Smackdown tries to save turkky leader

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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smackdown
Posts: 14
Joined: Sun Apr 19, 2020 8:45 pm

Smackdown tries to save turkky leader

Post by smackdown » Fri Jul 03, 2020 7:18 pm

Smackdown hears turkky leader narrating about humans. Smackdown goes to save turkky leader.

Dwindling Path Through the Rubble
This path, scattered with broken limbs and debris, runs along the outer wall of
Lockshear. Seemingly not well-travelled, it has become hard to see the ground
beneath the rubble, and the path disappears behind a pile of debris to the
north. The only direction this path seems to lead is south.
[ obvious exits: N S ]

* HP:Healthy MV:Haggard > n
Through the Rubble
The twisting path weaves itself through the sea of rubble and rock that is the
remains of one of the great towers. Hardly a clear spot or stable rock exists
to place a foot without a broken limb. In the distance, past the remains of the
broken walls to the east, broken hills dotted with rotted trees can be seen.
[ obvious exits: E S ]
A huge misshapen bear with large tusks, howls hungrily.

* HP:Healthy MV:Haggard > Alas, you cannot go that way...

* HP:Healthy MV:Haggard > e
e
Past the Broken Tower
To the west the shattered remains of a stone tower creates a maze of nearly
impassible rock and debris. The immediate area is passable only be weaving
through the remnants of granite fortifications and crumbling stone walls. The
blight can be seen erroding life amongst the broken hills to the east.
[ obvious exits: E W ]
A huge misshapen bear with large tusks, howls hungrily.
A raven is visible flying high in the sky.

e
* HP:Healthy MV:Haggard > e
Beginning of the Broken Hills
Lying between the broken walls far to the west and the barren looking hills
that precede the harsh looking mountains to the southeast this open stretch of
land seems almost untouched in comparison. However the smell of rotting
vegetation quickly reminds one of their position.
[ obvious exits: E W ]

* HP:Healthy MV:Haggard > The Broken Hills
A narrow path cuts its way into the steep hills leading towards the mountains
beyond. The packed soil allows for sure footing along the trail. Small patches
of short grass attempt survive the blight rotting them to the root, while
scattered through the hills large pines give off the smell of decaying wood.
[ obvious exits: S W ]

* HP:Healthy MV:Haggard > Alas, you cannot go that way...

* HP:Healthy MV:Haggard > s
e
Before the Mountain Pass
The broken hills to the northwest give way to high spans of rock and soil that
make up the nameless peaks forming an impassive barrier across this land. A
single crack in the armor of the mountains begins here, a narrow pass working
its way through the shield of stone towards the lands of the south.
[ obvious exits: N E ]

s
* HP:Healthy MV:Haggard > Deception Pass
The cold ground is covered in packed dirt and small clumps of grass with a few
weeds mixed about. Dark stones occasionally just from the ground, waiting to
trip the unwary traveller. Pine branches loom overhead shielding the trail from
any direct light above while tall grass and bushes grow dispersed among the
pines themselves along the path. All the foliage sways smoothly as the chilling
wind blows briskly from the north.
[ obvious exits: S W ]
A handsome stag stands here, ready to run.

* HP:Healthy MV:Haggard > Deception Pass
Short grass and weeds grow wildly covering the trail, small rocks and soil lay
in a pile against the mountain side apparently from a smal avalance. Large
pines grow skyward with their outstretched branches looming above the trail,
some of their roots made visible where dirt has eroded from the cliff face. The
sound of the wind howling rips through the pass as the cold air rushes south
carrying with it loose soil and debris.
[ obvious exits: N S ]

* HP:Healthy MV:Haggard > s
Deception Pass
Sheer mountain walls of reddish brown rock line the earthen trail, ominous
pines stretch their thick branches forming a living ceiling above. Short grass
sways in a violent motion pushed by a stark wind roaring from the north
bringing with it dust and debris. A log, approximately the girth of a mans
waist lays fallen diagonally across the trail, its trunk already fallen victim
to red worms and beetles.
[ obvious exits: N S ]

* HP:Healthy MV:Haggard > s
Deception Pass
Branches of pine trees lining the trail loom above shielding the pass floor
from any direct light above. The light that does get through creates moving
shadows along the hard ground and mountain walls, the reddish brown rock and
soil further lend themselves to the shadowy effect. Tufts of grass and some
weeds break through the packed soil and fallen pine cones dot the landscape.
The cold north wind howls with an urgent fury as it carries dust and leaves.
[ obvious exits: N E ]

* HP:Healthy MV:Haggard > e
Deception Pass
A chilling wind blows here howling from the west and causing the short grass
upon the trail to sway violently to the south. Small stones in the ground lay
undisturbed but pine needles float freely through the sky shaken loose from
their branches looming above the trail. Ominous cliff walls framing the trail
make travel possible only to the north or south.
[ obvious exits: S W ]
A handsome stag stands here, ready to run.

