How to die in the PP

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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raehn
Posts: 5
Joined: Fri Jul 24, 2020 9:09 am

How to die in the PP

Post by raehn » Wed Sep 30, 2020 2:38 pm

* S HP:Scratched MV:Tiring >
sc
You have 351(364) hit and 96(130) movement points.
You have scored 108500001 experience points and 0 quest points.
You need 1727319362 exp to reach the next level.
You have amassed 4 Turn points to date.
You have played 6 days and 23 hours (real time).
This ranks you as Raehn the Red Blade (Level 51).
You are resting.

* S HP:Scratched MV:Tiring >
Tic in 7 seconds!

The golden is opened from the other side.

* S HP:Scratched MV:Tiring >
*Rig* has arrived from the south.
A shadow stallion has arrived from the south.

* S HP:Scratched MV:Tiring >
*Rig* slashes your body.

* S HP:Scratched MV:Tiring - Rig: Scratched >
rep ok cool
Ok.

* S HP:Scratched MV:Tiring - Rig: Scratched >

You try to pierce *Rig*, but he parries successfully.
*Rig* tries to slash you, but you deflect the blow.
*Rig* closes the golden.

cw
* S HP:Scratched MV:Tiring - Rig: Scratched >
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 182 hit points.

* S HP:Scratched MV:Tiring - Rig: Scratched >
rol
You roll your eyes. <----respect the smob bro

* S HP:Scratched MV:Tiring - Rig: Scratched >

You try to pierce *Rig*, but he deflects the blow.
*Rig* tries to slash you, but you parry successfully.

* S HP:Scratched MV:Tiring - Rig: Scratched >
f
*Rig* smiles happily.
You panic and attempt to flee!


You flee head over heels.
On the Spiraling Stairway
The stairwell ascends for hundreds of steps, changing from rough cut
granite to blood veined marble near the stair apex. The stairwell is
filled with acrid, choking, torch smoke which has tainted the walls with
inky, black graffiti. The broad steps of these marble stairs provide easy
footing while sickening screams echo from the depths below.
[ obvious exits: U D ]
Zone: Mountains of Mist
A black crow is here, watching.
A black crow is here, watching.

* S HP:Scratched MV:Tiring >
u
u
Top of the Spiraling Stairway
The spiraling stairway opens up into a vast hall that leads to the south.
Looking down, the stairs disappear with the curvature of the marble
walls, leaving only flickering shadows to guard the stairway. Foul air
rushes in from the south, carrying the scent of rotting vegetation.
[ obvious exits: S D ]
Zone: Mountains of Mist
A red-eyed raven is perched nearby, staring silently at you.
A black crow is here, watching.

s
* S HP:Scratched MV:Tiring > Alas, you cannot go that way...

s
* S HP:Scratched MV:Tiring > A Marble Hall
White walls of marble, lined with blood red veins, frame the passageway.
Torches continue to light up the area, sending the room dancing in wicked
shadows. The wind has grown colder and dryer as it blows in from the south.
To the south, the hall opens up into a perverted forest valley.
[ obvious exits: N S ]
Zone: Mountains of Mist
A large slab of meat has been placed here.
A large slab of meat has been placed here.
A large slab of meat has been placed here.
A large slab of meat has been placed here.

s
* S HP:Scratched MV:Tiring > Inside a Valley
The valley is set somewhere between two white capped mountains within the
Mountains of Mist. The two stone giants stand guard to this valley, their
massive arms enclosing this valley off entirely. To the south, a black forest
closes tightly around a centrally-placed palace, black as night. The forest
is quiet, although flickering shadows give a sense of being watched.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
A boarhound sniffs the air, waiting to charge.

* S HP:Scratched MV:Tiring > Before the Puzzle Palace <------At this point i'm thinking hey maybe i'll f him up in the PP
The forest cowers from the iron fence surrounding the black palace. An
ancient, black shawl is impaled upon the iron spikes at the gate. The
palace reaches high above the trees, standing almost five stories tall in
all its wicked might. The palace itself seems to be ancient beyond years,
hairline cracks flaw its otherwise perfectly smooth surface.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
Door south: irongate
A metal helmet with attached visor rests here.
A pair of thick metal boots stand inflexibly upright.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A pair of black armor greaves lies here, highly polished.
A soft leather pouch has been discarded here.
A soft leather pouch has been discarded here.
A brightly-colored sash lies here, in a heap.
A brightly-colored sash lies here, in a heap.
A large steel spear lies on the ground.
A large steel spear lies on the ground.
A pair of steel-backed gauntlets are collecting dust on the ground.
A pair of steel-backed gauntlets are collecting dust on the ground.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A highly polished breastplate gleams in even the dimmest light.
A highly polished breastplate gleams in even the dimmest light.
A pearlstone-encrusted ivory necklace has been left here.
A pearlstone-encrusted ivory necklace has been left here.
A bundle of chainmail lies on the ground.
A mirrored lantern has been left here.
A mirrored lantern has been left here.

* S HP:Scratched MV:Tiring >
pick irongate
pick irongate
You failed to pick the lock.

* S HP:Scratched MV:Tiring > The lock quickly yields to your skills.

* S HP:Scratched MV:Tiring >
open irongate
Ok.

sneak
* S HP:Scratched MV:Tiring >
Ok, you stop sneaking.

not
* HP:Scratched MV:Tiring >
You start paying increased attention to your surroundings.

* HP:Scratched MV:Tiring >
sneak
Ok, you'll try to move silently for a while.

* S HP:Scratched MV:Tiring >
alias 3 back dark
Ok.

* S HP:Scratched MV:Tiring >
2
[hide ]
You attempt to hide yourself.

3
* S HP:Scratched MV:Tiring >
[back dark]
Backstab who?

* S HP:Scratched MV:Tiring >
3
[back dark]
Backstab who?

* S HP:Scratched MV:Tiring >
Tic in 7 seconds!
nar rig in kk
Ok.

* S HP:Scratched MV:Tiring >
2
3
[hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Tiring >
[back dark]
Backstab who?

* S HP:Scratched MV:Tiring >
3
[back dark]
Backstab who?

* S HP:Scratched MV:Tiring >
3
[back dark]
Backstab who?

* S HP:Scratched MV:Tiring >
3
[back dark]
Backstab who?

* S HP:Scratched MV:Strong >
3
[back dark]
Backstab who?

