Why me?
posted by Azmur
2002-08-29 02:35:31
<- Back Down to comments Down to last comment
damnet i just start a char and i die fun fun fun
#capture to `\death' active, `#capture' ends.
* HP:Hurt>
The pain stops, your vision clears and you realize that you are elsewhere.
It is pitch black...
You are in a field.

o HP:Hurt>l
It is pitch black...
You are in a field.

o HP:Hurt>wield torch
You hold something.
You light something.

* HP:Hurt>map
           Map of Nearby Zones
      -----------------------------
     |                 :*?         |
     |                 :*          |
     |         ^ ^Z^O  X:          |
     |   W   ~*~^^^^^::~           |
     |  ****:*~      ::A           |
     |:~***~R:*                    |
     |    ?^                       |
     |    ?:                       |
     |    ~^                       |
     |    *                        |
     |    ~                        |
     |    ^                        |
     |   ~^^^    ?                 |
     |  *^MM^? ???*                |
     |~~~   ^:*:::*                |
      -----------------------------

* HP:Hurt>t styke i           
A butterfly leaves south.

* HP:Hurt>t styke i am nead ingrove now hehe
s
s
Ok.

* HP:Hurt>s
Rolling Grasslands
These low, rolling plains are covered with short grass that seems to shimmer 
as the wind grabs the blades, joining in a never ending dance. Here and there, 
ancient rocks lie about, smoothed over time by the caress of the wind. In all 
directions the plains stretch out, and in the distant west you can spot the 
great Anduin.
A rabbit is here eyeing your presence warily.
A cute rabbit is here.
A colourful butterfly is fluttering around here.
Exits: north, east, south, west.

* HP:Hurt>Rolling Grasslands
The plains roll out under the great skies, covered with grass that dances in 
the wind, seeming almost a reflection of the skies. The colour of the grass 
shifts with that of the sky, being a beautiful green when the sky is blue, 
and turning a dull grey when the skies do. The plain stretches away from here 
in all directions.
Exits: north, east, south, west.

* HP:Hurt>Rolling Grasslands
The wind whistles as it passes over these low, grassy lands, playing upon the 
grass as if it were an instrument. The sound created may not be called music, 
yet it is fitting for these lands in a way. Under the great vault of the sky 
the plains stretch out in all directions.
Exits: north, east, south, west.

* HP:Hurt>s
s
Rising Grasslands
Here the land rises from west to east, an extension of the riverbank of the 
Anduin. The rise is covered by a variety of grasses that shift in the wind, 
depicting at every time a new, unique pattern. Looking towards north, the 
grasslands stretch out and another open plain enters the view to the east.
Exits: north, east, south, up.

* HP:Hurt>Rising Grasslands
The grasslands begin here beyond the eastern bank of the river Anduin,
stretching on to the east. The slopes are covered by tall grasses that shift
as the  wind comes in from the north and west, carrying with it a faint scent
of water. To the west, a stony slope leads to the top of a small rise by the 
Anduin.
A great male deer with reddish hair and twisted antlers stands here proudly.
Exits: north, east, south, up.

* HP:Hurt>s
A Grassy Meadow
This small, grassy meadow lies sheltered by low rises that ring this shallow
dell, untouched by the relentless winds. As a result, the land is covered with
small trees, lush rose bushes and herbs of all kinds. To the east the
grasslands continue, while to the west lies the riverbed of the mighty Anduin.
A cluster of white star-shaped forget-me-nots flourish here in reminiscence.
Exits: north, east, south, west.

* HP:Hurt>s
w 
A black wolf has arrived from the east.

* HP:Hurt>w
A Small, Grassy Rise
Here the land rises more steeply to the east, the slopes covered only with small
clusters of grass. The soil is dry and loose here, a result of many years of
slow erosion. The footing is unsafe, making it hard to climb the rise. To the
north the land ascends less steeply, while to the east the grasslands stretch
out beyond the rise.
A lone hawk soars high above you.
Exits: north, east, south, west.

* HP:Hurt>A Stand of Alders at the Anduin Bank
Alder trees both young and ancient line the riverbank, their long and slender 
branches reaching far out over the rippled surface of the water. A flat trail, 
long since put to use, leads down into the shallows of the Anduin. It is a 
sign of more prosperous times, when merchant-men trafficked their wares along 
the great waterway and upriver passage relied on portage around the cataracts 
in the Anduin. Westwards, across the turbulent stretch of river, the imposing 
image of the Misty Mountains marching away from north to south dominates the 
horizon.
The rabid rabbit is here, frothing at the mouth.
Exits: north, east, south, west.

