lucky skewer
Posted: Mon Jul 26, 2010 5:50 pm
forgot to log so only have half the fight from my buffer....
HP:Hurt MV:Good - Pitch: Wounded>
shield
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Hurt MV:Good - Pitch: Wounded>
= = You successfully deflect *Pitch*'s attack, who loses his balance and topples over!
HP:Hurt MV:Good - Pitch: Wounded>
You sting *Pitch*'s arms.
HP:Hurt MV:Good - Pitch: Wounded>
whois pitch
Pitch Black is a level 50 Murandian Cavalry Loyal Captain ranger.
bash
k ryzal
k ryzal
k ryzal
HP:Hurt MV:Good - Pitch: Wounded>
You barely sting *Pitch*'s body.
HP:Hurt MV:Good - Pitch: Wounded>
whield
What?!?
HP:Hurt MV:Good - Pitch: Wounded>
You dodge a bash from *Pitch* who loses his balance and falls!
HP:Hurt MV:Good - Pitch: Wounded>
shield
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Hurt MV:Good - Pitch: Wounded>
= =
* + - roll
= Cancelled...
You lower your shield, having failed to anticipate an attack.
HP:Hurt MV:Good - Pitch: Wounded>
shield
You barely sting *Pitch*'s body.
*Pitch* tries to stab your body, but misses.
HP:Scratched MV:Excellent - Pitch: Wounded>
You step back from the fight long enough to fire an arrow into the air!
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Scratched MV:Excellent - Pitch: Wounded>
= =
* + - = % An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
*Pitch* tries to stab your hands, but misses.
HP:Scratched MV:Excellent - Pitch: Wounded>
= - + You step back from the fight long enough to fire an arrow into the air!
HP:Scratched MV:Excellent - Pitch: Wounded>
* You lower your shield, having failed to anticipate an attack.
HP:Scratched MV:Excellent - Pitch: Wounded>
shield
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Scratched MV:Excellent - Pitch: Wounded>
= =
* An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
+ - = % = - roll
*Pitch* tries to stab your shoulders, but misses.
Cancelled...
You lower your shield, having failed to anticipate an attack.
HP:Scratched MV:Excellent - Pitch: Wounded>
roll
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Scratched MV:Excellent - Pitch: Wounded>
You roll your eyes in disgust.
HP:Scratched MV:Excellent - Pitch: Wounded>
You sting *Pitch*'s head hard.
*Pitch* tries to stab your arms, but misses.
HP:Scratched MV:Excellent - Pitch: Wounded>
shield
An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
You raise your shield and brace yourself in preparation for an oncoming attack.
*Pitch* shrugs helplessly.
HP:Scratched MV:Excellent - Pitch: Wounded>
= An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
=
* An arrow meant for *Pitch* flies past and hits a black warhorse instead!
HP:Scratched MV:Excellent - Pitch: Wounded>
+ - = % = You step back from the fight long enough to fire an arrow into the air!
HP:Scratched MV:Excellent - Pitch: Wounded>
- +
* You lower your shield, having failed to anticipate an attack.
You dodge a bash from *Pitch* who loses his balance and falls!
HP:Scratched MV:Excellent - Pitch: Wounded>
An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Scratched MV:Excellent - Pitch: Wounded>
say nice
You growl 'nice'
HP:Scratched MV:Excellent - Pitch: Wounded>
You tickle *Pitch*'s body as you sting him.
HP:Scratched MV:Excellent - Pitch: Wounded>
f
*Pitch* sends you sprawling with a powerful bash!
HP:Scratched MV:Excellent - Pitch: Wounded>
An arrow meant for *Pitch* flies past and hits a black warhorse instead!
HP:Scratched MV:Excellent - Pitch: Wounded>
An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
*Pitch* nods in agreement.
HP:Scratched MV:Excellent - Pitch: Wounded>
*Pitch* stabs your shoulders into bloody fragments!
HP:Hurt MV:Excellent - Pitch: Wounded>
*Pitch* stabs your arms into bloody fragments!
HP:Wounded MV:Excellent - Pitch: Wounded>
You panic and attempt to flee!
HP:Wounded MV:Excellent - Pitch: Wounded>
A Slight Bend in the Road to Tarwin's Gap
The road to Tarwin's Gap bends slightly here due to the closely spaced trees
bordering the southern edge of the road, as it winds from Fal Dara in the
southwest towards Tarwin's Gap to the northeast.
[ Exits: n w ]
You flee head over heels.
