Bul and a Simple Mistake

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Bul
Posts: 29
Joined: Wed Oct 17, 2018 7:33 pm

Bul and a Simple Mistake

Post by Bul » Wed Jan 26, 2022 9:09 pm

* R HP:Healthy MV:Tiring >
[k dark]


h
* R HP:Healthy MV:Tiring >
h

Corath leaves west riding a chestnut stallion.
Kai leaves west riding a gray palfrey.
You follow Corath.

Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
Lord Kai the Lieutenant is standing here, riding a gray palfrey.
Lord Corath the Baron is standing here, riding a chestnut stallion.
A raven has arrived from the east.
Arthor has arrived from the east, riding a warhorse.
Tabarnouche has arrived from the east, riding a warhorse.

* R HP:Healthy MV:Tiring >
h
[k dark]
They aren't here.

* R HP:Healthy MV:Tiring >
[k dark]
They aren't here.

* R HP:Healthy MV:Tiring >
[k dark]
They aren't here.

* R HP:Healthy MV:Tiring >
h
h
[k dark]
They aren't here.

h
* R HP:Healthy MV:Tiring >
Tic in 7 seconds!
[k dark]
They aren't here.

* R HP:Healthy MV:Tiring >
Corath leaves north riding a chestnut stallion.
Kai leaves north riding a gray palfrey.
You follow Corath.

North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
Zone: The Blasted Lands
A warhorse is here, stamping his feet impatiently, being ridden by you.
Lord Kai the Lieutenant is standing here, riding a gray palfrey.
Lord Corath the Baron is standing here, riding a chestnut stallion.
*Zarg* is standing here.
A cringing trolloc whelp cowers before you.
A fade emerges from the shadows as you pass by.
A raven has arrived from the south.
Arthor has arrived from the south, riding a warhorse.
Tabarnouche has arrived from the south, riding a warhorse.
Audre narrates 'none in'
[k dark]
You barely tickle *Zarg*'s left foot with your blast.

* R HP:Healthy MV:Tiring - Zarg: Battered >

Kai stabs *Zarg*'s left leg.
Corath slashes *Zarg*'s body hard.

* R HP:Healthy MV:Tiring - Zarg: Battered >
b
bash
Larnus has arrived from the north, riding a warhorse.


Larnus leaves west riding a warhorse.


A cringing trolloc whelp tries to hit Tabarnouche, but he dodges the attack.
A fade joins a cringing trolloc whelp's fight!
A fade hisses 'This is the will of the Great Lord.'

An irritating fly has arrived from the west.
A fade barely slashes Corath's right leg.
A fade hisses 'This is the will of the Great Lord.'

Tabarnouche slashes a cringing trolloc whelp's left foot into bloody fragments!
A cringing trolloc whelp barely tickles Tabarnouche's left leg with his hit.
Corath slashes *Zarg*'s body.
Kai stabs *Zarg*'s body.
*Zarg* blasts your body hard.

-Kai stops following Corath.

=
+
Audre narrates 'got gate need mvs'

*

Kai stabs *Zarg*'s body.

*
+
=
*Zarg* panics, and attempts to flee!

-
*Zarg* leaves south. vv
Kai leaves south riding a gray palfrey.


h
h
h
h
l
Cancelled.
Corath panics, and attempts to flee!
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >
Corath slashes a fade's body extremely hard.
A fade hisses 'This is the will of the Great Lord.'

A fade tickles Corath's left leg with his slash.
Tabarnouche slashes a cringing trolloc whelp's right leg into bloody fragments!
A cringing trolloc whelp barely tickles Tabarnouche's left hand with his hit.
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >
Audre narrates 'seroma torlig inside'
North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
Zone: The Blasted Lands
An irritating fly is here flying around.
Tabarnouche of Illian is here, fighting a cringing trolloc whelp, riding a warhorse.
Arthor the Bannerman is standing here, riding a warhorse.
A raven is here flying around.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Lord Corath the Baron is here, fighting a fade, riding a chestnut stallion.
A cringing trolloc whelp is here, fighting Tabarnouche.
A fade is here, fighting Corath.

* R HP:Scratched MV:Tiring >

Corath panics, and attempts to flee!

h
* R HP:Scratched MV:Tiring >
h
h
Corath leaves north riding a chestnut stallion.
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >
s
[k dark]
They aren't here.
La
* R HP:Scratched MV:Tiring >
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
Lord Kai the Lieutenant is here, fighting Zarg, riding a gray palfrey.
*Zarg* is here, fighting Kai.
A raven has arrived from the west.

* R HP:Scratched MV:Tiring >
h

*Zarg* leaves east. >>

* R HP:Scratched MV:Tiring >
h
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >

Kai narrates '1w stonegate'

h
* R HP:Scratched MV:Tiring >
h

Kai narrates '1w stonegate'
Corath has arrived from the west, riding a chestnut stallion.
Arthor has arrived from the west, riding a warhorse.

* R HP:Scratched MV:Tiring >
h
[k dark]
They aren't here.

h
* R HP:Scratched MV:Tiring >
[k dark]
They aren't here.

* R HP:Scratched MV:Tiring >
[k dark]
They aren't here.

e
* R HP:Scratched MV:Tiring >
Kai leaves east riding a gray palfrey.
Corath leaves east riding a chestnut stallion.
You follow Corath.

In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
Door east: stonegate
An iron lantern hangs from the wall above the gate.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Lord Corath the Baron is standing here, riding a chestnut stallion.
Lord Kai the Lieutenant is standing here, riding a gray palfrey.
A raven is here flying around.
Audre Shahar is standing here.
A raven has arrived from the west.
Arthor has arrived from the west, riding a warhorse.
[k dark]
They aren't here.

h
* R HP:Scratched MV:Tiring >
h
The Gatekeep ---------------------------------------------------------->At this moment I knew I had fucked up.
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
Zone: The Ruined Keep
Door west: stonegate
A remnant of the Age of Legends juts from the soil.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A burly trolloc stands here, eyeing the surroundings.
*Gozzor* is standing here.
*Prykor* is standing here.
*Seroma* is standing here.
*Torlig* is standing here.
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A raven has arrived from the west.

* R HP:Scratched MV:Tiring >
*Seroma* slashes your left leg.
The stonegate closes quietly.
[k dark]
You do the best you can!

* R HP:Scratched MV:Tiring - Seroma: Healthy >
You try to blast *Seroma*, but he parries successfully.
The burly trolloc joins Seroma's fight!
A bearish trolloc joins the burly trolloc's fight!
A muzzled trolloc joins the burly trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
*Seroma* barely slashes your body.
[k dark]
You do the best you can!

* R HP:Scratched MV:Tiring - Seroma: Healthy >
l
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
Zone: The Ruined Keep
Door west: stonegate
A remnant of the Age of Legends juts from the soil.
A raven is here flying around.
A warhorse is here, stamping his feet impatiently, being ridden by you.
The burly trolloc is here, fighting YOU!
*Gozzor* is standing here.
*Prykor* is standing here.
*Seroma* is here, fighting YOU!
*Torlig* is standing here.
A bearish trolloc is here, fighting YOU!
A muzzled trolloc is here, fighting YOU!
A muzzled trolloc is here, fighting YOU!
A muzzled trolloc is here, fighting YOU!
A muzzled trolloc is here, fighting YOU!
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.

* R HP:Scratched MV:Tiring - Seroma: Healthy >
cw
f
[change mood wimpy]
Mood changed to: Wimpy

* R HP:Scratched MV:Tiring - Seroma: Healthy >
PANIC! You couldn't escape!

* R HP:Scratched MV:Tiring - Seroma: Healthy >
nar oh god

A muzzled trolloc tickles your body with his cleave.
A muzzled trolloc tickles your right leg with his cleave.
A muzzled trolloc barely cleaves your right arm.
A muzzled trolloc barely tickles your body with his cleave.
A bearish trolloc tickles your right foot with his slash.
The burly trolloc tickles your body with his crush.
You try to blast *Seroma*, but he deflects the blow.
*Seroma* slashes your right leg.
*Gozzor* leaves east. >>

* R HP:Hurt MV:Tiring - Seroma: Healthy >
cw
f
Kai narrates 'bul come out'
You narrate 'oh god'

* R HP:Hurt MV:Tiring - Seroma: Healthy >
[change mood wimpy]
Mood changed to: Wimpy

e
* R HP:Hurt MV:Tiring - Seroma: Healthy >
e
You panic and attempt to flee!

You flee head over heels.
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Gozzor* is standing here.
A trolloc is here commanding a fist of troops.
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
A warhorse is here, stamping his feet impatiently, being ridden by you.
A bearish trolloc towers here, its snout drawn into a snarl.
A wolfish trolloc is here, howling for blood.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
A hooved trolloc anxiously stamps its feet.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Hurt MV:Tiring >
Kai narrates 'spamming open'
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A red-eyed raven is here flying around.

* R HP:Hurt MV:Tiring >
e
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A huge darkhound is here, drooling and snarling.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A huge darkhound is here, drooling and snarling.
A young trolloc is here, growling with a deep bloodlust.

* R HP:Hurt MV:Tiring >
n
n
n
w
The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Hurt MV:Tiring >
The Courtyard
A sheer cliff looms up into the sky. The wind screams down from the mountain
above to whistle through the twin keeps. Vines have tried to creep up part of
the cliff, but eventually are unable to overcome gravity. There appears to be a
ledge far up the cliff.
[ obvious exits: N S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young trolloc is here, growling with a deep bloodlust.

* R HP:Hurt MV:Tiring >
The Courtyard
This section of the courtyard runs along the outer walls surrounding the
keep. The walls are covered in a black moss along with black vines
encasing the keep totally. With close examination it seems that this keep
is faring the effects that age has had on it better than the rest of the
castle grounds. The entrance to the southern keep lies to the south, a
destroyed catapult lies to the west and the courtyard extends to the south.
[ obvious exits: S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
A wolfish trolloc is here, howling for blood.