* HP:Hurt>w
w
You need to swim to go there.

* HP:Hurt>s
You need to swim to go there.

* HP:Hurt>s
s
You need to swim to go there.

* HP:Hurt>
You need to swim to go there.

* HP:Hurt>
You need to swim to go there.

* HP:Hurt>s
s
e
s
You need to swim to go there.

* HP:Hurt>
You need to swim to go there.

* HP:Hurt>e 
A Small, Grassy Rise
Here the land rises more steeply to the east, the slopes covered only with small
clusters of grass. The soil is dry and loose here, a result of many years of
slow erosion. The footing is unsafe, making it hard to climb the rise. To the
north the land ascends less steeply, while to the east the grasslands stretch
out beyond the rise.
A lone hawk soars high above you.
Exits: north, east, south, west.

* HP:Hurt>A hawk leaves east.

e
At the Bank of the River Anduin
The gentle slope of the eastern bank of the river is covered in lush grass and
tall stands of cattails swaying in the breeze. The river begins to broaden out
here in small, stagnant pools teeming with life. The marshy ground extends
further to the south, where a large stand of grey willow trees overshadows the
riverbank. Eastwards, the meadows sprawl out over gently rolling hilltops and
broad valleys.
Exits: north, east, south, west.

* HP:Hurt>Rising Riverbank
The riverbank rises sharply to the east, into the great plains that lie beyond.
The rise is constantly whipped by the winds that come in from the north and
west, over the grey waters of the Anduin, carrying cold moisture with them. The
only thing that grows here is low grass, and even that seems to be on the brink
of survival. To the south a group of small trees can be spotted, swinging their
branches in the breeze.
Exits: north, south, west, up.

* HP:Hurt>s
s
s
s
A Sparsely Forested Rise
This low rise is more exposed to the wind than the lands that lie about it, 
and yet a good place for the living. Small trees grow about, casting shadows 
over the grass and giving the rise a distinct air in comparison with the 
surroundings. To the east the great plains roll out under the sky, while to 
the west the great Anduin flows, like a tongue of steel in the green 
landscape.
Exits: north, east, south, west.

* HP:Hurt>Mudflats
The ground has become muddy in this mire, and only the filtered water prevents
it from drying. Even so, there are cracks and slits, and even furrow-like
splits running straight as in a ploughed field. The reeds, though not as
numerous as in the marsh to the west, line up along them like small, natural
fences, as if delimiting their own domains. Grey, dense mud fills the widest
cracks, forming small pools that seem to attract vegetation, as it sprouts
thronging there.
A snake slithers towards you.
A frog is standing here.
Exits: north, east, south, west.

* HP:Hurt>A Miry Pond
A large pond has formed on this plain, surrounded by fresh mud soaked by the
cold waters of the Anduin. The stalks of the reeds sprout everywhere, along
with all sort of bushes and weeds that stick out of the mud and the pools. The
pond looks full of life; the background croaking of the frogs and the restless
singing of the crickets mix with the soft sound of the stems grazing in the 
wind, only disturbed by the occasional hollow sound of a little beast diving 
into the dark water.
A brown pond between old branches and roots is here.
A toad is standing here.
Exits: north, east, south, west.

* HP:Hurt>s
Some Dispersed Trees
A number of trees grow scattered on this gentle, grassy slope that rises very
slowly towards the east away from the Anduin. Some of them stand lonely, as if 
they had been expelled from the very earth by some unknown force, while others 
group together in small clusters. The high, fresh grass crowds around their 
trunks, as if trying to challenge them, sometimes concealing them by several 
feet.
A vigorous man, hardened by the wilderness, patrols his beloved land.
A vigorous man, hardened by the wilderness, patrols his beloved land.
Exits: north, east, south, west.
A bearded man yells 'A Black Nomenóreyn as here at Some Dispersed Trees!'
A bearded man yells 'A Black Nomenóreyn as here it Some Daspersed Trees!'

* HP:Hurt>s

A bearded man slashes your left foot very hard and shatters it.
That really HURT!
You wish that your wounds would stop BLEEDING so much!
Your attempt to hit a bearded man fails.

* HP:Bad a bearded man:Healthy>No way! 
You are fighting for your life!
A bearded man says 'A will hont iuu untyl iou're deid, Yzmur!'