* S HP:Scratched MV:Strong >
3
[back dark]
Backstab who?

* S HP:Scratched MV:Strong >
3
[back dark]
Backstab who?

* S HP:Scratched MV:Strong >
3
[back dark]
Backstab who?

* S HP:Scratched MV:Strong >

*Rig* has arrived from the west.

* S HP:Scratched MV:Strong >
3
[back dark]
You silently approach your victim...
-
*Rig* slashes your body.
Ouch! It appears someone saw your sneak attack.

* S HP:Scratched MV:Strong - Rig: Scratched >

You try to pierce *Rig*, but he parries successfully.
*Rig* tries to slash you, but you deflect the blow.

f
* S HP:Scratched MV:Strong - Rig: Scratched >
You panic and attempt to flee!


You flee head over heels.
The Forest of Delights
Tall grass dominates the area, reaching over a span high in some places.
Large boulders, from the misty mountains, have piled upon this spot, moss
and lichens have grown over their grey bodies. A wicked black tower rises
from the forests in the south. A strange, red light gleams from the roof.
[ obvious exits: N E S ]
Zone: Mountains of Mist
A boarhound sniffs the air, waiting to charge.

* S HP:Scratched MV:Strong >
e
n
Before the Puzzle Palace
The forest cowers from the iron fence surrounding the black palace. An
ancient, black shawl is impaled upon the iron spikes at the gate. The
palace reaches high above the trees, standing almost five stories tall in
all its wicked might. The palace itself seems to be ancient beyond years,
hairline cracks flaw its otherwise perfectly smooth surface.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
Door south: irongate
A metal helmet with attached visor rests here.
A pair of thick metal boots stand inflexibly upright.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A pair of black armor greaves lies here, highly polished.
A soft leather pouch has been discarded here.
A soft leather pouch has been discarded here.
A brightly-colored sash lies here, in a heap.
A brightly-colored sash lies here, in a heap.
A large steel spear lies on the ground.
A large steel spear lies on the ground.
A pair of steel-backed gauntlets are collecting dust on the ground.
A pair of steel-backed gauntlets are collecting dust on the ground.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A highly polished breastplate gleams in even the dimmest light.
A highly polished breastplate gleams in even the dimmest light.
A pearlstone-encrusted ivory necklace has been left here.
A pearlstone-encrusted ivory necklace has been left here.
A bundle of chainmail lies on the ground.
A mirrored lantern has been left here.
A mirrored lantern has been left here.
*Rig* is standing here.

Tic in 7 seconds!
* S HP:Scratched MV:Tiring > *Rig* says 'hi'
Inside a Valley
The valley is set somewhere between two white capped mountains within the
Mountains of Mist. The two stone giants stand guard to this valley, their
massive arms enclosing this valley off entirely. To the south, a black forest
closes tightly around a centrally-placed palace, black as night. The forest
is quiet, although flickering shadows give a sense of being watched.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
A boarhound sniffs the air, waiting to charge.

n
* S HP:Scratched MV:Tiring > A boarhound barely tickles your left foot with its hit.
A boarhound has arrived from the east.
A boarhound barely hits your head.
No way! You're fighting for your life!

* S HP:Scratched MV:Tiring - a boarhound: Healthy >
n
No way! You're fighting for your life!

* S HP:Scratched MV:Tiring - a boarhound: Healthy >
A boarhound barely hits your left leg.
You try to pierce a boarhound, but it parries successfully.
A boarhound barely hits your body.

f
* S HP:Scratched MV:Tiring - a boarhound: Healthy >
e
n
You panic and attempt to flee!

n
You flee head over heels.
Before a Cliff
The ground falls away forming a sheer cliff to the west. A landslide of
trees and rock, which have fallen off the cliff, gather below. Hawks
and eagles can be seen circling endlessly in the wind, soaring to heights
then dipping down to search the valley floor.
[ obvious exits: E S W ]
(wotmudmapper): (error): Caution. Direction west leads to an unknown room.
Zone: Mountains of Mist
Inside a Valley
The valley is set somewhere between two white capped mountains within the
Mountains of Mist. The two stone giants stand guard to this valley, their
massive arms enclosing this valley off entirely. To the south, a black forest
closes tightly around a centrally-placed palace, black as night. The forest
is quiet, although flickering shadows give a sense of being watched.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
A boarhound sniffs the air, waiting to charge.
A boarhound sniffs the air, waiting to charge.

* S HP:Scratched MV:Tiring > A Marble Hall
White walls of marble, lined with blood red veins, frame the passageway.
Torches continue to light up the area, sending the room dancing in wicked
shadows. The wind has grown colder and dryer as it blows in from the south.
To the south, the hall opens up into a perverted forest valley.
[ obvious exits: N S ]
Zone: Mountains of Mist
A large slab of meat has been placed here.
A large slab of meat has been placed here.
A large slab of meat has been placed here.
A large slab of meat has been placed here.

* S HP:Scratched MV:Tiring >
Top of the Spiraling Stairway
The spiraling stairway opens up into a vast hall that leads to the south.
Looking down, the stairs disappear with the curvature of the marble
walls, leaving only flickering shadows to guard the stairway. Foul air
rushes in from the south, carrying the scent of rotting vegetation.
[ obvious exits: S D ]
Zone: Mountains of Mist
A red-eyed raven is perched nearby, staring silently at you.
A black crow is here, watching.

n

Alas, you cannot go that way...

d
* S HP:Scratched MV:Tiring >

d
d
* S HP:Scratched MV:Tiring > On the Spiraling Stairway
The stairwell ascends for hundreds of steps, changing from rough cut
granite to blood veined marble near the stair apex. The stairwell is
filled with acrid, choking, torch smoke which has tainted the walls with
inky, black graffiti. The broad steps of these marble stairs provide easy
footing while sickening screams echo from the depths below.
[ obvious exits: U D ]
Zone: Mountains of Mist
A black crow is here, watching.
A black crow is here, watching.

