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ct
Threkray boggles at the concept.
Threkray says: You know, you're right. Why should I risk my hide for the
Rebellion? Thanks to you, I won't be needing this datacard anymore...
Agent Threkray acts on the sage advice of Coug and gives him the datapad with
the secret location of the Death Star! He's going to take up nerf herding
instead of all this sneaky stuff...
ne
You are standing in the entrance to the lower mines. Tunnels lead away to the
north, southeast and southwest. The rough, rocky walls are very close - it's a
good thing you don't have claustrophobia, as you'd really have problems down
here. The walls look much rougher than the main tunnels above you, and have the
appearance of being more recently mined. A ladder leads up to the main tunnels.
The sound of hammers hitting rock echo through the tunnels around you.
There are four obvious exits: south, north, southeast, and southwest.
Cutthroat Silk the Grand Merchant
1276/1287 208997u
1 1569 1/-49 comatose >
What?
Silk leaves south.
Silk enters.
climb up
Climb what ?
climb ladder
You climb up the ladder, returning to the main tunnels.
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
shoutemote strut
<shout> Coug struts proudly.
u
n
st
You leave the tunnels and come out in the open air of the landing facility.
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
You enter what seems to be the ship storage bay for the facility. Countless
ships are scattered throughout this area: freighters, shuttles, and fighters,
most of which look to be in really bad shape. If you lost your access card
during your stay on Ryloth, this is where you gain a new one.
There are three obvious exits: south, west, and southwest.
Ship patrolman
hp: 1276/1287 sp: 7647/7755 exp: 2089971 cr: 1569 align: 1/-49
st
hp: 1276/1287 sp: 7647/7755 exp: 2089971 cr: 1569 align: 1/-49
s
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
Silk enters.
d
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
n
You leave the tunnel and enter a large cavern.
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
lpe
You cannot see in that direction.
s
You leave the cavern and enter a tunnel.
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
n
You leave the tunnel and enter a large cavern.
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
n
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
shout Thanks for the event :)
<shout> Nysa woots loudly for Coug.
Coug <shout> Thanks for the event :)
n
You are standing between the first buildings in this cavern, and the far side of
the cavern is still lost in the gloom ahead. To the east is a brightly decorated
storefront, displaying common adventurer's supplies, while to the west another
storefront displays all manner of merchandise. The path continues to the north.
There are four obvious exits: south, north, east, and west.
Twi'lek Citizen
lpe
Adventurer's Supplies
[1: w]
Shop Keeper
You cannot see in that direction.
lpw
Pawn Shop
[1: e]
Shop Keeper
You cannot see in that direction.
st
hp: 1276/1287 sp: 7617/7755 exp: 2089971 cr: 1569 align: 1/-49
n
You are moving towards the center of the city complex, and now both the entrance
you came in and the far side of the cavern are lost in the gloom. To the west is
a medical clinic, and to the east is an official-looking building of unknown
purpose.
There are four obvious exits: south, north, east, and west.
Girl Scout
lpe
Girl Scout says: Excuse me, sir. You're not from Ryloth, are you? Where are you
from? I'm working on my merit badge in offworld studies. Would you like to buy a
box of Girl Scout cookies?
Girl Scout says: We have Mint Surpreme, Chocolate Chunk, Shortbread, and
Adventurers, which have coconut and chocolate. You can <list> what I still have
to sell, and <buy> a box to help support our troop.
Local Constabulary
[1: w]
Constable
Two Light Body Armors, Dartboard, and Two Night Sticks are here.
You cannot see in that direction.
<shout> Plaster sighs deeply.
lpw
Silk enters.
Medical Clinic
[3: e, down, up]
Doctor
You cannot see in that direction.
Girl Scout says: Excuse me, sir. You're not from Ryloth, are you? Where are you
from? I'm working on my merit badge in offworld studies. Would you like to buy a
box of Girl Scout cookies?
Girl Scout says: We have Mint Surpreme, Chocolate Chunk, Shortbread, and
Adventurers, which have coconut and chocolate. You can <list> what I still have
to sell, and <buy> a box to help support our troop.
Silk looks at you.
shout
You are now blocking shout.
n
Ahead of you an imposing building is starting to take shape in the gloom. A path
stretches off to the west to a residential neighborhood, and ahead of you, to
the north, the path seems to split off to the east and west.
There are four obvious exits: south, north, east, and west.
Girl Scout
lpe
The Bank
[1: w]
Teller
You cannot see in that direction.
lwp
What?
e
You enter the Ryloth Branch of the Universal Bank.
You are standing in a small office that is the local branch of the Universal
Bank. You see a counter where a teller normally waits to help patrons of the
bank with their transactions. You see a sign on the wall.
The only obvious exit is west.
Teller
st
hp: 1284/1287 sp: 7619/7755 exp: 2089971 cr: 1569 align: 1/-49
withdraw 100000
You make a withdrawal.
The teller hands you 100000 credits.
You glance quickly at the receipt for your transaction and notice you have
558637 credits left in your account. You toss the receipt.
w
You leave the Ryloth Branch Office of the Universal Bank.
It is really bright.
Ahead of you an imposing building is starting to take shape in the gloom. A path
stretches off to the west to a residential neighborhood, and ahead of you, to
the north, the path seems to split off to the east and west.
There are four obvious exits: south, north, east, and west.