* HP:Bad a bearded man:Healthy>No way! 
You are fighting for your life!
You flee head over heels.
Abandoned Jetty
The remnants of an old loading bay sway gently over the waters. In olden 
times, this pier was used to unload goods that came from the northern vales,
or even the valuable loads from the distant Gondor in the south. But those 
were other days, and now the quay has fallen into disuse. The wood is starting 
to rot away, and a few planks fell off long ago. Some loose threads are all 
that remains of the mooring ropes. A small outhouse, once used as storing 
area, crumbled long ago into a pile of broken planks. Only the dock itself 
looks relatively well-preserved, but even so, it doesn't give you any sort of
confidence in its stability.
Exits: north, east, south, west.

* HP:Bad>s
s
Wet, Grassy Bank
The simple beauty of these lands shows clearly in this riverbank. A gentle,
grass-covered embankment descends softly to the riverside, where the quiet and
silent waters seem to caress the little round stones on the ground as they
flow along. Now and again, a tiny wave comes to the shore, but it fades away
before breaking, as if it dared not making any noise that might disturb the
quietness of this spot.
Exits: north, east, south, west.

* HP:Bad>w
Grassy Hillside
A smooth, long slope rises gently towards a hill to the west that, small as
it is, it still stands out of the plains around. The grass grows high and
fresh on the hillside, almost wildly, as if it had remained undisturbed for
years. Looking about, you can see the Great Anduin flow from the north. It
flows past the remnants of an old pier, disappears briefly behind the small 
hill, and then continues its long way southbound.
A coloured game bird is visible in the vegetation, watching you warily.
A mighty brown bear, huge among his kin, growls threateningly.
A small grasshopper clings to a blade of grass, ready to spring.
Exits: north, east, south, west.
A mighty brown bear starts to growl loudly.

* HP:Bad>w
w
w
An Embankment over the Anduin
This low hill stands right in the path of the Great Anduin, forcing the waters
to pass by on along its western side. Throughout the years, the stream has
eroded the hillsides, shaping them into rocky upright walls, like small cliffs,
that rise several tens of feet above the waters. On the northern side, where
the stream falls directly upon the slope, the wear is more pronounced, and even
from the very edge of the cliff you cannot see its base. Beyond the river, the
view is excellent, as the landscape gradually ascends to the feet of the Misty
Mountains.
A cockroach is scuttling across the floor carrying some debris.
Exits: east, south, [down].
A cockroach panics, and attempts to flee.
A cockroach leaves east.

* HP:Bad>w
w 
Alas, you cannot go that way...

* HP:Bad>w
Alas, you cannot go that way...

* HP:Bad>
Alas, you cannot go that way...

* HP:Bad>
Alas, you cannot go that way...

* HP:Bad>
Alas, you cannot go that way...

* HP:Bad>w
w
Alas, you cannot go that way...

* HP:Bad>
Alas, you cannot go that way...

* HP:Bad>
A grasshopper has arrived from the east.

* HP:Bad>
A cockroach has arrived from the east.

* HP:Bad>exits
East  - 
You can't distinguish a lot of details.
South - 
You can't distinguish a lot of details.
Down  - A closed 'trampledgrass'

* HP:Bad>
You suddenly notice a bearded man.
You suddenly notice a bearded man.
A bearded man slashes your body extremely hard and shatters it.
You feel a strong ache there!

You are dead! Sorry...


o HP:Awful>
Alas, you realize that yet again the mighty knowledge of drowned Númenor has
been lost... Despair settles on you.
Your heart feels lighter.

* HP:Awful Mana:Burning>whoi    info
You are a male Black Númenórean.
You are 42 years old. It's your birthday today!
You have played 1 hour (real time).
This ranks you as Azmur the Black Númenórean Apprentice (level 1).
You are five feet eleven and weigh thirteen stone and one pound.
Perception: vision 40, hearing -10, smell -25. Alertness: normal.
You are evil, you could be a decent follower of Sauron.
Your equipment weighs nothing. Peanuts.
Your base abilities are: Str:12 Int:19 Wis:17 Dex:8 Con:11 Wil:8 Per:18.
Offensive Bonus: 4%, Dodging Bonus: -43%, Parrying Bonus: 0%.
You are not wearing any armour.
You have 1/31 hit, 103/125 mana, and 85/102 movement points.
Your mood is wimpy. 
You will flee if your hit points go below 30.
You have scored 3 experience points and you have 599 travel points.
You are not known for any acts of war.
You need 522 exp. points and 0 travel points to reach the next level.
You have 0 copper.
You are speaking Westron.