HP:Wounded MV:Excellent >
s
Alas, you cannot go that way...
HP:Wounded MV:Excellent >
w
Along the Road to Tarwin's Gap
The dirt road thins slightly here as it is bordered by the thick pine woods to
the south and a steep hill to the north. A way can be made up the slope of the
hill to the north, however, as the trees become thinner and more sparse to the
north, up the hill.
[ Exits: n e w ]
HP:Wounded MV:Strong >
s
s
Alas, you cannot go that way...
HP:Wounded MV:Strong >
Alas, you cannot go that way...
HP:Wounded MV:Strong >
w
s
A Bend in the Road to Tarwin's Gap
The road here widens considerably when compared to the rest of the meager dirt
road, because of the thick woods of the northern Borderlands relenting a bit.
The road continues to the east, and is bordered by steep hills to the north.
[ Exits: n e s w ]
HP:Wounded MV:Strong >
s
An Abandoned Fortification on the Road
An old crenellated fortification lies on the road to Tarwin's Gap here.
Though only the ruins remain now, it seems as though the fortification
stretched across the entire width of the dirt road, from one side of the forest
to the other, arching over the road. A great tower may have once existed atop
the fortification, but nothing remains to sustain any evidence of this except
for crumbling stairs on either side of the fortification.
[ Exits: n s ]
HP:Wounded MV:Strong >
s
At a Bend in the Road to Tarwin's Gap
The dirt road makes a sudden turn here, due to a shale barren rising steeply to
the south. Shale and dry clay cover the rising hill to the south, with very
sparse and stunted white pine trees, forcing the road to bend westwards and
northwards.
[ Exits: n w ]
HP:Wounded MV:Strong >
Alas, you cannot go that way...
HP:Wounded MV:Strong >
TICK IN 5 SECONDS.
e
Alas, you cannot go that way...
HP:Wounded MV:Strong >
sw
What?!?
HP:Wounded MV:Strong >
w
w
On the Road to Tarwin's Gap
The dirt road to Tarwin's Gap becomes rockier here and continues in this
ancient valley between the hills, from west to east. Sparse heather covers the
lower slopes of the hills to both the north and south, making way for thicker
shrubbery and stunted trees higher up on the slopes.
[ Exits: e w ]
HP:Wounded MV:Strong >
w
The Road to Tarwin's Gap
The dirt road is forced to continue mostly west to east here, as it is cradled
between forested hills to the north and south. The valley between the hills
here looks as though it used to be a river, but may have dried up, as the
bedrock of the former river lines either side of the road with only sparse
heather growing upon it.
[ Exits: e w ]
HP:Wounded MV:Strong >
The Road to Tarwin's Gap
The simple dirt road that had been heading predominantly from north to south
bends to the east here due to a massive hill to the north covered with thick
and thorny shrubbery as well as tall pines. To the east, the road continues
downward into a dried up valley, nestled within the hills.
[ Exits: e s ]
A woman in all black shies away from sight.
HP:Wounded MV:Strong >
s
s
The Road Alongside the Forest Hedge
The hedge bordering the dirt road has grown very thick here, consisting of bear
pines and other less discernable foliage underneath. Beyond the hedge
alongside the road, the forest of pine, hemlock, oak, and even some spruce
makes the scenery almost seem peaceful, if it weren't for the fact that these
thick forests could be hiding any sort of danger this far north in the
Borderlands.
[ Exits: n s ]
HP:Wounded MV:Strong >
s
Tarwin's Gap Road Before a Turn in the Road
The dirt road continues southwards and northwards, but to the south a turn in
the road can be seen. Beyond the turn, however, very little is visible from
here, besides some dark trees leading into the forest.
[ Exits: n s ]
HP:Wounded MV:Strong >
A Bend in the Road
The encroaching woods bordering the road force the road to bend somewhat. The
dirt road continues to north and west, shadowed by the surrounding forests. A
way can be picked through the forest to the south however because the trees are
less closely spaced.
[ Exits: n s w ]
HP:Wounded MV:Strong >
e
Alas, you cannot go that way...
HP:Wounded MV:Strong >
s
Off the Road
The sparse trees covering the earth here off the main road are tall, but not
closely spaced, offering some passage. The road can be seen through the trees
to the west and north. The trees become thicker and more closely spaced to the
east, but a way can still be picked through the trees.
[ Exits: n e w ]
Sneaking around in the shadows stands a shienaran scout.