Girl Scout
Cutthroat Silk the Grand Merchant
lps
A Path in the Cavern
[4: s, n, e, w]
Girl Scout
A Path in the Cavern
[4: s, n, e, w]
Twi'lek Citizen
st
A Path North of the Entrance
[2: s, n]
Entrance to the Cavern
[2: s, n]
An Entrance Tunnel
[7: s, n, e, se, down, w, up]
Honeymoon Suites Entrance
[3: n, e, w]
You cannot see in that direction.
hp: 1284/1287 sp: 7619/7755 exp: 2089971 cr: 101569 align: 1/-49
Silk presses a button on a controller and XLR-W1 pops out.
st
hp: 1284/1287 sp: 7619/7755 exp: 2089971 cr: 101569 align: 1/-49
Silk looks at you.
Silk swings his laser pike at the back of your head, but misses.
Silk sends you a bone crushing blow with his laser pike.
hp: 1257/1287 (-27)
The dark power of your amulet strikes your opponent!
You mutilate Silk with your lightsaber.
st
hp: 1257/1287 sp: 7619/7755 exp: 2089980 cr: 101569 align: 1/-49
A laser blast from a pike hurts you badly.
Silk sends you a bone crushing blow with his laser pike.
hp: 1231/1287 (-26)
The dark power of your amulet strikes your opponent!
The Force guides your attack at your opponent.
You destroy Silk utterly with your lightsaber.
td here n
You throw XLR-W1 from here north.
Silk gets An XLR droid remote controller from Silk's Merchant Container *Held*.
gcfp
You get An XLR droid remote controller from Merchant Sack *Held*.
pd
XLR-S9 reports: I've cornered Silk.
You press the button and XLR-S9 pops off.
Silk causes great damage to you with his weapon!
A laser bolt from a pike paralyzes you.
Silk blasts you powerfully with his laser pike.
hp: 1193/1287 (-38)
You are paralyzed and cannot attack.
hs
The scanner beeps : Silk is at 83.8% health.
Silk is sober, undrugged, and not poisoned.
hs
The scanner beeps : Silk is at 83.8% health.
Silk is sober, undrugged, and not poisoned.
Silk tries to move out of the room, but the little LR droid stops him!
Silk stings you with his laser pike.
hp: 1193/1287 (-8)
You are paralyzed and cannot attack.
You can move again.
hs
The scanner beeps : Silk is at 83.8% health.
Silk is sober, undrugged, and not poisoned.
Silk starts dodging and weaving, avoiding his opponent's attacks.
The scanner makes a small beep.
Blood spurts from a grievous wound in Silk's chest.
Silk tries to move out of the room, but the little LR droid stops him!
Silk sends you a bone crushing blow with his laser pike.
hp: 1166/1287 (-27)
A small flicker of power from your amulet lashes at your foe!
You slice Silk horribly with your lightsaber.
hgs
What?
The scanner makes a small beep.
The scanner makes a small beep.
A laser blast from a pike hurts you badly.
Silk destroys you with his laser pike.
hp: 1125/1287 (-41)
A small flicker of power from your amulet lashes at your foe!
You slice Silk with your lightsaber.
ls
You touch your victim and steal some of his lifeforce, feeding your own.
hp: 1153/1287 (+28) dr: comatose
hs
The scanner beeps : Silk is at 74.7% health.
Silk is sober, undrugged, and not poisoned.
Silk tries to move out of the room, but the little LR droid stops him!
hs
The scanner beeps : Silk is at 74.7% health.
Silk is sober, undrugged, and not poisoned.
The scanner makes a small beep.
Silk causes great damage to you with his weapon!
Silk strikes you with his laser pike.
hp: 1133/1287 (-20)
Your amulet blasts your foe with wave after wave of dark energy!
The Force guides your attack at your opponent.
You destroy Silk utterly with your lightsaber.
Silk stops dodging and weaving around his opponent.
Blood spurts from a grievous wound in Silk's chest.
hs
The scanner beeps : Silk is at 70.0% health.
Silk is sober, undrugged, and not poisoned.
Silk tries to move out of the room, but the little LR droid stops him!
da
You cannot disable somebody while you are disabled yourself.
da
A laser blast from a pike hurts you badly.
Silk hurts you mildly with his laser pike.
hp: 1121/1287 (-12)
A small flicker of power from your amulet lashes at your foe!
You fiercely slash Silk with your saber, inflicting terrible damage upon him.
You destroy Silk utterly with your lightsaber.
You cannot disable somebody while you are disabled yourself.
Silk takes a calculated swing at your head, but you manage to avoid it.
The scanner makes a small beep.
Silk leaves south.
da
You cannot disable somebody while you are disabled yourself.
s
It is really bright.
You are moving towards the center of the city complex, and now both the entrance
you came in and the far side of the cavern are lost in the gloom. To the west is
a medical clinic, and to the east is an official-looking building of unknown
purpose.
There are four obvious exits: south, north, east, and west.
Girl Scout
Cutthroat Silk the Grand Merchant
s
Blood spurts from a grievous wound in Silk's chest.
Blood spurts from a grievous wound in Silk's chest.
Silk presses a button on a controller and XLR-E5 pops out.
Silk hurts you mildly with his laser pike.
hp: 1106/1287 (-15)
A small flicker of power from your amulet lashes at your foe!
You graze Silk with your lightsaber.
You notice the wear on your weapon.
da
You take a wild swing at Silk, but miss completely.
hs
The scanner beeps : Silk is at 58.5% health.
Silk is sober, undrugged, and not poisoned.
st
hp: 1106/1287 sp: 7621/7755 exp: 2090057 cr: 101569 align: 1/-50
s
The little LR droid blocks that direction with an energy field!
