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The power of the Green Ajah's Best.

Posted: Mon Oct 31, 2011 9:37 am
by Kyrana
noticed a troll online and loc'd sickle around so i knew he was going to find me. he hit me inside FM and this picks up just after...


You try to strike *Sickle*'s arms, but miss.

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

HP:Healthy SP:Good MV:Fresh - Sickle: Scratched>
% *Sickle* tries to pierce your body, but misses.

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

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

HP:Healthy SP:Good MV:Fresh - Sickle: Hurt>
kill dark
*Sickle* leaves north.

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

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

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

HP:Healthy SP:Good MV:Fresh >
kill dark
1
An Intersection in the Fal Moran Road
The road curves to the east around a small lake. Cranes have flocked to this
area to enjoy the last refuges of summer. The wooded road to the west is dark
and shrouded hiding creatures that frequent the area. To the south the city of
Fal Moran is visible towering over the countryside.
[ Exits: e s w ]
A black warhorse is standing here, being ridden by you.
You feel the presence of someone nearby....

HP:Healthy SP:Good MV:Fresh >
You strike *Sickle*'s legs very hard.

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

HP:Healthy SP:Good MV:Fresh - Sickle: Hurt>
% = + *Sickle* panics, and attempts to flee!

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

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

HP:Healthy SP:Good MV:Fresh - Sickle: Hurt>
kill dark
*Sickle* leaves south.

HP:Healthy SP:Good MV:Fresh >
*Sickle* leaves east.

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

HP:Healthy SP:Good MV:Fresh >
s
kill dark
The Beginning of the Fal Moran Road
The roads begins its northern route just past the gates of Fal Moran. A small
wooded area lies to the right and a barren field to the left. Off in the
distance the Mountains of Dhoom stretch high to the sky looming over the land.
[ Exits: n e s ]
A black warhorse is standing here, being ridden by you.

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

HP:Healthy SP:Good MV:Fresh >
e
n
A Dense Wooded Area
To the east of the road grows a dark wooded area. Thick foliage makes travel
difficult and perilous. Sounds of the forest echoes throughout the trees. To
the south lies a remains of a broken catapult and to the east is an open copse.
[ Exits: n e s w ]
A black warhorse is standing here, being ridden by you.

HP:Healthy SP:Good MV:Fresh >
kill dark
Along the Fal Moran Road
The road continues east towards the Spine of the World. The forests on either
side of the road are dark in contrast to the sun overhead. There are not many
travelers about as this road was only made for the travel to the ruined city of
Fal Dara.
[ Exits: e s w ]
A black warhorse is standing here, being ridden by you.
A large watch dog is here, patrolling the area.
A large elk stares at you.

HP:Healthy SP:Good MV:Fresh >
1
They don't seem to be here.

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

HP:Healthy SP:Good MV:Fresh >
kill dark
The Fal Moran Road
The road continues on east here. The forest to the south appears to be thick
on first glance, but a copse lies within the shadows. To the north dead trees
mark the surrounding land as the Blight extends southward.
[ Exits: e s w ]
A black warhorse is standing here, being ridden by you.
A large watch dog is here, patrolling the area.
A large watch dog is here, patrolling the area.

HP:Healthy SP:Good MV:Fresh >
1
They don't seem to be here.

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

HP:Healthy SP:Good MV:Fresh >
track
HP:Healthy SP:Good MV:Fresh >
- +
* You see fresh tracks of a trolloc leaving east.
You see fresh tracks of a critter leaving west.
You see fresh tracks of a critter leaving south.
You see almost fresh tracks of a trolloc leaving west.
You see almost fresh tracks of a humanoid leaving east.

HP:Healthy SP:Good MV:Fresh >
e
kill dark
Road Beside a Path
The road continues east toward the Spine of the World. A dusty path veers off
to the north, cutting through the forest. There is no sign to mark the path.
To the south is a break in the foliage as if a path into the foliage has been
cut out.
[ Exits: n e s w ]
A black warhorse is standing here, being ridden by you.
*Sickle* is standing here.

HP:Healthy SP:Good MV:Fresh >
1
You try to strike *Sickle*'s head, but miss.

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

HP:Healthy SP:Good MV:Fresh - Sickle: Hurt>
% = TICK IN 5 SECONDS.
*Sickle* tries to pierce your legs, but misses.

HP:Healthy SP:Good MV:Fresh - Sickle: Hurt>
+ *Sickle* panics, and attempts to flee!

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

HP:Healthy SP:Good MV:Fresh - Sickle: Wounded>
2
You begin channeling the appropriate flows...

HP:Healthy SP:Good MV:Fresh - Sickle: Wounded>
= =
* *Sickle* leaves west.

