Sweet New Ghar Bonus

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Chomsky
Posts: 60
Joined: Mon Nov 30, 2015 8:09 pm

Sweet New Ghar Bonus

Post by Chomsky » Sun Oct 01, 2023 7:54 pm

p
Smackdown - Path to Tarwin's Gap
You catch the scent of horses nearby.

n
* HP:Battered MV:Strong > Bend in the Road
The road bends, leading north and west here. Far to the north, a giant cleft
in the Mountains of Dhoom can be seen - Tarwin's Gap. The air, hot and humid,
carries a tinge of the Blight's overpowering stench. Dense forest borders the
road, tall trees reaching into the sky.
[ obvious exits: N S W ]
A dirty rock lies here. [2]

ww
* HP:Battered MV:Strong > Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]

* HP:Battered MV:Strong > [where ]
Players in your Zone
--------------------
Chomsky - Road to Tarwin's Gap
Nazgrun - Road to Tarwin's Gap
Scrat - Road to Tarwin's Gap
Smackdown - Path to Tarwin's Gap
You catch the scent of horses nearby.

* HP:Battered MV:Strong >

Scrat narrates 'they mt'

* HP:Battered MV:Strong >
nar dont see them on scan
n

Scrat narrates 'on 1s'

* HP:Battered MV:Strong >
You narrate 'dont see them on scan'

ww
* HP:Battered MV:Strong > Road to Tarwin's Gap
The hard-packed dirt of the road attest to the hard use it has seen. Hills
rise up over the path to either side, casting shadows onto the scrub. Black
granite peaks claw the north sky, while the forest lies to the south. The
air bears a hint of the Blight's stench, carried by the cold mountain winds.
[ obvious exits: N S ]
*Taleena* is here, fighting Scrat, riding a bloodstock stallion.
*Davor* is here, fighting Nazgrun, riding a bloodstock stallion.
Nazgrun the Rabid Hunter is here, fighting Davor.
Scrat the Dark Flying Squirddraal is here, fighting Davor, riding a shadow stallion.

* HP:Battered MV:Strong >
Scrat slashes *Davor*'s head hard.
*Taleena* tries to strike Scrat, but he deflects the blow.
[where ]
Players in your Zone
--------------------
Smackdown - Entering the Gap
Chomsky - Road to Tarwin's Gap
Nazgrun - Road to Tarwin's Gap
Scrat - Road to Tarwin's Gap
You catch the scent of horses nearby.

scan n
* HP:Battered MV:Strong >
s

* HP:Battered MV:Strong >
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]

nar 1s mt
* HP:Battered MV:Strong >
You narrate '1s mt'

* HP:Battered MV:Strong >

Scrat narrates 'brb'

cmv
* HP:Battered MV:Strong >
n
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points. I think scrat is buffing so I go for the secret bash female channeler tech!

9
* HP:Battered MV:Strong > Road to Tarwin's Gap
The hard-packed dirt of the road attest to the hard use it has seen. Hills
rise up over the path to either side, casting shadows onto the scrub. Black
granite peaks claw the north sky, while the forest lies to the south. The
air bears a hint of the Blight's stench, carried by the cold mountain winds.
[ obvious exits: N S ]
*Taleena* is standing here, riding a bloodstock stallion.
*Davor* is here, fighting Nazgrun, riding a bloodstock stallion.
Nazgrun the Rabid Hunter is sitting here.

* HP:Battered MV:Strong >
*Davor* moves swiftly to protect *Taleena*.
Your body is burned by a tremendous fireball sent by *Taleena*!
[bash taleena]
You're too busy at the moment!

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >
0
[bash h.light]
You're too busy at the moment!

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >

You pound *Davor*'s right leg.

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >
bash taleena

Scrat sends *Taleena* sprawling with a powerful bash!

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >
You're too busy at the moment!

nar lol
* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded > You narrate 'lol'

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >

*Davor* sends you sprawling with a powerful bash!
*Davor* sends Nazgrun sprawling with a powerful bash!

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >

Scrat slashes *Taleena*'s right leg into bloody fragments!
*Davor* crushes Nazgrun's left leg very hard.
*Davor* crushes your left foot.

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >
Scrat narrates 'bashed her'

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >

Scrat assumes an offensive striking posture.

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >

Scrat slashes *Taleena*'s head into bloody fragments!
*Davor* crushes Nazgrun's right hand hard.
*Davor* crushes your right leg hard.
You wish that your wounds would stop BLEEDING so much!


* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >
nar 1s mt smack
You narrate '1s mt smack'

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >

You pound *Davor*'s left foot.

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >

Smackdown has arrived from the north.

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >

Smackdown tries to blast *Taleena*, but she deflects the blow.

* HP:Beaten MV:Strong - Nazgrun: Hurt - Davor: Wounded >
Scrat sends *Taleena* sprawling with a powerful bash!
Ouch! That Really did HURT!

You wish that your wounds would stop BLEEDING so much!

Your body is burned by a tremendous fireball sent by *Taleena*!

* HP:Critical MV:Strong - Nazgrun: Hurt - Davor: Wounded >

*Davor* avoids being bashed by Nazgrun who loses his balance and falls!

* HP:Critical MV:Strong - Nazgrun: Hurt - Davor: Wounded >
*someone* sends you sprawling with a powerful bash!
You are mortally wounded, and will die soon, if not aided.
*someone* sends someone sprawling with a powerful bash! Indicates something bugged! I can see things! OP BONUS?!

* HP:Critical MV:Strong >
Someone tries to blast *someone*, but she deflects the blow.
Someone tries to slash *someone*, but she parries successfully.
*someone* crushes someone's right leg very hard.

bash
* HP:Critical MV:Strong >
st
s

Someone tries to blast *someone*, but she parries successfully.
Someone slashes *someone*'s head into bloody fragments!
Someone slashes *someone*'s body.
*someone* crushes someone's body hard.

* HP:Critical MV:Strong >
w
v
Someone tries to blast *someone*, but she parries successfully.
Maybe you should get on your feet first?

* HP:Critical MV:Strong > You stand up.
Someone sends *someone* sprawling with a powerful bash!

* HP:Critical MV:Strong >
Road to Tarwin's Gap
The hard-packed dirt, leading north and south, attests to the hard use that
the road has been subjected to. To the north, the road leads towards Tarwin's
Gap, glimpsed as a cleft in the immense granite wall past the hills. The only
thing that can be seen to either side is the distinctly uninviting foliage of
the forest.
[ obvious exits: N S W ]

* HP:Critical MV:Strong > By the Road
The dense foliage thins out to the north, transitioning into sparsely covered
rollings hills. Beyond them the Mountains of Dhoom can be spotted, a line of
jagged black rock against the horizon. To the east, the hard-packed road that
leads to Tarwin's Gap can be glimpsed through the trees.
[ obvious exits: N E S W ]

* HP:Critical MV:Strong >
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 109 hit points.

n
n
* HP:Critical MV:Strong >
Edge of the Foothills
To the east, a path leads through the hills to Tarwin's Gap. Scrubby brush
and gnarled trees interrupt the monotony of the rocky ground of the hills,
which fade into the forest to the south. To the north, past the hills, the
Mountains of Dhoom rise high into the sky.
[ obvious exits: N S ]

* HP:Critical MV:Strong > In the Foothills
The Mountains of Dhoom jut into the sky to the north, past the rocky hills.
A wide path cuts through the hills to the east, leading to Tarwin's Gap,
while in other directions more hills can be seen. The air, which carries a
hint of the chilly mountain wind, is thick with the stench of the Blight.
[ obvious exits: E S W ]

e
n
* HP:Critical MV:Tiring >
n
Road to Tarwin's Gap
The road works through the hills, leading north into Tarwin's Gap and south
into the Borderlands. The Gap can be seen as a massive cleft in the black
snow-covered peaks clawing into the sky. The cold mountain wind whips through
the Gap, carrying the stench of the Blight with it.
[ obvious exits: N E S W ]
Door east: passage

n
* HP:Critical MV:Tiring > Before the Gap
The road opens up into Tarwin's Gap just to the north, which cuts through
the Mountains of Dhoom. The mountains seem almost to have been cleft in half
by a gigantic axe, while to either side, the massive walls of granite surge
into the sky, almost blotting it out, while to the south, the road continues
through the hills. The cold mountain wind slices through the pass, having in
effect been funneled by the mountains.
[ obvious exits: N S ]