* HP:Healthy MV:Haggard > s
Deception Pass
Small stones jut out of the dirt and patches of short grass grace the trail
while tall pines and large shrubs can be found to either side. Sheer cliffs of
reddish brown rock shield the trail from the sun, light bounces off the sheer
rock face casting dancing shadows upon the pass. Twigs and leaves are carried
carried along by a frigid wind howling out of the north.
[ obvious exits: N S ]
A trolloc is here, exhorting a group of trolloc raiders.

* HP:Healthy MV:Haggard > e
Alas, you cannot go that way...

* HP:Healthy MV:Haggard > s
e
Deception Pass
The pass widens a bit but still remains enclosed by high mountain slopes
rising upwards to the clouds. Pine cones and branches cover the stone marked
earth while small patches of short grass cover the trail, the packed ground
allowing for a sure footing. Blueberry bushes and tall grass grows among the
pine trees surrounding the trail, all swaying in the cold wind coming from
the north.
[ obvious exits: N E W ]

* HP:Healthy MV:Haggard > You are too exhausted.

* HP:Healthy MV:Haggard > quaff vial
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* HP:Healthy MV:Weary > e
Deception Pass
Large pine trees grow up the steep slopes to either side of the trail, their
outstretched branches casting moving shadows upon the ground and hindering any
direct sunlight. Short grass grows in small patches along the trail and an
occasional weed can be found among them. A chilling breeze flows from the west
carrying with it dust and debris touching all in its path.
[ obvious exits: E W ]

* HP:Healthy MV:Weary > s
Alas, you cannot go that way...

* HP:Healthy MV:Weary > e
Deception Pass
Patches of trampled grass and weeds mark the soil trail as large pines grow
along both sides, their swaying limbs outstretched above the path cast moving
shadows on the trodden trail. Dust and loose foliage float through the air
carried by the frigid north wind as it howls southwards through the pass. The
majestic screech of a lone hawk in the distance carries through the tree tops
barely discernable over the wind. A wooden sign hangs nailed to a tree.
[ obvious exits: E S W ]

* HP:Healthy MV:Weary > e
Deception Pass
A narrow path makes its way through the mountainsides, possibly once a river
or stream. Hoof prints mark the packed soil, short clumps of grass and weeds
trampled by something struggle to survive. Tall grass and bushes grow off the
trail with an occasional pine tree extending its long branches over the pass.
The mountain slopes rise vertically all around the trail, the pass continues
to the east and west.
[ obvious exits: N E W ]
The corpse of a Ko'bal trolloc is lying here.
A heavy boulder lies here. [3]
A war axe has been left on the ground here. [2]
*Hellen* is standing here.
*Rodurnon* is standing here, riding a bloodstock stallion.
*Melat* is standing here, riding a gray palfrey.
*Achillies* is standing here, riding a warhorse.
A Tairen bloodstock stallion stands here, tail swaying with the breeze.

* HP:Healthy MV:Weary > e
Deception Pass
High mountain walls rise to either side of the narrow trail making for passage
only possible to the north and west. Large pines grow from the slopes, green
moss clinging to the rough bark. Small stones and tufts of short grass break up
the cold earthen ground. Chipmunks jump from tree to tree dropping acorns as
they stumble. A gentle breeze flows from the west carrying the fresh scent of
forest pine.
[ obvious exits: N W ]
The corpse of a Ko'bal trolloc is lying here.
A handsome stag stands here, ready to run.
*Verne* is standing here, riding a warhorse.
*Kali* is resting here.
*Firimei* is standing here.
*Jaye* is standing here, riding a warhorse.
A Saldaean cavalryman stands ready to fight.
*Walker* is standing here, riding a bloodstock stallion.
*Kendall* is standing here, riding a gray palfrey.
A warhorse is here, stamping his feet impatiently.
A warhorse is here, stamping his feet impatiently.
A handsome stag stands here, ready to run.

