kev vs Drosof

March 05, 2019 11:41AM
{100%/100%} {100%/100%} {91%/91%} {9658} {civilized} {10 PM} garrotte Dro
You wrap a ligature of wire around Drosof's neck.
You have become better at garrotte (92%)!  
You squeeze and tighten the wire until his body slumps into unconsciousness.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} gag Dro
You step out of the shadows.
You stuff a gag in Drosof's mouth.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} bindlegs Dro

[EMPIRE] Meinelsun: I head to Darsylon

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} You grab Drosof's legs and begin to nimbly wrap rope around his ankles.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} 
[EMPIRE] Meinelsun: Do you wish to join Jadi and I?

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} 
You continue to methodically tie up Drosof's legs.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} 
You cinch the bindings and pull the knot tightly.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} blindfold Dro
You wrap a blindfold around Drosof's eyes.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} bindhands Dro
You grab Drosof's hands and begin to nimbly wrap rope around his wrists.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} 
You continue to methodically tie up Drosof's hands.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} 
Your rope breaks as you try to cinch it about Drosof's hands.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} hide
sneak
You attempt to hide.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} You attempt to move silently.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} l dr
Stand before you a slim well built male darl-elf, with a pair of black eyes
shining softly completing the beautiful of his face with the long black hair
adding a final touch to it. Although his appearence is much more of a noble
than a common, due to ome scars at his body and war dressings made of the
most polished iron and a couple of daggers and swords attached to his belt
you judge he is probably a warrior coming from the drowcity. He moves quickly
and with a natural grace that you find impossible to hear even the most
simple noise, as he passes by you he looks at you and continues his way.
Drosof, a male dark-elf, has some small but disgusting cuts.
Drosof is gagged.
Drosof is blindfolded.
Drosof has his legs bound.

Drosof is using:
<worn on finger>    a pale white skull ring
<worn on finger>    a pale white skull ring
<worn around neck>  a brass-studded collar
<worn around neck>  a brass-studded collar
<worn on body>      a hardened leather chestpiece studded with violet crystals
<worn on head>      a hardened leather helmet studded with violet crystals
<worn on face>      stitched leather face cover
<worn on legs>      jagged copper plated leggings
<worn on feet>      a pair of gleaming moonstone-studded leather boots
<worn on hands>     some studded leather work gloves
<worn about body>   a fine leather cape
<worn about waist>  a gleaming moonstone-studded leather girth
<worn around wrist> a charred leather bracer
<worn around wrist> a charred leather bracer
<mainhand wielded>  (Red Aura) a black steel long sword
<worn as shield>    a crimson shield emblazoned with a brass dragon

You peek at the inventory:
     the brains of a militiaman
     a crimson shield emblazoned with a brass dragon
     a brass-trimmed crimson cloak
     a practice mace
     an iron shortsword
     a pitch-black shortsword
     an elegant silver rapier
     a small drinking skin
     a shoddy haversack

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {11 PM} l
The Armory 
  Tall mannequins line the walls here, each adorning a variety of armor
common to Tir-Talath, mostly leather and chain.  Crimson and gold
banners bearing the dragon of the militia are draped from the south
wall, and a display case of coifs, gauntlets and other small armor
pieces are on display away from the nimble fingers of thieves.  A
small anvil is in one corner where a hammer hangs from a nearby hook.
Here the smith can hammer out imperfections in the soldiers' armors,
or custom fit certain pieces.  You can exit the armory to the north.
 
[Exits: north]
     A long thin blade with a strong brass hilt has been discarded here.
(Bound) (Red Aura) Drosof the dark-elf is sleeping here.
A bald, muscular man with sweat on his brow hammers a broad shield.

{100%/100%} {100%/100%} {100%/100%} {9623} {civilized} {12 AM} whe
People near you:
(PK) Kevessu                      The Armory
(PK) Drosof                       The Armory

{100%/100%} {100%/100%} {100%/100%} {9623} {civilized} {12 AM} l
The Armory 
  Tall mannequins line the walls here, each adorning a variety of armor
common to Tir-Talath, mostly leather and chain.  Crimson and gold
banners bearing the dragon of the militia are draped from the south
wall, and a display case of coifs, gauntlets and other small armor
pieces are on display away from the nimble fingers of thieves.  A
small anvil is in one corner where a hammer hangs from a nearby hook.
Here the smith can hammer out imperfections in the soldiers' armors,
or custom fit certain pieces.  You can exit the armory to the north.
 