n
n
* HP:Critical MV:Tiring > Entering the Gap
Here, among the foothills of the Mountains of Dhoom, lies the entrance to
Tarwin's Gap. Small rocks litter the ground, lying among the sparse tufts
of tough, wiry grass and the rare wildflower. Just to the north is the gap
itself, flanked by the black rock of the mountains, while a pair of paths
lead east and west, leading up and into the mountains themselves.
[ obvious exits: N E S W ]
Door west: bush

n
* HP:Critical MV:Tiring > Inside the Gap
Just to the south, Tarwin's Gap opens out into a large rocky opening among
the foothills of the Mountains of Dhoom. Tall walls loom over the rocky soil
to either side of the pass, casting shadows onto the rocky soil. Sparse tufts
of wiry grass are scattered among the rocks here, and an occasional pebble
comes tumbling down.
[ obvious exits: N S ]

n
* HP:Critical MV:Tiring > Tarwin's Gap
To either side the tall walls of Tarwin's Gap loom overhead, with the pitch
black peaks of the Mountains of Dhoom beyond. Small tufts of grass poke out
of the rocky soil, among the debris that litters the ground. The way seems
cluttered with boulders to the north, but the gap continues to the south.
[ obvious exits: N S ]

n
n
* HP:Critical MV:Tiring > Tarwin's Gap
Boulders of all sizes litter the ground here, but do not impede passage. A
half-buried white rock stands out among the brown and black boulders. Walls
of black granite loom over the pass, funneling a chill wind through. The
rank stench of the Blight is strong here, so close to that twisted forest.
Glancing around, one can tell that the gap continues to the north and south.
[ obvious exits: N S ]

n
* HP:Critical MV:Tiring > Tarwin's Gap
Here in Tarwin's Gap the Mountains of Dhoom loom menacingly over the pass.
Small pebbles occasionally shower onto the ground from the mountains above,
landing among the sparse, wiry grass that grows here. To the north, the gap
continues onwards, leading deeper into the Blight, while to the south the a
large pile of boulders lie scattered on the ground. A chilly wind, funneled
by the tall mountains to either side, blows through the gap.
[ obvious exits: N S ]

n
* HP:Critical MV:Tiring > In the Gap
From here, the sides of the gap loom menacingly over you, and a chill wind
channels through the mountains from the north. A smell hangs in the air,
torro and over-ripe. You can watch all the way north from here, seeing over
a vast area.
[ obvious exits: N S ]

sc
* HP:Critical MV:Tiring > Entering the Gap
Here, just before the gap, the sheer granite that makes the sides of the gap
tower over this spot. The Blight lies to the north, awaiting more victims,
the sickly sweet stench of its corruption wafting in. The gap itself leads
south through the mountains. By looking carefully, a pair of paths that lead
around the gap can be seen to the east and west.
[ obvious exits: N S W ]

* HP:Critical MV:Tiring > Outside Tarwin's Gap
To the south, a break in the seemingly endless mountains is Tarwin's Gap.
Vast black peaks topped with snow seem impenetrable from here. The chilly
wind blows south through the gap, carrying the stench of the Blight with it.
To the north, the path continues through the hills, leading to the Blight
beyond.
[ obvious exits: N E S W ]

* HP:Critical MV:Tiring > Path to Tarwin's Gap
Tarwin's Gap can be seen to the south, a break in the impenetrable Mountains
of Dhoom. To either side, rolling foothills mark the transition from mountain
to level ground, while to the north, the Blight stretches on, seemingly
endless. A cold breeze can be felt, as the winds that sweep through the Gap
gather here.
[ obvious exits: N E S W ]

* HP:Critical MV:Tiring >
Path to Tarwin's Gap
To the south lies Tarwin's Gap, pathway to the Borderlands, while to the
north the Blight awaits. The ground here is well trod, clear of vegetation
from the tramping of booted and hooved feet. Further south, the path leads
into the hills that stand before the Mountains of Dhoom.
[ obvious exits: N E S W ]

* HP:Critical MV:Tiring > You have -3(366) hit and 153(238) movement points.
You have scored 107640127 experience points and 1034 quest points.
You need 859873 exp to level and 1966 qp to rank.
You have amassed 111 Turn points to date.
You have played 17 days and 22 hours (real time).
This ranks you as Chomsky the Dark Master [Ghar'ghael 7] (Level 50).
You are standing.

w
* HP:Critical MV:Tiring >
w
Near the Foothills
The black peaks of the Mountains of Dhoom jut into the south sky, visible
past the low hills. Twisted scrub and gnarled, stunted trees stud the rocky
ground. The stench of the Blight, which stretches far to the north, hangs
heavy in the air. To the east, a well-trod path can be seen.
[ obvious exits: N E S ]