* R HP:Hurt MV:Tiring >
A Destroyed Catapult
The remnants of a large catapult can be seen strewn all over the ground here.
This once great machine has been totally destroyed rendering it utterly
useless. The rodents which have made this their home can be seen running
throughout the shattered catapult. The courtyard extends out to the north
south and east.
[ obvious exits: N E S ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* R HP:Hurt MV:Tiring >
n
The Courtyard
This part of the courtyard runs along the wall of the eastern keep. The
walls of the keep are showing signs of age but are apparently fareing better
than the rest of the castle. Large black vines with thorns almost encase
the entire keep, almost acting as a tomb. The entrance to the eastern keep
lies to the north and a destroyed catapult lies to the south.
[ obvious exits: E S ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
Powerful wings, beating fiercely, obstruct the view.
A handsome man in black, military vesture generals the Dark Lord's new armies.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A hooved trolloc anxiously stamps its feet.

e
* R HP:Hurt MV:Tiring >
e
You can't ride in there.

* R HP:Hurt MV:Tiring >
You can't ride in there.

* R HP:Hurt MV:Tiring >
dm
dism
e
e
You stop riding him.

e
* HP:Hurt MV:Tiring >
The Entrance to the Northern Twin Keep
This is the entrance to the northern keep. The door to the keep is still
intact but seems to be rusted open. Old runes have been carved into the
wall surrounding the opening giving a sense of the tranquility this place
once had. The vines hanging from the outer walls have all but covered the
opening. The Grand Hall lies to the east and the courtyard expands to the
west.
[ obvious exits: E W ]
Zone: The Ruined Keep
A trolloc is here ruling a group of trollocs.
A hooved trolloc anxiously stamps its feet.

* HP:Hurt MV:Tiring >
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.

* HP:Hurt MV:Tiring >
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A bearish trolloc towers here, its snout drawn into a snarl.

* HP:Hurt MV:Tiring >
e
A bearish trolloc tickles your right arm with his slash.
No way! You're fighting for your life!

* HP:Hurt MV:Tiring - a bearish trolloc: Healthy >
s
No way! You're fighting for your life!

* HP:Hurt MV:Tiring - a bearish trolloc: Healthy >
f
You blast a bearish trolloc's left arm extremely hard.
A bearish trolloc tickles your body with his slash.
You panic and attempt to flee!


You flee head over heels.
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.

* HP:Hurt MV:Tiring >
Tic in 7 seconds!
e

A bearish trolloc has arrived from the east.

e
* HP:Hurt MV:Tiring >
d
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
Zone: The Ruined Keep

* HP:Hurt MV:Tiring >
The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A wolfish trolloc is here, howling for blood.

* HP:Hurt MV:Tiring >
Entrance to the Dungeon
As you come down the rubble strewn stairs into the darkness of the dungeon
a sharp chill bites at all who dare to enter this forsaken area. A slippery
moss has made the stairs and rubble its home making it hard to find a good
footing on the way down or up. There is absolutely no natural light
provided by the sun to this dismal place. To the north lies a cell, to the
south lie various mechanisms, to the west lies the dungeon extending deeper
into the dark cold recesses of this dismal place, and up the stairs is the
famed Grand Hall.
[ obvious exits: N S W U ]
Zone: The Ruined Keep
Door north: celldoor
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.

* HP:Hurt MV:Tiring >
s
The noxious stench and oppresive heat of the Blight drains your energy!
Instruments of Torture
Large devices are strung all over the floor here. The machines are fitted with
pullies and rope giving the idea that they were used to torture people.
It seems that the machines are still intact so they must still work
except that the ropes have become rotten and frayed and will break at any
type of strain. The chill of the dungeon seems to be all around and on the
floor the slippery moss can be seen growing, struggling to live. The
entrance to the dungeon is to the north and there seems to be a fire pit to
the west.
[ obvious exits: N E W ]
Zone: The Ruined Keep
An evil-looking spiked club lies here on the ground. [2]
You notice a rimmed round helmet is hidden here.
You notice a soft leather pouch is hidden here.
You notice a soft leather pouch is hidden here.
You notice a soft leather pouch is hidden here.
An infirm trolloc wheezes hoarsely from within a heap of rags and scraps.
A grim storyteller reads from a journal.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusually large and sadistic looking trolloc stands nearby.

* HP:Hurt MV:Tiring >
e
e
The Entrance to the Underground Maze
A damp corridor stretches east from this point. The dark brick walls seem to
absorb most of what little light is down here, but you can barely make out
a room just west of here, it appears to be an ancient torturechamber.
[ obvious exits: E W ]
Zone: Underground

* HP:Hurt MV:Tiring >
In the Maze
Water is trickling down the walls and dripping from the ceiling. Every little
noise echoes off the solid brick walls and is thrown around in the dark
tunnels.
[ obvious exits: E S W ]
Zone: Underground
A hideous trolloc is here, in a world of hurt.
A span long blood-red worm crawls toward you.

* HP:Hurt MV:Tiring >
nar i fucked up
e
You narrate 'i fucked up'

* HP:Hurt MV:Tiring >
In the Maze
The corridor branches off in three directions here, all of them leading into
total darkness. The sound of dripping water seems to become louder to the east.
The ground is a bit slippery with mud here.
[ obvious exits: E S W ]
Zone: Underground
A mace is resting here.

* HP:Hurt MV:Winded >
e
In the Maze
Suddenly the ground disappears beneath you, and you find yourself knee-deep in
water. You feel something slimy crawling up your feet, probably leeches. You
should get out of here before they manage to attach themselves to your feet.
The only exit seems to be west.
[ obvious exits: W ]
Zone: Underground
A bat is here flying around.
A bat is flitting around here, hunting insects.
A hideous trolloc is here, in a world of hurt.
A wolfish trolloc is here, howling for blood.

* HP:Hurt MV:Winded >

A wolfish trolloc barely tickles your body with its hit.
A hideous trolloc joins a wolfish trolloc's fight!
A hideous trolloc barely tickles your head with its crush.
You try to blast a wolfish trolloc, but it parries successfully.
A wolfish trolloc barely tickles your body with its hit.

* HP:Hurt MV:Winded - a wolfish trolloc: Scratched >

Kai narrates 'spamning open hard dude chortlesnorfling'

* HP:Hurt MV:Winded - a wolfish trolloc: Scratched >
nar i dont know nhot o get out

A hideous trolloc barely tickles your left arm with its crush.
You blast a wolfish trolloc's body into bloody fragments!
A wolfish trolloc barely tickles your body with its hit.
Corath narrates 'bah, sorry Bul'

* HP:Hurt MV:Winded - a wolfish trolloc: Wounded >
cw
You feel weaker.
You notice blood dripping down a bat's legs.
A wolfish trolloc visibly pales.
You narrate 'i dont know nhot o get out'

f
* HP:Hurt MV:Winded - a wolfish trolloc: Wounded >
[change mood wimpy]
You feel your energy drain away as a slimy leech sucks blood from your veins.
A wolfish trolloc visibly pales.
Mood changed to: Wimpy

* HP:Hurt MV:Winded - a wolfish trolloc: Wounded >
You feel weaker.
You notice blood dripping down a bat's legs.
A bat visibly pales.
A wolfish trolloc visibly pales.
PANIC! You couldn't escape!

* HP:Hurt MV:Winded - a wolfish trolloc: Wounded >

Arthor narrates 'You run in BUl?'

* HP:Hurt MV:Winded - a wolfish trolloc: Wounded >
f
You feel weaker.
You notice blood dripping down a bat's legs.
A hideous trolloc visibly pales.
A wolfish trolloc visibly pales.
You feel your energy drain away as a slimy leech sucks blood from your veins.
You panic and attempt to flee!


You feel weaker.
A bat visibly pales.
A wolfish trolloc visibly pales.


You feel weaker.
A bat visibly pales.
A hideous trolloc visibly pales.
A wolfish trolloc visibly pales.


You feel your energy drain away as a slimy leech sucks blood from your veins.
You notice blood dripping down a bat's legs.
You notice blood dripping down a hideous trolloc's legs.


A hideous trolloc tickles your body with its crush.
A wolfish trolloc tickles your body with its hit.
You feel your energy drain away as a slimy leech sucks blood from your veins.
You notice blood dripping down a bat's legs.


You feel weaker.
A hideous trolloc visibly pales.
You notice blood dripping down a wolfish trolloc's legs.


You feel weaker.
You notice blood dripping down a bat's legs.
A wolfish trolloc visibly pales.
You flee head over heels.
In the Maze
The corridor branches off in three directions here, all of them leading into
total darkness. The sound of dripping water seems to become louder to the east.
The ground is a bit slippery with mud here.
[ obvious exits: E S W ]
Zone: Underground
A mace is resting here.

* HP:Hurt MV:Winded >

A wolfish trolloc has arrived from the east.
A hideous trolloc has arrived from the east.

* HP:Hurt MV:Winded >
w
In the Maze
Water is trickling down the walls and dripping from the ceiling. Every little
noise echoes off the solid brick walls and is thrown around in the dark
tunnels.
[ obvious exits: E S W ]
Zone: Underground
A hideous trolloc is here, in a world of hurt.
A span long blood-red worm crawls toward you.

* HP:Hurt MV:Winded >
s

A wolfish trolloc has arrived from the east.
A hideous trolloc has arrived from the east.

* HP:Hurt MV:Winded >
In the Maze
Old pieces of clothing and fragments of bone litter the floor here, the odor
of decay is intense. A pile of old leaves and twigs is placed against the
southern wall. The only exit seems to be north.
[ obvious exits: N ]
Zone: Underground

* HP:Hurt MV:Winded >
n
w
w
In the Maze
Water is trickling down the walls and dripping from the ceiling. Every little
noise echoes off the solid brick walls and is thrown around in the dark
tunnels.
[ obvious exits: E S W ]
Zone: Underground
A hideous trolloc is here, in a world of hurt.
A wolfish trolloc is here, howling for blood.
A hideous trolloc is here, in a world of hurt.
A span long blood-red worm crawls toward you.

* HP:Hurt MV:Winded >
The Entrance to the Underground Maze
A damp corridor stretches east from this point. The dark brick walls seem to
absorb most of what little light is down here, but you can barely make out
a room just west of here, it appears to be an ancient torturechamber.
[ obvious exits: E W ]
Zone: Underground

* HP:Hurt MV:Winded >
Instruments of Torture
Large devices are strung all over the floor here. The machines are fitted with
pullies and rope giving the idea that they were used to torture people.
It seems that the machines are still intact so they must still work
except that the ropes have become rotten and frayed and will break at any
type of strain. The chill of the dungeon seems to be all around and on the
floor the slippery moss can be seen growing, struggling to live. The
entrance to the dungeon is to the north and there seems to be a fire pit to
the west.
[ obvious exits: N E W ]
Zone: The Ruined Keep
An evil-looking spiked club lies here on the ground. [2]
You notice a rimmed round helmet is hidden here.
You notice a soft leather pouch is hidden here.
You notice a soft leather pouch is hidden here.
You notice a soft leather pouch is hidden here.
An infirm trolloc wheezes hoarsely from within a heap of rags and scraps.
A grim storyteller reads from a journal.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusually large and sadistic looking trolloc stands nearby.