* HP:Awful Mana:Burning>st
e
You stop resting, and stand up.

* HP:Awful Mana:Burning>The Crypt
You find yourself in the ancient crypt of a Númenórean prince. Glyphs are
etched into the walls, still clear after so many years. The carvings depict
the struggle of the proud Númenóreans against the deathless Elves and Valar.
The defeat of Ar-Pharazôn's fleet and the diminution of Sauron's power is
also portrayed, with the aims of the surviving people set on complete revenge
over all of Arda. On the floor itself there are broken pieces of weapons and
armour strewn about. Perhaps with some luck, a clever adventurer might find
something still of use. Above, dark waters leak through into the crypt.
A large sack is on the ground.
A loaf of bread has been left here.
A loaf of bread has been left here.
A loaf of bread has been left here.
A mailbox stands here stuffed full of messages.
Water drips slowly into a grey, still pool.
Exits: west.

* HP:Awful Mana:Burning>get sack
get all       
You get a large sack.

* HP:Awful Mana:Burning>get all.bread
put   
You get a loaf of bread.
You get a loaf of bread.
You get a loaf of bread.

* HP:Awful Mana:Burning>put all.bread sack
You put a loaf of bread in a large sack.
You put a loaf of bread in a large sack.
You put a loaf of bread in a large sack.

* HP:Awful Mana:Burning>smile

Saving Azmur.

* HP:Bad Mana:Burning>
You smile viciously.

* HP:Bad Mana:Burning>think
Careful, you might hurt yourself!

* HP:Bad Mana:Burning>rev shield
wea   \You start to search for a shield.

wea   |w re  /-re  \rev     |/rev sh      -rev shiel         \|rev shield          /-rev shield          \rev shield          
You found a small wooden shield.

* HP:Bad Mana:Burning>rev shield          wear shield
You fasten a small wooden shield on your arm, becoming very impressive.

* HP:Bad Mana:Burning>rev bow
|You start to search for a bow.

/wi  -\wield       |/wield       -wield       \|wield       /wield     -\wield     |You didn't find a bow hidden here.

* HP:Bad Mana:Burning>rev dagger
re  |You start to search for a dagger.

rev     /rev     -\rev t     |rev tor       /-rev torch         \rev torch
|/-rev torch         \|rev torch
You found a dagger.

* HP:Bad Mana:Burning>-
You start to search for a torch.

\|/-\|/-\|/-You found a torch.

* HP:Bad Mana:Burning>|
You start to search for a torch.

/-\|/-\|/-\|You found a torch.

* HP:Bad Mana:Burning>w
The Hidden Island
After the fall of Númenor only some of the shores that were once colonized
remained property of the 'pure blooded' as the fierce Black Númenóreans called
themselves.
You are standing in one of those places and the landscape reminds you of
Eru's wrath and the days of the Fall. Where once stood the glorious purple
temples for the Black Lord's worship, dark ruins fester like wounds upon the
land. But, who knows, some power might still hide through the shadows of the
past...
A large bulletin board is mounted on a wall here.
Exits: east.

* HP:Bad Mana:Burning>pray
You are still too depressed to worship the Dark Lord.

* HP:Bad Mana:Burning>sl
sc
You go to sleep.

o HP:Bad Mana:Burning>5/31 hits, 124/125 mana, and 102/102 moves.

o HP:Bad Mana:Burning>cha wim 10927492-1                  cah wi     ha wim 10927843829-13                      w
exits
e
In your dreams, or what?

o HP:Bad>cha wim 1092784382                  In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  w
In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  e
n
In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  s
In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  exits
In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  exits
In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  exits
w
In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  n
e
In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  s
In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  In your dreams, or what?

o HP:Wounded>cha wim 1092784382                  In your dreams, or what?

o HP:Wounded>cha wim 1092784382
Wimpy set to: 30

o HP:Wounded>prac
You have 11 practice sessions left.
Skill / Spell          Knowledge  Difficulty Class      Mana Casting time

o HP:Wounded>sc
wa
11/31 hits, 125/125 mana, and 102/102 moves.

o HP:Wounded>st
You wake, and sit up.