Silk causes great damage to you with his weapon!
Silk knocks you with his laser pike.
hp: 1078/1287 (-28)
The dark power of your amulet strikes your opponent!
You slice Silk with your lightsaber.
s
hs
The scanner beeps : Silk is at 55.4% health.
Silk is sober, undrugged, and not poisoned.
The scanner makes a small beep.
Silk sends you a bone crushing blow with his laser pike.
hp: 1053/1287 (-25)
A blast of dark energy from your amulet rips into your opponent!
You slice Silk with your lightsaber.
Blood spurts from a grievous wound in Silk's chest.
Silk takes a calculated swing at your head. Starbursts explode before your eyes
and you find yourself unable to do anything but battle for your life!
s
The little LR droid blocks that direction with an energy field!
The scanner makes a small beep.
hs
The scanner beeps : Silk is at 51.1% health.
Silk is sober, undrugged, and not poisoned.
s
Silk causes great damage to you with his weapon!
A laser blast from a pike hurts you badly.
Silk destroys you utterly with his laser pike.
hp: 1007/1287 (-46)
You fiercely slash Silk with your saber, inflicting terrible damage upon him.
You destroy Silk utterly with your lightsaber.
hs
Silk gets An XLR droid remote controller from Silk's Merchant Container *Held*.
The scanner beeps : Silk is at 41.4% health.
Silk is sober, undrugged, and not poisoned.
Silk leaves south.
Silk enters.
del
isard station: 16 hours, 9 minutes, and 40 seconds
set up lab: 1 minute and 15 seconds
throw: 1 minute and 7 seconds
s
Silk missed you.
A small flicker of power from your amulet lashes at your foe!
You graze Silk with your lightsaber.
You are standing between the first buildings in this cavern, and the far side of
the cavern is still lost in the gloom ahead. To the east is a brightly decorated
storefront, displaying common adventurer's supplies, while to the west another
storefront displays all manner of merchandise. The path continues to the north.
There are four obvious exits: south, north, east, and west.
Twi'lek Citizen
XLR-K2
s
Silk enters.
st
A laser blast from a pike hurts you badly.
Silk knocks you with his laser pike.
hp: 985/1287 (-30)
A small flicker of power from your amulet lashes at your foe!
You sting Silk sharply with your lightsaber.
hp: 985/1287 sp: 7623/7755 exp: 2090108 cr: 101569 align: 1/-50
The scanner makes a small beep.
lpe
Adventurer's Supplies
[1: w]
Shop Keeper
You cannot see in that direction.
lpw
Pawn Shop
[1: e]
Shop Keeper
You cannot see in that direction.
st
hp: 985/1287 sp: 7623/7755 exp: 2090108 cr: 101569 align: 1/-50
Silk hurts you mildly with his laser pike.
hp: 970/1287 (-15)
A small flicker of power from your amulet lashes at your foe!
The Force guides your attack at your opponent.
You mutilate Silk with your lightsaber.
Silk slows you down with a hit to your head.
The scanner makes a small beep.
A laser bolt from a pike paralyzes you.
Silk strikes you badly with his laser pike.
hp: 952/1287 (-18)
You are paralyzed and cannot attack.
l bag 2
You are paralyzed.
The scanner makes a small beep.
Citizen leaves north.
l bag 2
You are paralyzed.
Silk hurts you mildly with his laser pike.
hp: 940/1287 (-12)
You are paralyzed and cannot attack.
You can move again.
l bag 2
The merchant sack holds more than a regular backpack inside it, but weighs
slightly less. It is great for carrying large quantities of things in it.
It contains:
a bottle of red liquid
a syringe containing silver liquid
a bottle of ivory liquid
An XLR droid remote controller
Four Anti-drug Patches
an empty syringe
Two bottles of black liquid
a syringe containing red liquid
Three bottles of silver liquid
BlasTech E-11 blaster rifle
It is very full.
The item's weight has been altered by Silk.
The scanner makes a small beep.
Blood spurts from a grievous wound in Silk's chest.
A laser blast from a pike hurts you badly.
Silk knocks you with his laser pike.
hp: 912/1287 (-28)
A small flicker of power from your amulet lashes at your foe!
You strike Silk letting blood with your lightsaber.
gcfp
You get An XLR droid remote controller from Merchant Sack *Held*.
Silk gets a syringe containing silver liquid from Silk's Merchant Container
*Held*.
Silk strikes you with his laser pike.
hp: 889/1287 (-23)
A small flicker of power from your amulet lashes at your foe!
You slice Silk with your lightsaber.
ld here w
You cannot use this skill again so quickly.
Silk tries to inject himself, but is not successful.
A laser bolt from a pike paralyzes you.
Silk knocks you with his laser pike.
hp: 861/1287 (-28)
You are paralyzed and cannot attack.
Blood spurts from a grievous wound in Silk's chest.
Silk leaves south.
ld here w
You are paralyzed.