HP:Healthy SP:Good MV:Fresh >
+ *Sickle* leaves east.

HP:Healthy SP:Good MV:Fresh >
- = A shienaran patrolman has arrived from the east.
A shienaran patrolman has arrived from the east.

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

HP:Healthy SP:Good MV:Fresh >
e
kill dark
The Fal Moran Road
The road keeps on steadily with thick foliage to the north. To the south smoke
rises from the ground as if the trees had been burned down. A stench hovers in
the air as there is no wind to blow it away.
[ Exits: e s w ]
A black warhorse is standing here, being ridden by you.

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

HP:Healthy SP:Good MV:Fresh >
e
kill dark
The Fal Moran Road
The road gets bumpy due to pits in the road from overuse. The path to the
north starts winding its way back to the road and the charred fields to the
south meet the road at a point. The road cuts its way through the heavy
forests between Fal Moran and Fal Dara.
[ Exits: n e s w ]
A black warhorse is standing here, being ridden by you.
*Sickle* is standing here.

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

HP:Healthy SP:Good MV:Fresh - Sickle: Wounded>
2
*Sickle* tries to pierce your legs, but misses.
*Sickle* tries to pierce your hands, but misses.
You try to strike *Sickle*'s waist, but miss.

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

HP:Healthy SP:Good MV:Fresh - Sickle: Wounded>
= =
* + - = % *Sickle* panics, and attempts to flee!

HP:Healthy SP:Good MV:Fresh - Sickle: Wounded>
= - +
* Okay.
Your net of Spirit, Air and Fire settles on *Sickle* who screams in agony as you crush his organs, boil his blood, and snap his bones.

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
kill dark
*Sickle* leaves west.

HP:Healthy SP:Weakening MV:Fresh >
*Sickle* leaves east.

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

HP:Healthy SP:Weakening MV:Fresh >
w
kill dark
The Fal Moran Road
The road keeps on steadily with thick foliage to the north. To the south smoke
rises from the ground as if the trees had been burned down. A stench hovers in
the air as there is no wind to blow it away.
[ Exits: e s w ]
A black warhorse is standing here, being ridden by you.

HP:Healthy SP:Good MV:Fresh >
1
They don't seem to be here.

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

HP:Healthy SP:Good MV:Fresh >
e
The Fal Moran Road
The road gets bumpy due to pits in the road from overuse. The path to the
north starts winding its way back to the road and the charred fields to the
south meet the road at a point. The road cuts its way through the heavy
forests between Fal Moran and Fal Dara.
[ Exits: n e s w ]
A black warhorse is standing here, being ridden by you.
*Sickle* is standing here.
*Sickle* leaves north.

HP:Healthy SP:Good MV:Fresh >
kill dark
2
Up the Fal Moran Road
The road continues to run a little bumpy as the pits and crevices in the road
spread thick. The path to the north is still visible while to the south
passage is impossible. The forest is heavy and dark hiding creatures that hunt
in the night.
[ Exits: n e w ]
A black warhorse is standing here, being ridden by you.

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

----------------------------------

TRACK HIM TO GREYMAN

----------------------------------

HP:Healthy SP:Good MV:Fresh >
- +
* You see fresh tracks of a trolloc leaving south.
You see fairly recent tracks of a humanoid leaving north.

HP:Healthy SP:Good MV:Fresh >
s
kill dark
Road Continuing through a Village
The road through the village turns east. Farmhouses can be seen to the south.
To the west a dark alley looms with no visibility as to what lurks there. The
road is muddy as it never truly dries from one rainfall to the next. The
villagers seem to be wearing platform shoes when traveling through this part of
the village.
[ Exits: n e w ]
A black warhorse is standing here, being ridden by you.

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

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

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

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

HP:Healthy SP:Good MV:Fresh >
stat
You are a 98 year old female human channeler.
Your mood is currently: Wimpy
Your height is 5 feet, 9 inches, weight 175 pounds, BMI 25, weight carried 0.0 lbs, worn: 21.6 lbs.
Offensive Bonus: 163 Dodge Bonus: 105, Parry Bonus: 211 Total Defense: 316.
Your abilities are: Str: 17, Int: 19, Wis: 19, Dex: 17, Con: 16 SUM: 88
You have died 158 times, 119 times to other players, 39 times to monsters, and killed 60 other worthy players.
Your armor absorbs 1% damage on average.
You are affected by:
SANCTUARY 5
NO QUIT 5
NOTICE 18
STRENGTH 9
AGILITY 22

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

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

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

HP:Healthy SP:Good MV:Fresh >
w
kill dark
1
Back Alley
A cat lies on in a dark shadow hissing at nothing that is visible. The shadows
here coalesce into figments of imagination. To the east the village road is
visible. To the west passage is halted by the edge of a village wall.
Scraping can be heard from the darkness.
[ Exits: n e ]
A black warhorse is standing here, being ridden by you.
*Sickle* is standing here.
A large black rat is sitting here in the shadows.
A large black rat is sitting here in the shadows.
A sleek black-feathered raven is here, watching its surroundings.
A woman in all black shies away from sight.