HP:Wounded MV:Strong >
e
Amongst the Woods
The forest suddenly becomes thicker and looms menacingly, deeper within the
woods. The closely spaced trees blot out the sky, allowing for very little to
no light to come through. The resulting understory and herbacious layer are
very thin and sparse, except for very thick and dry bear pine shrubberies,
bereft of leaves and flowers. A small path has been cut through the bear
pines, however, almost savagely, allowing for a thin path.
[ Exits: s w ]
HP:Wounded MV:Good >
s
Deep Within the Woods
The thin path cut through the shrubberies continues here, deeper into the
forest. Very little light manages to meander through the branches of pine and
oak above, but enough filters through to light the path. Very little besides
more trees can be seen to the east, but a clearing is visible to the south.
[ Exits: n e s ]
HP:Wounded MV:Good >
s
A Clearing Within the Woods
The clearing here is bereft of trees and shrubbery alike. Stumps and scorch
marks spot the bare earth. This desolation is bordered by the forest on all
sides, but the only way actually blocked by impassably thick trees is to the
west.
[ Exits: n e s ]
Sneaking around in the shadows stands a shienaran scout.
A large elk stares at you.
HP:Wounded MV:Good >
e
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]
HP:Wounded MV:Good >
e
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
1
They don't seem to be here.
HP:Wounded MV:Good >
They don't seem to be here.
HP:Wounded MV:Good >
drink
You drink the blood.
You don't feel thirsty any more.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
s
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Wounded MV:Good >
look
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Wounded MV:Good >
n
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
HP:Wounded MV:Good >
Beginning autosave. Please wait...
w
1
Autosave complete.
HP:Wounded MV:Good >
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]
A black feathered crow flies nearby.
*Pitch* is standing here, riding a black warhorse.
HP:Hurt MV:Strong >
You sting *Pitch*'s head.
HP:Hurt MV:Strong - Pitch: Wounded>
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Hurt MV:Strong - Pitch: Wounded>
*Pitch* tries to stab your arms, but misses.
You barely sting *Pitch*'s body.
HP:Hurt MV:Strong - Pitch: Wounded>
Pitch yells, 'yGu ray Toa pgRVz>'
HP:Hurt MV:Strong - Pitch: Wounded>
f
You panic and attempt to flee!
HP:Hurt MV:Strong - Pitch: Wounded>
A Clearing Within the Woods
The clearing here is bereft of trees and shrubbery alike. Stumps and scorch
marks spot the bare earth. This desolation is bordered by the forest on all
sides, but the only way actually blocked by impassably thick trees is to the
west.
[ Exits: n e s ]
Sneaking around in the shadows stands a shienaran scout.
Sneaking around in the shadows stands a shienaran scout.
A large elk stares at you.
You flee head over heels.
HP:Hurt MV:Strong >
w
Alas, you cannot go that way...
HP:Hurt MV:Strong >
s
*Pitch* has arrived from the east, riding a black warhorse.
A crow has arrived from the east.
HP:Hurt MV:Strong >
Looking Upon a Small Forest
Coming off of the dirt path to the east, the terrain rises slightly. Deep
within the woods, no path can be marked to traverse further into the forest.
Back towards the north, though, a clearing in the woods can be spotted.
[ Exits: n e ]
Sneaking around in the shadows stands a shienaran scout.
A large elk stares at you.
HP:Hurt MV:Strong >
e
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
HP:Hurt MV:Strong >
2
To whom do you wish to do this?
HP:Hurt MV:Strong >
2
To whom do you wish to do this?
HP:Hurt MV:Strong >
2
To whom do you wish to do this?
HP:Hurt MV:Strong >
*Pitch* has arrived from the west, riding a black warhorse.
A crow has arrived from the west.
HP:Hurt MV:Strong >
*Pitch* begins charging towards you.
HP:Hurt MV:Strong >
e
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Hurt MV:Strong >
*Pitch* has arrived from the west, riding a black warhorse.
A crow has arrived from the west.
HP:Hurt MV:Strong >
2
*Pitch* begins charging towards you.
HP:Hurt MV:Strong >
You begin charging towards *Pitch*.
HP:Hurt MV:Strong >
A Dhjin'nen trolloc barely blasts *Pitch*'s arms.
HP:Hurt MV:Strong >
w
= Cancelled...
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
HP:Hurt MV:Strong >
e
2
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A black feathered crow flies nearby.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Hurt MV:Strong >
To whom do you wish to do this?
HP:Hurt MV:Strong >
n
2
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
HP:Hurt MV:Strong >
To whom do you wish to do this?