* HP:Healthy MV:Weary > x
[k light]
You try to pound *Verne*, but she deflects the blow.

* HP:Healthy MV:Weary - Verne: Wounded > ber
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.
*Walker* lances your right arm hard.

bash
*Achillies* has arrived from the west, riding a warhorse.
*Rodurnon* has arrived from the west, riding a bloodstock stallion.
*Melat* has arrived from the west, riding a gray palfrey.
*Hellen* has arrived from the west.
*Hellen* blasts your body.

-
*Kali* stops resting, and clambers on her feet.

+
*Hellen* blasts your body.
*Walker* lances your body hard.
*Verne* slashes your body.

+
*Rodurnon* leaves north riding a bloodstock stallion.
*Achillies* leaves west riding a warhorse.
*Melat* leaves west riding a gray palfrey.

=
Your bash at *Verne* sends her sprawling!

* HP:Hurt MV:Weary - Verne: Wounded >
*Rodurnon* has arrived from the north, riding a bloodstock stallion.

* HP:Hurt MV:Weary - Verne: Wounded >
You pound *Verne*'s body extremely hard.
*Rodurnon* leaves west riding a bloodstock stallion.

* HP:Hurt MV:Weary - Verne: Wounded > nod

*Walker* sends you sprawling with a powerful bash!

* HP:Hurt MV:Weary - Verne: Wounded > roar

*Hellen* blasts your body.
*Walker* lances your body hard.

* HP:Hurt MV:Weary - Verne: Wounded > bash

Ouch! That Really did HURT!

Your body is burned by a weakened fireball sent by *Kali*!

* HP:Wounded MV:Winded - Verne: Wounded >
*Hellen* blasts your body hard.
*Walker* lances your body very hard.

* HP:Battered MV:Winded - Verne: Wounded >
*Melat* has arrived from the west, riding a gray palfrey.

* HP:Battered MV:Winded - Verne: Wounded > You nod in agreement.

* HP:Battered MV:Winded - Verne: Wounded > Arglebargle, glop-glyf!?!

* ed - Verne: Wounded >
*Hellen* blasts your body.
*Verne* slashes your right arm.
You gasp in pain as streaks of fire from *Verne* burn your body!


Ouch! That Really did HURT!

You wish that your wounds would stop BLEEDING so much!

Your body is burned by a weakened fireball sent by *Kali*!

+
You wish that your wounds would stop BLEEDING so much!

You gasp in pain as streaks of fire from *Firimei* burn your body!

-
You dodge a bash from *Walker* who loses his balance and falls!
You wish that your wounds would stop BLEEDING so much!

*Kendall* barely blasts your left leg.
You wish that your wounds would stop BLEEDING so much!


=
Your bash at *Verne* sends her sprawling!

* HP:Critical MV:Winded - Verne: Wounded >
*Melat* looks at you.

* HP:Critical MV:Winded - Verne: Wounded >
*Kendall* blasts your left leg.
You wish that your wounds would stop BLEEDING so much!

*Hellen* blasts your head.
You wish that your wounds would stop BLEEDING so much!

You pound *Verne*'s left arm hard.

* HP:Critical MV:Tiring - Verne: Wounded >
*Hellen* gallantly rescues *Verne*!

* HP:Critical MV:Tiring - Hellen: Hurt >
*Melat* says 'Tixbn?neKdeWyiHoGaGS'

* HP:Critical MV:Tiring - Hellen: Hurt >
You pound *Hellen*'s body.

* HP:Critical MV:Tiring - Hellen: Wounded >
*Walker* snickers softly.
You feel the Weave of the Wheel loosen from you.
Your screams die away as streaks of Fire from Firimei devour your flesh.
You are dead! Sorry...
Ouch! You lose a level.
Circle of Darkness
Deep beneath the world, the circle of darkness is the accursed ground of
the friends of the dark. From here, a few major locations can be reached,
as shown by a blood-colored sign. A permanently-flowing well in the center
of the circle provides a soothing background to ponder mortal matters.
-
For complete beginners, please type HELP NEWBIE.
For new characters, please type LOOK NAMES.
Newcomers to this mud should LOOK NOTICE.
New characters should TELL GUARDIAN KIT.

If you're looking for something to do after dying, LOOK SLAIN.
[ obvious exits: N E S W U D ]

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