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

* HP:Hurt MV:Winded >
n
u
An Elite Ko'bal guard tickles your body with his hack.
An Elite Ko'bal guard barely hacks your body.
An Elite Ko'bal guard barely tickles your right arm with his hack.
An Elite Ko'bal guard barely tickles your left leg with his hack.
An Elite Ko'bal guard tickles your right leg with his hack.
An Elite Ko'bal guard hacks your left leg.
No way! You're fighting for your life!

cw
* HP:Wounded MV:Winded - an Elite Ko'bal guard: Healthy >
Audre narrates 'go 2n well then u s w and jump out bul'
No way! You're fighting for your life!

* HP:Wounded MV:Winded - an Elite Ko'bal guard: Healthy >
f
[change mood wimpy]
Mood changed to: Wimpy

* HP:Wounded MV:Winded - an Elite Ko'bal guard: Healthy >
You panic and attempt to flee!


An Elite Ko'bal guard barely hacks your body.
A huge battle-scarred trolloc joins an Elite Ko'bal guard's fight!
An Elite Ko'bal guard tickles your right leg with his hack.
An Elite Ko'bal guard tickles your body with his hack.
An Elite Ko'bal guard tickles your left arm with his hack.
An Elite Ko'bal guard barely hacks your body.
You blast an Elite Ko'bal guard's left leg hard.
An Elite Ko'bal guard hacks your left leg.
You flee head over heels.
Entrance to the Dungeon
As you come down the rubble strewn stairs into the darkness of the dungeon
a sharp chill bites at all who dare to enter this forsaken area. A slippery
moss has made the stairs and rubble its home making it hard to find a good
footing on the way down or up. There is absolutely no natural light
provided by the sun to this dismal place. To the north lies a cell, to the
south lie various mechanisms, to the west lies the dungeon extending deeper
into the dark cold recesses of this dismal place, and up the stairs is the
famed Grand Hall.
[ obvious exits: N S W U ]
Zone: The Ruined Keep
Door north: celldoor
A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.

* HP:Wounded MV:Winded >
u
The noxious stench and oppresive heat of the Blight drains your energy!
The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A wolfish trolloc is here, howling for blood.

* HP:Wounded MV:Winded >
w
w
w
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
Zone: The Ruined Keep

* HP:Wounded MV:Winded >
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.

rh
ride horse
* HP:Wounded MV:Winded >
The Entrance to the Northern Twin Keep
This is the entrance to the northern keep. The door to the keep is still
intact but seems to be rusted open. Old runes have been carved into the
wall surrounding the opening giving a sense of the tranquility this place
once had. The vines hanging from the outer walls have all but covered the
opening. The Grand Hall lies to the east and the courtyard expands to the
west.
[ obvious exits: E W ]
Zone: The Ruined Keep
A trolloc is here ruling a group of trollocs.
A hooved trolloc anxiously stamps its feet.

* HP:Wounded MV:Winded >
They're not here to be ridden.

* HP:Wounded MV:Winded >
w
The Courtyard
This part of the courtyard runs along the wall of the eastern keep. The
walls of the keep are showing signs of age but are apparently fareing better
than the rest of the castle. Large black vines with thorns almost encase
the entire keep, almost acting as a tomb. The entrance to the eastern keep
lies to the north and a destroyed catapult lies to the south.
[ obvious exits: E S ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently.
Powerful wings, beating fiercely, obstruct the view.
A handsome man in black, military vesture generals the Dark Lord's new armies.
A hooved trolloc anxiously stamps its feet.

* HP:Wounded MV:Winded >
rh
ride horse
You start riding him.

* R HP:Wounded MV:Winded >
s
A huge draghkar tickles your body with his hit.
The Dreadlord joins a huge draghkar's fight!
The Dreadlord turns about, gesturing forward a shroud of darkness.
A darkhound emerges from the infinite depths of the blackness...
A darkhound now follows the Dreadlord.
No way! You're fighting for your life!

s
* R HP:Wounded MV:Winded - a huge draghkar: Scratched >
No way! You're fighting for your life!

* R HP:Wounded MV:Winded - a huge draghkar: Scratched >
w
A darkhound barely hits your left arm.
The Dreadlord's hands weave a bright red flame...
Your body is burned by a tremendous fireball sent by the Dreadlord!
The Dreadlord tickles your left leg with his slash.
You blast a huge draghkar's head into bloody fragments!
A huge draghkar tickles your body with his hit.
No way! You're fighting for your life!

* R HP:Battered MV:Winded - a huge draghkar: Hurt >
w
f
Kai narrates 'byrg blocks jump u have 6 people spamming'
No way! You're fighting for your life!

* R HP:Battered MV:Winded - a huge draghkar: Hurt >
You panic and attempt to flee!

w
s
s
Tic in 7 seconds!

A darkhound hits your left leg.
The Dreadlord tickles your body with his slash.
A huge draghkar barely hits your left foot.

You flee head over heels.
A Destroyed Catapult
The remnants of a large catapult can be seen strewn all over the ground here.
This once great machine has been totally destroyed rendering it utterly
useless. The rodents which have made this their home can be seen running
throughout the shattered catapult. The courtyard extends out to the north
south and east.
[ obvious exits: N E S ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Alas, you cannot go that way...

* R HP:Battered MV:Winded >
The Courtyard
Amongst the rocks and splintered wood that covers the floor is a lance with a
tattered flag attatched to it. The holder is now a skeleton, his own clothes
nothing but rags, with an insignia of the Golden Eagle emblazoned on the front.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Battered MV:Weary >
The Courtyard
One of the few parts of the courtyard not cluttered, the cobblestone can
actually be seen. A well lies to the west set in large granite stones. The twin
keeps that once stood menacingly to the east are now crumbling and falling
apart.
[ obvious exits: N E W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
A huge darkhound is here, drooling and snarling.

* R HP:Battered MV:Weary >

Kai narrates 'door can walk'

* R HP:Battered MV:Weary >
w
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket dangles
from a frayed and well used rope. The large granite stones that make up
the sides of the well have become brittle with age and are falling apart.
The ground around the well shows signs of grass sprouting in small clumps
indicating that there must be some water within the well. The courtyard
continues in all directions, and the entrance to the southern keep lies to
the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A revolting well bubbles with the blood of the sacrificed.
A soft leather pouch has been discarded here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
You notice a lump of clay is hidden here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A *newbie male trolloc* is resting here.
A hooved trolloc anxiously stamps its feet.
A huge darkhound is here, drooling and snarling.
A tall, ramshorned trolloc is here, commanding.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A tall, ramshorned trolloc is here, commanding.
A gray haired weaponsmaster stands nearby.

s
* R HP:Battered MV:Weary >
s
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wolfish trolloc is here, howling for blood.
A hooved trolloc anxiously stamps its feet.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Battered MV:Weary >
The Courtyard
A number of rocks are piled up against the barracks to the east and the
castle wall to the south. The gatekeep reaches to the sky just north west
of here. The courtyard floor is composed of dirt, but occasionaly the old
cobblestones are exposed from the erosion of wind and rain.

A temporary makeshift pen of rocks and wood blocks the way to the north,
but it can easily be opened by a strong arm.
[ obvious exits: N ]
Zone: The Ruined Keep
Door north: rockpen
A warhorse is here, stamping his feet impatiently, being ridden by you.
A bearish trolloc towers here, its snout drawn into a snarl.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A juvenile trolloc waits hungrily to be fed.
A brooding trolloc watches her charges.

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

n
* R HP:Battered MV:Weary >
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wolfish trolloc is here, howling for blood.
A hooved trolloc anxiously stamps its feet.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Battered MV:Weary >
w
w
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wolfish trolloc is here, howling for blood.

w
* R HP:Battered MV:Weary >
w
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
Zone: The Ruined Keep
Door west: stonegate
A remnant of the Age of Legends juts from the soil.
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Seroma* is standing here.
*Gozzor* is standing here.
*Prykor* is standing here.
A raven is here flying around.
A burly trolloc stands here, eyeing the surroundings.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.

w
* R HP:Battered MV:Weary >
*Gozzor* slashes your body.
No way! You're fighting for your life!

* R HP:Battered MV:Weary - Gozzor: Healthy >
No way! You're fighting for your life!

* R HP:Battered MV:Weary - Gozzor: Healthy >
f
A muzzled trolloc joins Gozzor's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
The burly trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc barely cleaves your body.
A muzzled trolloc tickles your right leg with his cleave.
A muzzled trolloc barely tickles your body with his cleave.
The burly trolloc crushes your left arm.
A muzzled trolloc tickles your body with his cleave.
A muzzled trolloc tickles your body with his cleave.
You try to blast *Gozzor*, but he parries successfully.
*Gozzor* slashes your head.
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 33.118 seconds.
No way! You're fighting for your life!

* R HP:Beaten MV:Winded - Gozzor: Healthy > *Seroma* closes the stonegate.
The stonegate is opened from the other side.
You panic and attempt to flee!


*Seroma* closes the stonegate.
You flee head over heels.
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.

e
* R HP:Beaten MV:Winded >
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wolfish trolloc is here, howling for blood.
A wolfish trolloc is here, howling for blood.
A hooved trolloc anxiously stamps its feet.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* R HP:Beaten MV:Winded >
e
e
The Courtyard
Rocks intermingled with skeletons form a large heap here. Rusted weapons,
mostly broken stick out from the rocks like spines. Shields and bits of
battered armor clutter the rocks, some of which still surround their former
white skeleton owners. What appears to be barracks lie to the south and to the
east is the entrance to the southern keep.
[ obvious exits: E S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A red-eyed raven is here flying around.

* R HP:Beaten MV:Winded >
The Entrance to the Southern Twin Keep
This is the great entrance to the southern keep. The door has fallen off its
hinges leaving the keep wide open. Old runes have been carved into the wall
surrounding the opening giving the sense of just how old this place really
is. The vines that hang from the outer walls have all but covered the opening.
The entrance to the barracks lies to the southwest, the courtyard stretches to
the west and north, and the great hall lies to the east.
[ obvious exits: N E W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A huge darkhound is here, drooling and snarling.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A huge darkhound is here, drooling and snarling.
A young trolloc is here, growling with a deep bloodlust.