[Exits: north]
     A long thin blade with a strong brass hilt has been discarded here.
(Bound) (Red Aura) Drosof the dark-elf is sleeping here.
A bald, muscular man with sweat on his brow hammers a broad shield.

{100%/100%} {100%/100%} {100%/100%} {9623} {civilized} {12 AM} bs dro
You step out of the shadows.
You trample around loudly again.
Your backstab *** DEVASTATES *** Drosof!
Drosof is gushing blood.

{100%/100%} {100%/100%} {100%/100%} {9623} {civilized} {12 AM} 
Drosof dodges your wrath.
Drosof deflects your surge of water with his shield.
Your wrath misses Drosof.
The fighting knocks the gag from Drosof's mouth.
You dodge Drosof's defilement.
Drosof is gushing blood.

{100%/100%} {100%/100%} {100%/100%} {9623} {civilized} {12 AM} trip Dro

Drosof has fled!

{100%/100%} {100%/100%} {100%/100%} {9623} {civilized} {12 AM} n
trip Dro
They aren't here.

{100%/100%} {100%/100%} {100%/100%} {9623} {civilized} {12 AM} Before the Infantry Training Hall 
  Broad, wooden planks echo hollow footsteps as soldiers and recruits enter
and leave the room to the north.  You can hear a sergeant hollering at his
recruits, and you can catch flickers of movement and the flash of steel
in the hall to the north.  To the south, a wave of steam emerges from the
armory as the smith hammers out a kite shield.  You can visit the armory
if you are interested in purchasing armors, or you can return to the main
hallway of the barracks to the east.  Only true warriors are allowed to
visit the training hall however, and if the guard is on duty he will see
to it that visiting warriors have their companions wait for them here.
 
[Exits: north east south]
A soldier is here, diligently guarding the infantry training hall.

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} They aren't here.

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} e
e
The Main Foyer of the Barracks 
  The foyer here is dominated by a large war banner suspended from the high
ceiling, crimson and adorned with a golden dragon, the symbol of the Tir-
Talath militia.  On the floor, broad wooden planks echo with the hollow
footsteps of warriors and visitors making their way through the barracks.
To the east and west, hallways lead towards the training halls of the
infantry and the rangers, the two primary branches of the militia.  To
the north a hallway leads towards a tall staircase, while to the south
you can leave back through the entrance hall.
 
[Exits: north east south west]

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} Before the Rangers' Training Hall 
  Broad, wooden planks echo hollow footsteps as rangers and scouts enter
and leave the room to the north.  You can hear the gentle yet strong
voice of the guildmaster instructing her young recruits, and you can
catch flickers of movement and the flash of steel in the hall to the
north.  To the south, a wave of steam emerges from the weaponsmith's
as the smith forges a blade.  You can visit the weaponsmith if you are
interested in purchasing weapons, or you can return to the main hallway
of the barracks to the west.  Only true scouts are allowed to visit the
training hall however, and if the guard is on duty he will see to it
that visiting rangers have their companions wait for them here.
 
[Exits: north south west]
A soldier is here, diligently guarding the ranger training hall.

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} whe
hide
sneak
People near you:
(PK) Kevessu                      Before the Rangers' Training Hall
(PK) Drosof                       The Market Commons

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} You attempt to hide.

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} You attempt to move silently.

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} w
The Main Foyer of the Barracks 
  The foyer here is dominated by a large war banner suspended from the high
ceiling, crimson and adorned with a golden dragon, the symbol of the Tir-
Talath militia.  On the floor, broad wooden planks echo with the hollow
footsteps of warriors and visitors making their way through the barracks.
To the east and west, hallways lead towards the training halls of the
infantry and the rangers, the two primary branches of the militia.  To
the north a hallway leads towards a tall staircase, while to the south
you can leave back through the entrance hall.
 
[Exits: north east south west]

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} scan all
You scan north.
You scan south.
***** Range 2 *****
(Gold Aura) A cloaked farmer wanders the shadowy outpost with a grim disposition.

You scan east.
***** Range 1 *****
A soldier is here, diligently guarding the ranger training hall.

You scan west.
***** Range 1 *****
A soldier is here, diligently guarding the infantry training hall.

You scan up.
You scan down.

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} hide
sneak
You attempt to hide.

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} You attempt to move silently.