HP:Healthy SP:Good MV:Fresh >
You try to strike *Sickle*'s body, but miss.

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

HP:Healthy SP:Good MV:Fresh - Sickle: Wounded>
% = + Okay.
Your flows of Fire burst into existance, and lick at *Sickle*'s skin.

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
*Sickle* panics, and attempts to flee!

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
2
You try to strike *Sickle*'s legs, but miss.

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
You begin channeling the appropriate flows...

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
= =
* + - = *Sickle* leaves east.

HP:Healthy SP:Weakening MV:Fresh >
% = - *Sickle* has arrived from the east.

HP:Healthy SP:Weakening MV:Fresh >
+
* You lose your concentration.

HP:Healthy SP:Weakening MV:Fresh >
A greyman assassin tries to pierce your legs, but misses.

HP:Healthy SP:Weakening MV:Fresh - a greyman assassin: Healthy>
kill dark
1
You do the best you can!

HP:Healthy SP:Weakening MV:Fresh - a greyman assassin: Healthy>
You begin channeling the appropriate flows...

HP:Healthy SP:Weakening MV:Fresh - a greyman assassin: Healthy>
% A greyman assassin tries to pierce your body, but misses.

HP:Healthy SP:Weakening MV:Fresh - a greyman assassin: Healthy>
f
= Cancelled...
You panic and attempt to flee!

HP:Healthy SP:Weakening MV:Fresh - a greyman assassin: Healthy>
kill dark
Road Continuing through a Village
The road through the village turns east. Farmhouses can be seen to the south.
To the west a dark alley looms with no visibility as to what lurks there. The
road is muddy as it never truly dries from one rainfall to the next. The
villagers seem to be wearing platform shoes when traveling through this part of
the village.
[ Exits: n e w ]
A black warhorse is standing here, being ridden by you.
You flee head over heels.

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

HP:Healthy SP:Weakening MV:Fresh >
TICK IN 5 SECONDS.
kill dark
kill dark
They don't seem to be here.

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

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

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

HP:Healthy SP:Weakening MV:Fresh >
w
kill dark
2
Back Alley
A cat lies on in a dark shadow hissing at nothing that is visible. The shadows
here coalesce into figments of imagination. To the east the village road is
visible. To the west passage is halted by the edge of a village wall.
Scraping can be heard from the darkness.
[ Exits: n e ]
A black warhorse is standing here, being ridden by you.
*Sickle* is standing here.
A large black rat is sitting here in the shadows.
A large black rat is sitting here in the shadows.
A sleek black-feathered raven is here, watching its surroundings.
A woman in all black shies away from sight.

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

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
You begin channeling the appropriate flows...

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
= *Sickle* tries to pierce your arms, but misses.
*Sickle* tries to pierce your body, but misses.
*Sickle* panics, and attempts to flee!

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
=
* + - = % A black-eyed raven starts following you.
group * + - = % A black-eyed raven

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
= - Cancelled...
No-one by that name here.

HP:Healthy SP:Weakening MV:Fresh - Sickle: Wounded>
*Sickle* leaves north.
A greyman assassin tries to pierce your body, but misses.
You try to strike a greyman assassin's legs, but miss.
A greyman assassin tries to pierce your body, but misses.

HP:Healthy SP:Weakening MV:Fresh - a greyman assassin: Healthy>
f
You panic and attempt to flee!

HP:Healthy SP:Weakening MV:Fresh - a greyman assassin: Healthy>
kill dark
A greyman assassin tries to pierce your legs, but misses.
A greyman assassin tries to pierce your hands, but misses.

HP:Healthy SP:Weakening MV:Fresh - a greyman assassin: Healthy>
Road Continuing through a Village
The road through the village turns east. Farmhouses can be seen to the south.
To the west a dark alley looms with no visibility as to what lurks there. The
road is muddy as it never truly dries from one rainfall to the next. The
villagers seem to be wearing platform shoes when traveling through this part of
the village.
[ Exits: n e w ]
A black warhorse is standing here, being ridden by you.
You flee head over heels.

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

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

HP:Healthy SP:Weakening MV:Fresh >
kill dark
*Sickle* leaves east.

