and freezing winds assault you during the
night you as you travel through this area. Nothing seems to grow for miles
around. You see some animals but your never sure if they are real or a figment
of you imagination.
[ Exits: n s ]
Sneaking around in the shadows stands a shienaran scout.
HP:Battered SP:Excellent MV:Draining >
n
n
Scorch Plain
Everything around you seems dead. You notice some grass that use to be alive
but now they are brown and so dry that the turn to dust at a touch. The land
for miles are scorched from the heat of the sun by day and frozen by the night.
[ Exits: n e s w ]
HP:Battered SP:Excellent MV:Draining >
n
Scorched Grassland
Scorched land to the south but there is hope yet as you travel northward. A
rustle of air come in from the north cooling you down a bit. The grass are
still brown and dry but toward the northern front you notice that even though
the grass is brown they still have some life.
[ Exits: n e s w ]
HP:Battered SP:Excellent MV:Faint >
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
HP:Battered SP:Excellent MV:Faint >
n
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Battered SP:Excellent MV:Faint >
Alas, you cannot go that way...
HP:Battered SP:Excellent MV:Faint >
w
w
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Battered SP:Excellent MV:Faint >
Alas, you cannot go that way...
HP:Battered SP:Excellent MV:Faint >
s
w
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Battered SP:Excellent MV:Faint >
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
HP:Battered SP:Excellent MV:Faint >
e
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Battered SP:Excellent MV:Faint >
*Akrabbim* has arrived from the north.
HP:Battered SP:Excellent MV:Faint >
ride horse
*Akrabbim* tries to blast your waist, but you parry the attack.
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
w
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
w
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
h
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
You flee head over heels.
You attempt to hide yourself.
HP:Battered SP:Excellent MV:Faint >
e
*Akrabbim* has arrived from the east.
HP:Battered SP:Excellent MV:Faint >
*Akrabbim* tries to blast your legs, but you dodge the attack.
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
h
You pierce *Akrabbim*'s arms.
*Akrabbim* tries to blast your body, but you dodge the attack.
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
ride horse
Bend in the Road
A massive tree has fallen across the road here, its rotten girth since split
apart by heavy wagons winding their way through the forest road. Common forest
birds like robins and sparrows have been replaced by crows and ravens that fix
their beady eyes on travellers. Dead to the northeast lies Tarwin's Gap, a
rugged and jagged canyon trail. Far to the southwest is Fal Dara, an
inpenitrable keep.
[ Exits: n w ]
You flee head over heels.
They aren't here!
HP:Battered SP:Excellent MV:Faint >
n
e
*Akrabbim* has arrived from the north.
HP:Battered SP:Excellent MV:Faint >
*Akrabbim* tries to blast your head, but you parry the attack.
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Faint - Akrabbim: Battered>
h
Turn in the Road
To the north the forest borders the road heavily. The jagged black peaks of
the Mountains of Dhoom can be seen thrusting into the northern sky. To the
southwest, the tip of a Fal Dara can be seen poking through the forest, while
the road itself leads east and west. Ancient and broken road markers are set
into the earth beside the road, half-buried by time.
[ Exits: e s ]
You flee head over heels.
You attempt to hide yourself.
HP:Battered SP:Excellent MV:Faint >
e
*Akrabbim* has arrived from the south.
HP:Battered SP:Excellent MV:Faint >
n
Twist in the Path
This hard packed dusty trail leads to the northeast and far to the southwest.
To the slight northeast is the canyon trail of Tarwin's Gap, a dark place where
many battles have taken place. Far to the southwest is the keep-city of Fal
Dara, wich is deep in the heart of Shienar.
[ Exits: n w ]
A strong, black warhorse stands here, full of energy.
a gnarled ancient tree is standing here.
a gnarled ancient tree is standing here.
HP:Battered SP:Excellent MV:Burning >
*Akrabbim* has arrived from the west.
HP:Battered SP:Excellent MV:Burning >
e
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Battered SP:Excellent MV:Burning >
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Battered SP:Excellent MV:Burning >
s
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
HP:Battered SP:Excellent MV:Burning >
n
w
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
*Akrabbim* is standing here.
HP:Battered SP:Excellent MV:Burning >
s
*Akrabbim* tries to blast your legs, but you dodge the attack.
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Burning - Akrabbim: Battered>
No way! You're fighting for your life!
HP:Battered SP:Excellent MV:Burning - Akrabbim: Battered>
f
You panic and attempt to flee!
HP:Battered SP:Excellent MV:Burning - Akrabbim: Battered>
s
ride horse
*Akrabbim* sends you sprawling with a powerful bash!
