Soooooo Close
Posted: Thu Aug 19, 2010 4:57 pm
So I am playing vs Ifrit quite a bit. He beat me once when I failed 8 flees in trapdoor. I get him once when I land 3 bashes in a row luckily. Then I start fighting him west of FD and this happens. I jumped through parts and he literally fled with like 10 hps more times than show here. This happened in maybe 4-5 mins..
---------------
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 ]
You see fresh tracks of Ifrit leaving east.
You see half day old tracks of Chase leaving north.
You see half day old tracks of Chase leaving east.
You see half day old tracks of a black warhorse (ridden) leaving north.
You see half day old tracks of a black warhorse (ridden) leaving east.
A black warhorse is standing here, being ridden by you.
A small buck is here, looking frisky.
A black-eyed raven has arrived from the south.
A black-eyed raven has arrived from the south.
A crow has arrived from the south.
HP:Battered MV:Excellent >
dism
You stop riding a black warhorse.
HP:Battered MV:Excellent >
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 ]
You see faint tracks of a Dhjin'nen trolloc leaving north.
You see half day old tracks of Chase leaving west.
You see half day old tracks of a Dhjin'nen trolloc leaving north.
You see half day old tracks of a black warhorse (ridden) leaving west.
You see half day old tracks of Ifrit leaving north.
*Ifrit* is standing here.
A trolloc of the Dhjin'nen tribe stands here.
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.
A black-eyed raven has arrived from the west.
A black-eyed raven has arrived from the west.
A crow has arrived from the west.
*Ifrit* strikes your shoulders very hard.
HP:Beaten MV:Excellent - Ifrit: Critical>
z
You do the best you can!
HP:Beaten MV:Excellent - Ifrit: Critical>
0
HP:Beaten MV:Excellent - Ifrit: Critical>
* - % - You dodge a bash from *Ifrit* who loses his balance and falls!
Your bash at *Ifrit* sends him sprawling!
HP:Beaten MV:Excellent - Ifrit: Critical>
A Ko'bal trolloc barely pierces your head.
A Ko'bal trolloc tries to pierce your arms, but misses.
A Dhjin'nen trolloc assists a Ko'bal trolloc.
A Dhjin'nen trolloc assists a Dhjin'nen trolloc.
HP:Beaten MV:Excellent - Ifrit: Critical>
A Dhjin'nen trolloc tries to cleave your body, but misses.
A Dhjin'nen trolloc tries to blast your feet, but misses.
A Ko'bal trolloc tries to pierce your arms, but misses.
A Ko'bal trolloc tickles your waist as he pierces you.
A Ko'bal trolloc tickles your arms as he pierces you.
You slash *Ifrit*'s body hard.
HP:Battered MV:Fresh - Ifrit: Critical>
9
HP:Battered MV:Fresh - Ifrit: Critical>
- = % = - + A Dhjin'nen trolloc barely cleaves your body.
A Dhjin'nen trolloc tries to blast your arms, but misses.
A Ko'bal trolloc tries to pierce your waist, but misses.
A Ko'bal trolloc barely tickles your body with his pierce.
A Ko'bal trolloc tries to pierce your head, but misses.
A Ko'bal trolloc tries to pierce your feet, but misses. Bahhh badly timed..
HP:Battered MV:Fresh - Ifrit: Critical>
* You deftly weave through *Ifrit*'s defenses, scoring a hit.
HP:Battered MV:Fresh - Ifrit: Critical>
f
You panic and attempt to flee!
HP:Battered MV:Fresh - Ifrit: Critical>
w
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 ]
You see faint tracks of a Dhjin'nen trolloc leaving south.
You see half day old tracks of a Dhjin'nen trolloc leaving south.
You see half day old tracks of a black warhorse (ridden) leaving west.
You see half day old tracks of a black warhorse (ridden) leaving west.
You see half day old tracks of a black warhorse (ridden) leaving west.
The corpse of Chase is lying here.
A large bowl filled with blood sits upon an altar here.
An elite assassin trolloc is here, barely noticable.
You flee head over heels.
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 ]
You see fairly recent tracks of Ifrit leaving north.
You see half day old tracks of a black warhorse (ridden) leaving north.
You see half day old tracks of a black warhorse (ridden) leaving east.
You see half day old tracks of a black warhorse (ridden) leaving east.
You see half day old tracks of Chase leaving east.
A small brass lantern is sitting here.
HP:Battered MV:Excellent >
*Ifrit* has arrived from the east.