You can move again.
ld here w
You lift XLR-K2 from here to west.
st
hp: 861/1287 sp: 7623/7755 exp: 2090138 cr: 101569 align: 1/-50
pd
You press the button and XLR-F9 pops off.
lps
A Path North of the Entrance
[2: s, n]
Entrance to the Cavern
[2: s, n]
An Entrance Tunnel
[7: s, n, e, se, down, w, up]
Cutthroat Silk the Grand Merchant
Honeymoon Suites Entrance
[3: n, e, w]
You cannot see in that direction.
lpn
A Path in the Cavern
[4: s, n, e, w]
Twi'lek Citizen
XLR-E5
Girl Scout
A Path Near the Cavern Center
[4: s, n, e, w]
XLR-S9
Girl Scout
Intersection
[4: s, n, e, w]
Council Hall Entrance
[2: n, s]
Council Hall Lobby
[5: s, e, ne, w, nw]
You cannot see in that direction.
inv
You are carrying:
Coug's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
Customs Card *Held*
Sith Visor *Held* (improved) (worn)
Coug's lightsaber handle *Held*
Cybernetics toolkit *Held*
A small access card *Held*
A temporary Hunt Club knife *Held*
Coug's Rank 0 Black Belt *Held* (worn)
Carida Academy Access Card *Held*
Storage Retrieval Card 85973 *Held*
Black access card *Held*
Coug's wedding band (worn)
Flare Tube *Held*
A High Mortal Beeper *Held*
a valuable datacard
Biotics Facility Military Passcard *Held*
Two Merchant Sack *Held*s
sparkly green lightsaber *Held* (wielded)
Shuttle Invitation *Held*
Sith Amulet (glowing with dark power) *Held* (improved) (worn)
A medical scanner *Held*
A crystal shard *Held*
An Ornate Passcard *Held*
a t-shirt that reads "I did the chocolate frog quest, and all I got was this
lousy t-shirt" (worn) *Held*
You barely notice the weight of your equipment.
lps
A Path North of the Entrance
[2: s, n]
Entrance to the Cavern
[2: s, n]
An Entrance Tunnel
[7: s, n, e, se, down, w, up]
Honeymoon Suites Entrance
[3: n, e, w]
You cannot see in that direction.
a
You sense the following people on Ryloth:
Player Alignment Condition
------ --------- ---------
Silk* neutral in decent shape
s
You feel your movement returning to normal now.
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
s
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
u
What?
s
You leave the cavern and enter a tunnel.
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
u
You leave the tunnels and come out in the open air of the landing facility.
It is really bright.
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
Cutthroat Silk the Grand Merchant
A laser blast from a pike hurts you badly.
Silk strikes you with his laser pike.
hp: 849/1287 (-20)
A small flicker of power from your amulet lashes at your foe!
You slice Silk horribly with your lightsaber.
Silk puts An empty bottle in Silk's Merchant Container *Held*.
e
What?
Silk starts dodging and weaving, avoiding his opponent's attacks.
cb
Silk leaves down.
What?
cb silk
What?
w
XLR-F9 reports: I've cornered Silk.
This part of the large chamber which is home to the docking facility here on
Ryloth is used to welcome visitors and brief them on the customs and ways of the
Twi'lek people. Many Twi'leks in ceremonial dress make their visitors feel
comfortable before negotiating deals for the much valued Ryll Spice. This part
of the chamber is large enough to accomodate large delegations and comfortable
enough for small gatherings. You are impressed by the decor and immense size of
this facility.
There are three obvious exits: north, east, and northeast.
Twi'lek Bartender
* Ryloth Board * is here.
cb silk
What?
e
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
d
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
n
You leave the tunnel and enter a large cavern.
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
n
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
n
It is really bright.
You are standing between the first buildings in this cavern, and the far side of
the cavern is still lost in the gloom ahead. To the east is a brightly decorated
storefront, displaying common adventurer's supplies, while to the west another
storefront displays all manner of merchandise. The path continues to the north.
There are four obvious exits: south, north, east, and west.
XLR-F9
Cutthroat Silk the Grand Merchant
Silk strikes you with his laser pike.
hp: 829/1287 (-20)
A small flicker of power from your amulet lashes at your foe!
You fiercely slash Silk with your saber, inflicting terrible damage upon him.
You destroy Silk utterly with your lightsaber.
Silk looks at Xlr-f9.
da
You search for your enhs
emy's weakest point and take a calculated swing at it,
connecting at just the right moment. Silk is dazed and disabled!
Silk tries to move out of the room, but the little LR droid stops him!
The scanner beeps : Silk is at 78.7% health.
Silk is sober, undrugged, and not poisoned.
The scanner makes a small beep.
A laser bolt from a pike paralyzes you.
Silk strikes you badly with his laser pike.
hp: 811/1287 (-18)
You are paralyzed and cannot attack.
hs
The scanner beeps : Silk is at 78.7% health.
Silk is sober, undrugged, and not poisoned.
Silk tries to move out of the room, but the little LR droid stops him!
hs
The scanner beeps : Silk is at 78.7% health.
Silk is sober, undrugged, and not poisoned.
Silk sends you a bone crushing blow with his laser pike.
hp: 784/1287 (-27)
You are paralyzed and cannot attack.
You can move again.
The scanner makes a small beep.
hs
The scanner beeps : Silk is at 78.7% health.
Silk is sober, undrugged, and not poisoned.
Silk tries to move out of the room, but the little LR droid stops him!
The scanner makes a small beep.
Silk stings you with his laser pike.
hp: 775/1287 (-9)
The dark power of your amulet strikes your opponent!
You slice Silk horribly with your lightsaber.
ls
You cannot use this skill again so quickly.
hs
Silk tries to move out of the room, but the little LR droid stops him!
The scanner beeps : Silk is at 75.2% health.
Silk is sober, undrugged, and not poisoned.
Silk strikes you with his laser pike.
hp: 755/1287 (-20)
A blast of dark energy from your amulet rips into your opponent!