* S HP:Scratched MV:Tiring > Bottom of the Spiraling Stairwell
An enormous set of rough-hewn granite stairs, set in a spiral, lead upwards
into the depth of the Misty Mountain. Endless steps lead as far as the eye can
see, into the mists leading out of view. Faint shadows race along the walls in
mad abandonment, noises from creatures that live in the southern kennels.
[ obvious exits: S U ]
Zone: Mountains of Mist
Door south: golden
A bloodstained club of deadly proportions lies here.
A thin-soled pair of light leather boots stand side by side.
A club lies here.
A heavy cudgel, banded in metal, lies here.
A dusty pair of ordinary brown pants has been discarded here.
A dusty pair of ordinary brown pants has been discarded here.
A dusty pair of ordinary brown pants has been discarded here.
A soft leather pouch has been discarded here.
A soft leather pouch has been discarded here.
A soft leather pouch has been discarded here.
A thick bronze belt lies to one side.
A thick bronze belt lies to one side.
A thick bronze belt lies to one side.
A flat, wide leather wristband lies here.
A flat, wide leather wristband lies here.
A flat, wide leather wristband lies here.
A loose-fitting white shirt is crumpled upon the ground.
A loose-fitting white shirt is crumpled upon the ground.
A loose-fitting white shirt is crumpled upon the ground.
A silver ring on the ground catches your eye.
A silver ring on the ground catches your eye.
A silver ring on the ground catches your eye.
A brown sack has been left here.
A brown sack has been left here.
A brown sack has been left here.
An iron sconce is embedded into the wall.
You notice a small canoe is hidden here.
You notice a small canoe is hidden here.
You notice a mirrored lantern is hidden here.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
*Akzak* is standing here. <------------and screwed

33

* S HP:Scratched MV:Tiring > *Akzak* pounds your body.
[open golden]
Ok.

* S HP:Hurt MV:Tiring - Akzak: Hurt >
*Akzak* closes the golden.

s
* S HP:Hurt MV:Tiring - Akzak: Hurt > No way! You're fighting for your life!

* S HP:Hurt MV:Tiring - Akzak: Hurt > No way! You're fighting for your life!

f
* S HP:Hurt MV:Tiring - Akzak: Hurt >
*Rig* has arrived from above.

* S HP:Hurt MV:Tiring - Akzak: Hurt >
*Rig* slashes your body.

* S HP:Hurt MV:Tiring - Akzak: Hurt > PANIC! You couldn't escape!

* S HP:Hurt MV:Tiring - Akzak: Hurt >
f
You barely pierce *Akzak*'s right leg.
*Akzak* tries to pound you, but you parry successfully.
PANIC! You couldn't escape!

* S HP:Hurt MV:Tiring - Akzak: Hurt >
f

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

* S HP:Hurt MV:Tiring - Akzak: Hurt > PANIC! You couldn't escape!

* S HP:Hurt MV:Tiring - Akzak: Hurt >
f
PANIC! You couldn't escape!

* S HP:Hurt MV:Tiring - Akzak: Hurt >
f

You barely pierce *Akzak*'s left foot.
*Akzak* pounds your left arm hard.

* S HP:Hurt MV:Tiring - Akzak: Hurt >
You panic and attempt to flee!


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

u
u

You flee head over heels.
On the Spiraling Stairway
The stairwell ascends for hundreds of steps, changing from rough cut
granite to blood veined marble near the stair apex. The stairwell is
filled with acrid, choking, torch smoke which has tainted the walls with
inky, black graffiti. The broad steps of these marble stairs provide easy
footing while sickening screams echo from the depths below.
[ obvious exits: U D ]
Zone: Mountains of Mist
A black crow is here, watching.

u
* S HP:Wounded MV:Tiring > Top of the Spiraling Stairway
The spiraling stairway opens up into a vast hall that leads to the south.
Looking down, the stairs disappear with the curvature of the marble
walls, leaving only flickering shadows to guard the stairway. Foul air
rushes in from the south, carrying the scent of rotting vegetation.
[ obvious exits: S D ]
Zone: Mountains of Mist
A crow is here flying around.
A red-eyed raven is perched nearby, staring silently at you.
A black crow is here, watching.

* S HP:Wounded MV:Tiring > Alas, you cannot go that way...

* S HP:Wounded MV:Tiring > Alas, you cannot go that way...

s
* S HP:Wounded MV:Tiring >
s
*Rig* has arrived from below.
A Marble Hall
White walls of marble, lined with blood red veins, frame the passageway.
Torches continue to light up the area, sending the room dancing in wicked
shadows. The wind has grown colder and dryer as it blows in from the south.
To the south, the hall opens up into a perverted forest valley.
[ obvious exits: N S ]
Zone: Mountains of Mist
A large slab of meat has been placed here.
A large slab of meat has been placed here.
A large slab of meat has been placed here.
A large slab of meat has been placed here.

e
* S HP:Wounded MV:Tiring >
Inside a Valley
The valley is set somewhere between two white capped mountains within the
Mountains of Mist. The two stone giants stand guard to this valley, their
massive arms enclosing this valley off entirely. To the south, a black forest
closes tightly around a centrally-placed palace, black as night. The forest
is quiet, although flickering shadows give a sense of being watched.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
A boarhound sniffs the air, waiting to charge.
A boarhound sniffs the air, waiting to charge.
A boarhound sniffs the air, waiting to charge.

* S HP:Wounded MV:Winded >
The Forest of Delights
The pinewood forest is dense with thick, gnarled, black trees that twist
and bend at awkward angles as they reach to the sky. There appears to be
some trails which roam the perimeter of the tower in haphazard fashion.
Strange, winged creatures can be seen circling the sky high above.
[ obvious exits: S W ]
Zone: Mountains of Mist
A boarhound sniffs the air, waiting to charge.

* S HP:Wounded MV:Winded >
s
The Forest of Delights
The black trees close about you blocking the passage west, to the vaulting
tower. The trees grasp and tug while roots try and trip you into the
graveyard soil. The tower lifts high into the mountain sky, dwarfing the
surrounding forest. An iron fence surrounds the ominous tower, a dark cloth
can be seen flapping at the gate.
[ obvious exits: N S W ]
Zone: Mountains of Mist
A cafar is here flying around.

not
* S HP:Wounded MV:Winded >
You stop paying increased attention to your surroundings.