* HP:Wounded>prat    
You stand up.

* HP:Wounded>prat y
You kneel down and worship the Dark Lord.
You are frozen to death by the might of the unnamable power you summoned.

* HP:Wounded>
In response to your plea, you feel your soul probed by a scrutinising Red Eye.
At once your body is engulfed within the Black Lord's will and there is nothing
left but a consuming darkness...

* HP:Wounded>look    
The pain stops, your vision clears and you realize that you are elsewhere.
It is pitch black...
You are in a forest.

o HP:Wounded>look
ma  It is pitch black...
You are in a forest.

o HP:Wounded>map
           Map of Nearby Zones
      -----------------------------
     |                 :*?         |
     |                 :*          |
     |         ^ ^Z^O  ::          |
     |   W   ~*~^^^^X::~           |
     |  ****:*~      ::A           |
     |:~***~R:*                    |
     |    ?^                       |
     |    ?:                       |
     |    ~^                       |
     |    *                        |
     |    ~                        |
     |    ^                        |
     |   ~^^^    ?                 |
     |  *^MM^? ???*                |
     |~~~   ^:*:::*                |
      -----------------------------

o HP:Wounded>where
Players in your zone
--------------------
Azmur                - somewhere
Sadako               - somewhere

o HP:Wounded>whois sadako
Sadako is a level eleven Tarkhnarb Warrior.

o HP:Wounded>t sakako he   i are u you pking?
No-one by that name here...

o HP:Hurt>hold torch
w
n
You hold something.
You light something.

* HP:Hurt>Maethel Road
The road can take you north, to the distant Eagle's Eyrie and the small
trading centre Maethelburg that lies by the river Anduin. To the east you
see the border of a dark forest, and south of here is a small crossing.
Exits: east, south, west.

* HP:Hurt>
Alas, you cannot go that way...

* HP:Hurt>where
Players in your zone
--------------------
Azmur                - Maethel Road
Sadako               - somewhere

* HP:Hurt>where     n w hold torch          t sakako hi are you pking?ako hi are you pking?dako hi are you pking?
w Ok.

* HP:Hurt>whois cohen
Cohen the animated skeleton is a level twenty-eight Half-Elven Patriarch.
No need to fear.
               I'm here.
                       Enemies are safe.
                                       Cleric sucks today.

* HP:Hurt>n
Alas, you cannot go that way...

####SNIP SNIP#####


* HP:Fine>
Urhmuk has arrived from below.
A hungry warg has arrived from below.

* HP:Fine>
Urhmuk leaves south.
A hungry warg leaves south.

* HP:Fine>narr elf still vt?
Ok.

* HP:Fine>
Toadsnot narrates 'its auriel'  <--- killed me today!

* HP:Fine>narr nod          
Saving Azmur.

* HP:Fine>narr nod krazed is near her...
Ok.

* HP:Fine>
Taurek narrates 'sall gharf arz zaadinb wozb ef gzp!'

* HP:Fine>s
Dark Dry Cave
After the long journey that brought you here, this dry cave really looks like
the ideal place to rest. A narrow arch, barely wide enough for an unloaded
mount to pass, is the only connection to the outer world, making the cave an
efficient shelter against bad weather and predator beasts.
The corpse of *an Orc* is lying here.
Exits: (north), south.

* HP:Fine>s
Trail at a Cave
You feel your knees wobbling as you try not to look down the steep cliff to the
south. Keeping yourself close to the mountain wall, you press on your hazardous
journey through the Misty Mountains. Looking behind a boulder that has fallen 
down on the trail, you see a dark cave.
The corpse of *an Orc* is lying here.
Exits: north, east, west.
The frost is making the ground feel solid.

* HP:Fine>e
Narrow Part of the Broken Trail
The trail bends among the fallen rocks. To the south there is a sheer vertical
drop into a dim valley far below. The walls of the chasm are too steep to try
to climb down.
Exits: =east=, west.
You suddenly notice Styke.

* HP:Fine>e

Styke leaves west.

* HP:Fine>End of the Broken Trail
A pile of rocks blocks your way to the east. Choked by the fallen rocks and
boulders, the trail forces its way down the steep slope.
The corpse of *an Orc* is lying here.
Exits: =west=, =down=.

* HP:Fine>d
Trail to the High Pass
You are trying to move very carefully so you don't disturb the rocks under
your feet. The cliffs to the north and the south look impassable, but
further to the east a gap between them allows you a view of a forested
landscape.
Exits: =up=, =down=.

