fornost raid from mine eyes
posted by Rattus
2005-02-21 00:02:30
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*# S HP:Hurt>narr fornost still
Ok.

*# S HP:Hurt>
*a grim Man* yells from the east 'owww'

*# S HP:Hurt>
Berrer yells faintly from the east 'leave us alone you stupid fucking arkies'

*# S HP:Hurt>
Laurenorn narrates 'heh no someone killing in there still'

*# S HP:Hurt>yell sorry
Ok.

*# S HP:Hurt>e
Garden Road
Off the busy Guild Street, the noise of the city seems to decrease. Small
flower gardens line the sides of the cobblestone road, looking well-tended and
taken care of all year round. The street continues westwards, moving closer to
the private houses of the citizens of Fornost.
Exits: south, west.

*# S HP:Hurt>s
Guild Street
Strolling along, you can't help to notice the attitude of people you encounter;
Scholars and wealthy merchants in expensive clothing, with clerks and servants
in hot pursuit, all seem to regard your presence here as a bit unfortunate.
You are something that doesn't quite belong here, but a necessary evil perhaps.
There is an old street-lamp on the border of the street.
Exits: north, east, south.

*# S HP:Hurt>
*a grim Man* has arrived from the east riding a pack horse.

*# S HP:Hurt>bm
b *man*
You begin to move silently to the back of your victim...

*a grim Man* begins some strange incantations...

*a grim Man* utters the words 'diesilla barh'
*a grim Man* sends a powerful lightning bolt at you, you stagger from the
impact.
That really HURT!
You swiftly dodge *a grim Man*'s attempt to slash you.

*# S HP:Wounded *a grim Man*:Fine>f
*a grim Man* begins some strange incantations...
You flee head over heels.
The House of Merchants
You have entered a crowded building, in which some kind of auction is taking
place. It is here that merchants, local or from far away places, gather in
order to trade, buy or sell their many different wares.
Exits: north, west.

*# S HP:Wounded>w
Arcade of Shops
Building materials are piled up all over this place. Shops are to the left
and right though they look all unfinished. There are no workers here and
everything is covered with a thick layer of dust. It seems that there
wasn't anyone working on the shops for a long time. A portal is to the
west leading to an overgrown garden.
A sign is nailed to the portal.
Exits: east, [west].

*# S HP:Wounded>
The day has begun.

*# S HP:Wounded>w
The portal seems to be closed.

*# S HP:Wounded>
Ecnelis narrates 'are all darkies out of fornost?'

*# S HP:Wounded>e
The House of Merchants
You have entered a crowded building, in which some kind of auction is taking
place. It is here that merchants, local or from far away places, gather in
order to trade, buy or sell their many different wares.
Exits: north, west.

*# S HP:Wounded>
Bren narrates 'any caster rd help me a sec'

*# S HP:Wounded>n
Guild Street
Strolling along, you can't help to notice the attitude of people you encounter;
Scholars and wealthy merchants in expensive clothing, with clerks and servants
in hot pursuit, all seem to regard your presence here as a bit unfortunate.
You are something that doesn't quite belong here, but a necessary evil perhaps.
There is an old street-lamp on the border of the street.
*a grim Man*, wielding an engraved broadsword, is here searching for tracks,
riding a pack horse.
A pack horse is standing here, ridden by *a grim Man*.
Exits: north, east, south.

*# S HP:Wounded>bm
b *man*
You begin to move silently to the back of your victim...

Berrer yells from the east 'we are nice and kind you are sad'
*a grim Man* dismounts from a pack horse, and stops riding him.
A pack horse now follows *a grim Man*.

Iluk shouts ':D'

*a grim Man* leaves south.
Your victim has disappeared!
A pack horse leaves south.

*# S HP:Wounded>s
The House of Merchants
You have entered a crowded building, in which some kind of auction is taking
place. It is here that merchants, local or from far away places, gather in
order to trade, buy or sell their many different wares.
*a grim Man*, wielding an engraved broadsword, is standing here.
A sturdy pack horse is standing here.
Exits: north, west.

*# S HP:Wounded>b
*a grim Man* leaves north.
A pack horse leaves north.

*# S HP:Wounded>m
b *man*
Backstab whom?

*# S HP:Wounded>n
Guild Street
Strolling along, you can't help to notice the attitude of people you encounter;
Scholars and wealthy merchants in expensive clothing, with clerks and servants
in hot pursuit, all seem to regard your presence here as a bit unfortunate.
You are something that doesn't quite belong here, but a necessary evil perhaps.
There is an old street-lamp on the border of the street.
*a grim Man*, wielding an engraved broadsword, is standing here.
A sturdy pack horse is standing here.
Exits: north, east, south.

*# S HP:Wounded>bm
b *man*
You begin to move silently to the back of your victim...

Elengil shouts 'stop shouting'

Berrer yells from the east 'go away darkies'

It looks like *a grim Man* found you out.
*a grim Man* passes dangerously close to your hiding place.

*a grim Man* begins some strange incantations...