* R HP:Beaten MV:Winded >
n
n
n
The Courtyard
This area of the courtyard runs right up to the mountain cliff nestled between
the two keeps. Rocks and boulders lie scattered around the floor having fallen
from the cliff face from some strong force. The keeps themselves seem to have
suffered immense damage to their upper levels from the falling rocks.
[ obvious exits: N S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.

* R HP:Beaten MV:Winded >
The Courtyard
A sheer cliff looms up into the sky. The wind screams down from the mountain
above to whistle through the twin keeps. Vines have tried to creep up part of
the cliff, but eventually are unable to overcome gravity. There appears to be a
ledge far up the cliff.
[ obvious exits: N S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here commanding a fist of troops.
A young trolloc is here, growling with a deep bloodlust.

* R HP:Beaten MV:Winded >
w
The Courtyard
This section of the courtyard runs along the outer walls surrounding the
keep. The walls are covered in a black moss along with black vines
encasing the keep totally. With close examination it seems that this keep
is faring the effects that age has had on it better than the rest of the
castle grounds. The entrance to the southern keep lies to the south, a
destroyed catapult lies to the west and the courtyard extends to the south.
[ obvious exits: S W ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
A wolfish trolloc is here, howling for blood.

* R HP:Beaten MV:Winded >
A Destroyed Catapult
The remnants of a large catapult can be seen strewn all over the ground here.
This once great machine has been totally destroyed rendering it utterly
useless. The rodents which have made this their home can be seen running
throughout the shattered catapult. The courtyard extends out to the north
south and east.
[ obvious exits: N E S ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently, being ridden by you.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* R HP:Beaten MV:Weary >

*Zaquiq* has arrived from the north.

dm
dism
* R HP:Beaten MV:Weary >
You stop riding him.

* HP:Beaten MV:Weary >
lh
lead horse
n
n
You start leading him.
A warhorse starts following you.

e
* HP:Beaten MV:Weary >
The Courtyard
This part of the courtyard runs along the wall of the eastern keep. The
walls of the keep are showing signs of age but are apparently fareing better
than the rest of the castle. Large black vines with thorns almost encase
the entire keep, almost acting as a tomb. The entrance to the eastern keep
lies to the north and a destroyed catapult lies to the south.
[ obvious exits: E S ]
Zone: The Ruined Keep
A hooved trolloc anxiously stamps its feet.
A warhorse has arrived from the south.

* HP:Beaten MV:Weary >
e
Alas, you cannot go that way...

* HP:Beaten MV:Weary >
The Entrance to the Northern Twin Keep
This is the entrance to the northern keep. The door to the keep is still
intact but seems to be rusted open. Old runes have been carved into the
wall surrounding the opening giving a sense of the tranquility this place
once had. The vines hanging from the outer walls have all but covered the
opening. The Grand Hall lies to the east and the courtyard expands to the
west.
[ obvious exits: E W ]
Zone: The Ruined Keep
A trolloc is here ruling a group of trollocs.
A hooved trolloc anxiously stamps its feet.
A warhorse has arrived from the west.

* HP:Beaten MV:Weary >
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
A warhorse has arrived from the west.

e
* HP:Beaten MV:Weary >
e
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A warhorse has arrived from the west.

* HP:Beaten MV:Weary >
The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A wolfish trolloc is here, howling for blood.
A warhorse has arrived from the west.

* HP:Beaten MV:Weary >
s
d
The noxious stench and oppresive heat of the Blight drains your energy!
The Study
This used to be the personal study of the king that ruled this place. Now
there is not much left. All the paintings lie ruined and destroyed on the
floor, the fireplace in the southeast corner of the room has fallen to
pieces. The table and chairs now lie in the center of the floor in a mass
of splintered and knarled wood. The only exit is to the north into the
eastern wing of the Grand Hall.

An ugly sign is here.
[ obvious exits: N ]
Zone: The Ruined Keep
A short, shifty trolloc conceals herself in the shadows here.
A warhorse has arrived from the north.

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

* HP:Beaten MV:Weary >
n
The sneaky trolloc hits your body.
No way! You're fighting for your life!

d
* HP:Beaten MV:Weary - the sneaky trolloc: Healthy >
No way! You're fighting for your life!

* HP:Beaten MV:Weary - the sneaky trolloc: Healthy >
cw
f
s
[change mood wimpy]
Mood changed to: Wimpy

* HP:Beaten MV:Weary - the sneaky trolloc: Healthy >
n
You blast the sneaky trolloc's head into bloody fragments!
The sneaky trolloc barely tickles your body with her hit.
You panic and attempt to flee!

d
You flee head over heels.
The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A wolfish trolloc is here, howling for blood.
The Study
This used to be the personal study of the king that ruled this place. Now
there is not much left. All the paintings lie ruined and destroyed on the
floor, the fireplace in the southeast corner of the room has fallen to
pieces. The table and chairs now lie in the center of the floor in a mass
of splintered and knarled wood. The only exit is to the north into the
eastern wing of the Grand Hall.

An ugly sign is here.
[ obvious exits: N ]
Zone: The Ruined Keep
A warhorse is here, stamping his feet impatiently.
A short, shifty trolloc conceals herself in the shadows here.

* HP:Beaten MV:Weary >
The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
Zone: The Ruined Keep
A wolfish trolloc is here, howling for blood.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A wolfish trolloc is here, howling for blood.
A warhorse has arrived from the south.

* HP:Beaten MV:Weary >
Entrance to the Dungeon
As you come down the rubble strewn stairs into the darkness of the dungeon
a sharp chill bites at all who dare to enter this forsaken area. A slippery
moss has made the stairs and rubble its home making it hard to find a good
footing on the way down or up. There is absolutely no natural light
provided by the sun to this dismal place. To the north lies a cell, to the
south lie various mechanisms, to the west lies the dungeon extending deeper
into the dark cold recesses of this dismal place, and up the stairs is the
famed Grand Hall.
[ obvious exits: N S W U ]
Zone: The Ruined Keep
Door north: celldoor
A bearish trolloc towers here, its snout drawn into a snarl.
A huge darkhound is here, drooling and snarling.
A trolloc is here commanding a fist of troops.
A warhorse has arrived from above.

* HP:Beaten MV:Weary >
w
w
The Dungeon
This part of the dungeon is pretty much like all the other parts. The air
is damp and the dungeon floor is slightly slippery caused by the various
forms of moss growing. The air has a scent of defecation which seems to be
coming somewhere to the east, and it is also very chilly and stuffy in this
dark and dismal area. A cell lies to the south, the entrance the dungeon
lies to the east, a large fire pit can be seen to the south, and the dungeon
extends to the west.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door north: celldoor
A warhorse has arrived from the east.

* HP:Beaten MV:Haggard >
The Dungeon
The farther in to the dungeon the worse it seems to get. The smell of
defecation, decay, and the musty smell all seem to combine into one
revolting smell that can disgust even the worst of creatures. The floor
here shows signs of recent travel, and the dirt is moist. To the south
lies what seems to be a storage area and the the north there is a cell.
[ obvious exits: N E S ]
Zone: The Ruined Keep
Door north: celldoor
A trolloc is here commanding a fist of troops.
An Elite Ghar'ghael guard stands here, protecting his master.
A warhorse has arrived from the east.

* HP:Beaten MV:Haggard >
take vial pack
You get a thin vial of yellow fluid from a backpack.

* HP:Beaten MV:Haggard >
quaff vial

An Elite Ghar'ghael guard tickles your left leg with his crush.

s
* HP:Beaten MV:Haggard - an Elite Ghar'ghael guard: Scratched >
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

* HP:Beaten MV:Winded - an Elite Ghar'ghael guard: Scratched >
You blast an Elite Ghar'ghael guard's left foot into bloody fragments!
A Dha'vol trolloc joins an Elite Ghar'ghael guard's fight!
An Elite Ghar'ghael guard tickles your left hand with his crush.
No way! You're fighting for your life!

* HP:Beaten MV:Winded - an Elite Ghar'ghael guard: Hurt >
f
You panic and attempt to flee!


You flee head over heels.
The Dungeon
This part of the dungeon is pretty much like all the other parts. The air
is damp and the dungeon floor is slightly slippery caused by the various
forms of moss growing. The air has a scent of defecation which seems to be
coming somewhere to the east, and it is also very chilly and stuffy in this
dark and dismal area. A cell lies to the south, the entrance the dungeon
lies to the east, a large fire pit can be seen to the south, and the dungeon
extends to the west.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door north: celldoor

* HP:Beaten MV:Winded >
s
Fire Pit
With each step dust is stirred in this dark dismal area. Here there is a large
fire pit. Various broken branding tools can be seen strewn throughout the pit.
There is a sense of heat coming from the pit indicating that it has been used
recently. Along the southern wall there is a shelf that is still intact and
holds various things used to stoke the fire. The dungeon extends in all
directions except to the south.
[ obvious exits: N E W ]
Zone: The Ruined Keep
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* HP:Beaten MV:Weary >
w
Storage Area
This corner of the dungeon was once used to store various equipment. The
shelves have long been destroyed but yet the back of the shelves is still
intact. Broken chains and various forms of restraint lie strewn on the
floor. There are also various broken weapons such as swords and maces left
cluttering the floor here. The dungeon extends to the north and east from
here.
[ obvious exits: N E D ]
Zone: The Ruined Keep
Door down: cellar

* HP:Beaten MV:Weary >
Tic in 7 seconds!
nar im uhh
d
You narrate 'im uhh'

* HP:Beaten MV:Winded >
Secret Passage
This seems to be a small cavern that connects the two keeps together. The
air here is very cold and damp, and the floor is covered with a large layer
of dust. The cavern walls are very jagged and yet smooth at the same time.
There are numerous tracks left in the dust indicating that something has
been here recently or that it has not been used since this castle fell,
and time has forgotten this place. The cavern leads to the south and the
dungeon of the Northern Keep is up.
[ obvious exits: S U ]
Zone: The Ruined Keep
Door up: cellar