HP:Battered MV:Excellent >
*Ifrit* leaves west.
-------------
Before a Large Tower
A wide courtyard of cracked bricks surrounds a massive watchtower, jutting out
of the center of the trolloc city. Huge black stones, stained with the red of
its builder's blood, reach high up over the city walls. A lookout balcony can
be seen high up in the distance, used by the Dark One's spymasters. Trolloc
patrols are at all times watching the courtyard for intruders. To the east
this crumbling courtyard stops abruptly, replaced by clean, perfectly cut
obsidian slabs.
[ Exits: n e s w ]
A plant lies here withering. [2]
Some greenwort has been forgotten here.
A few strings of root lie here.
A crumbling stone well is here, ready to collapse.
A large crimson bell hangs from the the obelisk, stained with centuries of death.
A giant obelisk of cracked stone towers above you, splattered with blood and gore.
HP:Battered MV:Strong >
They don't seem to be here.
HP:Battered MV:Strong >
tr
*Ifrit* has arrived from the north.
HP:Battered MV:Strong >
*Ifrit* leaves east.
HP:Battered MV:Strong >
- +
z
A large iron-clad trolloc has arrived from the west.
HP:Battered MV:Strong >
0
Cancelled...
They don't seem to be here.
HP:Battered MV:Strong >
Bash who?
HP:Battered MV:Strong >
e
z
A Black Obsidian Courtyard
Unlike the city around it, this courtyard is frighteningly empty. Large flat
stones of black obsidian suck in any light that makes its way past the shadow
cast by the watchtower to the west. At the center of this courtyard is a
fountain in the shape of screaming children. Spraying from the fountain, the
blood of human prisoners fills the black basin. To the south of the courtyard
is a large building, built of the same obsidian blocks as the courtyard.
There the myrddraal go when they feel the need to seek pleasure from their
victims.
[ Exits: e w ]
A trolloc of the Dhjin'nen tribe stands here.
HP:Battered MV:Strong >
0
They don't seem to be here.
HP:Battered MV:Strong >
e
Bash who?
HP:Battered MV:Strong >
e
A Side Road
The road here branches off into a side road. This path looks little used, and
ill cared for. Of course, that is how the whole city is...
[ Exits: e w ]
HP:Battered MV:Strong >
e
Road Towards the Inner Keep
The dark stone forming the road seems to be in terrible condition. Poor upkeep
has led to chipped stone, where bugs crawl in and out regularly. It appears
that there was once some sort of gate to the east, but there is only an old
wooden arch left at the top of the wall.
[ Exits: n s w ]
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
HP:Battered MV:Strong >
Alas, you cannot go that way...
HP:Battered MV:Strong >
n
Road Towards the Inner Keep
This road leads to the inner keep of the city to the north, winding deeper into
chaos. The stone slabs used to form the road contain large cracks and black
smears in various places. The eastern wall stands at least twenty feet high,
perhaps the most well maintained aspect of the city.
[ Exits: n s w ]
A Dha'vol trolloc is here, awaiting the orders of the Chosen.
HP:Battered MV:Strong >
n
n
n
Road Approaching the Inner Keep
The road here is approaching the inner keep, which seems the only thing that is
repaired in this whole desolate city. The stench of decay is rank around this
place, and you can almost feel death lurking around the corner.
[ Exits: s w ]
A female trolloc stands in the shadows nearby.
A trolloc stands here, snarling at all who pass by.
HP:Battered MV:Strong >
Alas, you cannot go that way...
HP:Battered MV:Strong >
Alas, you cannot go that way...
HP:Battered MV:Strong >
w
w
Road Before the Inner Keep
The road here nears the inner keep. The grill that covers the metal gate is in
a state of disrepair, yet the walls look firm still.
[ Exits: e w ]
A myrddraal is standing here.
A nasty looking trolloc stands here snarling.
HP:Battered MV:Strong >
w
A Ruined Courtyard
The courtyard around you is ruined by lack of care, and the stench of decay is
rife in this place. Where there was once a fountain there is now rubble, and a
bench is now just ashes.
[ Exits: n e w ]
HP:Battered MV:Strong >
Road Before the Inner Keep
You are nearing the Inner Keep, which is the last stronghold against invasion.
You feel a presence lurking just out of sight, and your neck tingles as you
realize you are being watched.
[ Exits: e w ]
A trolloc stands here, snarling at all who pass by.
The ghost of Hok'dar the hunter paces back and forth endlessly.