HP:Hurt MV:Strong >
w
2
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]
HP:Hurt MV:Strong >
To whom do you wish to do this?
HP:Hurt MV:Strong >
s
2
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
*Pitch* is standing here, riding a black warhorse.
HP:Hurt MV:Good >
You begin charging towards *Pitch*.
HP:Hurt MV:Good >
= Pitch yells, 'I am ^h; LOe bjta newb'
HP:Hurt MV:Good >
*Pitch* tries to stab your arms, but misses.
HP:Hurt MV:Good - Pitch: Battered>
+ *Pitch* tries to stab your feet, but misses.
HP:Hurt MV:Good - Pitch: Battered>
You might hit the wrong target!
HP:Hurt MV:Good - Pitch: Battered>
gig
You giggle.
HP:Hurt MV:Good - Pitch: Battered>
You tickle *Pitch*'s body as you sting him.
HP:Hurt MV:Good - Pitch: Battered>
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Hurt MV:Good - Pitch: Battered>
You dodge a bash from *Pitch* who loses his balance and falls!
HP:Hurt MV:Good - Pitch: Battered>
say close
You growl 'close'
HP:Hurt MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
You sting *Pitch*'s arms.
HP:Hurt MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
shield
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Hurt MV:Good - Pitch: Battered>
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Hurt MV:Good - Pitch: Battered>
= = You successfully deflect *Pitch*'s attack, who loses his balance and topples over!
HP:Hurt MV:Good - Pitch: Battered>
You sting *Pitch*'s legs.
HP:Hurt MV:Good - Pitch: Battered>
An arrow narrowly misses *Pitch*!
HP:Hurt MV:Good - Pitch: Battered>
TICK IN 5 SECONDS.
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
wink
Have you got something in your eye?
HP:Hurt MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
*Pitch* stares at the sky.
HP:Hurt MV:Good - Pitch: Battered>
You step back from the fight long enough to fire an arrow into the air!
HP:Hurt MV:Good - Pitch: Battered>
You sting *Pitch*'s legs.
*Pitch* tries to stab your body, but misses.
HP:Hurt MV:Good - Pitch: Battered>
shield
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Hurt MV:Good - Pitch: Battered>
= =
* + An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
- = *Pitch* stabs your hands very hard.
HP:Wounded MV:Good - Pitch: Battered>
% = You step back from the fight long enough to fire an arrow into the air!
HP:Wounded MV:Good - Pitch: Battered>
- +
* You lower your shield, having failed to anticipate an attack.
HP:Wounded MV:Good - Pitch: Battered>
You sting *Pitch*'s hands extremely hard.
*Pitch* tries to stab your feet, but misses.
*Pitch* says '8oS ySndE uuTk at g8aUvnY pk'
HP:Wounded MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Wounded MV:Good - Pitch: Battered>
f
You panic and attempt to flee!
HP:Wounded MV:Good - Pitch: Battered>
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A black feathered crow flies nearby.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
You flee head over heels.
HP:Wounded MV:Good >
2
*Pitch* has arrived from the west, riding a black warhorse.
HP:Wounded MV:Good >
You begin charging towards *Pitch*.
HP:Wounded MV:Good >
*Pitch* begins charging towards you.
HP:Wounded MV:Good >
= + You SKEWER *Pitch*, who doesn't get the opportunity to see his body get torn in half.
This session you've landed 199 out of 284 skewers (70% landed)
*Pitch* grimaces in pain.
You receive some experience points!
Your fame around the world has increased.
Your blood freezes as you hear *Pitch*'s death cry.
*Pitch* is dead! R.I.P.
HP:Hurt MV:Good - Pitch: Wounded>
shield
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Hurt MV:Good - Pitch: Wounded>
= = You successfully deflect *Pitch*'s attack, who loses his balance and topples over!
HP:Hurt MV:Good - Pitch: Wounded>
You sting *Pitch*'s arms.
HP:Hurt MV:Good - Pitch: Wounded>
whois pitch
Pitch Black is a level 50 Murandian Cavalry Loyal Captain ranger.
bash
k ryzal
k ryzal
k ryzal
HP:Hurt MV:Good - Pitch: Wounded>
You barely sting *Pitch*'s body.
HP:Hurt MV:Good - Pitch: Wounded>
whield
What?!?
HP:Hurt MV:Good - Pitch: Wounded>
You dodge a bash from *Pitch* who loses his balance and falls!
HP:Hurt MV:Good - Pitch: Wounded>
shield
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Hurt MV:Good - Pitch: Wounded>
= =
* + - roll
= Cancelled...