* HP:Beaten MV:Winded >
s
s
s
Deep in the Secret Passage
The air here is very damp and misty. The floor is covered in a thick layer
of dirt, and the walls of the cavern are jagged and smooth in some places.
The only sign of life is the large amount of moss that grows everywhere in
here. Small skeletons of rodents can be seen in the corners of the cavern
which probably died trying to find a way out of here. The cavern extends to
the north and south.
[ obvious exits: N S ]
Zone: The Ruined Keep

* HP:Beaten MV:Winded >
Deep in the Secret Passage
This area of the cavern has slightly caved in on itself. The ceiling is
still intact but looks very unsafe. Small insects can be seen running
in and out of the debris from the cavein. Moss grows all over the walls
and floor making walking slightly difficult. The walls here are mostly
jagged but in some places it is still smooth. The cavern extends to the
north and south.
[ obvious exits: N S ]
Zone: The Ruined Keep

* HP:Beaten MV:Weary >
The Secret Passage
The air here is old and stale. The dust is so thick here that it makes it
hard to breathe. The walls are very smooth with an occasional outcroping.
There is a large amount of rock strewn all over indicating that at one point
in time there was a cavein. The smell of decay looms in the air. The passage
continues to the north and up is the dungeon of the southern keep.
[ obvious exits: N U ]
Zone: The Ruined Keep

* HP:Beaten MV:Weary >
u
Large Shelves
Large shelves form an L at this corridor. Empty of books, only a few scraps of
paper are left to clutter the shelves. Cracked glass covers the shelves and
floor, all that is left of the vials and beakers. To the south lies the main
room and to the east an awful stench arises.
[ obvious exits: E S D ]
Zone: The Ruined Keep

* HP:Beaten MV:Weary >

Audre narrates 'you're near maze'

* HP:Beaten MV:Winded >
nar lost af
You narrate 'lost af'

* HP:Beaten MV:Winded >
u
Alas, you cannot go that way...

* HP:Beaten MV:Winded >
d
The Secret Passage
The air here is old and stale. The dust is so thick here that it makes it
hard to breathe. The walls are very smooth with an occasional outcroping.
There is a large amount of rock strewn all over indicating that at one point
in time there was a cavein. The smell of decay looms in the air. The passage
continues to the north and up is the dungeon of the southern keep.
[ obvious exits: N U ]
Zone: The Ruined Keep

* HP:Beaten MV:Weary >
n
n
n
Deep in the Secret Passage
This area of the cavern has slightly caved in on itself. The ceiling is
still intact but looks very unsafe. Small insects can be seen running
in and out of the debris from the cavein. Moss grows all over the walls
and floor making walking slightly difficult. The walls here are mostly
jagged but in some places it is still smooth. The cavern extends to the
north and south.
[ obvious exits: N S ]
Zone: The Ruined Keep

* HP:Beaten MV:Weary >
Deep in the Secret Passage
The air here is very damp and misty. The floor is covered in a thick layer
of dirt, and the walls of the cavern are jagged and smooth in some places.
The only sign of life is the large amount of moss that grows everywhere in
here. Small skeletons of rodents can be seen in the corners of the cavern
which probably died trying to find a way out of here. The cavern extends to
the north and south.
[ obvious exits: N S ]
Zone: The Ruined Keep

* HP:Beaten MV:Weary >
Audre narrates 'don't waste moves spamming around'
Secret Passage
This seems to be a small cavern that connects the two keeps together. The
air here is very cold and damp, and the floor is covered with a large layer
of dust. The cavern walls are very jagged and yet smooth at the same time.
There are numerous tracks left in the dust indicating that something has
been here recently or that it has not been used since this castle fell,
and time has forgotten this place. The cavern leads to the south and the
dungeon of the Northern Keep is up.
[ obvious exits: S U ]
Zone: The Ruined Keep
Door up: cellar

* HP:Beaten MV:Weary >
rest

Audre narrates 'if they're ot after you'

* HP:Beaten MV:Winded >
You sit down and rest your tired bones.

* HP:Beaten MV:Winded >
l
Secret Passage
This seems to be a small cavern that connects the two keeps together. The
air here is very cold and damp, and the floor is covered with a large layer
of dust. The cavern walls are very jagged and yet smooth at the same time.
There are numerous tracks left in the dust indicating that something has
been here recently or that it has not been used since this castle fell,
and time has forgotten this place. The cavern leads to the south and the
dungeon of the Northern Keep is up.
[ obvious exits: S U ]
Zone: The Ruined Keep
Door up: cellar

* HP:Beaten MV:Winded >
nar nod
You narrate 'nod'

* HP:Beaten MV:Winded >
l
Secret Passage
This seems to be a small cavern that connects the two keeps together. The
air here is very cold and damp, and the floor is covered with a large layer
of dust. The cavern walls are very jagged and yet smooth at the same time.
There are numerous tracks left in the dust indicating that something has
been here recently or that it has not been used since this castle fell,
and time has forgotten this place. The cavern leads to the south and the
dungeon of the Northern Keep is up.
[ obvious exits: S U ]
Zone: The Ruined Keep
Door up: cellar

* HP:Beaten MV:Winded >

Kai narrates 'they on you bul?'

* HP:Beaten MV:Winded >
nar resting up
You narrate 'resting up'

* HP:Beaten MV:Winded >
nar no
You narrate 'no'

* HP:Beaten MV:Winded >

Audre narrates 'mvs terrible in there'

* HP:Beaten MV:Winded >
nar hiding
You narrate 'hiding'

* HP:Beaten MV:Winded >

Audre narrates 'watch for stab'

* HP:Beaten MV:Winded >
nar isnt ther a way out

*Zaquiq* has arrived from above.

* HP:Beaten MV:Winded >
You narrate 'isnt ther a way out'

* HP:Beaten MV:Winded >
Tic in 7 seconds!

*Zaquiq* leaves south. vv

* HP:Beaten MV:Winded >
cbn
Arglebargle, glop-glyf!?!

* HP:Beaten MV:Winded >
nar found m

*Zaquiq* has arrived from the south.

* HP:Beaten MV:Winded >
You narrate 'found m'

* HP:Beaten MV:Winded >
stand
h
You stop resting, and stand up.

cb
* HP:Beaten MV:Winded >
[k dark]
You blast *Zaquiq*'s right arm extremely hard.
*Zaquiq* panics, and attempts to flee!

b
bash
* HP:Beaten MV:Winded - Zaquiq: Battered >
*Zaquiq* leaves up. uu
[change mood brave]
Mood changed to: Brave

* HP:Beaten MV:Winded >
Bash who?

* HP:Beaten MV:Winded >
h

Kai narrates 'if not, figure out where you are and the spam to safety, and another safe, not one
you'll get to'
Audre narrates 'yeah but it's thru maze'

* HP:Beaten MV:Winded >
h
[k dark]
They aren't here.

* HP:Beaten MV:Winded >
h
[k dark]
They aren't here.

* HP:Beaten MV:Winded >
notice
h
h
h
Your heartbeat calms down more as you feel less panicked.
Tic length updated to: 33.264 seconds.
*Zaquiq* has arrived from above.
[k dark]
You blast *Zaquiq*'s body into bloody fragments!
*Zaquiq* panics, and attempts to flee!

* HP:Beaten MV:Tiring - Zaquiq: Battered >
*Zaquiq* leaves up. uu
You start paying increased attention to your surroundings.

* HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
[k dark]
They aren't here.

b
bash
* HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
Bash who?

* HP:Beaten MV:Tiring >

Audre narrates 'if you got vials you can try'

h
* HP:Beaten MV:Tiring >
h
h
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
h
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
nar no
You narrate 'no'

* HP:Beaten MV:Tiring >
h
h
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
nar used it
h
You narrate 'used it'

h
* HP:Beaten MV:Tiring >
h
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
[k dark]
They aren't here.

* HP:Beaten MV:Tiring >
notice
s
s
You stop paying increased attention to your surroundings.

s
* HP:Beaten MV:Tiring >
Deep in the Secret Passage
The air here is very damp and misty. The floor is covered in a thick layer
of dirt, and the walls of the cavern are jagged and smooth in some places.
The only sign of life is the large amount of moss that grows everywhere in
here. Small skeletons of rodents can be seen in the corners of the cavern
which probably died trying to find a way out of here. The cavern extends to
the north and south.
[ obvious exits: N S ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
Deep in the Secret Passage
This area of the cavern has slightly caved in on itself. The ceiling is
still intact but looks very unsafe. Small insects can be seen running
in and out of the debris from the cavein. Moss grows all over the walls
and floor making walking slightly difficult. The walls here are mostly
jagged but in some places it is still smooth. The cavern extends to the
north and south.
[ obvious exits: N S ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
The Secret Passage
The air here is old and stale. The dust is so thick here that it makes it
hard to breathe. The walls are very smooth with an occasional outcroping.
There is a large amount of rock strewn all over indicating that at one point
in time there was a cavein. The smell of decay looms in the air. The passage
continues to the north and up is the dungeon of the southern keep.
[ obvious exits: N U ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
u
Large Shelves
Large shelves form an L at this corridor. Empty of books, only a few scraps of
paper are left to clutter the shelves. Cracked glass covers the shelves and
floor, all that is left of the vials and beakers. To the south lies the main
room and to the east an awful stench arises.
[ obvious exits: E S D ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >

Kai narrates 'we could all go 1s blarg for him?'

s
* HP:Beaten MV:Tiring >
s
s
The noxious stench and oppresive heat of the Blight drains your energy!
The Main Room
Obviously the main room down in this dungeon by its sheer size. A large
table and four chairs are centered in the room. A few torture devices lie
on the table rusted and useless. Upon the table a few broken bottles and
plates rest in the thick dust.
[ obvious exits: N S ]
Zone: The Ruined Keep

s
* HP:Beaten MV:Tiring >
The Eastern Tip of the Southern Hall
This hall lined with torch holders leads north to a large room and leads off
east down another hallway. A smell of decay wafts through the room from the
south. The cell to the south is rusted open.
[ obvious exits: N E S ]
Zone: The Ruined Keep
A huge trolloc marked with a whirlwind snorts here.

* HP:Beaten MV:Tiring >
The Cell with a Fresh Kill
The source of the stench lies in the southern corner of this room. A mangled
body of indeterminable owner is bent in awkward positions, bones piercing the
skin in many places. Already dust has begun to collect on the decaying body.
[ obvious exits: N ]
Zone: The Ruined Keep
A rancid slab of decaying meat lies here, covered with maggots.

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

* HP:Beaten MV:Tiring >
rest
You sit down and rest your tired bones.