HP:Battered MV:Strong >
e
A Ruined Courtyard
The courtyard around you is ruined by lack of care, and the stench of decay is
rife in this place. Where there was once a fountain there is now rubble, and a
bench is now just ashes.
[ Exits: n e w ]
HP:Battered MV:Strong >
n
Entrance to the Ruined Keep of Djevik Ba
Massive, iron-bound, stone gates block the entrance to a high walled castle.
Half-crumbled towers reach high into the air at each wing of the keep.
Guarding the gate is a patrol of gruesome trollocs lead by a tall, black-clad
figure. To the south is a ruined courtyard spewing up reddish water from the
ancient sewers.
[ Exits: n s ]
HP:Battered MV:Good >
n
A Broken Entrance Hall
Cold marble floors echo the sounds of countless hooves and boots marching
through decrepit stone columns. Streaming banners black as coal vanish into
depths unknown. Glancing to your south, great stone gates shimmer as hundreds
of guards with gleaming black armor make their rounds, on either side of the
gates fear seems to resonate off dark-cloaked figures, posted to keep the much
larger yet less twisted trollocs in line. Colonnades of ore streaked stone
stretch into blackness to your north.
[ Exits: n s ]
HP:Battered MV:Good >
n
A Courtyard Intersection
After walking through the eerie black halls for some time you come to a once
noble courtyard. Old bones and blood stains cover the floor where a grand
feast occurred years ago. Long sinister banners now hang in place of beautiful
tapestries. East and west of you the hall narrows into a cramped corridor
capable of holding at most two trollocs shoulder to shoulder. North of you
swords clash together in what sounds of battle.
[ Exits: n e s w ]
A trolloc stands here, snarling at all who pass by.
HP:Battered MV:Good >
n
Approaching the Barracks
The darkened halls open into a dirty plaza revealing the cloudy skies overhead.
A pile of fresh trolloc corpses lay to your left and right, usually missing a
limb or two. Every once in a while it seems one spasms or moves, no sounds can
be heard though. Survival of the fittest one could say. As you walk further
north the sounds of fighting ring in your ears.
[ Exits: n s ]
HP:Battered MV:Good >
n
Outside the Trolloc Barracks
Standing here you watch dark cloaked half-men force their beasts north to the
training grounds. The barracks are a place every trolloc loves and fears.
For the weaker certain death awaits, the stronger a chance to kill. South of
you a tall archway stands, opening into halls black as night.
[ Exits: n s ]
A trolloc stands here, snarling at all who pass by.
A wolf-snouted trolloc stands here, sniffing the air.
A trolloc stands here, snarling at all who pass by.
HP:Battered MV:Good >
n
The Trolloc Barracks
Straw pallets line the floor, with only small aisles between them to walk. On
the left side wall are layed countless hooked poles, and polearms. Barrels sit
at the southern entrance, filled with swords of all shapes and sizes. A small
door in the back leads to the captains courters, covered by an iron bar.
Outside the passageway to the east is the keeps training yard. You notice a
small sign on the door frame.
[ Exits: n s w ]
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A burly, hulking trolloc stands here, guarding the door.
HP:Battered MV:Good >
A huge trolloc tries to blast your arms, but misses.
A huge trolloc assists a huge trolloc.
A burly door guard assists a huge trolloc.
HP:Battered MV:Good - a huge trolloc: Healthy>
n
No way! You're fighting for your life!
HP:Battered MV:Good - a huge trolloc: Healthy>
z0
What?!?
HP:Battered MV:Good - a huge trolloc: Healthy>
HP:Battered MV:Good - a huge trolloc: Healthy>
f
A burly door guard tries to blast your feet, but misses.
A huge trolloc tries to blast your feet, but misses.
You slash a huge trolloc's body hard.
A huge trolloc tries to blast your body, but misses.
You panic and attempt to flee!
HP:Battered MV:Good - a huge trolloc: Scratched>
z
0
Outside the Trolloc Barracks
Standing here you watch dark cloaked half-men force their beasts north to the
training grounds. The barracks are a place every trolloc loves and fears.
For the weaker certain death awaits, the stronger a chance to kill. South of
you a tall archway stands, opening into halls black as night.
[ Exits: n s ]
A trolloc stands here, snarling at all who pass by.
A wolf-snouted trolloc stands here, sniffing the air.
A trolloc stands here, snarling at all who pass by.
You flee head over heels.
They don't seem to be here.
HP:Battered MV:Good >
Bash who?