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

HP:Healthy SP:Weakening MV:Fresh >
You have 332(332) hit, 100(207) mana, and 138(138) movement points.
You have scored 384818642 exp, 448 total quest points
You need 11181358 exp to reach your next level.
You have been playing for 25 days and 1 hours.
You have gathered 48 Weave Points so far.
This ranks you as Kyrana A'ryn Sedai (level 49)
You are in the following clans:
White Tower : 150 Quest Points, rank 5, 150 Quest Points to rank. You need 30 scalps to rank.
Green Ajah : 298 Quest Points, rank 6, 252 Quest Points to rank. You need 50 scalps to rank.
You have acquired 7 feat points.
You are riding a black warhorse.
Your mount is full of energy.
You are standing.

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

HP:Healthy SP:Weakening MV:Fresh >
e
kill dark
Entrance to a Small Village
The forest path opens up to a small village to the west. Local villagers walk
around with a purpose set in stone on their faces. The sounds of an armory can
be heard in the distance. Children playing in the street seem to be ignored by
the busy people in the village, but no children seem to want to travel south
out of the village.
[ Exits: s w ]
A black warhorse is standing here, being ridden by you.
*Sickle* is standing here.

HP:Healthy SP:Weakening MV:Fresh >
2
*Sickle* leaves south.

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

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

HP:Healthy SP:Weakening MV:Fresh >
*Sickle* has arrived from the south.

HP:Healthy SP:Weakening MV:Fresh >
*Sickle* leaves west.

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

HP:Healthy SP:Weakening MV:Fresh >
2
w
Who do you wish to channel this weave upon?

HP:Healthy SP:Weakening MV:Fresh >
kill dark
Road Continuing through a Village
The road through the village turns east. Farmhouses can be seen to the south.
To the west a dark alley looms with no visibility as to what lurks there. The
road is muddy as it never truly dries from one rainfall to the next. The
villagers seem to be wearing platform shoes when traveling through this part of
the village.
[ Exits: n e w ]
A black warhorse is standing here, being ridden by you.

HP:Healthy SP:Weakening MV:Fresh >
2
They don't seem to be here.

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

HP:Healthy SP:Weakening MV:Fresh >
w
kill dark
2
Back Alley
A cat lies on in a dark shadow hissing at nothing that is visible. The shadows
here coalesce into figments of imagination. To the east the village road is
visible. To the west passage is halted by the edge of a village wall.
Scraping can be heard from the darkness.
[ Exits: n e ]
A black warhorse is standing here, being ridden by you.
You feel the presence of someone nearby....
A large black rat is sitting here in the shadows.
A large black rat is sitting here in the shadows.
A sleek black-feathered raven is here, watching its surroundings.
A woman in all black shies away from sight.

HP:Healthy SP:Weakening MV:Fresh >
You try to strike *Sickle*'s waist, but miss.

HP:Healthy SP:Weakening MV:Fresh - Sickle: Battered>
You begin channeling the appropriate flows...

HP:Healthy SP:Weakening MV:Fresh - Sickle: Battered>
= *Sickle* tries to pierce your hands, but misses.
*Sickle* tries to pierce your hands, but misses.
Shadows lengthen as the sun dips out of sight in the west.

HP:Healthy SP:Good MV:Fresh - Sickle: Wounded>
=
* *Sickle* panics, and attempts to flee!

HP:Healthy SP:Good MV:Fresh - Sickle: Wounded>
+ - = % = - +
* Okay.
Your net of Spirit, Air and Fire settles on *Sickle* who screams in agony as you crush his organs, boil his blood, and snap his bones.

HP:Healthy SP:Weakening MV:Fresh - Sickle: Beaten>
*Sickle* leaves east.
*Sickle* has arrived from the east.

HP:Healthy SP:Weakening MV:Fresh >
f
kill dark
Road Continuing through a Village
The road through the village turns east. Farmhouses can be seen to the south.
To the west a dark alley looms with no visibility as to what lurks there. The
road is muddy as it never truly dries from one rainfall to the next. The
villagers seem to be wearing platform shoes when traveling through this part of
the village.
[ Exits: n e w ]
A black warhorse is standing here, being ridden by you.
You flee head over heels.

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

HP:Healthy SP:Weakening MV:Fresh >
w
kill dark
kill dark
Back Alley
A cat lies on in a dark shadow hissing at nothing that is visible. The shadows
here coalesce into figments of imagination. To the east the village road is
visible. To the west passage is halted by the edge of a village wall.
Scraping can be heard from the darkness.
[ Exits: n e ]
A black warhorse is standing here, being ridden by you.
You feel the presence of someone nearby....
A large black rat is sitting here in the shadows.
A large black rat is sitting here in the shadows.
A sleek black-feathered raven is here, watching its surroundings.
A woman in all black shies away from sight.

HP:Healthy SP:Weakening MV:Fresh >
2
You try to strike *Sickle*'s feet, but miss.