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

n
* HP:Critical MV:Tiring > The Blight
You stand on the edge of the Blight. Trees and flowers grow here, but they
are bloated and sickly. Flowers hang on trees and weeds in a parody of
spring, pale and pulpy, waxen things that appear to decay while you watch
them. The air is ripe with the sweet stench of decay, and it is difficult
to avoid gagging when you breathe. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: N E S W ]

* HP:Critical MV:Tiring >
The Blight
The green of the forest to the south is almost invisible from here. The
sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]

* HP:Critical MV:Tiring >
w
n
n
The Blight
Although the edge of the blight is not far to the south, the sickly yellow
has almost completely obscured the healthy land here. The air is foul and
ripe, yet sweet. All around you are sickly and broken trees with black and
red leaves. It would not take much more than a smouldering cinder to set
off a massive forest fire in the surrounding area.
[ obvious exits: N E S W ]
A plain brown belt has been dropped here.
A light pair of leather coverings lies upon the ground.
A cape of forest green lies in a bundle here.
Someone narrates 'she low'

n
* HP:Critical MV:Tiring > The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. It would not take much more than a smouldering cinder
to set off a massive forest fire in the surrounding area.
[ obvious exits: N E S ]
A gory tuft of flesh lies abandoned on the ground.

n
* HP:Critical MV:Tiring > The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]

* HP:Critical MV:Tiring >
The Blight
This deeply in the Blight, you can see how it earned its name. Stunted trees and
flowers grow in obscene colors around you. The air is thick and rancid. There
are sounds all around you, and you watch your step carefully.
[ obvious exits: N E S ]

* HP:Critical MV:Tiring > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with pus, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you
gag, and struggle not to retch. Sweat trickles down your clothes, and
creates an overwhelming desire to scratch and rub your limbs. You feel
unclean, as if the contamination of the Blight is spreading to you, and you
check yourself for a rash or some outbreak of disease. The Blight continues
to the north and south, a valley of blackened trees lies below.
[ obvious exits: N S D ]

n
* HP:Critical MV:Tiring >
The Blight
The Mountains of Dhoom are clearly visible from here, black peaks stretching
to the sky. The mountains dominate the northern horizon, and range as far as
you can see to the east and west. The air is sweet and fetid, and the odd
combination reminds you of some swamp or mire.
[ obvious exits: N S ]

* HP:Critical MV:Tiring >
nar am -3 hp
n
You narrate 'am -3 hp'

e
e
* HP:Critical MV:Tiring > The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: E S ]

n
* HP:Critical MV:Tiring > The Blight
The Blight winds about you in a horrid display of vivid color. Foul blacks and
reds stain leaves which were never meant to display such shades. Every plant
and creeper seems bloated and ready to burst apart. Broken trees leak a thick
black sap, which you wisely avoid touching.
[ obvious exits: E W ]

w
* HP:Critical MV:Tiring > A shrill piercing scream reverberates through the area.
The Blight
The heat of the Blight grows steadily stronger, and your clothes are damp and
moist. The foul trees and bristling bushes continue around you, and seem to
twitch when you approach. The Mountains of Dhoom grow ever closer to the north.
[ obvious exits: N S W ]

* HP:Critical MV:Tiring > The Blight
The terrain here is a bright swirl of colors, yet none of them are very
pleasant to look at. Red and black leaves swirl in the trees, and the ground is
a sickly pale yellow. Wherever a branch lies broken, a thick black sap is
flowing out. Branches in the trees stir violently, yet there is no wind.
[ obvious exits: S W ]

* HP:Critical MV:Tiring >
The Blight
The Blight is an open sore in the earth, spreading its vileness in the touch of
every plant and blade of grass. Dark leaves shiver as you near them, and
branches twist eagerly in your direction. The sickly colors of the forest
grate on your nerves, the pale yellows and streaky reds a mockery of natural
purity. The hot and sweet air makes your lungs strain and rebel in protest.
[ obvious exits: N E S W ]

* HP:Critical MV:Tiring >
nar running
n
n
You narrate 'running'