HP:Battered MV:Good >
n
The Trolloc Barracks
Straw pallets line the floor, with only small aisles between them to walk. On
the left side wall are layed countless hooked poles, and polearms. Barrels sit
at the southern entrance, filled with swords of all shapes and sizes. A small
door in the back leads to the captains courters, covered by an iron bar.
Outside the passageway to the east is the keeps training yard. You notice a
small sign on the door frame.
[ Exits: n s w ]
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A burly, hulking trolloc stands here, guarding the door.
HP:Battered MV:Good >
n
The irondoor seems to be closed.
HP:Battered MV:Good >
z
They don't seem to be here.
HP:Battered MV:Good >
0
Bash who?
HP:Battered MV:Good >
open irondoor
You open the irondoor.
HP:Battered MV:Good >
n
Captain's Quarters
The room emits a stench fouler then anything imaginable. It seems tutorage
Murash has added a personal touch to his chamber. A body stands chained to the
wall, mutilated and tortured beyond recognition. His bloodstained sword hangs
just within reach in case of an incompetent trolloc. A few corpses lie fresh
in the corner giving you the feeling he's not a fade you want to anger.
You notice a SIGN hanging over the door.
[ Exits: s ]
A well used pick lies here. [3]
A chunk of ashy black rock lies here. [3]
*Ifrit* is standing here.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
Wearing a hood blacker than black stands Murash, the brutal myrddraal of the Southern Keep.
A menacing, maniacal looking trolloc stands here, guarding the door.
*Ifrit* tries to strike your head, but misses.
HP:Battered MV:Good - Ifrit: Critical>
z
You do the best you can!
HP:Battered MV:Good - Ifrit: Critical>
0
HP:Battered MV:Good - Ifrit: Critical>
* A large iron-clad trolloc assists *Ifrit*.
A large iron-clad trolloc assists a large iron-clad trolloc.
A large iron-clad trolloc assists a large iron-clad trolloc.
A large iron-clad trolloc thrashes your head very hard.
A large iron-clad trolloc assists a large iron-clad trolloc.
A large iron-clad trolloc assists a large iron-clad trolloc.
A menacing door guard assists a large iron-clad trolloc.
HP:Battered MV:Good - Ifrit: Critical>
- % A menacing door guard pounds your hands hard.
A large iron-clad trolloc thrashes your hands extremely hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc tries to thrash your body, but misses.
A large iron-clad trolloc thrashes your head hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc tries to thrash your legs, but misses.
A large iron-clad trolloc tries to thrash your head, but misses.
A large iron-clad trolloc thrashes your head very hard.
You wish that your wounds would stop BLEEDING so much!
HP:Beaten MV:Good - Ifrit: Critical>
- You dodge a bash from *Ifrit* who loses his balance and falls!
Your bash at *Ifrit* sends him sprawling!
HP:Beaten MV:Good - Ifrit: Critical>
A menacing door guard pounds your arms hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc thrashes your head very hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc thrashes your head hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc tries to thrash your body, but misses.
A large iron-clad trolloc tries to thrash your body, but misses.
A large iron-clad trolloc tries to thrash your hands, but misses.
A large iron-clad trolloc thrashes your feet hard.
You wish that your wounds would stop BLEEDING so much!
You slash *Ifrit*'s legs extremely hard.
HP:Critical MV:Good - Ifrit: Critical>
9
HP:Critical MV:Good - Ifrit: Critical>
- Tiberius narrates, 'i pond atm'
HP:Critical MV:Good - Ifrit: Critical>
= % = - +
* You swiftly attempt to penetrate the defenses of *Ifrit*, but miss completely.
HP:Critical MV:Good - Ifrit: Critical>
A menacing door guard pounds your legs.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc thrashes your hands extremely hard.
You wish that your wounds would stop BLEEDING so much!
You are dead! Sorry...
Crossroads of Fate
Existing just outside of the border of the Pattern, the Crossroads of Fate lead
into the World of the Wheel of Time, governing where all people take their
first steps into the world, and the fates that lie ahead for them. To receive
a kit, simply type kit.
[ Exits: n e s w u d ]
A smooth stone fountain with an elaborate design is here.
The Guardian of Life stands here, ever vigilant.
You feel completely drained of all of your strength...