* S HP:Wounded MV:Winded >
w
s
Before the Puzzle Palace
The forest cowers from the iron fence surrounding the black palace. An
ancient, black shawl is impaled upon the iron spikes at the gate. The
palace reaches high above the trees, standing almost five stories tall in
all its wicked might. The palace itself seems to be ancient beyond years,
hairline cracks flaw its otherwise perfectly smooth surface.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
Door south: irongate
A metal helmet with attached visor rests here.
A pair of thick metal boots stand inflexibly upright.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A pair of black armor greaves lies here, highly polished.
A soft leather pouch has been discarded here.
A soft leather pouch has been discarded here.
A brightly-colored sash lies here, in a heap.
A brightly-colored sash lies here, in a heap.
A large steel spear lies on the ground.
A large steel spear lies on the ground.
A pair of steel-backed gauntlets are collecting dust on the ground.
A pair of steel-backed gauntlets are collecting dust on the ground.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A highly polished breastplate gleams in even the dimmest light.
A highly polished breastplate gleams in even the dimmest light.
A pearlstone-encrusted ivory necklace has been left here.
A pearlstone-encrusted ivory necklace has been left here.
A bundle of chainmail lies on the ground.
A mirrored lantern has been left here.
A mirrored lantern has been left here.
*Rig* is standing here.

* S HP:Wounded MV:Winded >
*Rig* slashes your right leg.

w
* S HP:Wounded MV:Winded - Rig: Scratched > No way! You're fighting for your life!

* S HP:Wounded MV:Winded - Rig: Scratched >
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - Rig: Scratched >
f
You try to pierce *Rig*, but he dodges the attack.
*Rig* tries to slash you, but you parry successfully.
You panic and attempt to flee!

s
You flee head over heels.
Inside a Valley
The valley is set somewhere between two white capped mountains within the
Mountains of Mist. The two stone giants stand guard to this valley, their
massive arms enclosing this valley off entirely. To the south, a black forest
closes tightly around a centrally-placed palace, black as night. The forest
is quiet, although flickering shadows give a sense of being watched.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
A boarhound sniffs the air, waiting to charge.
A boarhound sniffs the air, waiting to charge.
Before the Puzzle Palace
The forest cowers from the iron fence surrounding the black palace. An
ancient, black shawl is impaled upon the iron spikes at the gate. The
palace reaches high above the trees, standing almost five stories tall in
all its wicked might. The palace itself seems to be ancient beyond years,
hairline cracks flaw its otherwise perfectly smooth surface.
[ obvious exits: N E S W ]
Zone: Mountains of Mist
Door south: irongate
A metal helmet with attached visor rests here.
A pair of thick metal boots stand inflexibly upright.
A pair of thick metal boots stand inflexibly upright.
A pair of black armor greaves lies here, highly polished.
A pair of black armor greaves lies here, highly polished.
A soft leather pouch has been discarded here.
A soft leather pouch has been discarded here.
A brightly-colored sash lies here, in a heap.
A brightly-colored sash lies here, in a heap.
A large steel spear lies on the ground.
A large steel spear lies on the ground.
A pair of steel-backed gauntlets are collecting dust on the ground.
A pair of steel-backed gauntlets are collecting dust on the ground.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A highly polished breastplate gleams in even the dimmest light.
A highly polished breastplate gleams in even the dimmest light.
A pearlstone-encrusted ivory necklace has been left here.
A pearlstone-encrusted ivory necklace has been left here.
A bundle of chainmail lies on the ground.
A mirrored lantern has been left here.
A mirrored lantern has been left here.
*Rig* is standing here.

* S HP:Wounded MV:Winded >
s

*Rig* leaves north.

* S HP:Wounded MV:Winded > The Puzzle Palace
A black, ominous weight presses down upon entrance to the tower of evil.
Spiral stairs dominate the far southern wall and disappear up to the second
level. An oak door, with a grotesque head etched into its surface, leads to
an eastern room. Amidst the deadened echoes, sounds of insanity float up
from the flagstones below.
[ obvious exits: N E U ]
Zone: Mountains of Mist
Door north: irongate
An iron sconce is embedded into the wall.
A larval human writhes upon the ground.

* S HP:Wounded MV:Winded >
eu
Arglebargle, glop-glyf!?!

* S HP:Wounded MV:Winded >
u

*Rig* has arrived from the north.

* S HP:Wounded MV:Winded > *Rig* tries to slash you, but you parry successfully.
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - Rig: Scratched >
You try to pierce *Rig*, but he parries successfully.
A live one joins Rig's fight!
*Rig* slashes your body hard.

* S HP:Wounded MV:Winded - Rig: Scratched >
f
You panic and attempt to flee!


A live one tickles your right arm with its hit.
*Rig* tries to slash you, but you parry successfully.
*Rig* closes the irongate.


You flee head over heels.
Greeting Hall
The room has pegs and racks to hold armor, shields and weapons of all
sorts. A large, polished oak table stands in the center of the room layered
in dust. Small couches line the walls and small shelves hold yellowed books.
A large sign hangs on the wall, large enough to be read.
[ obvious exits: W ]
Zone: Mountains of Mist
A larval human writhes upon the ground.

* S HP:Wounded MV:Winded >
w
*Rig* has arrived from the west.
The Puzzle Palace
A black, ominous weight presses down upon entrance to the tower of evil.
Spiral stairs dominate the far southern wall and disappear up to the second
level. An oak door, with a grotesque head etched into its surface, leads to
an eastern room. Amidst the deadened echoes, sounds of insanity float up
from the flagstones below.
[ obvious exits: N E U ]
Zone: Mountains of Mist
Door north: irongate
An iron sconce is embedded into the wall.
A larval human writhes upon the ground.

2
Tic in 7 seconds!
* S HP:Wounded MV:Winded > A live one tickles your left leg with its hit.
You try to pierce a live one, but it deflects the blow.
[hide ]
No way! You're fighting for your life!

3
* S HP:Wounded MV:Winded - a live one: Healthy >
[back dark]
No way! You're fighting for your life!

* S HP:Wounded MV:Winded - a live one: Healthy >
f

You pierce a live one's body very hard.
A live one tickles your head with its hit.

2
* S HP:Wounded MV:Winded - a live one: Healthy > You panic and attempt to flee!

3

*Rig* has arrived from the east.
*Rig* slashes your body hard.

*Rig* slashes your right leg hard.
You try to pierce a live one, but it parries successfully.
A live one barely hits your body.
You flee head over heels.
The Puzzle Palace
The oppressive weight of despair increases proportionally with the
elevation of the tower. A smooth stone stairwell climbs into the pale
torchlight beyond. Distinct moans, of creatures and humans alike, fill the
odorous hallway. The pitch and tenor of the pain filled gasps increases
along the door fronts to the east and west.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
A larval human writhes upon the ground.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.
[hide ]
You attempt to hide yourself.

u
* S HP:Wounded MV:Winded > [back dark]
Backstab who?

u
* S HP:Wounded MV:Winded > The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
An armored palace sentry glares menacingly around him.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
A larval human writhes upon the ground.