* HP:Beaten MV:Tiring >
nar no
You narrate 'no'

* HP:Beaten MV:Tiring >
nar leave me
You narrate 'leave me'

* HP:Beaten MV:Tiring >
l
The Cell with a Fresh Kill
The source of the stench lies in the southern corner of this room. A mangled
body of indeterminable owner is bent in awkward positions, bones piercing the
skin in many places. Already dust has begun to collect on the decaying body.
[ obvious exits: N ]
Zone: The Ruined Keep
A rancid slab of decaying meat lies here, covered with maggots.

* HP:Beaten MV:Tiring >
notice
You start paying increased attention to your surroundings.

l
* HP:Beaten MV:Tiring >
The Cell with a Fresh Kill
The source of the stench lies in the southern corner of this room. A mangled
body of indeterminable owner is bent in awkward positions, bones piercing the
skin in many places. Already dust has begun to collect on the decaying body.
[ obvious exits: N ]
Zone: The Ruined Keep
A rancid slab of decaying meat lies here, covered with maggots.

* HP:Beaten MV:Tiring >
l
The Cell with a Fresh Kill
The source of the stench lies in the southern corner of this room. A mangled
body of indeterminable owner is bent in awkward positions, bones piercing the
skin in many places. Already dust has begun to collect on the decaying body.
[ obvious exits: N ]
Zone: The Ruined Keep
A rancid slab of decaying meat lies here, covered with maggots.

* HP:Beaten MV:Tiring >
Tic in 7 seconds!
nar wheres the way out?
You narrate 'wheres the way out?'

* HP:Beaten MV:Tiring >
h
[k dark]
Nah... You feel too relaxed to do that..

* HP:Beaten MV:Tiring >
nar tunnles?
You narrate 'tunnles?'

* HP:Beaten MV:Tiring >
l
The Cell with a Fresh Kill
The source of the stench lies in the southern corner of this room. A mangled
body of indeterminable owner is bent in awkward positions, bones piercing the
skin in many places. Already dust has begun to collect on the decaying body.
[ obvious exits: N ]
Zone: The Ruined Keep
A rancid slab of decaying meat lies here, covered with maggots.

* HP:Beaten MV:Tiring >
l
The Cell with a Fresh Kill
The source of the stench lies in the southern corner of this room. A mangled
body of indeterminable owner is bent in awkward positions, bones piercing the
skin in many places. Already dust has begun to collect on the decaying body.
[ obvious exits: N ]
Zone: The Ruined Keep
A rancid slab of decaying meat lies here, covered with maggots.

* HP:Battered MV:Tiring >

*Melkor* has arrived from the north.

* HP:Battered MV:Tiring >

*Melkor* slashes your left foot hard.

* HP:Beaten MV:Tiring - Melkor: Scratched >

You blast *Melkor*'s left arm hard.
*Melkor* barely slashes your left hand.

* HP:Beaten MV:Tiring - Melkor: Scratched >
stand
cw

* HP:Beaten MV:Tiring - Melkor: Scratched >
f
Audre narrates 'yeah but it's kinda far'
[change mood wimpy]
Mood changed to: Wimpy

* HP:Beaten MV:Tiring - Melkor: Scratched >
PANIC! You couldn't escape!

* HP:Beaten MV:Tiring - Melkor: Scratched >

You blast *Melkor*'s body.

f
* HP:Beaten MV:Tiring - Melkor: Scratched >
You panic and attempt to flee!


*Melkor* sends you sprawling with a powerful bash!

e
e

Audre narrates 'like se and then n a bit'

e
e
e

*Melkor* slashes your body hard.


Kai narrates 'maze is about 50 rooms of high room cost bul, you cant make it'

You flee head over heels.
The Eastern Tip of the Southern Hall
This hall lined with torch holders leads north to a large room and leads off
east down another hallway. A smell of decay wafts through the room from the
south. The cell to the south is rusted open.
[ obvious exits: N E S ]
Zone: The Ruined Keep
A huge trolloc marked with a whirlwind snorts here.
The Hallway
This hallway presents a cell to the south from which numerous bodies can be
seen piled up in a heap. Blood smears the walls here, caked dry over time.
[ obvious exits: E S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
In the Southern Hall of the Dungeon
This is the southern hall of the main dungeon. Numerous torches once lit
this dark tomb of punishment. Now the area is enclosed in darkness. A small
cell lies to the south while the hallway expands to the north and leads to
the west.
[ obvious exits: E S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
The Southern Hall of the Dungeon
The southern end of the dungeon, this hall bends to the west within the
darkness. A small storage area with its door torn off stands to the south. To
the north the dungeon opens up into a large room.
[ obvious exits: N S W ]
Zone: The Ruined Keep

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

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

* HP:Beaten MV:Tiring >
Small Storage Area
Long ago this was used as a small storage area. Rusted weapons are now made
useless. Various torture equipment lines the racks but are all but rusted
as well.
[ obvious exits: N ]
Zone: The Ruined Keep
A huge trolloc marked with a whirlwind snorts here.
A huge trolloc marked with a whirlwind snorts here.

* HP:Beaten MV:Tiring >

Audre narrates 'or pop out and try the jump'

* HP:Beaten MV:Tiring >
n
The Southern Hall of the Dungeon
The southern end of the dungeon, this hall bends to the west within the
darkness. A small storage area with its door torn off stands to the south. To
the north the dungeon opens up into a large room.
[ obvious exits: N S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
w
s
In the Southern Hall of the Dungeon
This is the southern hall of the main dungeon. Numerous torches once lit
this dark tomb of punishment. Now the area is enclosed in darkness. A small
cell lies to the south while the hallway expands to the north and leads to
the west.
[ obvious exits: E S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
A Small Cell
A non-descript cell is small and almost private being able to hold only one
human sized creature at one time. A thick layer of dust has accumulated on
the floor.
[ obvious exits: N ]
Zone: The Ruined Keep
An elite trolloc stands ready to obey orders.
A wretched human prisoner cowers against the wall.
A wretched human prisoner cowers against the wall.
A wretched human prisoner cowers against the wall.

* HP:Beaten MV:Tiring >
n
w
In the Southern Hall of the Dungeon
This is the southern hall of the main dungeon. Numerous torches once lit
this dark tomb of punishment. Now the area is enclosed in darkness. A small
cell lies to the south while the hallway expands to the north and leads to
the west.
[ obvious exits: E S W ]
Zone: The Ruined Keep

s
* HP:Beaten MV:Tiring >
The Hallway
This hallway presents a cell to the south from which numerous bodies can be
seen piled up in a heap. Blood smears the walls here, caked dry over time.
[ obvious exits: E S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
In a Cell with Dead Bodies
Several bodies are piled on top of one another here. The ones underneath are
all but skeletons, those further up still have bits of grayish flesh clinging
to their bones.
[ obvious exits: N ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >

*Torlig* has arrived from the north.

* HP:Beaten MV:Tiring >

Kai narrates 'best way for you to get out is to run out of stonegate if u dont know zone'
*Torlig* stabs your head.

* HP:Beaten MV:Tiring - Torlig: Scratched >
cw
f
[change mood wimpy]
Mood changed to: Wimpy

* HP:Beaten MV:Tiring - Torlig: Scratched >
PANIC! You couldn't escape!

* HP:Beaten MV:Tiring - Torlig: Scratched >

You try to blast *Torlig*, but he deflects the blow.
*Torlig* tickles your body with his stab.

* HP:Beaten MV:Tiring - Torlig: Scratched >
nar im dead lol
cw
You narrate 'im dead lol'

f
* HP:Beaten MV:Tiring - Torlig: Scratched >
Kai narrates 'no way jump isnt blocked'
[change mood wimpy]
Mood changed to: Wimpy

* HP:Beaten MV:Tiring - Torlig: Scratched >
You panic and attempt to flee!

Tic in 7 seconds!

*Torlig* swiftly dodges your attempt to blast him.
*Torlig* stabs your right leg.
You wish that your wounds would stop BLEEDING so much!

You flee head over heels.
The Hallway
This hallway presents a cell to the south from which numerous bodies can be
seen piled up in a heap. Blood smears the walls here, caked dry over time.
[ obvious exits: E S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
w
w
*Torlig* barely stabs your left arm.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

n
* HP:Beaten MV:Tiring - Torlig: Scratched >
No way! You're fighting for your life!

n
* HP:Beaten MV:Tiring - Torlig: Scratched >
No way! You're fighting for your life!
*Melkor* has arrived from the east.

* HP:Beaten MV:Tiring - Torlig: Scratched >
No way! You're fighting for your life!
*Melkor* leaves south. vv

f
* HP:Beaten MV:Tiring - Torlig: Scratched >
You panic and attempt to flee!


*Torlig* tickles your body with his stab.
You wish that your wounds would stop BLEEDING so much!

*Melkor* has arrived from the south.


*Melkor* slashes your body.
You wish that your wounds would stop BLEEDING so much!



You flee head over heels.
The Eastern Tip of the Southern Hall
This hall lined with torch holders leads north to a large room and leads off
east down another hallway. A smell of decay wafts through the room from the
south. The cell to the south is rusted open.
[ obvious exits: N E S ]
Zone: The Ruined Keep
A huge trolloc marked with a whirlwind snorts here.

e
* HP:Beaten MV:Tiring >
e
The noxious stench and oppresive heat of the Blight drains your energy!
The Hallway
This hallway presents a cell to the south from which numerous bodies can be
seen piled up in a heap. Blood smears the walls here, caked dry over time.
[ obvious exits: E S W ]
Zone: The Ruined Keep
*Melkor* is standing here.
*Torlig* is standing here.

* HP:Critical MV:Tiring >
In the Southern Hall of the Dungeon
This is the southern hall of the main dungeon. Numerous torches once lit
this dark tomb of punishment. Now the area is enclosed in darkness. A small
cell lies to the south while the hallway expands to the north and leads to
the west.
[ obvious exits: E S W ]
Zone: The Ruined Keep

* HP:Critical MV:Tiring >
e
n
The Southern Hall of the Dungeon
The southern end of the dungeon, this hall bends to the west within the
darkness. A small storage area with its door torn off stands to the south. To
the north the dungeon opens up into a large room.
[ obvious exits: N S W ]
Zone: The Ruined Keep

n
* HP:Critical MV:Tiring >
n
n
Your extra burst of stamina fades.
Tic length updated to: 34.15 seconds.
Your heartbeat calms down more as you feel less panicked. Starting tic timer.
The Dungeon
Serving as both the entrance and main room for the dungeon, this large room
branches into two hallways that lead south and north. Stairs made of grey
granite lead up into the keep above. It is slightly cold here and a thick layer
of dust covers the floor from ages of emptiness.
[ obvious exits: N S U ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
n
The Northern Hall of the Dungeon
This hall, lined with torches burned down to their holders long ago, leads
north from the main dungeon. To the west the hall bends and vanishes in the
darkness.
[ obvious exits: S W ]
Zone: The Ruined Keep
A huge trolloc marked with a whirlwind snorts here.