HP:Critical MV:Burning >
t tiberius GDIT
You tell Tiberius, 'GDIT'
HP:Critical MV:Burning >
t tiberius GDIT
You tell Tiberius, 'GDIT'
HP:Critical MV:Burning >
t tiberius GDIT
You tell Tiberius, 'GDIT'
---------------
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 ]
You see fresh tracks of Ifrit leaving east.
You see half day old tracks of Chase leaving north.
You see half day old tracks of Chase leaving east.
You see half day old tracks of a black warhorse (ridden) leaving north.
You see half day old tracks of a black warhorse (ridden) leaving east.
A black warhorse is standing here, being ridden by you.
A small buck is here, looking frisky.
A black-eyed raven has arrived from the south.
A black-eyed raven has arrived from the south.
A crow has arrived from the south.
HP:Battered MV:Excellent >
dism
You stop riding a black warhorse.
HP:Battered MV:Excellent >
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 ]
You see faint tracks of a Dhjin'nen trolloc leaving north.
You see half day old tracks of Chase leaving west.
You see half day old tracks of a Dhjin'nen trolloc leaving north.
You see half day old tracks of a black warhorse (ridden) leaving west.
You see half day old tracks of Ifrit leaving north.
*Ifrit* is standing here.
A trolloc of the Dhjin'nen tribe stands here.
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.
A black-eyed raven has arrived from the west.
A black-eyed raven has arrived from the west.
A crow has arrived from the west.
*Ifrit* strikes your shoulders very hard.
HP:Beaten MV:Excellent - Ifrit: Critical>
z
You do the best you can!
HP:Beaten MV:Excellent - Ifrit: Critical>
0
HP:Beaten MV:Excellent - Ifrit: Critical>
* - % - You dodge a bash from *Ifrit* who loses his balance and falls!
Your bash at *Ifrit* sends him sprawling!
HP:Beaten MV:Excellent - Ifrit: Critical>
A Ko'bal trolloc barely pierces your head.
A Ko'bal trolloc tries to pierce your arms, but misses.
A Dhjin'nen trolloc assists a Ko'bal trolloc.
A Dhjin'nen trolloc assists a Dhjin'nen trolloc.
HP:Beaten MV:Excellent - Ifrit: Critical>
A Dhjin'nen trolloc tries to cleave your body, but misses.
A Dhjin'nen trolloc tries to blast your feet, but misses.
A Ko'bal trolloc tries to pierce your arms, but misses.
A Ko'bal trolloc tickles your waist as he pierces you.
A Ko'bal trolloc tickles your arms as he pierces you.
You slash *Ifrit*'s body hard.
HP:Battered MV:Fresh - Ifrit: Critical>
9
HP:Battered MV:Fresh - Ifrit: Critical>
- = % = - + A Dhjin'nen trolloc barely cleaves your body.
A Dhjin'nen trolloc tries to blast your arms, but misses.
A Ko'bal trolloc tries to pierce your waist, but misses.
A Ko'bal trolloc barely tickles your body with his pierce.
A Ko'bal trolloc tries to pierce your head, but misses.
A Ko'bal trolloc tries to pierce your feet, but misses. Bahhh badly timed..
HP:Battered MV:Fresh - Ifrit: Critical>
* You deftly weave through *Ifrit*'s defenses, scoring a hit.
HP:Battered MV:Fresh - Ifrit: Critical>
f
You panic and attempt to flee!
HP:Battered MV:Fresh - Ifrit: Critical>
w
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 ]
You see faint tracks of a Dhjin'nen trolloc leaving south.
You see half day old tracks of a Dhjin'nen trolloc leaving south.
You see half day old tracks of a black warhorse (ridden) leaving west.
You see half day old tracks of a black warhorse (ridden) leaving west.
You see half day old tracks of a black warhorse (ridden) leaving west.
The corpse of Chase is lying here.
A large bowl filled with blood sits upon an altar here.
An elite assassin trolloc is here, barely noticable.
You flee head over heels.
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 ]
You see fairly recent tracks of Ifrit leaving north.
You see half day old tracks of a black warhorse (ridden) leaving north.
You see half day old tracks of a black warhorse (ridden) leaving east.
You see half day old tracks of a black warhorse (ridden) leaving east.
You see half day old tracks of Chase leaving east.
A small brass lantern is sitting here.
HP:Battered MV:Excellent >
*Ifrit* has arrived from the east.
HP:Battered MV:Excellent >
*Ifrit* leaves west.