You shear Silk to pieces with your lightsaber.
ls
You touch your victim and steal some of his lifeforce, feeding your own.
hp: 784/1287 (+29) dr: comatose
hs
Silk tries to move out of the room, but the little LR droid stops him!
The scanner beeps : Silk is at 60.9% health.
Silk is sober, undrugged, and not poisoned.
The scanner makes a small beep.
Silk hurts you mildly with his laser pike.
hp: 772/1287 (-12)
The dark power of your amulet strikes your opponent!
hs
You fiercely slash Silk with your saber, inflicting terrible damage upon him.
You destroy Silk utterly with your lightsaber.
The scanner beeps : Silk is at 53.7% health.
Silk is sober, undrugged, and not poisoned.
The scanner makes a small beep.
gsip
You get an empty syringe from Merchant Sack *Held*.
Silk tries to move out of the room, but the little LR droid stops him!
gsip
You get a syringe containing red liquid from Merchant Sack *Held*.
A laser bolt from a pike paralyzes you.
Silk strikes you badly with his laser pike.
hp: 761/1287 (-19)
You are paralyzed and cannot attack.
gsip
You get a syringe containing silver liquid from Merchant Sack *Held*.
The scanner makes a small beep.
Silk tries to move out of the room, but the little LR droid stops him!
pcipo
Silk strikes you with his laser pike.
hp: 739/1287 (-22)
You are paralyzed and cannot attack.
You can move again.
What?
ic
You must catch your breath before you can inject somebody.
The scanner makes a small beep.
Silk leaves south.
ppsip
What?
psi
What?
psip
You put a syringe containing silver liquid in Merchant Sack *Held*.
ic
You stick a needle deep into your own flesh. (9 doses left)
As you inject yourself, a red rage overcomes you!
s
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
s
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
u
What?
s
You leave the cavern and enter a tunnel.
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
u
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
You leave the tunnels and come out in the open air of the landing facility.
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
n
You enter what seems to be the ship storage bay for the facility. Countless
ships are scattered throughout this area: freighters, shuttles, and fighters,
most of which look to be in really bad shape. If you lost your access card
during your stay on Ryloth, this is where you gain a new one.
There are three obvious exits: south, west, and southwest.
Ship patrolman
w
This is the main landing dock on Ryloth. It is a huge chamber below the harsh
surface of the planet. You see a variety of ships here ranging from freighters,
belonging to traders here exporting Ryloth's main commodity... Ryll Spice, to
various degrees of personal ships and fighters. Most of the fighters and
personal ships are in various states of repair due to the Twi'leks' lack of
spacefaring technology. You notice a sign on one wall.
There are three obvious exits: south, east, and southeast.
Smuggler
Light Freighter [6395] and Blood Razor [20274] are here.
cb silk
You pay Smuggler 1500 credits. He winks knowingly and whispers: 'Sure thing, I
got ya covered.'
a
You sense the following people on Ryloth:
Player Alignment Condition
------ --------- ---------
Silk* neutral slightly injured
s
This part of the large chamber which is home to the docking facility here on
Ryloth is used to welcome visitors and brief them on the customs and ways of the
Twi'lek people. Many Twi'leks in ceremonial dress make their visitors feel
comfortable before negotiating deals for the much valued Ryll Spice. This part
of the chamber is large enough to accomodate large delegations and comfortable
enough for small gatherings. You are impressed by the decor and immense size of
this facility.
There are three obvious exits: north, east, and northeast.
Twi'lek Bartender
* Ryloth Board * is here.
e
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
n
You enter what seems to be the ship storage bay for the facility. Countless
ships are scattered throughout this area: freighters, shuttles, and fighters,
most of which look to be in really bad shape. If you lost your access card
during your stay on Ryloth, this is where you gain a new one.
There are three obvious exits: south, west, and southwest.
Ship patrolman
see silk
You see into Silk's environment and you see:
Darkness.
s
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
d
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
st
hp: 747/1287 sp: 7629/7755 exp: 2090199 cr: 100069 align: 1/-50
n
You leave the tunnel and enter a large cavern.
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
n
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
ld n s
The little droid anchors itself firmly into the ground, defeating this attempt!
s
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
inv
You are carrying:
Coug's copy of The Hitchhiker's Guide to the Star Wars Galaxy.
Customs Card *Held*
Sith Visor *Held* (improved) (worn)
Coug's lightsaber handle *Held*
Cybernetics toolkit *Held*
A small access card *Held*
A temporary Hunt Club knife *Held*
Coug's Rank 0 Black Belt *Held* (worn)
Carida Academy Access Card *Held*
Storage Retrieval Card 85973 *Held*
Black access card *Held*
Coug's wedding band (worn)
Flare Tube *Held*
A High Mortal Beeper *Held*
a valuable datacard
Biotics Facility Military Passcard *Held*
Two Merchant Sack *Held*s
sparkly green lightsaber *Held* (wielded)
Shuttle Invitation *Held*
Sith Amulet (glowing with dark power) *Held* (improved) (worn)
A medical scanner *Held*
an empty syringe
a syringe containing red liquid
A crystal shard *Held*
An Ornate Passcard *Held*
a t-shirt that reads "I did the chocolate frog quest, and all I got was this
lousy t-shirt" (worn) *Held*
You barely notice the weight of your equipment.
kil
Imperial: Neutral: Rebel:
---------------------- ---------------------- ----------------------
Rocks (A) 19 Coug (A) 50 Plaster (A) 11
Silk (A) 25
st
hp: 747/1287 sp: 7629/7755 exp: 2090199 cr: 100069 align: 1/-50
ha
You hold a syringe containing red liquid.