HP:Healthy SP:Weakening MV:Fresh - Sickle: Beaten>
You do the best you can!

HP:Healthy SP:Weakening MV:Fresh - Sickle: Beaten>
You begin channeling the appropriate flows...

HP:Healthy SP:Weakening MV:Fresh - Sickle: Beaten>
= = *Sickle* panics, and attempts to flee!

HP:Healthy SP:Weakening MV:Fresh - Sickle: Beaten>

* + - A greyman assassin tries to pierce your legs, but misses.
You are interrupted and stop what you are doing.
A greyman assassin pierces your head.
You try to strike *Sickle*'s shoulders, but miss.

HP:Scratched SP:Weakening MV:Fresh - Sickle: Beaten>
f
You panic and attempt to flee!

HP:Scratched SP:Weakening MV:Fresh - Sickle: Beaten>
kill dark
*Sickle* leaves east.

HP:Scratched SP:Weakening MV:Fresh - a greyman assassin: Healthy>
A greyman assassin tries to pierce your head, but misses.
A greyman assassin tries to pierce your legs, but misses.

HP:Scratched SP:Weakening MV:Fresh - a greyman assassin: Healthy>
Road Continuing through a Village
The road through the village turns east. Farmhouses can be seen to the south.
To the west a dark alley looms with no visibility as to what lurks there. The
road is muddy as it never truly dries from one rainfall to the next. The
villagers seem to be wearing platform shoes when traveling through this part of
the village.
[ Exits: n e w ]
A black warhorse is standing here, being ridden by you.
You flee head over heels.
They don't seem to be here.
No Connecting Rooms Found

HP:Scratched SP:Weakening MV:Fresh >
e
kill dark
Entrance to a Small Village
The forest path opens up to a small village to the west. Local villagers walk
around with a purpose set in stone on their faces. The sounds of an armory can
be heard in the distance. Children playing in the street seem to be ignored by
the busy people in the village, but no children seem to want to travel south
out of the village.
[ Exits: s w ]
A black warhorse is standing here, being ridden by you.

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

HP:Scratched SP:Weakening MV:Fresh >
track
HP:Scratched SP:Weakening MV:Fresh >
- +
* You see fresh tracks of a trolloc leaving south.
You see fresh tracks of a ridden mount leaving west.
You see fresh tracks of a trolloc leaving west.
You see fresh tracks of a trolloc leaving south.
You see two days old tracks of a ridden mount leaving south.

HP:Scratched SP:Weakening MV:Fresh >


----------------------------------

LOTS OF CHASING

--------------------------------

HP:Scratched SP:Excellent MV:Draining >
- +
* You see fresh tracks of a trolloc leaving west.
You see half day old tracks of a trolloc leaving east.

HP:Scratched SP:Excellent MV:Draining >
w
The Great Blight
The vegetation appears to be thriving in this area. New growth sprouts from
sickly creepers, appearing to suck the remaining life from the host. Swollen
trees sway drunkenly on unsteady roots that appear to be rising from the
ground. Scattered pieces of sickly bark cover the ground in some places,
possible evidence that after so much swelling the trees really will explode.

[ Exits: e w ]

HP:Scratched SP:Excellent MV:Draining >
w
n
The Great Blight
The rocky terrain here is a bright swirling variety of color. Dull orangish
rock striated with red and black streaks lay jumbled against stunted trees with
red leaves heavily tinged with black. The ground is a sickly pale yellow.
[ Exits: n e ]
A tall, rotting tree is here, leaning to one side.
A tall, rotting tree is here, leaning to one side.

HP:Scratched SP:Excellent MV:Draining >
The Great Blight
Waste and desolation assault the senses. To the north and west lie more
twisted trees, thorny bushes, and scorched earth. Underfoot is a large, slick
stone. The path continues to snake further to the south and east.
[ Exits: e s d ]

HP:Scratched SP:Excellent MV:Draining >
tt
HP:Scratched SP:Excellent MV:Draining >
- +
* You see fresh tracks of a trolloc leaving down.
You see fresh tracks of a trolloc leaving east.
You see half day old tracks of a trolloc leaving south.

HP:Scratched SP:Excellent MV:Draining >
open slickrock
d
kill dark
1
It's already open!

HP:Scratched SP:Excellent MV:Draining >
Entrance Of A Tunnel
Upon first glance this tunnel appears to be completely natural, but more
careful observation reveals that the soil has been removed and the bedrock
carved away. Deep gouges line the walls and rough nicks can be seen in the
ceiling. The tunnel opens into darkness to the north and west.
[ Exits: n w u ]

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

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

HP:Scratched SP:Excellent MV:Draining >
n
kill dark
The Northeast Corner
The tunnel takes a sharp bend leading west and south. To the south you can see
faint glimmers of light as the tunnel rises toward ground level. To the west
is the deep dark of a grave, leading deeper into the earth.
[ Exits: s w ]
A tall, rotting tree is here, leaning to one side.
A tall, rotting tree is here, leaning to one side.