You lower your shield, having failed to anticipate an attack.
HP:Hurt MV:Good - Pitch: Wounded>
shield
You barely sting *Pitch*'s body.
*Pitch* tries to stab your body, but misses.
HP:Scratched MV:Excellent - Pitch: Wounded>
You step back from the fight long enough to fire an arrow into the air!
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Scratched MV:Excellent - Pitch: Wounded>
= =
* + - = % An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
*Pitch* tries to stab your hands, but misses.
HP:Scratched MV:Excellent - Pitch: Wounded>
= - + You step back from the fight long enough to fire an arrow into the air!
HP:Scratched MV:Excellent - Pitch: Wounded>
* You lower your shield, having failed to anticipate an attack.
HP:Scratched MV:Excellent - Pitch: Wounded>
shield
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Scratched MV:Excellent - Pitch: Wounded>
= =
* An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
+ - = % = - roll
*Pitch* tries to stab your shoulders, but misses.
Cancelled...
You lower your shield, having failed to anticipate an attack.
HP:Scratched MV:Excellent - Pitch: Wounded>
roll
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Scratched MV:Excellent - Pitch: Wounded>
You roll your eyes in disgust.
HP:Scratched MV:Excellent - Pitch: Wounded>
You sting *Pitch*'s head hard.
*Pitch* tries to stab your arms, but misses.
HP:Scratched MV:Excellent - Pitch: Wounded>
shield
An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
You raise your shield and brace yourself in preparation for an oncoming attack.
*Pitch* shrugs helplessly.
HP:Scratched MV:Excellent - Pitch: Wounded>
= An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
=
* An arrow meant for *Pitch* flies past and hits a black warhorse instead!
HP:Scratched MV:Excellent - Pitch: Wounded>
+ - = % = You step back from the fight long enough to fire an arrow into the air!
HP:Scratched MV:Excellent - Pitch: Wounded>
- +
* You lower your shield, having failed to anticipate an attack.
You dodge a bash from *Pitch* who loses his balance and falls!
HP:Scratched MV:Excellent - Pitch: Wounded>
An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Scratched MV:Excellent - Pitch: Wounded>
say nice
You growl 'nice'
HP:Scratched MV:Excellent - Pitch: Wounded>
You tickle *Pitch*'s body as you sting him.
HP:Scratched MV:Excellent - Pitch: Wounded>
f
*Pitch* sends you sprawling with a powerful bash!
HP:Scratched MV:Excellent - Pitch: Wounded>
An arrow meant for *Pitch* flies past and hits a black warhorse instead!
HP:Scratched MV:Excellent - Pitch: Wounded>
An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
An arrow hits *Pitch* lightly.
HP:Scratched MV:Excellent - Pitch: Wounded>
*Pitch* nods in agreement.
HP:Scratched MV:Excellent - Pitch: Wounded>
*Pitch* stabs your shoulders into bloody fragments!
HP:Hurt MV:Excellent - Pitch: Wounded>
*Pitch* stabs your arms into bloody fragments!
HP:Wounded MV:Excellent - Pitch: Wounded>
You panic and attempt to flee!
HP:Wounded MV:Excellent - Pitch: Wounded>
A Slight Bend in the Road to Tarwin's Gap
The road to Tarwin's Gap bends slightly here due to the closely spaced trees
bordering the southern edge of the road, as it winds from Fal Dara in the
southwest towards Tarwin's Gap to the northeast.
[ Exits: n w ]
You flee head over heels.
HP:Wounded MV:Excellent >
s
Alas, you cannot go that way...
HP:Wounded MV:Excellent >
w
Along the Road to Tarwin's Gap
The dirt road thins slightly here as it is bordered by the thick pine woods to
the south and a steep hill to the north. A way can be made up the slope of the
hill to the north, however, as the trees become thinner and more sparse to the
north, up the hill.
[ Exits: n e w ]
HP:Wounded MV:Strong >
s
s
Alas, you cannot go that way...
HP:Wounded MV:Strong >
Alas, you cannot go that way...
HP:Wounded MV:Strong >
w
s
A Bend in the Road to Tarwin's Gap
The road here widens considerably when compared to the rest of the meager dirt
road, because of the thick woods of the northern Borderlands relenting a bit.
The road continues to the east, and is bordered by steep hills to the north.
[ Exits: n e s w ]
HP:Wounded MV:Strong >
s
An Abandoned Fortification on the Road
An old crenellated fortification lies on the road to Tarwin's Gap here.