You hold an empty syringe.
You hold a valuable datacard.
mac
You feel the rage building inside you!
mac
hp: 769/1287 (+22) dr: comatose
You perform major surgery on yourself.
mac
hp: 793/1287 (+24) dr: comatose
You perform major surgery on yourself.
mac
hp: 814/1287 (+21) dr: comatose
You perform major surgery on yourself.
mac
hp: 827/1287 (+13) dr: comatose
You perform major surgery on yourself.
hp: 850/1287 (+23) dr: comatose
You perform major surgery on yourself.
n
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
ld n s
You lift XLR-F9 from north to south.
s
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
XLR-F9
st
hp: 850/1287 sp: 7629/7755 exp: 2090699 cr: 100069 align: 1/-50
n
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
st
hp: 850/1287 sp: 7629/7755 exp: 2090699 cr: 100069 align: 1/-50
n
You are standing between the first buildings in this cavern, and the far side of
the cavern is still lost in the gloom ahead. To the east is a brightly decorated
storefront, displaying common adventurer's supplies, while to the west another
storefront displays all manner of merchandise. The path continues to the north.
There are four obvious exits: south, north, east, and west.
s
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
s
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
XLR-F9
s
You leave the cavern and enter a tunnel.
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
ld n here
You lift XLR-F9 from north to here.
l
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
XLR-F9
see silk
You cannot use this skill again so quickly.
see silk
You cannot use this skill again so quickly.
a
You sense the following people on Ryloth:
Player Alignment Condition
------ --------- ---------
Silk* neutral in top shape
XLR-F9 reports: I've cornered Silk.
d
You climb down a ladder and enter the Lower Mines.
You are standing in the entrance to the lower mines. Tunnels lead away to the
north, southeast and southwest. The rough, rocky walls are very close - it's a
good thing you don't have claustrophobia, as you'd really have problems down
here. The walls look much rougher than the main tunnels above you, and have the
appearance of being more recently mined. A ladder leads up to the main tunnels.
The sound of hammers hitting rock echo through the tunnels around you.
There are four obvious exits: south, north, southeast, and southwest.
u
What?
climb ladder
You climb up the ladder, returning to the main tunnels.
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
XLR-F9
hs
Hscan who?
lps
Honeymoon Suites Entrance
[3: n, e, w]
You cannot see in that direction.
lpn
Entrance to the Cavern
[2: s, n]
A Path North of the Entrance
[2: s, n]
A Path in the Cavern
[4: s, n, e, w]
A Path in the Cavern
[4: s, n, e, w]
Twi'lek Citizen
XLR-E5
Two Girl Scouts
A Path Near the Cavern Center
[4: s, n, e, w]
XLR-S9
Intersection
[4: s, n, e, w]
Twi'lek Citizen
Council Hall Entrance
[2: n, s]
Council Hall Lobby
[5: s, e, ne, w, nw]
You cannot see in that direction.
lpe
Ryloth Chapel
[1: w]
You cannot see in that direction.
u
You leave the tunnels and come out in the open air of the landing facility.
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
lpw
Greeting Room
[3: n, e, ne]
Twi'lek Bartender
* Ryloth Board * is here.
You cannot see in that direction.
w
This part of the large chamber which is home to the docking facility here on
Ryloth is used to welcome visitors and brief them on the customs and ways of the
Twi'lek people. Many Twi'leks in ceremonial dress make their visitors feel
comfortable before negotiating deals for the much valued Ryll Spice. This part
of the chamber is large enough to accomodate large delegations and comfortable
enough for small gatherings. You are impressed by the decor and immense size of
this facility.
There are three obvious exits: north, east, and northeast.
Twi'lek Bartender
* Ryloth Board * is here.
n
This is the main landing dock on Ryloth. It is a huge chamber below the harsh
surface of the planet. You see a variety of ships here ranging from freighters,
belonging to traders here exporting Ryloth's main commodity... Ryll Spice, to
various degrees of personal ships and fighters. Most of the fighters and
personal ships are in various states of repair due to the Twi'leks' lack of
spacefaring technology. You notice a sign on one wall.
There are three obvious exits: south, east, and southeast.
Smuggler
Light Freighter [6395] and Blood Razor [20274] are here.
e
You enter what seems to be the ship storage bay for the facility. Countless
ships are scattered throughout this area: freighters, shuttles, and fighters,
most of which look to be in really bad shape. If you lost your access card
during your stay on Ryloth, this is where you gain a new one.
There are three obvious exits: south, west, and southwest.
Ship patrolman
You storm around in a blind rage!
s
From this part of the landing facility you can access the underground caverns
that make up the Twi'lek homeworld. Caverns go off in many directions, and are
split up based on clans. Twi'lek society has many clans, which means many
caverns. You hope you don't get lost in these underground passages. A path leads
through an archway to the southeast.
There are five obvious exits: north, southeast, down, west, and northwest.
d
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
XLR-F9
see silk
You see into Silk's environment and you see:
You are standing in a store filled with all manner of items stacked on shelves
around you. You're not even sure if you recognize all the things you see. An
older Twi'lek seems ready to do business with you.
There is a stairway going up, but there seems to be a force field guarding it.
Type <panic shop> for more information.
n'
What?
e
You enter the Chapel.