-------------
Before a Large Tower
A wide courtyard of cracked bricks surrounds a massive watchtower, jutting out
of the center of the trolloc city. Huge black stones, stained with the red of
its builder's blood, reach high up over the city walls. A lookout balcony can
be seen high up in the distance, used by the Dark One's spymasters. Trolloc
patrols are at all times watching the courtyard for intruders. To the east
this crumbling courtyard stops abruptly, replaced by clean, perfectly cut
obsidian slabs.
[ Exits: n e s w ]
A plant lies here withering. [2]
Some greenwort has been forgotten here.
A few strings of root lie here.
A crumbling stone well is here, ready to collapse.
A large crimson bell hangs from the the obelisk, stained with centuries of death.
A giant obelisk of cracked stone towers above you, splattered with blood and gore.
HP:Battered MV:Strong >
They don't seem to be here.
HP:Battered MV:Strong >
tr
*Ifrit* has arrived from the north.
HP:Battered MV:Strong >
*Ifrit* leaves east.
HP:Battered MV:Strong >
- +
z
A large iron-clad trolloc has arrived from the west.
HP:Battered MV:Strong >
0
Cancelled...
They don't seem to be here.
HP:Battered MV:Strong >
Bash who?
HP:Battered MV:Strong >
e
z
A Black Obsidian Courtyard
Unlike the city around it, this courtyard is frighteningly empty. Large flat
stones of black obsidian suck in any light that makes its way past the shadow
cast by the watchtower to the west. At the center of this courtyard is a
fountain in the shape of screaming children. Spraying from the fountain, the
blood of human prisoners fills the black basin. To the south of the courtyard
is a large building, built of the same obsidian blocks as the courtyard.
There the myrddraal go when they feel the need to seek pleasure from their
victims.
[ Exits: e w ]
A trolloc of the Dhjin'nen tribe stands here.
HP:Battered MV:Strong >
0
They don't seem to be here.
HP:Battered MV:Strong >
e
Bash who?
HP:Battered MV:Strong >
e
A Side Road
The road here branches off into a side road. This path looks little used, and
ill cared for. Of course, that is how the whole city is...
[ Exits: e w ]
HP:Battered MV:Strong >
e
Road Towards the Inner Keep
The dark stone forming the road seems to be in terrible condition. Poor upkeep
has led to chipped stone, where bugs crawl in and out regularly. It appears
that there was once some sort of gate to the east, but there is only an old
wooden arch left at the top of the wall.
[ Exits: n s w ]
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
HP:Battered MV:Strong >
Alas, you cannot go that way...
HP:Battered MV:Strong >
n
Road Towards the Inner Keep
This road leads to the inner keep of the city to the north, winding deeper into
chaos. The stone slabs used to form the road contain large cracks and black
smears in various places. The eastern wall stands at least twenty feet high,
perhaps the most well maintained aspect of the city.
[ Exits: n s w ]
A Dha'vol trolloc is here, awaiting the orders of the Chosen.
HP:Battered MV:Strong >
n
n
n
Road Approaching the Inner Keep
The road here is approaching the inner keep, which seems the only thing that is
repaired in this whole desolate city. The stench of decay is rank around this
place, and you can almost feel death lurking around the corner.
[ Exits: s w ]
A female trolloc stands in the shadows nearby.
A trolloc stands here, snarling at all who pass by.
HP:Battered MV:Strong >
Alas, you cannot go that way...
HP:Battered MV:Strong >
Alas, you cannot go that way...
HP:Battered MV:Strong >
w
w
Road Before the Inner Keep
The road here nears the inner keep. The grill that covers the metal gate is in
a state of disrepair, yet the walls look firm still.
[ Exits: e w ]
A myrddraal is standing here.
A nasty looking trolloc stands here snarling.
HP:Battered MV:Strong >
w
A Ruined Courtyard
The courtyard around you is ruined by lack of care, and the stench of decay is
rife in this place. Where there was once a fountain there is now rubble, and a
bench is now just ashes.
[ Exits: n e w ]
HP:Battered MV:Strong >
Road Before the Inner Keep
You are nearing the Inner Keep, which is the last stronghold against invasion.
You feel a presence lurking just out of sight, and your neck tingles as you
realize you are being watched.
[ Exits: e w ]
A trolloc stands here, snarling at all who pass by.
The ghost of Hok'dar the hunter paces back and forth endlessly.
HP:Battered MV:Strong >
e
A Ruined Courtyard
The courtyard around you is ruined by lack of care, and the stench of decay is
rife in this place. Where there was once a fountain there is now rubble, and a
bench is now just ashes.