HP:Scratched SP:Excellent MV:Faint >
1
w
They don't seem to be here.

HP:Healthy SP:Full MV:Good >
kill dark
Who do you wish to channel this weave upon?

HP:Healthy SP:Full MV:Good >
1
Deep in a Tunnel
The tunnel decends slightly to the west, leading farther into the earth. To
the east and south is the rest of a large chamber. The walls are coverd in
deep grooves, possibly the doing of water erouding the walls, possibly not...

[ Exits: e s w ]

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

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

HP:Healthy SP:Full MV:Good >
w
kill dark
Turn In The Tunnel
The tunnel turns, sloping downward ever so slightly to the north. To the east,
a large chamber, dimly lit by the light of the tunnel entrence. The walls are
marked with wierd scratches, almost like the tunnel was bored out.
[ Exits: n e ]

HP:Healthy SP:Full MV:Draining >
1
They don't seem to be here.

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

HP:Healthy SP:Full MV:Draining >
e
s
kill dark
Deep in a Tunnel
The tunnel decends slightly to the west, leading farther into the earth. To
the east and south is the rest of a large chamber. The walls are coverd in
deep grooves, possibly the doing of water erouding the walls, possibly not...

[ Exits: e s w ]

HP:Healthy SP:Full MV:Draining >
1
The Southwest Corner
The walls in this corner of the cavern are much rougher, as if this space was
cleared out for no other purpose than to deposit the rock hewn from the rest of
the tunnel complex. To the east dim light can barely be seen, coming from the
mouth of the tunnel. The tunnel continues to the north, leading into darkness.

[ Exits: n e ]
A tall, rotting tree is here, leaning to one side.
A tall, rotting tree is here, leaning to one side.

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

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

HP:Healthy SP:Full MV:Draining >
w
kill dark
Deep in a Tunnel
The tunnel decends slightly to the west, leading farther into the earth. To
the east and south is the rest of a large chamber. The walls are coverd in
deep grooves, possibly the doing of water erouding the walls, possibly not...

[ Exits: e s w ]

HP:Healthy SP:Full MV:Draining >
Turn In The Tunnel
The tunnel turns, sloping downward ever so slightly to the north. To the east,
a large chamber, dimly lit by the light of the tunnel entrence. The walls are
marked with wierd scratches, almost like the tunnel was bored out.
[ Exits: n e ]

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

HP:Healthy SP:Full MV:Draining >
kill dark
Dead End
The tunnel apearntly comes to an abrupt stop, ending on a smooth wall, with no
carved markings of any sort. It apears almost too perfect. The wall seems
cold to the touch, almost like their is an adjacent room.
[ Exits: n s ]
*Sickle* is resting here.
Corrupted by the Shadow, a hound stands here, poised to kill.

HP:Healthy SP:Full MV:Draining >
1
You try to strike *Sickle*'s head, but miss.

HP:Healthy SP:Full MV:Draining - Sickle: Critical>
You begin channeling the appropriate flows...

HP:Healthy SP:Full MV:Draining - Sickle: Critical>
% = + Okay.
Your flows of Fire burst into existance, and lick at *Sickle*'s skin.

HP:Healthy SP:Excellent MV:Draining - Sickle: Critical>
1
*Sickle* tries to pierce your body, but misses.
*Sickle* tries to pierce your hands, but misses.
You try to strike *Sickle*'s waist, but miss.

HP:Healthy SP:Excellent MV:Draining - Sickle: Critical>
You begin channeling the appropriate flows...

HP:Healthy SP:Excellent MV:Draining - Sickle: Critical>
% = *Sickle* panics, and attempts to flee!

HP:Healthy SP:Excellent MV:Draining - Sickle: Critical>
+ Okay.
Your flows of Fire burst into existance, and lick at *Sickle*'s skin.

HP:Healthy SP:Strong MV:Draining - Sickle: Critical>
1
*Sickle* leaves south.

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

HP:Healthy SP:Strong MV:Draining >
s
kill dark
Turn In The Tunnel
The tunnel turns, sloping downward ever so slightly to the north. To the east,
a large chamber, dimly lit by the light of the tunnel entrence. The walls are
marked with wierd scratches, almost like the tunnel was bored out.
[ Exits: n e ]

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

HP:Healthy SP:Strong MV:Draining >
s
open door
u
Deep in a Tunnel
The tunnel decends slightly to the west, leading farther into the earth. To
the east and south is the rest of a large chamber. The walls are coverd in
deep grooves, possibly the doing of water erouding the walls, possibly not...