Though only the ruins remain now, it seems as though the fortification
stretched across the entire width of the dirt road, from one side of the forest
to the other, arching over the road. A great tower may have once existed atop
the fortification, but nothing remains to sustain any evidence of this except
for crumbling stairs on either side of the fortification.
[ Exits: n s ]
HP:Wounded MV:Strong >
s
At a Bend in the Road to Tarwin's Gap
The dirt road makes a sudden turn here, due to a shale barren rising steeply to
the south. Shale and dry clay cover the rising hill to the south, with very
sparse and stunted white pine trees, forcing the road to bend westwards and
northwards.
[ Exits: n w ]
HP:Wounded MV:Strong >
Alas, you cannot go that way...
HP:Wounded MV:Strong >
TICK IN 5 SECONDS.
e
Alas, you cannot go that way...
HP:Wounded MV:Strong >
sw
What?!?
HP:Wounded MV:Strong >
w
w
On the Road to Tarwin's Gap
The dirt road to Tarwin's Gap becomes rockier here and continues in this
ancient valley between the hills, from west to east. Sparse heather covers the
lower slopes of the hills to both the north and south, making way for thicker
shrubbery and stunted trees higher up on the slopes.
[ Exits: e w ]
HP:Wounded MV:Strong >
w
The Road to Tarwin's Gap
The dirt road is forced to continue mostly west to east here, as it is cradled
between forested hills to the north and south. The valley between the hills
here looks as though it used to be a river, but may have dried up, as the
bedrock of the former river lines either side of the road with only sparse
heather growing upon it.
[ Exits: e w ]
HP:Wounded MV:Strong >
The Road to Tarwin's Gap
The simple dirt road that had been heading predominantly from north to south
bends to the east here due to a massive hill to the north covered with thick
and thorny shrubbery as well as tall pines. To the east, the road continues
downward into a dried up valley, nestled within the hills.
[ Exits: e s ]
A woman in all black shies away from sight.
HP:Wounded MV:Strong >
s
s
The Road Alongside the Forest Hedge
The hedge bordering the dirt road has grown very thick here, consisting of bear
pines and other less discernable foliage underneath. Beyond the hedge
alongside the road, the forest of pine, hemlock, oak, and even some spruce
makes the scenery almost seem peaceful, if it weren't for the fact that these
thick forests could be hiding any sort of danger this far north in the
Borderlands.
[ Exits: n s ]
HP:Wounded MV:Strong >
s
Tarwin's Gap Road Before a Turn in the Road
The dirt road continues southwards and northwards, but to the south a turn in
the road can be seen. Beyond the turn, however, very little is visible from
here, besides some dark trees leading into the forest.
[ Exits: n s ]
HP:Wounded MV:Strong >
A Bend in the Road
The encroaching woods bordering the road force the road to bend somewhat. The
dirt road continues to north and west, shadowed by the surrounding forests. A
way can be picked through the forest to the south however because the trees are
less closely spaced.
[ Exits: n s w ]
HP:Wounded MV:Strong >
e
Alas, you cannot go that way...
HP:Wounded MV:Strong >
s
Off the Road
The sparse trees covering the earth here off the main road are tall, but not
closely spaced, offering some passage. The road can be seen through the trees
to the west and north. The trees become thicker and more closely spaced to the
east, but a way can still be picked through the trees.
[ Exits: n e w ]
Sneaking around in the shadows stands a shienaran scout.
HP:Wounded MV:Strong >
e
Amongst the Woods
The forest suddenly becomes thicker and looms menacingly, deeper within the
woods. The closely spaced trees blot out the sky, allowing for very little to
no light to come through. The resulting understory and herbacious layer are
very thin and sparse, except for very thick and dry bear pine shrubberies,
bereft of leaves and flowers. A small path has been cut through the bear
pines, however, almost savagely, allowing for a thin path.
[ Exits: s w ]
HP:Wounded MV:Good >
s
Deep Within the Woods
The thin path cut through the shrubberies continues here, deeper into the
forest. Very little light manages to meander through the branches of pine and
oak above, but enough filters through to light the path. Very little besides
more trees can be seen to the east, but a clearing is visible to the south.
[ Exits: n e s ]
HP:Wounded MV:Good >
s
A Clearing Within the Woods
The clearing here is bereft of trees and shrubbery alike. Stumps and scorch
marks spot the bare earth. This desolation is bordered by the forest on all
sides, but the only way actually blocked by impassably thick trees is to the
west.