[ Exits: n e w ]
HP:Battered MV:Strong >
n
Entrance to the Ruined Keep of Djevik Ba
Massive, iron-bound, stone gates block the entrance to a high walled castle.
Half-crumbled towers reach high into the air at each wing of the keep.
Guarding the gate is a patrol of gruesome trollocs lead by a tall, black-clad
figure. To the south is a ruined courtyard spewing up reddish water from the
ancient sewers.
[ Exits: n s ]
HP:Battered MV:Good >
n
A Broken Entrance Hall
Cold marble floors echo the sounds of countless hooves and boots marching
through decrepit stone columns. Streaming banners black as coal vanish into
depths unknown. Glancing to your south, great stone gates shimmer as hundreds
of guards with gleaming black armor make their rounds, on either side of the
gates fear seems to resonate off dark-cloaked figures, posted to keep the much
larger yet less twisted trollocs in line. Colonnades of ore streaked stone
stretch into blackness to your north.
[ Exits: n s ]
HP:Battered MV:Good >
n
A Courtyard Intersection
After walking through the eerie black halls for some time you come to a once
noble courtyard. Old bones and blood stains cover the floor where a grand
feast occurred years ago. Long sinister banners now hang in place of beautiful
tapestries. East and west of you the hall narrows into a cramped corridor
capable of holding at most two trollocs shoulder to shoulder. North of you
swords clash together in what sounds of battle.
[ Exits: n e s w ]
A trolloc stands here, snarling at all who pass by.
HP:Battered MV:Good >
n
Approaching the Barracks
The darkened halls open into a dirty plaza revealing the cloudy skies overhead.
A pile of fresh trolloc corpses lay to your left and right, usually missing a
limb or two. Every once in a while it seems one spasms or moves, no sounds can
be heard though. Survival of the fittest one could say. As you walk further
north the sounds of fighting ring in your ears.
[ Exits: n s ]
HP:Battered MV:Good >
n
Outside the Trolloc Barracks
Standing here you watch dark cloaked half-men force their beasts north to the
training grounds. The barracks are a place every trolloc loves and fears.
For the weaker certain death awaits, the stronger a chance to kill. South of
you a tall archway stands, opening into halls black as night.
[ Exits: n s ]
A trolloc stands here, snarling at all who pass by.
A wolf-snouted trolloc stands here, sniffing the air.
A trolloc stands here, snarling at all who pass by.
HP:Battered MV:Good >
n
The Trolloc Barracks
Straw pallets line the floor, with only small aisles between them to walk. On
the left side wall are layed countless hooked poles, and polearms. Barrels sit
at the southern entrance, filled with swords of all shapes and sizes. A small
door in the back leads to the captains courters, covered by an iron bar.
Outside the passageway to the east is the keeps training yard. You notice a
small sign on the door frame.
[ Exits: n s w ]
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A burly, hulking trolloc stands here, guarding the door.
HP:Battered MV:Good >
A huge trolloc tries to blast your arms, but misses.
A huge trolloc assists a huge trolloc.
A burly door guard assists a huge trolloc.
HP:Battered MV:Good - a huge trolloc: Healthy>
n
No way! You're fighting for your life!
HP:Battered MV:Good - a huge trolloc: Healthy>
z0
What?!?
HP:Battered MV:Good - a huge trolloc: Healthy>
HP:Battered MV:Good - a huge trolloc: Healthy>
f
A burly door guard tries to blast your feet, but misses.
A huge trolloc tries to blast your feet, but misses.
You slash a huge trolloc's body hard.
A huge trolloc tries to blast your body, but misses.
You panic and attempt to flee!
HP:Battered MV:Good - a huge trolloc: Scratched>
z
0
Outside the Trolloc Barracks
Standing here you watch dark cloaked half-men force their beasts north to the
training grounds. The barracks are a place every trolloc loves and fears.
For the weaker certain death awaits, the stronger a chance to kill. South of
you a tall archway stands, opening into halls black as night.
[ Exits: n s ]
A trolloc stands here, snarling at all who pass by.
A wolf-snouted trolloc stands here, sniffing the air.
A trolloc stands here, snarling at all who pass by.
You flee head over heels.
They don't seem to be here.
HP:Battered MV:Good >
Bash who?
HP:Battered MV:Good >
n
The Trolloc Barracks
Straw pallets line the floor, with only small aisles between them to walk. On
the left side wall are layed countless hooked poles, and polearms. Barrels sit
at the southern entrance, filled with swords of all shapes and sizes. A small
door in the back leads to the captains courters, covered by an iron bar.