* S HP:Wounded MV:Winded > The Puzzle Palace
The murky stairway extends into shadowy depths, above and below. Polished
oak floors gleam from thin wax candles, encased within the black stone
walls. The hall echoes in cold silence which pounds like an avalanche,
threatening to bury the soul in screaming terror.
[ obvious exits: E S W U D ]
Zone: Mountains of Mist
Door up: watchdoor
South: Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.

* S HP:Wounded MV:Weary >
w
Laboratory
Dim light wavers along the shadowy depths of the room. An enormous granite
table dominates the center of the laboratory. The table is bound with iron
shackles and steel wristbands. Spidery runes, to trap the soul, trace the
perimeter of the table. Bookshelves line the walls where ancient tombs
bound in nightblue bindings and silver spines rest. Steel cages hang from
the vaulting roof, supported by iron chains that could anchor a sailing
vessel. Glass bottles and jars, of twisted design, stand on tables around
the sides of the chamber, their bright-colored contents bubbling and
boiling with hidden power.
[ obvious exits: E ]
Zone: Mountains of Mist
A heavy pair of full metal gauntlets is here.
A pair of thick metal boots stand inflexibly upright.
A set of darkly shining chainmail leggings lies forgotten here.
A soft leather pouch has been discarded here.
A brightly-colored sash lies here, in a heap.
A large steel spear lies on the ground.
A pair of darkly oiled chainmail sleeves lies here, forgotten.
A highly polished breastplate gleams in even the dimmest light.
A pearlstone-encrusted ivory necklace has been left here.
A bundle of chainmail lies on the ground.
A mirrored lantern has been left here.
An overly tall, pale-skinned man is here.
Disembodied eyes float within a shroud of hate.

* S HP:Wounded MV:Weary >
2
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Weary >

Galfrey tells you 'you ok?'

* S HP:Wounded MV:Weary >

A dead one has arrived from the east.
A cloaked man tries to hit you, but you deflect the blow.
A cloaked man swiftly dodges your attempt to pierce him.
A dead one gets an ivory necklace.
A cloaked man tries to hit you, but you parry successfully.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 31.466 seconds.

* S HP:Wounded MV:Winded - a cloaked man: Healthy >
rep screwed
Ok.

* S HP:Wounded MV:Winded - a cloaked man: Healthy >
You try to pierce a cloaked man, but he dodges the attack.
A cloaked man tries to hit you, but you deflect the blow.

* S HP:Wounded MV:Winded - a cloaked man: Healthy >
nar azhak too <-----whats in a name
A cloaked man swiftly dodges your attempt to pierce him.
A cloaked man tries to hit you, but you parry successfully.
Ok.

* S HP:Wounded MV:Winded - a cloaked man: Healthy >

You try to pierce a cloaked man, but he dodges the attack.
A cloaked man tries to hit you, but you parry successfully.

* S HP:Wounded MV:Winded - a cloaked man: Healthy >

A dead one joins a cloaked man's fight!
A dead one joins a dead one's fight!

* S HP:Wounded MV:Winded - a cloaked man: Healthy >

A dead one tickles your body with its hit.
A dead one tries to hit you, but you parry successfully.
You pierce a cloaked man's left leg extremely hard.
A cloaked man tries to hit you, but you parry successfully.
Galfrey tells you 'bah cant get out?'

* S HP:Wounded MV:Winded - a cloaked man: Scratched >
alias 44 open irongate
Ok.

* S HP:Wounded MV:Winded - a cloaked man: Scratched >
rep nope
A dead one barely tickles your body with its hit.
A dead one tickles your left leg with its hit.
You pierce a cloaked man's body very hard.
A cloaked man tries to hit you, but you deflect the blow.
Ok.

* S HP:Wounded MV:Winded - a cloaked man: Hurt >
cw
f
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 182 hit points.

* S HP:Wounded MV:Winded - a cloaked man: Hurt > You panic and attempt to flee!

2
You flee head over heels.
The Puzzle Palace
The murky stairway extends into shadowy depths, above and below. Polished
oak floors gleam from thin wax candles, encased within the black stone
walls. The hall echoes in cold silence which pounds like an avalanche,
threatening to bury the soul in screaming terror.
[ obvious exits: E S W U D ]
Zone: Mountains of Mist
Door up: watchdoor
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Winded >
e
The Chosen's Chamber
A black resting chamber reflects the twisted thought of the malign lord of
the tower. Life sized mannequins, sewn in animal fur and human skin, stand
in eternal pose from the corners of the room. A large glass tube, filled
with a clear liquid, penetrates the floor of the room. Human heads float
within the liquid staring in abject, timeless horror. An age old tome lies
on a heavy table made of strange gleaming stone.
[ obvious exits: W U ]
(wotmudmapper): (error): Caution. Direction up leads to an unknown room.
Zone: Mountains of Mist
Door up: Jewel
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
A cloaked man is here flying around.
Disembodied eyes float within a shroud of hate.

* S HP:Wounded MV:Winded >

A dead one tries to hit you, but you deflect the blow.
A dead one joins a dead one's fight!
A cloaked man joins a dead one's fight!
Someone joins a dead one's fight!
A live one joins a dead one's fight!

* S HP:Wounded MV:Winded - a dead one: Dead? >
w
d
No way! You're fighting for your life!

f
* S HP:Wounded MV:Winded - a dead one: Dead? >
A live one tickles your right hand with its hit.
A cloaked man tickles your right hand with his hit.
A cloaked man barely tickles your body with his hit.
A dead one barely tickles your body with its hit.
PANIC! You couldn't escape!
You pierce a dead one's body hard.
A dead one tickles your left hand with its hit.
You panic and attempt to flee!

d
You flee head over heels.
The Puzzle Palace
The murky stairway extends into shadowy depths, above and below. Polished
oak floors gleam from thin wax candles, encased within the black stone
walls. The hall echoes in cold silence which pounds like an avalanche,
threatening to bury the soul in screaming terror.
[ obvious exits: E S W U D ]
Zone: Mountains of Mist
Door up: watchdoor
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
An armored palace sentry glares menacingly around him.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
A larval human writhes upon the ground.

e
* S HP:Battered MV:Winded > Torture Chamber
Torch light flickers and winks across steel bars and blood coating the
floor, ceiling and walls of this dismal room. Various instruments of pain
and torture fill the room in wicked glee. Skulls and bones of man and
animal alike line the walls in grotesque plaques of sickness.
[ obvious exits: E ]
Zone: Mountains of Mist
Disembodied eyes float within a shroud of hate.
A cloaked man is here flying around.
Disembodied eyes float within a shroud of hate.