[ Exits: n e s ]
Sneaking around in the shadows stands a shienaran scout.
A large elk stares at you.
HP:Wounded MV:Good >
e
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]
HP:Wounded MV:Good >
e
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
1
They don't seem to be here.
HP:Wounded MV:Good >
They don't seem to be here.
HP:Wounded MV:Good >
drink
You drink the blood.
You don't feel thirsty any more.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
1
They don't seem to be here.
HP:Wounded MV:Good >
s
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Wounded MV:Good >
look
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Wounded MV:Good >
n
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
HP:Wounded MV:Good >
Beginning autosave. Please wait...
w
1
Autosave complete.
HP:Wounded MV:Good >
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]
A black feathered crow flies nearby.
*Pitch* is standing here, riding a black warhorse.
HP:Hurt MV:Strong >
You sting *Pitch*'s head.
HP:Hurt MV:Strong - Pitch: Wounded>
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Hurt MV:Strong - Pitch: Wounded>
*Pitch* tries to stab your arms, but misses.
You barely sting *Pitch*'s body.
HP:Hurt MV:Strong - Pitch: Wounded>
Pitch yells, 'yGu ray Toa pgRVz>'
HP:Hurt MV:Strong - Pitch: Wounded>
f
You panic and attempt to flee!
HP:Hurt MV:Strong - Pitch: Wounded>
A Clearing Within the Woods
The clearing here is bereft of trees and shrubbery alike. Stumps and scorch
marks spot the bare earth. This desolation is bordered by the forest on all
sides, but the only way actually blocked by impassably thick trees is to the
west.
[ Exits: n e s ]
Sneaking around in the shadows stands a shienaran scout.
Sneaking around in the shadows stands a shienaran scout.
A large elk stares at you.
You flee head over heels.
HP:Hurt MV:Strong >
w
Alas, you cannot go that way...
HP:Hurt MV:Strong >
s
*Pitch* has arrived from the east, riding a black warhorse.
A crow has arrived from the east.
HP:Hurt MV:Strong >
Looking Upon a Small Forest
Coming off of the dirt path to the east, the terrain rises slightly. Deep
within the woods, no path can be marked to traverse further into the forest.
Back towards the north, though, a clearing in the woods can be spotted.
[ Exits: n e ]
Sneaking around in the shadows stands a shienaran scout.
A large elk stares at you.
HP:Hurt MV:Strong >
e
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
HP:Hurt MV:Strong >
2
To whom do you wish to do this?
HP:Hurt MV:Strong >
2
To whom do you wish to do this?
HP:Hurt MV:Strong >
2
To whom do you wish to do this?
HP:Hurt MV:Strong >
*Pitch* has arrived from the west, riding a black warhorse.
A crow has arrived from the west.
HP:Hurt MV:Strong >
*Pitch* begins charging towards you.
HP:Hurt MV:Strong >
e
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Hurt MV:Strong >
*Pitch* has arrived from the west, riding a black warhorse.
A crow has arrived from the west.
HP:Hurt MV:Strong >
2
*Pitch* begins charging towards you.
HP:Hurt MV:Strong >
You begin charging towards *Pitch*.
HP:Hurt MV:Strong >
A Dhjin'nen trolloc barely blasts *Pitch*'s arms.
HP:Hurt MV:Strong >
w
= Cancelled...
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
HP:Hurt MV:Strong >
e
2
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A black feathered crow flies nearby.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
HP:Hurt MV:Strong >
To whom do you wish to do this?
HP:Hurt MV:Strong >
n
2
In the Woods
The pine wood forest and shrubberies are still extremely thick here, but some
space is still available to maneuver and navigate. More light is able to
penetrate through the branches above, but the herbacious layer is still almost
nonexistant, despite the availability of sunlight. It almost seems as though
the smaller plants had been burnt away, due to the scorch marks left on the
bare ground and adjacent shrubberies.
[ Exits: s w ]
A large bowl filled with blood sits upon an altar here.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
HP:Hurt MV:Strong >
To whom do you wish to do this?
HP:Hurt MV:Strong >
w
2
Alongside a Clearing
The thinning woods allow for more room here in the forest. The scorch marks
and burnt ground are ever more prominant here, and what's left of the bear pine
shrubberies seem to have been hacked and slashed apart. The clearing to the
west seems to be even more devoid of vegetation.
[ Exits: n e s w ]
HP:Hurt MV:Strong >
To whom do you wish to do this?