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

* HP:Beaten MV:Tiring >
w
Alas, you cannot go that way...

w
* HP:Beaten MV:Tiring >
w
Alas, you cannot go that way...

w
* HP:Beaten MV:Tiring >
In the Northern Hall of the Dungeon
Layers of dust cover the floor entirely. Cobwebs stretch from wall to wall,
sagging under their own weight. To the west a stench rises up and wafts through
the hall. To the south a cell with its bars ripped apart stands open.
[ obvious exits: E S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
The Corpse
Rotting flesh pervades the room as flies buzz hungrily around a corpse. Oddly
this corpse isn't that decayed, bits of grayish flesh still hang sickly from
white bones.
[ obvious exits: E S W ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
Large Shelves
Large shelves form an L at this corridor. Empty of books, only a few scraps of
paper are left to clutter the shelves. Cracked glass covers the shelves and
floor, all that is left of the vials and beakers. To the south lies the main
room and to the east an awful stench arises.
[ obvious exits: E S D ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
u
Alas, you cannot go that way...

* HP:Beaten MV:Tiring >
d
Arthor narrates 'Rip Bul, we knew him well.'
Alas, you cannot go that way...

* HP:Beaten MV:Tiring >
The Secret Passage
The air here is old and stale. The dust is so thick here that it makes it
hard to breathe. The walls are very smooth with an occasional outcroping.
There is a large amount of rock strewn all over indicating that at one point
in time there was a cavein. The smell of decay looms in the air. The passage
continues to the north and up is the dungeon of the southern keep.
[ obvious exits: N U ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
n

*Seroma* has arrived from the north.

n
* HP:Beaten MV:Tiring >
n
*Seroma* leaves up. uu
Deep in the Secret Passage
This area of the cavern has slightly caved in on itself. The ceiling is
still intact but looks very unsafe. Small insects can be seen running
in and out of the debris from the cavein. Moss grows all over the walls
and floor making walking slightly difficult. The walls here are mostly
jagged but in some places it is still smooth. The cavern extends to the
north and south.
[ obvious exits: N S ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
Deep in the Secret Passage
The air here is very damp and misty. The floor is covered in a thick layer
of dirt, and the walls of the cavern are jagged and smooth in some places.
The only sign of life is the large amount of moss that grows everywhere in
here. Small skeletons of rodents can be seen in the corners of the cavern
which probably died trying to find a way out of here. The cavern extends to
the north and south.
[ obvious exits: N S ]
Zone: The Ruined Keep

* HP:Beaten MV:Tiring >
Secret Passage
This seems to be a small cavern that connects the two keeps together. The
air here is very cold and damp, and the floor is covered with a large layer
of dust. The cavern walls are very jagged and yet smooth at the same time.
There are numerous tracks left in the dust indicating that something has
been here recently or that it has not been used since this castle fell,
and time has forgotten this place. The cavern leads to the south and the
dungeon of the Northern Keep is up.
[ obvious exits: S U ]
Zone: The Ruined Keep
Door up: cellar

* HP:Beaten MV:Tiring >
u
Storage Area
This corner of the dungeon was once used to store various equipment. The
shelves have long been destroyed but yet the back of the shelves is still
intact. Broken chains and various forms of restraint lie strewn on the
floor. There are also various broken weapons such as swords and maces left
cluttering the floor here. The dungeon extends to the north and east from
here.
[ obvious exits: N E D ]
Zone: The Ruined Keep
Door down: cellar
A short, shifty trolloc conceals herself in the shadows here.

* HP:Beaten MV:Tiring >
e
e
Fire Pit
With each step dust is stirred in this dark dismal area. Here there is a large
fire pit. Various broken branding tools can be seen strewn throughout the pit.
There is a sense of heat coming from the pit indicating that it has been used
recently. Along the southern wall there is a shelf that is still intact and
holds various things used to stoke the fire. The dungeon extends in all
directions except to the south.
[ obvious exits: N E W ]
Zone: The Ruined Keep
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

n
* HP:Beaten MV:Tiring >
Instruments of Torture
Large devices are strung all over the floor here. The machines are fitted with
pullies and rope giving the idea that they were used to torture people.
It seems that the machines are still intact so they must still work
except that the ropes have become rotten and frayed and will break at any
type of strain. The chill of the dungeon seems to be all around and on the
floor the slippery moss can be seen growing, struggling to live. The
entrance to the dungeon is to the north and there seems to be a fire pit to
the west.
[ obvious exits: N E W ]
Zone: The Ruined Keep
An evil-looking spiked club lies here on the ground. [2]
You notice a rimmed round helmet is hidden here.
You notice a soft leather pouch is hidden here.
You notice a soft leather pouch is hidden here.
You notice a soft leather pouch is hidden here.
An infirm trolloc wheezes hoarsely from within a heap of rags and scraps.
A grim storyteller reads from a journal.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Ko'bal guard stands here, protecting his master.
An unusually large and sadistic looking trolloc stands nearby.

u
* HP:Beaten MV:Tiring >
Entrance to the Dungeon
As you come down the rubble strewn stairs into the darkness of the dungeon
a sharp chill bites at all who dare to enter this forsaken area. A slippery
moss has made the stairs and rubble its home making it hard to find a good
footing on the way down or up. There is absolutely no natural light
provided by the sun to this dismal place. To the north lies a cell, to the
south lie various mechanisms, to the west lies the dungeon extending deeper
into the dark cold recesses of this dismal place, and up the stairs is the
famed Grand Hall.
[ obvious exits: N S W U ]
Zone: The Ruined Keep
Door north: celldoor
A huge darkhound is here, drooling and snarling.

* HP:Beaten MV:Tiring >
The Eastern Wing of the Grand Hall
This area of the hall is covered with rubble obviously from the collapse of
the upper level. This has rendered the stairs leading to the upper level
useless. The fallen rubble has caused huge cracks in the floor making it
hard to get by. Large spiders and other various insects can be seen
climbing in and out of the rubble looking for any sign of food. A door to
the north lead to the library, the study lies to the south, the
intersection of all the halls lies to the west, and the dungeon lies down
via the stairs.
[ obvious exits: N S W D ]
Zone: The Ruined Keep
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
A wolfish trolloc is here, howling for blood.

* HP:Beaten MV:Tiring >
w
w
w
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
A wolfish trolloc is here, howling for blood.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A wolfish trolloc is here, howling for blood.

w
* HP:Beaten MV:Tiring >
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A young trolloc is here, growling with a deep bloodlust.

* HP:Beaten MV:Tiring >
s
s
A Ghar'ghael trolloc barely cleaves your left arm.
You wish that your wounds would stop BLEEDING so much!

No way! You're fighting for your life!

* HP:Beaten MV:Tiring - a Ghar'ghael trolloc: Healthy >
No way! You're fighting for your life!

* HP:Beaten MV:Tiring - a Ghar'ghael trolloc: Healthy >
No way! You're fighting for your life!

* HP:Beaten MV:Tiring - a Ghar'ghael trolloc: Healthy >
f
No way! You're fighting for your life!

* HP:Beaten MV:Tiring - a Ghar'ghael trolloc: Healthy >
w
w
You panic and attempt to flee!

w
You try to blast a Ghar'ghael trolloc, but he deflects the blow.
A Ghar'ghael trolloc cleaves your left arm.
You wish that your wounds would stop BLEEDING so much!

You flee head over heels.
In the Grand Hall
This is a large intersection of halls. There is rubble all over the floor
that seems to have come from the east. The moss in the cracks between the
marble slabs is glowing a fairly bright yellow but not enough to make
anything visible. To the north is the northern wing, to the south is the
southern wing, to the east is the eastern wing, and to the west is the
entrance to the keep.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A bearish trolloc towers here, its snout drawn into a snarl.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A hideous trolloc is here, in a world of hurt.
A tall and cloaked myrddraal locks eyes with you, smiling cruelly.
A wolfish trolloc is here, howling for blood.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A wolfish trolloc is here, howling for blood.
The Grand Hall
This is the Grand Hall. The walls here are made out of large slabs of
beautiful marble. On both sides of the hall are torch holders that
are now empty, and rusty from years of neglect. There is filth and grime
covering the floor and walls. Moss grows in the cracks between the marble
slabs that seems to grow slightly yellow. There is an office to the north,
the servants sleeping chamber is to the south, the entrance to the keep lies
to the west, and the hall continues to the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A young trolloc is here, growling with a deep bloodlust.

* HP:Critical MV:Winded >
The Entrance to the Northern Twin Keep
This is the entrance to the northern keep. The door to the keep is still
intact but seems to be rusted open. Old runes have been carved into the
wall surrounding the opening giving a sense of the tranquility this place
once had. The vines hanging from the outer walls have all but covered the
opening. The Grand Hall lies to the east and the courtyard expands to the
west.
[ obvious exits: E W ]
Zone: The Ruined Keep
A hooved trolloc anxiously stamps its feet.
A trolloc is here ruling a group of trollocs.

* HP:Critical MV:Winded >
s
The Courtyard
This part of the courtyard runs along the wall of the eastern keep. The
walls of the keep are showing signs of age but are apparently fareing better
than the rest of the castle. Large black vines with thorns almost encase
the entire keep, almost acting as a tomb. The entrance to the eastern keep
lies to the north and a destroyed catapult lies to the south.
[ obvious exits: E S ]
Zone: The Ruined Keep
A hooved trolloc anxiously stamps its feet.