Tic in 7 seconds!
* S HP:Battered MV:Winded > Alas, you cannot go that way...

* S HP:Battered MV:Winded > The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
An armored palace sentry glares menacingly around him.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
A larval human writhes upon the ground.

* S HP:Battered MV:Winded >
d
e
The Puzzle Palace
The oppressive weight of despair increases proportionally with the
elevation of the tower. A smooth stone stairwell climbs into the pale
torchlight beyond. Distinct moans, of creatures and humans alike, fill the
odorous hallway. The pitch and tenor of the pain filled gasps increases
along the door fronts to the east and west.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.

* S HP:Battered MV:Winded >
Animal Pens
The musty smell of animals pervades the atmosphere of this large room.
Spaced, steel walkways run the length of the floor between iron bars. The
iron bars cover the top of cages buried within the towers stone floor.
Sorrowful sounds lift from the caged darkness below.
[ obvious exits: W ]
Zone: Mountains of Mist
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
A larval human writhes upon the ground.
A larval human writhes upon the ground.

* S HP:Battered MV:Winded >
w
w
The Puzzle Palace
The oppressive weight of despair increases proportionally with the
elevation of the tower. A smooth stone stairwell climbs into the pale
torchlight beyond. Distinct moans, of creatures and humans alike, fill the
odorous hallway. The pitch and tenor of the pain filled gasps increases
along the door fronts to the east and west.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.

* S HP:Battered MV:Winded > Human Pens
Iron cages, lined with straw covered filth, are stacked upon each other
around the walls of the room. A large, glass tube penetrates the center of
the floor and reaches up into the ceiling of the room. The tube is filled
with a clear liquid where human body parts float in a sickly swirl.
[ obvious exits: E ]
Zone: Mountains of Mist
A larval human writhes upon the ground.

* S HP:Battered MV:Winded >
2
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >

*Rig* has arrived from the east.

* S HP:Battered MV:Winded >
A live one tries to hit Rig, but he deflects the blow.
*Rig* slashes a live one's body into bloody fragments!
A live one tries to hit Rig, but he parries successfully.

* S HP:Wounded MV:Winded >

*Rig* panics, and attempts to flee!

* S HP:Wounded MV:Winded >

*Rig* leaves east.

* S HP:Wounded MV:Winded >
get yellow pack
e
You get a thin vial of yellow fluid from a backpack.

2
3
* S HP:Wounded MV:Winded > The Puzzle Palace
The oppressive weight of despair increases proportionally with the
elevation of the tower. A smooth stone stairwell climbs into the pale
torchlight beyond. Distinct moans, of creatures and humans alike, fill the
odorous hallway. The pitch and tenor of the pain filled gasps increases
along the door fronts to the east and west.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.

* S HP:Wounded MV:Weary > *Rig* has arrived from the east.
[hide ]
You attempt to hide yourself.

* S HP:Wounded MV:Weary > [back dark]
You silently approach your victim...
-
*Rig* leaves up.
=+*

*Rig* has arrived from above.
*+
*Rig* tries to slash you, but you parry successfully.
=-
*Rig* tries to slash you, but you parry successfully.
A live one leaves west.
A dead one tries to hit Rig, but he deflects the blow.
A live one joins a dead one's fight!
A dead one joins a dead one's fight!
-=
f+*
You can't backstab a fighting person, too alert!

* S HP:Wounded MV:Weary - Rig: Healthy >
You panic and attempt to flee!


A dead one tries to hit Rig, but he parries successfully.
A live one hits Rig's left arm.
A dead one tries to hit Rig, but he deflects the blow.


You flee head over heels.
The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
Disembodied eyes float within a shroud of hate.
An armored palace sentry glares menacingly around him.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.

* S HP:Wounded MV:Weary >
An armored sentry strikes your left foot.
A dead one has arrived from the west.
A dead one hits your body.
You panic and attempt to flee!
A live one joins a dead one's fight!
A dead one joins a dead one's fight!
A dead one joins a dead one's fight!

2
3

A dead one barely tickles your head with its hit.
A dead one barely tickles your body with its hit.
A live one hits your right arm.
A dead one barely hits your body.
An armored sentry barely strikes your left leg.

You flee head over heels.
Torture Chamber
Torch light flickers and winks across steel bars and blood coating the
floor, ceiling and walls of this dismal room. Various instruments of pain
and torture fill the room in wicked glee. Skulls and bones of man and
animal alike line the walls in grotesque plaques of sickness.
[ obvious exits: E ]
Zone: Mountains of Mist
A cloaked man is here flying around.
Disembodied eyes float within a shroud of hate.
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Weary >
[back dark]
Backstab who?

* S HP:Battered MV:Weary >

An armored sentry has arrived from the east.

* S HP:Battered MV:Weary >
e
d
The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.

d
* S HP:Battered MV:Weary > The Puzzle Palace
The oppressive weight of despair increases proportionally with the
elevation of the tower. A smooth stone stairwell climbs into the pale
torchlight beyond. Distinct moans, of creatures and humans alike, fill the
odorous hallway. The pitch and tenor of the pain filled gasps increases
along the door fronts to the east and west.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
*Rig* is standing here.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.

d
* S HP:Battered MV:Weary > *Rig* leaves up.
The Puzzle Palace
A black, ominous weight presses down upon entrance to the tower of evil.
Spiral stairs dominate the far southern wall and disappear up to the second
level. An oak door, with a grotesque head etched into its surface, leads to
an eastern room. Amidst the deadened echoes, sounds of insanity float up
from the flagstones below.
[ obvious exits: N E U ]
Zone: Mountains of Mist
Door north: irongate
An iron sconce is embedded into the wall.
*Akzak* is here, fighting a live one.
A live one is here, fighting Akzak.

* S HP:Battered MV:Weary > Alas, you cannot go that way...

* S HP:Battered MV:Weary >
12
1
[pick gate] <-----wrong alias
You failed to pick the lock.

n
* S HP:Battered MV:Weary >
[open tomb] <----wrong alias x2 and there goes my last chance
I see no tomb here.