* HP:Critical MV:Tiring > The Blight
The Blight stretches all around you. There are still trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]

w
* HP:Critical MV:Tiring > The Blight
Disgusting warped shapes that are a corruption of nature spring about you.
Black trees with red leaves, bloated with puss, are interspersed with dark
bushes which shiver as your near them. The sweet and humid air makes you gag,
and struggle not to retch. Sweat trickles down your clothes, and creates an
overwhelming desire to scratch and rub your limbs. You feel unclean, as if the
contamination of the Blight is spreading to you, and you check yourself for a
rash or some outbreak of disease.
[ obvious exits: N S W ]

n
* HP:Critical MV:Tiring >
e
The Blight
There are still trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You find yourself filled with revulsion at the force which doesn't
kill but rather twists the very fabric of nature.
[ obvious exits: N E ]
Someone narrates 'LOL'

e
* HP:Critical MV:Tiring > The Blight
The Blight is an open sore in the earth, spreading its vileness in the
touch of every plant and blade of grass. Dark leaves shiver as you near
them, and branches twist eagerly in your direction. The sickly colors of
the forest grate on your nerves, the pale yellows and streaky reds a
mockery of natural purity. The hot and sweet air makes your lungs strain
and rebel in protest.
[ obvious exits: N E S ]

e
* HP:Critical MV:Winded > The Blight
The Blight is thicker to the south, and probably impassible. To the north
and west, slight gaps in the thick trees allow you to cut a way through.
You are reluctant to approach those dark trees which seem almost eager to
touch. The plain slopes down steeply to the east, and there seems to be no
way to get back up. The Blight is thicker to the south, and probably
impassible. To the north and west, slight gaps in the thick trees allow you
to cut a way through. You are reluctant to approach those dark trees which
seem almost eager to touch.
[ obvious exits: N E W ]

e

(tic_timer): Tic in 7 seconds!
e
* HP:Critical MV:Winded > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you. The plain slopes down steeply to the east, and there seems to
be no way to get back up.
[ obvious exits: E W ]
Door down: rock

* HP:Critical MV:Winded > Path in the Blight
You have stumbled upon a well traveled area in the Blight. It's not quite a
path, but the frequent travel seems to have worn a small trail in the ground.
The trees and bushes which cover the Blight are sparser here, and you can see
the worn trails leading off to the south as well as running east and west.
[ obvious exits: E S W ]

* HP:Critical MV:Winded >
n
The Blight
The torn trees and shrubs of the Blight spread away here, and the ground is
extremely worn with travel. That the Blight has not swallowed this path
entirely is testimony to the frequent travel that must come this way, no doubt
groups of Trollocs as no human could live in these conditions.
[ obvious exits: E S W ]

* HP:Critical MV:Winded > The Blight
There are still some trees here, but they appear to be completely rotted.
Evil-looking leaves clot the trees, black and red with white spots. The
corruption of the Blight can be seen in every strand of life that exists
here. You recognize there is a force at work which doesn't kill but rather
twists the very fabric of nature.
[ obvious exits: N W ]

n
* HP:Critical MV:Winded > The Blight
The Blight stretches all around you. There are still some trees here, but they
appear to be rotting away while you watch. Leaves cover the trees, but stained
and spotted with yellow and black, with livid red streaks like blood poisoning.
Every leaf and creeper seems bloated, ready to burst at touch. The air tastes
like a mouthful of spoiled meat.
[ obvious exits: N S ]

n
* HP:Critical MV:Winded > The Blight
The sickly pale yellow of the Blight surrounds you. The air is thick with a
ripe stench of decaying matter, and you eye the surrounding forest with
disgust. Despite the disease apparent in everything, the whole area seems
crawling with vile forms of life. The very trees and creepers seem to inch
towards you.
[ obvious exits: N S ]

n
* HP:Critical MV:Winded > The Blight
The Blight is beginning to thin somewhat here, and the twisted trees and roots
don't strain as eagerly in your direction. The Mountains of Dhoom are clearly
visible through the sparse trees, and the peaks tower above you. The terrain is
growing somewhat rougher here, and becomes rockier still as you continue north.
[ obvious exits: N E S ]

n
* HP:Critical MV:Winded > The Blight
Here the Blight opens right upon the very edge of the Mountains of Dhoom. The
mountain range dwarfs you, and covers the sky as far as you can see along the
horizon. The smallest of the peaks rise in front of you, but the base of the
mountains are completely unclimbable.
[ obvious exits: N S W ]

n
* HP:Critical MV:Winded > Twisted Path in the Blight
This path winds up a slope to an apparently dark and deserted castle.
Two columns of tall, slender spruce trees line both sides of the steep
path. Over the tops of the trees to the left, the white, jagged peaks of
the Mountains of Dhoom can be seen. The terrain is rough and rocky, and
the sickly air of the Blight is warm and humid.
[ obvious exits: N S ]

ww
* HP:Critical MV:Winded > Path to a Castle
This twisted path through the Blight has grown rough and rocky as
it approaches the Mountains of Dhoom. The slope rises through
the mutantous vegetation of the Blight towards a dark and gloomy
castle which towers ahead.
[ obvious exits: N S ]