You are standing in a large cavern that has been converted for use as a wedding
chapel. Several rows of wooden pews run from the back of the cavern, almost all
the way to the large pulpit at the front of the cavern. Lighting is provided by
metal lanterns hanging from the ceiling on long chains. All in all, this room
has a very peaceful and warm feeling about it.
The only obvious exit is west.
w
You leave the Chapel and enter a tunnel.
You are standing in a entrance tunnel, leading to various caverns populated by
different Twi'lek clans. Guttering torches give off enough light to see the
signs mounted by the various tunnels.
There are seven obvious exits: south, north, east, southeast, down, west, and
up.
XLR-F9
n
You leave the tunnel and enter a large cavern.
You have entered a large cavern, home of one of the larger Twi'lek clans. The
cavern is not very well-lit, and you can't see very far away. You can
immediately tell that there are a number of buildings nearby, though.
There are two obvious exits: south and north.
e
What?
n
You are walking down a wide path toward the first buildings in this complex,
which are just ahead. A few Twi'leks are moving about the cavern in the
distance, although it's hard to distinguish much in the way of details in the
dim light of the cavern.
You can hear the noise of people moving about in the distance.
There are two obvious exits: south and north.
n
You are standing between the first buildings in this cavern, and the far side of
the cavern is still lost in the gloom ahead. To the east is a brightly decorated
storefront, displaying common adventurer's supplies, while to the west another
storefront displays all manner of merchandise. The path continues to the north.
There are four obvious exits: south, north, east, and west.
lpe
Adventurer's Supplies
[1: w]
Shop Keeper
You cannot see in that direction.
The harpoon digs into you and pulls you west.
You enter the Pawn Shop.
You are standing in a store filled with all manner of items stacked on shelves
around you. You're not even sure if you recognize all the things you see. An
older Twi'lek seems ready to do business with you.
There is a stairway going up, but there seems to be a force field guarding it.
Type <panic shop> for more information.
The only obvious exit is east.
XLR-K2
Shop Keeper
Cutthroat Silk the Grand Merchant
Silk nicks you with a thrown weapon from the west.
hp: 857/1287 (-9)
lpw
You cannot see in that direction.
Silk knocks you with his laser pike.
hp: 828/1287 (-29)
You strike Silk letting blood with your lightsaber.
hs
The scanner beeps : Silk is at 90.1% health.
Silk is sober, comfortably numb, and not poisoned.
The scanner makes a small beep.
hs
Silk hurts you mildly with his laser pike.
hp: 814/1287 (-14)
Your amulet blasts your foe with wave after wave of dark energy!
You mutilate Silk with your lightsaber.
The scanner beeps : Silk is at 85.1% health.
Silk is sober, comfortably numb, and not poisoned.
The scanner makes a small beep.
Silk stings you with his laser pike.
hp: 806/1287 (-8)
A small flicker of power from your amulet lashes at your foe!
The Force guides your attack at your opponent.
You destroy Silk utterly with your lightsaber.
hs
The scanner beeps : Silk is at 71.4% health.
Silk is sober, comfortably numb, and not poisoned.
ls
You touch your victim and steal some of his lifeforce, feeding your own.
hp: 825/1287 (+19) dr: comatose
hs
The scanner makes a small beep.
The scanner beeps : Silk is at 65.1% health.
Silk is sober, comfortably numb, and not poisoned.
Silk strikes you with his laser pike.
hp: 804/1287 (-21)
The dark power of your amulet strikes your opponent!
You cut Silk with your lightsaber.
Silk tried to slow you but failed.
hs
The scanner beeps : Silk is at 63.8% health.
Silk is sober, comfortably numb, and not poisoned.
The scanner makes a small beep.
hs
The scanner beeps : Silk is at 63.8% health.
Silk is sober, comfortably numb, and not poisoned.
Silk strikes you with his laser pike.
hp: 784/1287 (-20)
A small flicker of power from your amulet lashes at your foe!
The Force guides your attack at your opponent.
You destroy Silk utterly with your lightsaber.
The scanner makes a small beep.
Blood spurts from a grievous wound in Silk's chest.
hs
The scanner beeps : Silk is at 52.9% health.
Silk is sober, comfortably numb, and not poisoned.
A laser blast from a pike hurts you badly.
Silk slams you mercilessly with his laser pike.
hp: 749/1287 (-35)
The dark power of your amulet strikes your opponent!
You fiercely slash Silk with your saber, inflicting terrible damage upon him.
The Force guides your attack at your opponent.
You destroy Silk utterly with your lightsaber.
ls
You cannot use this skill again so quickly.
hs
The scanner makes a small beep.
The scanner beeps : Silk is at 41.5% health.
Silk is sober, comfortably numb, and not poisoned.
A laser blast from a pike hurts you badly.
Silk sends you a bone crushing blow with his laser pike.
hp: 724/1287 (-25)
A small flicker of power from your amulet lashes at your foe!
You sting Silk sharply with your lightsaber.
ls
You touch your victim and steal some of his lifeforce, feeding your own.
hp: 746/1287 (+22) dr: comatose
The scanner makes a small beep.
Blood spurts from a grievous wound in Silk's chest.
hs
The scanner beeps : Silk is at 29.3% health.
Silk is sober, comfortably numb, and not poisoned.
Silk causes great damage to you with his weapon!
A laser blast from a pike hurts you badly.
Silk destroys you utterly with his laser pike.
hp: 700/1287 (-46)
A small flicker of power from your amulet lashes at your foe!
You fiercely slash Silk with your saber, inflicting terrible damage upon him.