* S HP:Battered MV:Weary > *Rig* has arrived from above.
The irongate seems to be closed.

* S HP:Battered MV:Weary >
*Rig* tries to slash you, but you deflect the blow.

* S HP:Battered MV:Weary - Rig: Scratched >
13

You try to pierce *Rig*, but he parries successfully.
*Akzak* pounds a live one's body into bloody fragments!
A live one tickles Akzak's body with its hit.
An armored sentry has arrived from above.

* S HP:Battered MV:Weary - Rig: Scratched > [open gate] <---- f
I see no gate here.

* S HP:Battered MV:Weary - Rig: Scratched >
f
You panic and attempt to flee!


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


An armored sentry strikes your body.
*Akzak* pounds a live one's head into bloody fragments!
A live one barely tickles Akzak's right leg with its hit.

2
You flee head over heels.
Greeting Hall
The room has pegs and racks to hold armor, shields and weapons of all
sorts. A large, polished oak table stands in the center of the room layered
in dust. Small couches line the walls and small shelves hold yellowed books.
A large sign hangs on the wall, large enough to be read.
[ obvious exits: W ]
Zone: Mountains of Mist
A larval human writhes upon the ground.
[hide ]
You attempt to hide yourself. <---- ok regroup. every room in this nightmare palace has a mob that can hit you hidden. you have no hp's. still f'ed. lets try going up again.

* S HP:Beaten MV:Weary >
Tic in 7 seconds!
w
*Rig* has arrived from the west.
The Puzzle Palace
A black, ominous weight presses down upon entrance to the tower of evil.
Spiral stairs dominate the far southern wall and disappear up to the second
level. An oak door, with a grotesque head etched into its surface, leads to
an eastern room. Amidst the deadened echoes, sounds of insanity float up
from the flagstones below.
[ obvious exits: N E U ]
Zone: Mountains of Mist
Door north: irongate
An iron sconce is embedded into the wall.
An armored palace sentry glares menacingly around him.
*Akzak* is here, fighting a live one.
A live one is here, fighting Akzak.

u
* S HP:Beaten MV:Weary >
*Akzak* pounds a live one's body extremely hard.
A live one barely hits Akzak's right arm.

u
* S HP:Beaten MV:Weary > The Puzzle Palace
The oppressive weight of despair increases proportionally with the
elevation of the tower. A smooth stone stairwell climbs into the pale
torchlight beyond. Distinct moans, of creatures and humans alike, fill the
odorous hallway. The pitch and tenor of the pain filled gasps increases
along the door fronts to the east and west.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.

* S HP:Beaten MV:Weary >
The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.

* S HP:Beaten MV:Weary >
e
Library
Comfortable couches and priceless paintings wrap this room in calm
death-like serenity. Books, inscribed with the ancient symbols of the Aes
Sedai, stock shelves lining the walls of the room. This library is filled
with books bound in leather and occasionally wood or bark. Many of the
parchments seem ancient and written in a forgotten tongue.
[ obvious exits: W ]
Zone: Mountains of Mist
A cloaked man is here flying around.
A larval human writhes upon the ground.
A larval human writhes upon the ground.

2
* S HP:Beaten MV:Weary >
[hide ]
You attempt to hide yourself.

* S HP:Beaten MV:Weary >
quaff vial
A cloaked man tickles your body with his hit.
PANIC! You couldn't escape!
A cloaked man swiftly dodges your attempt to pierce him.
A cloaked man tries to hit you, but you parry successfully.
You try to pierce a cloaked man, but he dodges the attack.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 31.431 seconds.
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* S HP:Battered MV:Tiring - a cloaked man: Healthy >
w
f
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - a cloaked man: Healthy > You panic and attempt to
flee!

2
You flee head over heels.
The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
[hide ]
You attempt to hide yourself.

* S HP:Battered MV:Winded >
*Rig* has arrived from the west.

* S HP:Battered MV:Winded >
*Rig* leaves east.

* S HP:Battered MV:Winded >

*Rig* has arrived from the east.

* S HP:Battered MV:Winded >
*Rig* tries to slash you, but you deflect the blow.

change wimpy 0
* S HP:Battered MV:Winded - Rig: Scratched >
You won't flee from any fight now.

* S HP:Battered MV:Winded - Rig: Scratched >
f
You try to pierce *Rig*, but he parries successfully.
A dead one tries to hit Rig, but he deflects the blow.
A dead one joins a dead one's fight!
A dead one joins a dead one's fight!
*Rig* tries to slash you, but you parry successfully.
You panic and attempt to flee!


You flee head over heels.
Library
Comfortable couches and priceless paintings wrap this room in calm
death-like serenity. Books, inscribed with the ancient symbols of the Aes
Sedai, stock shelves lining the walls of the room. This library is filled
with books bound in leather and occasionally wood or bark. Many of the
parchments seem ancient and written in a forgotten tongue.
[ obvious exits: W ]
Zone: Mountains of Mist
A cloaked man is here flying around.
A larval human writhes upon the ground.
A larval human writhes upon the ground.

* S HP:Battered MV:Tiring >
w
w
The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
*Rig* is here, fighting a dead one.
A dead one is here, fighting Rig.
A dead one is here, fighting Rig.
A dead one is here, fighting Rig.
A live one is here, fighting Rig.

* S HP:Battered MV:Tiring > *Rig* leaves east.
Torture Chamber
Torch light flickers and winks across steel bars and blood coating the
floor, ceiling and walls of this dismal room. Various instruments of pain
and torture fill the room in wicked glee. Skulls and bones of man and
animal alike line the walls in grotesque plaques of sickness.
[ obvious exits: E ]
Zone: Mountains of Mist
A cloaked man is here flying around.
Disembodied eyes float within a shroud of hate.

* S HP:Battered MV:Tiring >

A cloaked man tries to hit you, but you parry successfully.
A dead one joins a cloaked man's fight!

e
* S HP:Battered MV:Tiring - a cloaked man: Scratched >
d
No way! You're fighting for your life!

f
* S HP:Battered MV:Tiring - a cloaked man: Scratched > No way! You're fighting for your life!

d
* S HP:Battered MV:Tiring - a cloaked man: Scratched >
You panic and attempt to flee!

w

A dead one tickles your body with its hit.
A cloaked man tries to hit you, but you deflect the blow.