* HP:Critical MV:Winded > [where ]
Players in your Zone
--------------------
Chomsky - Path to a Castle

n
* HP:Critical MV:Winded >
e
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 ]
A highly burnished metal shield lies here.
A long, heavy sword lies on the ground.

e
e
* HP:Critical MV:Winded > 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 ]

e
* HP:Critical MV:Winded > 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 ]

e
* HP:Critical MV:Winded > 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 ]

e
* HP:Critical MV:Winded > 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 ]

o HP:Critical MV:Winded > 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 ]

o HP:Critical MV:Winded > 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 ]
Door east: stonegate
An iron lantern hangs from the wall above the gate.

nar snicker
* HP:Critical MV:Winded >
ww
You narrate 'snicker'

* HP:Critical MV:Winded >
cal
[where ]
Players in your Zone
--------------------
Chomsky - In Front of the Castle

e
* HP:Critical MV:Winded >
You call for the stonegate to be opened.
The stonegate is opened from the other side.

e
* HP:Critical MV:Winded > 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 ]
Door west: stonegate
A small purse is here.
A remnant of the Age of Legends juts from the soil.

n
* HP:Critical MV:Winded >
e
ww
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 ]
A bearish trolloc towers here, its snout drawn into a snarl.
A bearish trolloc towers here, its snout drawn into a snarl.
A hooved trolloc anxiously stamps its feet.
A tall, ramshorned trolloc is here, commanding.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Critical MV:Tiring > The Courtyard
Rotting wood lie in heaps amongst the rubble from the crumbling walls. Harmless
snakes slither over the rocks to disappear in their holes. To the north a pile
of skeletons lies in a large heap and to the east is a well.
[ obvious exits: N E S W ]
Door west: oakdoor
A bearish trolloc towers here, its snout drawn into a snarl.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Critical MV:Tiring >
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 ]
A revolting well bubbles with the blood of the sacrificed.
A trolloc cookpot, couched in a bed of coals, boils with human flesh.
A black flame dances here in midair.
Powerful wings, beating fiercely, obstruct the view.
A handsome man in black, military vesture generals the Dark Lord's new armies.
A flock of ravens is circling in the air, searching for prey.
A wolfish trolloc is here, howling for blood.
A bearish trolloc towers here, its snout drawn into a snarl.
A hooded myrddraal, brooding in the shadows, slowly faces you.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A gray haired weaponsmaster stands nearby.

o HP:Critical MV:Tiring > [where ]
Players in your Zone
--------------------
Chomsky - The Well

o HP:Critical MV:Tiring >
sc
ww
You have 10(366) hit and 128(238) movement points.
You have scored 107640127 experience points and 1034 quest points.
You need 859873 exp to level and 1966 qp to rank.
You have amassed 111 Turn points to date.
You have played 17 days and 22 hours (real time).
This ranks you as Chomsky the Dark Master [Ghar'ghael 7] (Level 50).
You are standing.

o HP:Critical MV:Tiring >
[where ]
Players in your Zone
--------------------
Chomsky - The Well

o HP:Critical MV:Tiring >
rest
You sit down and rest your tired bones.

o HP:Critical MV:Tiring >
nar 10 hp
A black messenger pigeon flutters its wings.
(tic_timer): Tic length updated to: 61.714 seconds.
A black messenger pigeon leaves south.
You narrate '10 hp'

nar whew
o HP:Critical MV:Tiring >
You narrate 'whew'

Taleena
Posts: 44
Joined: Sat Feb 11, 2017 8:15 pm

Re: Sweet New Ghar Bonus

Post by Taleena » Sun Oct 01, 2023 8:17 pm

Hehe, was wondering how you stood up and left incapped, had to go back and re-read to make sure I saw that properly

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