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} whe
People near you:
(PK) Kevessu                      The Main Foyer of the Barracks
(PK) Drosof                       South Harvest Way

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} s
The Entrance Hall of the Barracks 
  You have entered the short hallway serving as the entrance hall into
the barracks of the Tir-Talath militia.  To your east and west you can
hear the clanging of smiths at work behind thick stone walls, while to
the north you spot militiamen of every variety treading the halls,
occasionally hearing a deep, strong voice burst into hearty laughter,
or swords clashing against each other as the soldiers train.  Suspended
from the ceiling above you is an enormous banner of crimson and gold,
adorned with a golden dragon - the battle standard of Tir-Talath.  You
can proceed into the barrack to the north, or to the south you can return
to the main road of the Knight's Quarter.
 
[Exits: north south]

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {12 AM} s
A Road Through the Knights' Quarter 
  You are walking along a road in the southern portion of an area in Tir-Talath
known as the Knights' Quarter.  While the name originates from the area's
history, there isn't much knightly about it, save for the simple barracks
to your north in which regional soldiers are housed and trained.  The road
is made of hard-packed dirt, and is scattered with clean straw.  To your
south stands a low wall that separates the Knights' Quarter from the western
residential area of Tir-Talath.  You can continue along the road to the
east or west, and to the north a tall archway leads into the entrance hall of
the barracks.
 
[Exits: north east west]
(Gold Aura) A cloaked farmer wanders the shadowy outpost with a grim disposition.

{100%/100%} {100%/100%} {98%/98%} {9623} {civilized} {12 AM} s
Alas, you cannot go that way.

{100%/100%} {100%/100%} {98%/98%} {9623} {civilized} {12 AM} e
A Road Through the Knights' Quarter 
  You are walking along a road in the southern portion of an area in Tir-Talath
known as the Knights' Quarter.  While the name originates from the area's
history, there isn't much knightly about it, save for the simple barracks
to your north in which regional soldiers are housed and trained.  The road
is made of hard-packed dirt, and is scattered with clean straw.  To your
south stands a low wall that separates the Knights' Quarter from the western
residential area of Tir-Talath.  You can continue along the road to the
east or west.
 
[Exits: east west]

{100%/100%} {100%/100%} {98%/98%} {9623} {civilized} {12 AM} e
The Militia Commons 
  You are standing at an intersection of roads between the Baron's Square
and Knights' Quarter.  To the south and east, a road continues around
the Baron's keep, and to the north and west a road leads through the
Knights' Quarter around the Tir-Talath barracks.  Unlike the dirt roads
that lead through the quarters, the road here is paved with tightly-laid
gray cobblestones that lead around the keep.  Scrawny young soldiers
loiter here while off-duty, laughing and roughhousing, while citizens
and dignitaries pass through quickly attending to their business.
 
[Exits: north east south west]
     A stone well is here, its bucket raised beneath the wooden cupola.

An off-duty militiaman loiters here, trying to impress the marshal.
(Gold Aura) A seasoned marshal keeps steady watch with her tired, aging eyes.

{100%/100%} {100%/100%} {98%/98%} {9623} {civilized} {12 AM} whe
People near you:
(PK) Kevessu                      The Militia Commons
(PK) Drosof                       South Harvest Way

{100%/100%} {100%/100%} {98%/98%} {9623} {civilized} {12 AM} 
The clouds disappear.

{100%/100%} {100%/100%} {100%/100%} {9623} {civilized} {1 AM} s
West Telenius Square 
  You are walking along the west section of Telenius Square, the road
that leads around the tall baron's keep.  To the east, the keep ascends
three stories, while to the west a low wall separates the cobbled street
from the dusty homes of the western residential district.  While this
road is the highest quality road in the outpost, the stones are uneven
and covered with dust.  Your feet occasionally stumble over a protruding
stone as you continue along the street.  To the north you can make out
the Warrior Commons where off-duty militiamen dressed in crimson and
gold loiter between shifts, and to the south the square comes to a
T-intersection at West Harvest Way.
 
[Exits: north south]

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {1 AM} s
Telenius Square at West Harvest Way 
  You are walking along the west section of Telenius Square, the road that
leads around the tall baron's keep.  To the east, the keep ascends three
stories, while to the west Harvest Way leads to the dusty homes of the
western residential district.  While this road is the highest quality road
in the outpost, the stones are uneven and covered with dust.  Your feet
occasionally stumble over a protruding stone as you continue along the
street.  To the north and south you can continue along the cobbled road
around Telenius Square.
 