[ Exits: e s w ]

HP:Healthy SP:Strong MV:Draining >
The Northeast Corner
The tunnel takes a sharp bend leading west and south. To the south you can see
faint glimmers of light as the tunnel rises toward ground level. To the west
is the deep dark of a grave, leading deeper into the earth.
[ Exits: s w ]
A tall, rotting tree is here, leaning to one side.
A tall, rotting tree is here, leaning to one side.

HP:Healthy SP:Strong MV:Draining >
kill dark
kill dark
Entrance Of A Tunnel
Upon first glance this tunnel appears to be completely natural, but more
careful observation reveals that the soil has been removed and the bedrock
carved away. Deep gouges line the walls and rough nicks can be seen in the
ceiling. The tunnel opens into darkness to the north and west.
[ Exits: n w u ]

HP:Healthy SP:Strong MV:Draining >
You don't see a door here.

HP:Healthy SP:Strong MV:Draining >
kill dark
The Great Blight
Waste and desolation assault the senses. To the north and west lie more
twisted trees, thorny bushes, and scorched earth. Underfoot is a large, slick
stone. The path continues to snake further to the south and east.
[ Exits: e s d ]
*Sickle* is standing here.

HP:Healthy SP:Strong MV:Draining >
You try to strike *Sickle*'s body, but miss.

HP:Healthy SP:Strong MV:Draining - Sickle: Critical>
You do the best you can!

HP:Healthy SP:Strong MV:Draining - Sickle: Critical>
1
You do the best you can!

HP:Healthy SP:Strong MV:Draining - Sickle: Critical>
*Sickle* tries to pierce your body, but misses.
*Sickle* tries to pierce your legs, but misses.
You try to strike *Sickle*'s body, but miss.
*Sickle* panics, and attempts to flee!

HP:Healthy SP:Strong MV:Draining - Sickle: Critical>
You begin channeling the appropriate flows...

HP:Healthy SP:Strong MV:Draining - Sickle: Critical>
% = + *Sickle* leaves south.

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

HP:Healthy SP:Strong MV:Draining >
1
Who do you wish to channel this weave upon?

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

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

HP:Healthy SP:Strong MV:Draining >
The Great Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, as if ready to burst apart at a touch.

[ Exits: n w ]

HP:Healthy SP:Strong MV:Draining >
n
kill dark
The Great Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists here.
You recognize forces at work that twist the very fabric of nature.
[ Exits: e s ]
A tall, rotting tree is here, leaning to one side.

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

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

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

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

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

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

HP:Healthy SP:Strong MV:Draining >
The Great Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, as if ready to burst apart at a touch.

[ Exits: n w ]

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

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

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

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

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

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

HP:Healthy SP:Strong MV:Draining >
kill dark
The Great Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists here.
You recognize forces at work that twist the very fabric of nature.
[ Exits: e s ]
A tall, rotting tree is here, leaning to one side.

HP:Healthy SP:Strong MV:Faint >
The Great Blight
The heat and humidity of the Blight grow steadily stronger the further you
travel. Clothing becomes damp and clings irritatingly. The foul trees and
bristling bushes grow thicker, seemingly closer and closer. Slight movement
just at the edge of vision suggests an attraction to life, or a hunger for it.

[ Exits: n e w ]

HP:Healthy SP:Strong MV:Faint >
They don't seem to be here.
*Sickle* has arrived from the east.

HP:Healthy SP:Strong MV:Faint >
*Sickle* leaves north.

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

HP:Healthy SP:Strong MV:Faint >
The Great Blight
When you survey your surroundings closely you can see that you are indeed in
the legendary Blight. There is a strong odor of blood and decaying flesh from
the scattered corpses. Someone truly wise may wonder at the wisdom of being in
such a place. Death waits like an evil miasma, ready for it's next victim.

[ Exits: s w ]
A tall, rotting tree is here, leaning to one side.

HP:Healthy SP:Strong MV:Faint >
w
n
n
The Great Blight
The sudden snap of a broken branch can often be heard, and you struggle vainly
to see what could be the origin of these unnerving sounds. The green of the
forest is virtually nonexistant here, heavily overlaid with the darker colors
of decay and rot. A putrid smell hangs heavily in the air.
[ Exits: n e ]

HP:Healthy SP:Strong MV:Faint >
n
n
The Great Blight
The ground is slightly depressed here, and the rotting forest seems to suddenly
spring up around you. The forest seems rife with movement. The gaps through
the trees provide good views of the blight.
[ Exits: n s w ]

HP:Healthy SP:Strong MV:Faint >
The Great Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow tree with black and red leaves
creak noisily about you.
[ Exits: n e s ]

HP:Healthy SP:Strong MV:Faint >
e
The Great Blight
Scanning east and west, all you see is a thick cover of twisted trees, scorched
earth and thorny bushes. The temperature almost seems unbearable. The path is
clear to the north and south.
[ Exits: n s ]

HP:Healthy SP:Strong MV:Faint >
The Great Blight
The path opens to the east and west, the north blocked by trees scorched by the
harsh sun of the blight. Small insects scurry underfoot and hurriedly lurk back
into their holes. Small deer can be seen to the west, skinny and malnourished
almost beyond recognition. A small, desolate path continues southward through
the blight.
[ Exits: e s w ]
A blighted bear is sitting here, licking his bloody paws.