HP:Battered SP:Excellent MV:Burning - Akrabbim: Battered>
*Akrabbim* blasts your hands into bloody fragments!
You wish that your wounds would stop BLEEDING so much!
HP:Beaten SP:Excellent MV:Burning - Akrabbim: Battered>
*Akrabbim* blasts your waist into bloody fragments!
You wish that your wounds would stop BLEEDING so much!
HP:Critical SP:Excellent MV:Burning - Akrabbim: Battered>
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
You flee head over heels.
Scorched Grassland
Scorched land to the south but there is hope yet as you travel northward. A
rustle of air come in from the north cooling you down a bit. The grass are
still brown and dry but toward the northern front you notice that even though
the grass is brown they still have some life.
[ Exits: n e s w ]
HP:Critical SP:Excellent MV:Burning >
They aren't here!
HP:Critical SP:Excellent MV:Burning >
n
n
w
Plains Bordering a Road
Oppressive heat waves coming from the south deter your notion of traveling that
way. The road is just ahead to the north and you can almost see the darkness
of the gap. The ground start to bloom with grass as you travel north and start
to die as you travel south.
[ Exits: n s ]
*Akrabbim* is standing here.
HP:Critical SP:Excellent MV:Burning >
s
The Way to Tarwin's Gap
The path you were traveling has now become dark. Here the sun shone once dark
and rainy clouds now cover. Lightning is the only thing that brightens the
sky. Thunder and howls of beasts are the only sounds heard around. Slightly
to the north-east lies the grusome Tarwin's Gap. To the south of here lies the
plains that border this path. To the south-west is the long and dusty trail
that eventually leads to Fal Dara.
[ Exits: e s w ]
A statue of Clark, slashing downward with a sword, stands here.
HP:Critical SP:Excellent MV:Burning >
Bend in the Path
Like a snake, the wagon rutted road slithers between the hills as it passes the
cliff to the east. Skeletons lie on the road here, left to be picked clean by
carrion eaters and slowly decomposed. An age old battle, it appears as though
some of corpses were eaten and savagely ripped apart.
[ Exits: e s ]
HP:Critical SP:Excellent MV:Burning >
You are too exhausted.
HP:Critical SP:Excellent MV:Burning >
ride horse
They aren't here!
HP:Critical SP:Excellent MV:Burning >
h
*Akrabbim* has arrived from the east.
HP:Critical SP:Excellent MV:Burning >
You attempt to hide yourself.
HP:Critical SP:Excellent MV:Burning >
*Akrabbim* leaves south.
HP:Critical SP:Excellent MV:Burning >
channel 'ice shards' dark
*Akrabbim* has arrived from the south.
You begin channeling the appropriate flows...
HP:Critical SP:Excellent MV:Burning >
*Akrabbim* tries to blast your hands, but you parry the attack.
HP:Critical SP:Excellent MV:Burning - Akrabbim: Battered>
= = +
Okay.
You launch an army of razor sharp ice shards at *Akrabbim*!
HP:Critical SP:Strong MV:Burning - Akrabbim: Battered>
channel 'ice shards' dark
You begin channeling the appropriate flows...
HP:Critical SP:Strong MV:Burning - Akrabbim: Battered>
=
You dodge a bash from *Akrabbim* who loses his balance and falls!
HP:Critical SP:Strong MV:Burning - Akrabbim: Battered>
= +
Okay.
You launch an army of razor sharp ice shards at *Akrabbim*!
HP:Critical SP:Good MV:Burning - Akrabbim: Beaten>
channel 'ice shards' dark
You begin channeling the appropriate flows...
HP:Critical SP:Good MV:Burning - Akrabbim: Beaten>
= = +
Okay.
You launch an army of razor sharp ice shards at *Akrabbim*!
HP:Critical SP:Good MV:Burning - Akrabbim: Critical>
channel 'ice shards' dark
*Akrabbim* sends you sprawling with a powerful bash!
You wish that your wounds would stop BLEEDING so much!
HP:Critical SP:Good MV:Burning - Akrabbim: Critical>
With his powerful blast, *Akrabbim* tears your life from your body!
*Akrabbim* blasts your body into bloody fragments!
You wish that your wounds would stop BLEEDING so much!
Your fame has been diminished.
You are dead! Sorry...
I played pretty badly here, and Akrabbim made me pay for it with with some quick chasing, preventing me from getting off a sanctuary or refresh to cover my mistakes (or getting back on my horse, since I'm an idiot). Also note how quickly channelers can take your hp out if you miss a bash, had he missed another he was dead despite outplaying me completely.