[Exits: north south west]

{100%/100%} {100%/100%} {99%/99%} {9623} {civilized} {1 AM} s
West Telenius Square 
  You are walking along the north section of Telenius Square, the road
that leads around the tall baron's keep.  To the east, the keep ascends
three stories, while to the west a low wall separates the cobbled street
from the dusty homes of the western residential district.  While this
road is the highest quality road in the outpost, the stones are uneven
and covered with dust.  Your feet occasionally stumble over a protruding
stone as you continue along the street.  To the south you can make out
the Market Commons where farmers and shoppers idly chat before visiting
the farmers' market, and to the north the square comes to a T-intersection
at West Harvest Way.
 
[Exits: north south]

{100%/100%} {100%/100%} {98%/98%} {9623} {civilized} {1 AM} s
The Market Commons 
  The bustle of the day yields to the tranquility of night in the Market
Commons.  You hear crickets chirping and the occasional scrape of metal
on stone as the street sweeper scrapes some manure from the uneven cobbled
stones of the commons.  Small street lanterns have been placed on the
ground, glass boxes with brass casing that contain swarms of fireflies
that flicker in the darkness, lighting your way.  The cobbled road of
Telenius Square creeps into the shadows to the north and east, while
to the south and west a dusty road leads through the Merchants' Quarter.
 
[Exits: north east south west]
     A stone well is here, covered by a broad wooden cupola.

{100%/100%} {100%/100%} {98%/98%} {9623} {civilized} {1 AM} e
South Telenius Square 
  You are walking along the south section of Telenius Square, the cobbled
road that leads around the tall baron's keep.  To the north, the keep rises
three stories, while to the south a low wall separates the cobbled street from
the dusty thoroughfare leading into the outpost from the plains.  While this
road is the highest quality road in the outpost, the stones are uneven and
covered with dust.  Your feet occasionally stumble over a protruding stone as
you continue along the street.  To the west you can see the Market Commons
where farmers and shoppers congregate before heading into market, and to the
east the square comes to a T-intersection at South Harvest Way.
 
[Exits: east west]

{100%/100%} {100%/100%} {98%/98%} {9623} {civilized} {1 AM} e
Telenius Square at South Harvest Way 
  You are walking along the south section of Telenius Square, the cobbled road
that leads around the tall baron's keep.  To the north, the keep ascends three
stories, while to the south, South Harvest Way meanders past the tavern and
supply depot towards the outpost entrance.  While this road is the highest
quality road in the outpost, the stones are uneven and covered with dust.
Your feet occasionally stumble over a protruding stone as you continue along
the street.  In the distance to the west you can make out the Market Commons
where farmers and shoppers congregate before heading into market, and to the
east the square continues towards an intersection several paces away.
 
[Exits: north east south west]

{100%/100%} {100%/100%} {97%/97%} {9623} {civilized} {1 AM} s
South Harvest Way 
  You are walking along South Harvest Way in Tir-Talath.  This dusty road is
the only way in or out of the outpost, and is thus is one of the more highly
trafficked thoroughfares through the sleepy stronghold.  Many overlapping
footprints are apparent in the soft dirt of the road, and you can hear the
bustle of peasants.  To the north the road comes to an intersection before
the baron's grand keep, the center of the outpost.  To the east the Tower of
Tir-Talath reaches to the sky while to the west you hear the activity of the
farmer's market, both separated from you by low outpost walls.  To the south,
South Harvest Way continues towards the main outpost gate.
 
[Exits: north south]
(Bound) (Red Aura) Drosof the dark-elf is here.

{100%/100%} {100%/100%} {97%/97%} {9623} {civilized} {1 AM} s
South Harvest Way 
  You are walking along South Harvest Way in Tir-Talath.  This dusty road is
the only way in or out of the outpost, and is thus one of the more highly
trafficked thoroughfares through the sleepy stronghold.  Many overlapping
footprints are apparent in the soft dirt of the road, and you can hear the
bustle of peasants.  To the north the road continues as it leads towards
the baron's grand keep, the center of the outpost.  To the east the Tower of
Tir-Talath reaches to the sky while to the west you see a tavern, over which
hangs a swaying sign.  To the south, South Harvest Way continues towards the
main outpost gate.
 
[Exits: north south west]
(Gold Aura) A cloaked farmer wanders the shadowy outpost with a grim disposition.

{100%/100%} {100%/100%} {97%/97%} {9623} {civilized} {1 AM} n
South Harvest Way 
  You are walking along South Harvest Way in Tir-Talath.  This dusty road is
the only way in or out of the outpost, and is thus is one of the more highly
trafficked thoroughfares through the sleepy stronghold.  Many overlapping
footprints are apparent in the soft dirt of the road, and you can hear the
bustle of peasants.  To the north the road comes to an intersection before
the baron's grand keep, the center of the outpost.  To the east the Tower of
Tir-Talath reaches to the sky while to the west you hear the activity of the
farmer's market, both separated from you by low outpost walls.  To the south,
South Harvest Way continues towards the main outpost gate.
 