* HP:Critical MV:Winded >
A Destroyed Catapult
The remnants of a large catapult can be seen strewn all over the ground here.
This once great machine has been totally destroyed rendering it utterly
useless. The rodents which have made this their home can be seen running
throughout the shattered catapult. The courtyard extends out to the north
south and east.
[ obvious exits: N E S ]
Zone: The Ruined Keep
Powerful wings, beating fiercely, obstruct the view.
A handsome man in black, military vesture generals the Dark Lord's new armies.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

w
* HP:Critical MV:Winded >
s
Alas, you cannot go that way...

s
* HP:Critical MV:Winded >
The Courtyard
Amongst the rocks and splintered wood that covers the floor is a lance with a
tattered flag attatched to it. The holder is now a skeleton, his own clothes
nothing but rags, with an insignia of the Golden Eagle emblazoned on the front.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

* HP:Critical MV:Winded >
w
The noxious stench and oppresive heat of the Blight drains your energy!
The Courtyard
One of the few parts of the courtyard not cluttered, the cobblestone can
actually be seen. A well lies to the west set in large granite stones. The twin
keeps that once stood menacingly to the east are now crumbling and falling
apart.
[ obvious exits: N E W ]
Zone: The Ruined Keep

* HP:Critical MV:Winded >
The Well
Here lies a deep dark well. The crank that lowers the bucket is heavily
rusted and appears as if it would break at the first touch. A bucket dangles
from a frayed and well used rope. The large granite stones that make up
the sides of the well have become brittle with age and are falling apart.
The ground around the well shows signs of grass sprouting in small clumps
indicating that there must be some water within the well. The courtyard
continues in all directions, and the entrance to the southern keep lies to
the east.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
A revolting well bubbles with the blood of the sacrificed.
A soft leather pouch has been discarded here.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
You notice a lump of clay is hidden here.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A tall, ramshorned trolloc is here, commanding.
A gray haired weaponsmaster stands nearby.

* HP:Critical MV:Winded >
ws
wield scourge
You don't seem to have a scourge.

* HP:Critical MV:Winded >
s
w
w
The Courtyard
To the east lie the shattered remains of the southern keep. From here the
devastation is even more apparent than before. The roof of this once
prominant keep has collapsed in on itself totally destroying the upper
level of the keep. Large vines with huge spikes on them have made the walls
of the keep their home. To the north a well can be seen and to the east is
the entrance to the barracks.

A temporary makeshift pen of rocks and wood blocks the way to the south,
but it can easily be opened by a strong arm.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
Door south: rockpen
A bearish trolloc towers here, its snout drawn into a snarl.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A fade emerges from the shadows as you pass by.
A bearish trolloc towers here, its snout drawn into a snarl.
A trolloc is here commanding a fist of troops.
A wolfish trolloc is here, howling for blood.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Critical MV:Winded >
w
Entrance to the Courtyard
It is now obvious just how run down this castle is. The walls surrounding
the castle have become piles of rubble in many places or are nearly
completely covered by large thorny vines. Most of the towers on the wall have
collapsed rendering them totally useless. The ceilings of both keeps have
also fallen in on themselves totally destroying the top level of each. To
the east are the twin keeps, and the courtyard continues in all directions.
[ obvious exits: N E S W ]
Zone: The Ruined Keep
*Gok* is standing here.
A hooved trolloc anxiously stamps its feet.
A huge darkhound is here, drooling and snarling.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.

w
* HP:Critical MV:Winded >
w
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
Zone: The Ruined Keep
Door west: stonegate
A remnant of the Age of Legends juts from the soil.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A hooved trolloc anxiously stamps its feet.
A burly trolloc stands here, eyeing the surroundings.
A *newbie male trolloc* is standing here.
A raven is here flying around.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A *trolloc* closes the stonegate.

* HP:Critical MV:Winded >
w
The stonegate seems to be closed.

* HP:Critical MV:Winded >
The stonegate seems to be closed.

* HP:Critical MV:Winded >
The stonegate seems to be closed.

f
* HP:Critical MV:Winded >
The stonegate seems to be closed.

* HP:Critical MV:Winded >
Kai narrates 'spam open hard'
The stonegate is opened from the other side.
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
Door east: stonegate
An iron lantern hangs from the wall above the gate.
Lord Kai the Lieutenant is standing here, riding a gray palfrey.
Aiyhlo Lium, Sun Lieutenant is standing here, riding a warhorse.
Tabarnouche of Illian is standing here, riding a warhorse.
Arthor the Bannerman is standing here, riding a warhorse.
Lord Corath the Baron is standing here, riding a chestnut stallion.
Larnus the Recruit is standing here, riding a warhorse.
The stonegate closes quietly.

* HP:Critical MV:Weary >

Kai opens the stonegate.
The stonegate closes quietly.

call
* HP:Critical MV:Weary >

Kai opens the stonegate.
The stonegate closes quietly.

* HP:Critical MV:Weary >
You call for the stonegate to be opened.

* HP:Critical MV:Weary >

Tabarnouche opens the stonegate.
The stonegate closes quietly.

* HP:Critical MV:Weary >

Tabarnouche opens the stonegate.
The stonegate closes quietly.

* HP:Critical MV:Weary >

Kai narrates 'hes coming'
Tabarnouche opens the stonegate.
The stonegate closes quietly.

* HP:Critical MV:Weary >

Tabarnouche opens the stonegate.
The stonegate closes quietly.

w
* HP:Critical MV:Weary >
w

Tabarnouche opens the stonegate.
The stonegate closes quietly.

* HP:Critical MV:Weary >
Tabarnouche opens the stonegate.
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep

* HP:Critical MV:Weary >
Near a Bridge
Here the path drastically changes. It is now lined with tall slender poles
with the skulls of various types of creatures placed atop them. The trees
have become nearly nonexistent. The only things that remain of the trees
are the trunks that once held them high in the sky. The dirt of the path
has become an unnatural color of black, and the cracks in it are lined with
moss and mold. To the east a bridge can be seen crossing a large canyon.
The path continues to the east over the bridge and to the west, away from
the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep

* HP:Critical MV:Weary >
nar holy dung
You narrate 'holy dung'

* HP:Critical MV:Weary >
w
Rotten Vegetation
The trees and plants that line the path have become very decrepit and weak.
The plants are wilting, and the trees are slumped over. The dirt of the path
has become a dull gray, and large cracks run through it. Moss and mold have
started to grow in the cracks of the path making it quite slippery. From
here, the castle looks very old and in disrepair. Large scavenger birds can
be seen circling high above the castle walls.
[ obvious exits: N E W ]
Zone: The Ruined Keep

w
* HP:Critical MV:Weary >
Path to the Blight
The terrain here is rocky and slopes upwards through the outskirts of the
Mountains of Dhoom. The air is unpleasantly warm, and the vegetation appears
unusually large and ripe. Looming to the east are the ruined remains of an
ancient castle. The path continues towards the castle and away to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep

* HP:Critical MV:Weary >
nari need a horse
Tic in 7 seconds!
Arglebargle, glop-glyf!?!

* HP:Critical MV:Weary >

Kai has arrived from the east, riding a gray palfrey.

* HP:Critical MV:Weary >
nar i need a hosr
Haku tells you 'Kai narrates 'spamning open hard dude chortlesnorfling''
Kai narrates 'with u'
You narrate 'i need a hosr'

* HP:Critical MV:Weary >

Kai stops riding a gray palfrey.

* HP:Critical MV:Weary >
ride horse
ride horse

Kai narrates 'take'

* HP:Critical MV:Weary >

Kai narrates 'take'

* HP:Critical MV:Weary >
You start riding him.

* R HP:Critical MV:Weary >
w

Corath narrates 'wher?'

w
* R HP:Critical MV:Weary >
A Path to the Blight
From here, with closer observation, it can be seen that the castle roof has
collapsed in on itself, thus destroying the entire top level. Many sounds of
nature can be heard from all around. The dirt on the path has become slightly
drier than to the west. Also, the trees here are becoming less abundant than
before. The path continues to the east and west.
[ obvious exits: E W ]
Zone: The Ruined Keep
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Critical MV:Weary >
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
Zone: The Ruined Keep
The corpse of Zaquiq is lying here.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten MV:Weary >
notice
You stop paying increased attention to your surroundings.

* R HP:Beaten MV:Weary >

Haku tells you 'laughed way too hard at that'

* R HP:Beaten MV:Weary >

Kai narrates 'hes w from rotten'

nar get chortlesnorfling at me
* R HP:Beaten MV:Weary >
Kai has arrived from the east.
You narrate 'get chortlesnorfling at me'

* R HP:Beaten MV:Weary >
h
h
[k dark]
They aren't here.

* R HP:Beaten MV:Weary >
[k dark]
They aren't here.

* R HP:Beaten MV:Weary >
nar im all w

Kai starts following you.

* R HP:Beaten MV:Weary >
You narrate 'im all w'

* R HP:Beaten MV:Weary >

Audre narrates 'Bul bul bul'

* R HP:Beaten MV:Weary >
l
Bend in the Path
From here the abandoned castle can be seen set deep within the mountain
reaches to the east. Large ravens can be seen circling high above the castle
walls. The castle has obviously fallen into disrepair. The walls seem to
have collapsed in several areas, and the roof of the northwest tower has
fallen in on itself. There appear to be newly built stone gates, however.
The path continues south towards the Blight and east towards the castle.
[ obvious exits: E S ]
Zone: The Ruined Keep
The corpse of Zaquiq is lying here.
Lord Kai the Lieutenant is standing here.
A gray palfrey prances skittishly nearby, being ridden by you.

* R HP:Beaten MV:Weary >

Audre has arrived from the east.
A raven has arrived from the east.

* R HP:Beaten MV:Weary >
gorup all
Arglebargle, glop-glyf!?!

* R HP:Beaten MV:Weary >
nar i was crit as

Starvald
Posts: 46
Joined: Wed Mar 11, 2020 3:58 am

Re: Bul and a Simple Mistake

Post by Starvald » Wed Jan 26, 2022 9:19 pm

Kai narrates 'spamning open hard dude chortlesnorfling'
:D

Prykor
Posts: 180
Joined: Thu Jan 06, 2022 8:56 pm

Re: Bul and a Simple Mistake

Post by Prykor » Wed Jan 26, 2022 10:45 pm

Don't worry Bul, we were about as shocked as you were when you waltzed one room too far east into the gatekeep, and it took us a minute to process what happened and get started after you!

I'm willing to bet that less than 10 seconds after I stopped blocking at the gate to reposition for blocking up the dungeon exits, you came around the top and found the exit wide open (and your horse survived unusually long for what should have happened....)

Nice escape, and congratulations on running into the only dreadlord mob in the entire keep (he wanders and 99% of the time is in a useless location for helping out in events like this).

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