You flee head over heels.
The Puzzle Palace
The stairway climbs further, up and down, into the darkness beyond. The
hall is midnight black beyond the dull, flickering torchlight. Shrill
screaming rebounds down the blood splattered walls of the hall. Massive
doors, to the east and west, loom with leering faces of beast and man
carved into their surfaces.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
*Rig* is standing here.
Disembodied eyes float within a shroud of hate.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
The Puzzle Palace
The oppressive weight of despair increases proportionally with the
elevation of the tower. A smooth stone stairwell climbs into the pale
torchlight beyond. Distinct moans, of creatures and humans alike, fill the
odorous hallway. The pitch and tenor of the pain filled gasps increases
along the door fronts to the east and west.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
An armored palace sentry glares menacingly around him.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.

* S HP:Battered MV:Winded > Human Pens
Iron cages, lined with straw covered filth, are stacked upon each other
around the walls of the room. A large, glass tube penetrates the center of
the floor and reaches up into the ceiling of the room. The tube is filled
with a clear liquid where human body parts float in a sickly swirl.
[ obvious exits: E ]
Zone: Mountains of Mist
A larval human writhes upon the ground.
A larval human writhes upon the ground.

* S HP:Battered MV:Winded >
alias 44 open irongate
Ok.

* S HP:Battered MV:Tiring >
e

Galfrey tells you 'i wont get there in time i saw rig but had to run and afk '

* S HP:Battered MV:Tiring > The Puzzle Palace
The oppressive weight of despair increases proportionally with the
elevation of the tower. A smooth stone stairwell climbs into the pale
torchlight beyond. Distinct moans, of creatures and humans alike, fill the
odorous hallway. The pitch and tenor of the pain filled gasps increases
along the door fronts to the east and west.
[ obvious exits: E W U D ]
Zone: Mountains of Mist
An armored palace sentry glares menacingly around him.
Disembodied eyes float within a shroud of hate.
A larval human writhes upon the ground.
Disembodied eyes float within a shroud of hate.

d
* S HP:Battered MV:Tiring >
*Rig* has arrived from below.

* S HP:Battered MV:Tiring > An armored sentry tries to strike Rig, but he parries successfully.
A live one joins an armored sentry's fight!
A dead one joins an armored sentry's fight!
A dead one joins an armored sentry's fight!
The Puzzle Palace
A black, ominous weight presses down upon entrance to the tower of evil.
Spiral stairs dominate the far southern wall and disappear up to the second
level. An oak door, with a grotesque head etched into its surface, leads to
an eastern room. Amidst the deadened echoes, sounds of insanity float up
from the flagstones below.
[ obvious exits: N E U ]
Zone: Mountains of Mist
Door north: irongate
The corpse of a live one is lying here.
An iron sconce is embedded into the wall.
A dead one is here, fighting Akzak.
*Akzak* is here, fighting a dead one.

* S HP:Battered MV:Tiring >
44

*Akzak* pounds a dead one's body into bloody fragments!
A dead one tickles Akzak's body with its hit.

n
* S HP:Battered MV:Tiring > [open irongate]
Ok.

* S HP:Battered MV:Tiring > *Akzak* closes the irongate.
The irongate seems to be closed.

* S HP:Battered MV:Tiring >
44
n

Galfrey tells you 'you still alive?'

Tic in 7 seconds!
* S HP:Battered MV:Tiring > [open irongate]
Ok.

* S HP:Battered MV:Tiring > *Akzak* closes the irongate.
*Rig* has arrived from above.
*Rig* tries to slash you, but you deflect the blow.
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - Rig: Hurt >

You try to pierce *Rig*, but he deflects the blow.
*Rig* tries to slash you, but you deflect the blow.
*Akzak* pounds a dead one's body very hard.
A dead one barely hits Akzak's left foot.

* S HP:Battered MV:Tiring - Rig: Hurt >

n

* S HP:Battered MV:Tiring - Rig: Hurt > *Akzak* closes the irongate.
No way! You're fighting for your life!

* S HP:Battered MV:Tiring - Rig: Hurt >
44

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

n <--- might want to flee first
* S HP:Beaten MV:Tiring - Rig: Hurt > [open irongate]
Ok.

* S HP:Beaten MV:Tiring - Rig: Hurt > No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Rig: Hurt >
You try to pierce *Rig*, but he deflects the blow.
*Rig* slashes your left leg hard.
You wish that your wounds would stop BLEEDING so much!

*Akzak* pounds a dead one's body into bloody fragments!
A dead one barely hits Akzak's right arm.
*Akzak* closes the irongate.

n
* S HP:Beaten MV:Tiring - Rig: Hurt >
No way! You're fighting for your life!

* S HP:Beaten MV:Tiring - Rig: Hurt >
f
You panic and attempt to flee!


*Akzak* pounds a dead one's right arm into bloody fragments!
A dead one tickles Akzak's body with its hit.


You feel the Weave of the Wheel loosen from you.
A flurry of icy spikes sent by Rig is the last thing you ever see. <--- ice spikes are for chicks
You are dead! Sorry...
Ouch! You lose a level.
Circle of Light

Razhak
Posts: 1396
Joined: Sun Mar 22, 2015 7:43 am

Re: How to die in the PP

Post by Razhak » Wed Sep 30, 2020 2:55 pm

Or you do what a not-to-be-named channie did the other day I trapped her in PP: you go to the DT and run in there to spite the person who trapped you :P

raehn
Posts: 5
Joined: Fri Jul 24, 2020 9:09 am

Re: How to die in the PP

Post by raehn » Wed Sep 30, 2020 3:00 pm

Nah, I should have stabbed his horse and then taunted until he dt'd himself.

Akzak
Posts: 44
Joined: Thu Dec 22, 2016 3:45 pm

Re: How to die in the PP

Post by Akzak » Wed Sep 30, 2020 4:27 pm

We felt a little bad about that :P

We left most of your gear I hope you found it

Benito
Posts: 452
Joined: Thu Apr 09, 2015 8:41 pm

Re: How to die in the PP

Post by Benito » Wed Sep 30, 2020 7:59 pm

It stresses me out that you don't have [cha spam 1] on.

Ominas
Posts: 459
Joined: Thu Jun 18, 2015 4:07 am

Re: How to die in the PP

Post by Ominas » Wed Sep 30, 2020 10:57 pm

Haha I thought I was the only one who was fixated on that

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