[Exits: north south]
(Bound) (Red Aura) Drosof the dark-elf is here.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} trip Dro
You trip Drosof and he goes down!
You step out of the shadows.
You trample around loudly again.
Your trip grazes Drosof.
You can't find the opening you need to kick Drosof while he's down.
Drosof yells 'Help! Someone tried to trip me!'
Drosof is gushing blood.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} trip Dro

Your wrath EVISCERATES Drosof!
Your wrath DISMEMBERS Drosof!
The fighting knocks the blindfold from Drosof's eyes.
You parry Drosof's defilement.
You parry Drosof's defilement.
Drosof is convulsing on the ground.

{100%/100%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} 
Drosof parries your wrath.
Drosof parries your surge of water.
Your wrath misses Drosof.
You knock Drosof's defilement harmlessly to the side.
You dodge Drosof's defilement.
Drosof's weapon shimmers with an unearthly black glow that envelops you!
Drosof's cause light hits you.
Drosof is convulsing on the ground.

{97%/97%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} You trip Drosof and he goes down!
Your trip scratches Drosof.
You can't find the opening you need to kick Drosof while he's down.
Drosof is convulsing on the ground.

{97%/97%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} trip Dro

Your wrath misses Drosof.
Drosof parries your surge of water.
The fighting loosens the bindings on Drosof's lower legs.
You dodge Drosof's defilement.
Drosof's defilement devastates you!
Drosof is convulsing on the ground.

{90%/90%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} 
Drosof parries your wrath.
Drosof parries your surge of water.
You parry Drosof's defilement.
Drosof is convulsing on the ground.

{90%/90%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} You trip Drosof and he goes down!
Your trip grazes Drosof.
You can't find the opening you need to kick Drosof while he's down.
Drosof is convulsing on the ground.

{90%/90%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} trip Dro

Drosof parries your wrath.
Using his shield, Drosof turns your surge of water aside.
Drosof dodges your wrath.
You dodge Drosof's defilement.
You dodge Drosof's defilement.
Drosof is convulsing on the ground.

{90%/90%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} 
Drosof deftly ducks under your wrath.
Drosof parries your surge of water.
Drosof parries your wrath.
You parry Drosof's defilement.
You dodge Drosof's defilement.
Drosof is convulsing on the ground.

{90%/90%} {100%/100%} {96%/96%} {9623} {civilized} {1 AM} You trip Drosof and he goes down!
Your trip scratches Drosof.
You can't find the opening you need to kick Drosof while he's down.
Drosof is convulsing on the ground.

{92%/92%} {100%/100%} {100%/100%} {9623} {civilized} {2 AM} 
Your wrath DISMEMBERS Drosof!
Drosof is DEAD!!
You land the killing blow against Drosof.
Drosof's severed head plops on the ground.

{92%/92%} {100%/100%} {100%/100%} {9623} {civilized} {2 AM} hide
sneak
You attempt to hide.

{92%/92%} {100%/100%} {100%/100%} {9623} {civilized} {2 AM} You attempt to move silently.

{92%/92%} {100%/100%} {100%/100%} {9623} {civilized} {2 AM} l in corpse
The burnt corpse of Drosof contains:
     a shoddy haversack
     a fine leather cape
( 2) a pale white skull ring
( 2) a charred leather bracer
     a pair of gleaming moonstone-studded leather boots
     a gleaming moonstone-studded leather girth
     a hardened leather chestpiece studded with violet crystals
     a hardened leather helmet studded with violet crystals
     jagged copper plated leggings
     stitched leather face cover
( 2) a brass-studded collar
     some studded leather work gloves
     a small drinking skin
     an elegant silver rapier
     a pitch-black shortsword
     an iron shortsword
( 2) a crimson shield emblazoned with a brass dragon
     (Red Aura) a black steel long sword
     a practice mace
     a brass-trimmed crimson cloak
     the brains of a militiaman
     248 silver coins
     759 copper coins
Subject Author Views Posted

kev vs Drosof

subov 595 March 05, 2019 11:41AM



Sorry, only registered users may post in this forum.

Click here to login

Online Users

Guests: 72
Record Number of Users: 5 November 04, 2022
Record Number of Guests: 358 August 31, 2022