The Force guides your attack at your opponent.
You destroy Silk utterly with your lightsaber.
Blood spurts from a grievous wound in Silk's chest.
hs
The scanner beeps : Silk is at 13.4% health.
Silk is sober, comfortably numb, and not poisoned.
Silk slows you down with a hit to your head.
The scanner makes a small beep.
The rage peaks, your muscles scream as you thrash around!
Blood spurts from a grievous wound in Silk's chest.
Silk leaves east.
e
You try to move, but you feel very slow.
e
You try to move, but you feel very slow.
e
You try to move, but you feel very slow.
Silk enters.
ff e
Blood spurts from a grievous wound in Silk's chest.
Blood spurts from a grievous wound in Silk's chest.
You cannot use this skill again so quickly.
Silk leaves east.
ff e
There are no living beings there!
ff e
There are no living beings there!
ff e
There are no living beings there!
ff e
There are no living beings there!
e
The little LR droid blocks that direction with an energy field!
e
lpe
A Path in the Cavern
[4: s, n, e, w]
Adventurer's Supplies
[1: w]
Shop Keeper
You cannot see in that direction.
ff e
There are no living beings there!
e
You try to move, but you feel very slow.
e
You try to move, but you feel very slow.
e
You try to move, but you feel very slow.
e
You try to move, but you feel very slow.
e
You feel your movement returning to normal now.
The little LR droid blocks that direction with an energy field!
e
td here e
You throw XLR-K2 from here east.
e
You leave the shop.
You are standing between the first buildings in this cavern, and the far side of
the cavern is still lost in the gloom ahead. To the east is a brightly decorated
storefront, displaying common adventurer's supplies, while to the west another
storefront displays all manner of merchandise. The path continues to the north.
There are four obvious exits: south, north, east, and west.
lpn
A Path in the Cavern
[4: s, n, e, w]
Twi'lek Citizen
XLR-E5
Two Girl Scouts
A Path Near the Cavern Center
[4: s, n, e, w]
XLR-S9
Intersection
[4: s, n, e, w]
Council Hall Entrance
[2: n, s]
Council Hall Lobby
[5: s, e, ne, w, nw]
You cannot see in that direction.
n
You are moving towards the center of the city complex, and now both the entrance
you came in and the far side of the cavern are lost in the gloom. To the west is
a medical clinic, and to the east is an official-looking building of unknown
purpose.
There are four obvious exits: south, north, east, and west.
Twi'lek Citizen
XLR-E5
Two Girl Scouts
Cutthroat Silk the Grand Merchant
XLR-S9 reports: I've cornered Silk.
Silk leaves north.
l droid
You look over the droid.
This is the most advanced LR droid to date. It is the infamous XLR droid, used
strictly for one thing: trapping high mortals. It is about three times the size
of the standard LR series, and harkens back to the pre-Empire day droideka
droids. A slight blue haze can be seen around the droid, showing this droid is
going to give one mean fight. The owner can <recycle [droid]> after a set peroid
of time to order to the droid back into its remote controller form. The
<lrdroids> command allows the owner to monitor the droid's position.
It is in top shape.
It is empty handed.
This droid is owned by Silk.
Recycle timer: 4 minutes and 22 seconds
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You are moving towards the center of the city complex, and now both the entrance
you came in and the far side of the cavern are lost in the gloom. To the west is
a medical clinic, and to the east is an official-looking building of unknown
purpose.
There are four obvious exits: south, north, east, and west.
Twi'lek Citizen
XLR-E5
Two Girl Scouts
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The little LR droid blocks that direction with an energy field!
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Girl Scout leaves south.
n
The fury starts to subside.
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The little droid anchors itself firmly into the ground, defeating this attempt!
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The little LR droid blocks that direction with an energy field!
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Ahead of you an imposing building is starting to take shape in the gloom. A path
stretches off to the west to a residential neighborhood, and ahead of you, to
the north, the path seems to split off to the east and west.
There are four obvious exits: south, north, east, and west.
XLR-S9
Cutthroat Silk the Grand Merchant
A laser bolt from a pike paralyzes you.
Silk sends you a bone crushing blow with his laser pike.
hp: 692/1287 (-24)
You are paralyzed and cannot attack.
Silk starts dodging and weaving, avoiding his opponent's attacks.
The scanner makes a small beep.
Silk tries to move out of the room, but the little LR droid stops him!
ls
You are paralyzed.
hs
Silk strikes you badly with his laser pike.
hp: 675/1287 (-17)
You are paralyzed and cannot attack.
You can move again.
The scanner beeps : Silk is at 6.9% health.
Silk is sober, comfortably numb, and not poisoned.
The scanner makes a small beep.
da
Silk tries to move out of the room, but the little LR droid stops him!
You cannot disable somebody while you are disabled yourself.
ls
You cannot use this skill again so quickly.
A laser blast from a pike hurts you badly.
Silk sends you a bone crushing blow with his laser pike.
hp: 649/1287 (-26)
The dark power of your amulet strikes your opponent!
You destroy Silk utterly with your lightsaber.
ls
You touch your victim and steal some of his lifeforce, feeding your own.
hp: 678/1287 (+29) dr: comatose
<death> Coug halves Silk with a glowing sparkly green Lightsaber at A Path Near
the Cavern Center.
The Scorekeeper says: 73.
Silk dies a horrible death.
A ghost removes his assassin gloves.
A ghost unwields Laser Pike *Held* (wielded) (improved).
A ghost removes his applier.