HP:Healthy SP:Strong MV:Faint >
n
The Great Blight
You are wondering around aimlessly in The Great Blight. There is a eerie sence
of the area you are in. You gaze around fearfully for a moment. You think you
hear a noise that makes you feel like fleeing to another place.
[ Exits: n w ]

HP:Healthy SP:Strong MV:Faint >
TICK IN 5 SECONDS.
e
The Great Blight
All around you is carnage from numerous acounts of battle and warefare. The
ground is bloodstained and the scent of death is fresh around you. You hear
faint howls in the distant and there are blood curdling screams. You think
this is not a place for you.
[ Exits: n e s ]
A tall, rotting tree is here, leaning to one side.
A tall, rotting tree is here, leaning to one side.

HP:Healthy SP:Strong MV:Faint >
n
The Great Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ Exits: n w ]

HP:Healthy SP:Strong MV:Burning >
n
n
n
The Great Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails.
[ Exits: n s w ]

HP:Healthy SP:Strong MV:Burning >
n
The Great Blight
Blighted trees as far as the eye can see to both east and west. Blackend trees
stand in defiance of the harsh heat of the blight, twisted in such a mannor
that seems impossible in normal nature, streatching roots deep into the
desolate earth, and swaying in a humid breeze.
[ Exits: n s ]

HP:Healthy SP:Strong MV:Burning >
The Great Blight
To the north the landscape seems to change, from vast nothingness to dismal
plains. The shrubary subside to give way to blighted fruit trees and wilted
grass, coverd in sharp barbs that could leave a deep gash in human flesh. It
would be unwise to harvest the fruits of these plants labor.
[ Exits: n s ]

HP:Healthy SP:Strong MV:Burning >
A Blighted Pass
Here the desert plains begin to subside as disfigured blighted foilage stretch
their thorny roots over the land. Leaves and fruits grow already spoiled and
sickly on these plants. Black puss oozing out them. To the north a vast
blighted plains spreads far as the eye can see. A great blight grows to the
south, pushing its way past the Mountains of Dhoom to the west.
[ Exits: n s ]

HP:Healthy SP:Strong MV:Burning >
Outskirts of a Blighted Plains
Black sand covers the ground in the scorched desert. Very few of even the
shadow-twisted can live in these lands. Small stalks grow sparingly here that
ooze a red and green liquid. Sinuous tracks can be seen crossing the plains,
spotted with red from where sharp rocks cut at the creatures underside. To the
south a great blight rises out of the plains, and passes through the Mountains
of Dhoom.
[ Exits: n e s ]
*Sickle* is standing here.

HP:Healtkill dark
hy SP:Strong MV:Burning >
kill dark
kill dark
You try to strike *Sickle*'s legs, but miss.

HP:Healthy SP:Strong MV:Burning - Sickle: Critical>
1
You do the best you can!

HP:Healthy SP:Strong MV:Burning - Sickle: Critical>
You do the best you can!

HP:Healthy SP:Strong MV:Burning - Sickle: Critical>
You begin channeling the appropriate flows...
*Sickle* panics, and attempts to flee!

HP:Healthy SP:Strong MV:Burning - Sickle: Critical>
% = + 1
Okay.
You weave a flow of Fire around *Sickle*, and suddenly flames burst to life, consuming him.
You receive some experience points!
Your fame around the world has increased.
Your blood freezes as you hear *Sickle*'s death cry.
*Sickle* is dead! R.I.P.

Re: The power of the Green Ajah's Best.

Posted: Mon Oct 31, 2011 3:05 pm
by Kathryn
That wasn't very powerful. If that's the best of the Green Ajah.... I have nothing to fear. lulz.

when you want to see real power, look me up. ^^

Re: The power of the Green Ajah's Best.

Posted: Mon Oct 31, 2011 8:35 pm
by Kyrana
Lol kathryn ur never on.. silly darkfriend. ^_^ but me healthy to his dead?? Its just upseting how bad rogues are once they are known to be there.

Besides, this was more of a 'look ive gotten much better' which even you have to admit. Lol