* HP:Fine>d
Trail to the High Pass
Looking south, you see the mountain range that separates the upper and lower
branches of the High Pass. To the west the trail is climbing up into the
mountains, and to the east it becomes wider. North of here is something that
looks like a hill.
*a ferocious Bear* is standing here.  <-- what a nice guy!!
Exits: north, =east=, =up=.

* HP:Fine>u 
*a ferocious Bear* hits your right hand extremely hard and shatters it.

You are dead! Sorry...

Alas, you realize that yet again the mighty knowledge of drowned Númenor has
been lost... Despair settles on you.
Your heart feels lighter.

* HP:Awful Mana:Burning>u
Nah... 
You feel too relaxed to do that..

* HP:Awful Mana:Burning>#capture
Top of Page Down to last comment


Gamli2002-08-29 02:37:35
hehe, this happens to everyone who tries for bn, gotta get used to it
*Azmur the Blac2002-08-29 02:40:28
opps i left some spam in sorry
Azmur2002-08-29 02:41:34
i was pked like 20 time that day i thought it was funny
*a Bear*2002-08-29 02:49:50
Man, why the hell couldn't you have been near ingrove when i was on. >)
Unknown2002-08-29 02:53:19
I feel sorry for those who actually read it.
2*a Bear*2002-08-29 02:53:57
you really needed that lvl 1 bn kil? :)
Aschit2002-08-29 03:39:07
Now we can only hope they kill you 500 more times so you give up bn and go play puke, where clueless people like you belong.
Crackhead2002-08-29 03:52:34
Ask level 11 orc if he pking ??? u stupid or what ?
Stop posting this crap!
you Crackhead!
*SNORES*2002-08-29 04:30:12
Ghân2002-08-29 06:42:15
dude, bns die TONS of times before they get the tps to even gain levels, get used to it and stop bitchin
Beleghir2002-08-29 07:15:45
I hate BNs!!! I was actually getting used to playing them and just leveled my bn to level 14 and BAM!!! I mob to some damn trolls. 250k xp down the drain and that is hard to get as a bn.
NOOBIE2002-08-29 07:35:02
U NEWB!
,b> *a not so G2002-08-29 08:30:40
Check out BSC site, link on er. Lotsa helpful info for bn wannabees there.
Dice2002-08-29 08:37:20
Ghan, no they dont.. Only _newbies_ who try bns die TONS of times before they get tps.
Dice2002-08-29 08:39:39
Btw.. Most who try bns tries to move to pk areas to get some eq from the orcs or trolls. Don't. Stay in lorien or south dunland until you can survive 2-3 hits and run away.. There's eq enough down there..
NOT CRAP POSTER2002-08-29 09:54:01
*STOP POSTIN THIS CRAP*
Mazza2002-08-29 12:15:01
S'just the way it is as BN, nothing special. Get over it or go play puke.
gamon2002-08-29 16:46:38
wow that was cool, dieing 2 times in like 5 mins
Razoor2002-08-29 17:27:16
Why you?? Because you play with ROOM DESCRIPTIONS ON!!!!!!
Pedrag2002-08-29 20:16:33
Razoorboy, remember your newbie time?
Horadrim2002-08-29 22:12:54
Yeah, you're real cool too, Gamon.
Zimrathôn2002-08-29 22:36:46
Aschit admit you died TONS of times as Oscarmeyer or as your first bn!
And you there! Be glad Snowylamer fuck spamblocking dt door and hunting you all over arda for 1 xp is not playing now!
Aschit2002-08-30 00:58:31
As OM? Not since level 4-5 when random mobs could kill me in 1 hit. I can check history to be sure, though I don't recall if he were created b4 that command was imped. My first few bns I tried died horribly quite often. But then again, I was still too inexperienced to play bn. When I had a clue and tried again, they weren't so hard. Of course, when I levelled OM up I played in off-peak hours, and in areas that few pukes went.
Ymotobol2002-08-30 04:22:08
Closest to death lately was shooting scout in abr tower. the sentry repopped and he assists. Bye-bye arrows again. Most annoying incident was crash and i prayed OER thorns. I have 17k in tp at lev 12, so i suspect Ghan don't understand the nature of a BN... Stupid log, lev1 can't lose much, why complain?
Vecna2002-08-31 09:13:39
Never, ever leave island without resting to full.
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