Outside the passageway to the east is the keeps training yard. You notice a
small sign on the door frame.
[ Exits: n s w ]
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A burly, hulking trolloc stands here, guarding the door.
HP:Battered MV:Good >
n
The irondoor seems to be closed.
HP:Battered MV:Good >
z
They don't seem to be here.
HP:Battered MV:Good >
0
Bash who?
HP:Battered MV:Good >
open irondoor
You open the irondoor.
HP:Battered MV:Good >
n
Captain's Quarters
The room emits a stench fouler then anything imaginable. It seems tutorage
Murash has added a personal touch to his chamber. A body stands chained to the
wall, mutilated and tortured beyond recognition. His bloodstained sword hangs
just within reach in case of an incompetent trolloc. A few corpses lie fresh
in the corner giving you the feeling he's not a fade you want to anger.
You notice a SIGN hanging over the door.
[ Exits: s ]
A well used pick lies here. [3]
A chunk of ashy black rock lies here. [3]
*Ifrit* is standing here.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
An elite guard of Djevik Ba is standing here on patrol.
Wearing a hood blacker than black stands Murash, the brutal myrddraal of the Southern Keep.
A menacing, maniacal looking trolloc stands here, guarding the door.
*Ifrit* tries to strike your head, but misses.
HP:Battered MV:Good - Ifrit: Critical>
z
You do the best you can!
HP:Battered MV:Good - Ifrit: Critical>
0
HP:Battered MV:Good - Ifrit: Critical>
* A large iron-clad trolloc assists *Ifrit*.
A large iron-clad trolloc assists a large iron-clad trolloc.
A large iron-clad trolloc assists a large iron-clad trolloc.
A large iron-clad trolloc thrashes your head very hard.
A large iron-clad trolloc assists a large iron-clad trolloc.
A large iron-clad trolloc assists a large iron-clad trolloc.
A menacing door guard assists a large iron-clad trolloc.
HP:Battered MV:Good - Ifrit: Critical>
- % A menacing door guard pounds your hands hard.
A large iron-clad trolloc thrashes your hands extremely hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc tries to thrash your body, but misses.
A large iron-clad trolloc thrashes your head hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc tries to thrash your legs, but misses.
A large iron-clad trolloc tries to thrash your head, but misses.
A large iron-clad trolloc thrashes your head very hard.
You wish that your wounds would stop BLEEDING so much!
HP:Beaten MV:Good - Ifrit: Critical>
- You dodge a bash from *Ifrit* who loses his balance and falls!
Your bash at *Ifrit* sends him sprawling!
HP:Beaten MV:Good - Ifrit: Critical>
A menacing door guard pounds your arms hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc thrashes your head very hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc thrashes your head hard.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc tries to thrash your body, but misses.
A large iron-clad trolloc tries to thrash your body, but misses.
A large iron-clad trolloc tries to thrash your hands, but misses.
A large iron-clad trolloc thrashes your feet hard.
You wish that your wounds would stop BLEEDING so much!
You slash *Ifrit*'s legs extremely hard.
HP:Critical MV:Good - Ifrit: Critical>
9
HP:Critical MV:Good - Ifrit: Critical>
- Tiberius narrates, 'i pond atm'
HP:Critical MV:Good - Ifrit: Critical>
= % = - +
* You swiftly attempt to penetrate the defenses of *Ifrit*, but miss completely.
HP:Critical MV:Good - Ifrit: Critical>
A menacing door guard pounds your legs.
You wish that your wounds would stop BLEEDING so much!
A large iron-clad trolloc thrashes your hands extremely hard.
You wish that your wounds would stop BLEEDING so much!
You are dead! Sorry...
Crossroads of Fate
Existing just outside of the border of the Pattern, the Crossroads of Fate lead
into the World of the Wheel of Time, governing where all people take their
first steps into the world, and the fates that lie ahead for them. To receive
a kit, simply type kit.
[ Exits: n e s w u d ]
A smooth stone fountain with an elaborate design is here.
The Guardian of Life stands here, ever vigilant.
You feel completely drained of all of your strength...
HP:Critical MV:Burning >
t tiberius GDIT
You tell Tiberius, 'GDIT'
HP:Critical MV:Burning >
t tiberius GDIT
You tell Tiberius, 'GDIT'
HP:Critical MV:Burning >
t tiberius GDIT
You tell Tiberius, 'GDIT'