HP:Hurt MV:Strong >
s
2
A Small Path in the Woods
The forest here seems less thick, the spruce and pine trees spaced further
apart. More light penetrates the branches of the encircling trees, allowing
some more visibility of the surrounding environment. Towards the west, not
much can be seen, but there seems to be some space for movement. Towards the
east, less room appears to be available to traverse, but a path can still be
carefully picked. Towards the northwest, however, the clearing is now easy to
see.
[ Exits: n e s w ]
*Pitch* is standing here, riding a black warhorse.
HP:Hurt MV:Good >
You begin charging towards *Pitch*.
HP:Hurt MV:Good >
= Pitch yells, 'I am ^h; LOe bjta newb'
HP:Hurt MV:Good >
*Pitch* tries to stab your arms, but misses.
HP:Hurt MV:Good - Pitch: Battered>
+ *Pitch* tries to stab your feet, but misses.
HP:Hurt MV:Good - Pitch: Battered>
You might hit the wrong target!
HP:Hurt MV:Good - Pitch: Battered>
gig
You giggle.
HP:Hurt MV:Good - Pitch: Battered>
You tickle *Pitch*'s body as you sting him.
HP:Hurt MV:Good - Pitch: Battered>
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Hurt MV:Good - Pitch: Battered>
You dodge a bash from *Pitch* who loses his balance and falls!
HP:Hurt MV:Good - Pitch: Battered>
say close
You growl 'close'
HP:Hurt MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
You sting *Pitch*'s arms.
HP:Hurt MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
shield
You step back from the fight long enough to fire a volley of arrows into the air!
HP:Hurt MV:Good - Pitch: Battered>
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Hurt MV:Good - Pitch: Battered>
= = You successfully deflect *Pitch*'s attack, who loses his balance and topples over!
HP:Hurt MV:Good - Pitch: Battered>
You sting *Pitch*'s legs.
HP:Hurt MV:Good - Pitch: Battered>
An arrow narrowly misses *Pitch*!
HP:Hurt MV:Good - Pitch: Battered>
TICK IN 5 SECONDS.
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
wink
Have you got something in your eye?
HP:Hurt MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
*Pitch* stares at the sky.
HP:Hurt MV:Good - Pitch: Battered>
You step back from the fight long enough to fire an arrow into the air!
HP:Hurt MV:Good - Pitch: Battered>
You sting *Pitch*'s legs.
*Pitch* tries to stab your body, but misses.
HP:Hurt MV:Good - Pitch: Battered>
shield
You raise your shield and brace yourself in preparation for an oncoming attack.
HP:Hurt MV:Good - Pitch: Battered>
= =
* + An arrow hits *Pitch* lightly.
HP:Hurt MV:Good - Pitch: Battered>
- = *Pitch* stabs your hands very hard.
HP:Wounded MV:Good - Pitch: Battered>
% = You step back from the fight long enough to fire an arrow into the air!
HP:Wounded MV:Good - Pitch: Battered>
- +
* You lower your shield, having failed to anticipate an attack.
HP:Wounded MV:Good - Pitch: Battered>
You sting *Pitch*'s hands extremely hard.
*Pitch* tries to stab your feet, but misses.
*Pitch* says '8oS ySndE uuTk at g8aUvnY pk'
HP:Wounded MV:Good - Pitch: Battered>
An arrow hits *Pitch* lightly.
HP:Wounded MV:Good - Pitch: Battered>
f
You panic and attempt to flee!
HP:Wounded MV:Good - Pitch: Battered>
In the Woods
The woods here become very thick again. In addition, the bear pine shrubberies
occupy almost all of the available walking space, making it next to impossible
to move around. The only available exits are those leading back to the west
and north, into less thickly spaced woods.
[ Exits: n w ]
A black feathered crow flies nearby.
A trolloc of the Dhjin'nen tribe stands here.
An elite assassin trolloc is here, barely noticable.
An elite assassin trolloc is here, barely noticable.
You flee head over heels.
HP:Wounded MV:Good >
2
*Pitch* has arrived from the west, riding a black warhorse.
HP:Wounded MV:Good >
You begin charging towards *Pitch*.
HP:Wounded MV:Good >
*Pitch* begins charging towards you.
HP:Wounded MV:Good >
= + You SKEWER *Pitch*, who doesn't get the opportunity to see his body get torn in half.
This session you've landed 199 out of 284 skewers (70% landed)
*Pitch* grimaces in pain.
You receive some experience points!
Your fame around the world has increased.
Your blood freezes as you hear *Pitch*'s death cry.
*Pitch* is dead! R.I.P.