*a grim Man* utters the words 'diesilla barh'
*a grim Man* sends a powerful lightning bolt at you, you stagger from the
impact.
That really HURT!
You are wracked with overwhelming PAIN!
You swiftly dodge *a grim Man*'s attempt to slash you.

*# S HP:Awful *a grim Man*:Fine>
You flee head over heels.
Garden Road
Off the busy Guild Street, the noise of the city seems to decrease. Small
flower gardens line the sides of the cobblestone road, looking well-tended and
taken care of all year round. The street continues westwards, moving closer to
the private houses of the citizens of Fornost.
Exits: south, west.

*# S HP:Awful>
Siw narrates 'grim man still in'

*# S HP:Awful>
Déor narrates 'Stop shouting or die.'

*# S HP:Awful>w
Garden Road
The cobblestone road ends here, at the site of an old garden. To the north, a
small fence lines an entrance of a house which probably belongs to one of
Fornost's many citizens. A large pile of various pieces of furniture draws
attention just south of the road.
Exits: north, east, south, west.

*# S HP:Awful>w
Ancient Gardens
Stepping into these ancient gardens, it might seem as if it is hundreds of
miles away from the city. In contrast to the noisy cobblestone streets, this
greenery exudes peace and calm. The clumps of flowers are partly overgrown, but
their shape is always neat. Flower bushes line the dirt paths that crisscross
the garden. To the south and west start cobblestone streets.
Exits: (north), east, south.

*# S HP:Awful>
Iluk shouts 'okokok'

*# S HP:Awful>na
Berrer yells faintly from the east 'do'

*# S HP:Awful>rr
Ubar narrates 'haha!'

*# S HP:Awful>sta
*a grim Man* has arrived from the east riding a pack horse.

*# S HP:Awful>bbe
Ok.

*# S HP:Awful>
Berrer yells faintly from the east 'go away'

*# S HP:Awful>e
*a grim Man* strongly slashes your right foot and shatters it.
You are incapacitated and will slowly die, if not aided.
You are in a pretty bad shape, unable to do anything!

o# S HP:Dying *a grim Man*:Fine>

You are dead! Sorry...


o# S HP:Awful>sleep
You go to sleep.

o# S HP:Awful>
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Amras 2005-02-21 00:12:55
pwnd?
Merohl2005-02-21 00:31:08
I wish i would logged my vision of it i spammed through their noses hehe i ran in circles around the darkies then spammed out and went bree :P (btw im lvl 5! Hooray!)
Andróg 2005-02-21 01:14:25
Must have been a thrill?
Sogard 2005-02-21 03:17:55
Merohl, people with your mentality are the reason Management had to add rangers and all other sorts of babysitters. If a 15 darkies charge fnost or bree, a handful of legend pukes can easily ruin it. A sancer can make their raid utter hell by sancing the high-powered mobs (harry, commandant, mayor...etc).
Myrddin2005-02-21 08:26:08
Ahem, Sogard. He is level 5 and as far as i know, you need to be at least hero for sanc to work :) And yeah, some sancers can do raid a lot lot nastier for darkies... Dunno why all the clerics leave Bree though, when a raid comes. Just sancing some keymobs and sitting Barliman is not that dangerous???
Unknown2005-02-21 11:30:29
Simple: Good players rent and join the forces, only the relativly new players are left to defend, and usually that doesn't work to well.
Sometimes some good players (from a lab) log to kill the raiders!
Elaros 2005-02-21 15:17:28
Sogard i told you, its not the puke mentality, but the darkies mentality wich adds defence in town :P
Rattus 2005-02-21 16:24:08
'pwnd?'

what does this mean?
pkilled?
Andróg 2005-02-21 17:05:42
pwned = owned. Or at least so Guido told me, sue him if wrong! :P
Granny2005-02-21 18:29:46
Wouldn't it be just as easy to say "owned" then instead of "pwned." Is his "o" broken? I'd like to kick him in the groin and watch him flop around on the floor screaming "PW!" "PW!" "PW!" Then he'd know the real meaning of being "pwned."
Andróg 2005-02-21 18:35:46
Sounds nice, Granny!

Just that.. when you're going to do that be sure to post log of it! ok?
Sogard 2005-02-21 22:11:04
pwnd is a popular typo of the word 'owned' which first appeared in Warcraft multiplayer games due to a typo in some popular map iirc. I just remember hearing people make fun of somewc map because when you won it said something like "you pwn the world". atleast that's what I rememebr it from. It quickly feel into the laguage known as retardese, or teen/leet speak.
Arzantor 2005-02-21 22:51:48
Sogard wrote:
It quickly feel into the laguage known as retardese

That's a very offensive way to spell 'Estonian'.
Andróg 2005-02-22 00:15:25
Uh-Oh. Arzanator trying to be offensive? Surely you at least are going to take lessons from old-school Phier or new-school Marillion before really doing that?
Armeliel 2005-02-24 05:36:59
Yay i should get sanct *0*
i thought pown was for player owned o.o
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