Good fun - picks up after a bit of 2 v 2 duking blight.
Removed all the k dark spamming so that i didnt eat a stab
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 ]
Zone: The Blight
The corpse of the blight bear is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
They aren't here.
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 ]
Zone: The Blight
The corpse of the blighted tree is lying here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
They aren't here.
Deep in the Valley
This far corner of the valley was once the ideal location for the ogier
orchards. Fruit trees stand in orderly rows along the valley floor, once
protected from strong winds by the valley walls, fed fresh water from the
nearby stream and open to the sun away from the shade of the lush trees
of the grove. Now the trees stand open and defenseless, forsaken
to the raging evil taint sweeping the grove.
[ obvious exits: N W U ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
An enormous blight worm towers above you, making an eerie shrill scream.
You smell something remniscent of death as you enter this place.
They aren't here.
Deep in the Valley
The air lies heavy and still in this valley. Parched grass lies limp on
the dry ground. The sparse trees are surrounded by their own dead leaves
at their roots. No new sprouts push up from the ground, and it is
unlikely that there will be new growth here soon.
[ obvious exits: N E ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
*Crawler* is standing here.
You try to pierce *Crawler*, but he parries successfully.
* R HP:Scratched MV:Tiring - Crawler: Battered >
q
k dark
*Crawler* tries to pierce you, but you deflect the blow.
You try to pierce *Crawler*, but he deflects the blow.
You do the best you can!
* R HP:Scratched MV:Tiring - Crawler: Battered > You do the best you can!
* R HP:Scratched MV:Tiring - Crawler: Battered >
* R HP:Scratched MV:Tiring - Crawler: Battered > You do the best you can!
* R HP:Scratched MV:Tiring - Crawler: Battered >
You do the best you can!
* R HP:Scratched MV:Tiring - Crawler: Battered >
You do the best you can!
*Crawler* panics, and attempts to flee!
* R HP:Scratched MV:Tiring - Crawler: Battered >
q
k dark
*Crawler* tries to pierce you, but you deflect the blow.
You pierce *Crawler*'s body very hard.
*Crawler* panics, and attempts to flee!
You do the best you can!
* R HP:Scratched MV:Tiring - Crawler: Battered > You do the best you can!
* R HP:Scratched MV:Tiring - Crawler: Battered >
* R HP:Scratched MV:Tiring - Crawler: Battered >
* R HP:Scratched MV:Tiring - Crawler: Battered >
* R HP:Scratched MV:Tiring - Crawler: Battered >
*Crawler* leaves east. >>
* R HP:Scratched MV:Tiring >
e
Deep in the Valley
This far corner of the valley was once the ideal location for the ogier
orchards. Fruit trees stand in orderly rows along the valley floor, once
protected from strong winds by the valley walls, fed fresh water from the
nearby stream and open to the sun away from the shade of the lush trees
of the grove. Now the trees stand open and defenseless, forsaken
to the raging evil taint sweeping the grove.
[ obvious exits: N W U ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
u
tt
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 ]
Zone: The Blight
The corpse of the blighted tree is lying here. [2]
A warhorse is here, stamping his feet impatiently, being ridden by you.
The smell of death fades as you move further...
* R HP:Scratched MV:Tiring >
[track trolloc]
-=+**
Some obvious fresh bloody traces of a TROLLOC leaving down. dd
Some obvious fresh tracks of a TROLLOC leaving north. ^^
Some obvious fresh tracks of a TROLLOC leaving north. ^^
Some obvious fresh tracks of a TROLLOC leaving south. vv
* R HP:Scratched MV:Winded >
d
n
Deep in the Valley
This far corner of the valley was once the ideal location for the ogier
orchards. Fruit trees stand in orderly rows along the valley floor, once
protected from strong winds by the valley walls, fed fresh water from the
nearby stream and open to the sun away from the shade of the lush trees
of the grove. Now the trees stand open and defenseless, forsaken
to the raging evil taint sweeping the grove.
[ obvious exits: N W U ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
You smell something remniscent of death as you enter this place.
* R HP:Scratched MV:Tiring >
Deep in the Valley
The dry brook ends here at the base of a large apple tree. The tree has
become twisted and defiled by the blighted soil and the black fruit it bears
is fodder for the scavenging worms and maggots that thrive in this
valley of death.
[ obvious exits: S W ]
Zone: Blighted Grove
A mushroom grows here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
An enormous blight worm towers above you, making an eerie shrill scream.
* R HP:Scratched MV:Tiring >
w
In the Dismal Valley
The dry rock bed of the empty stream leads to the east and west. Mangled
roots extend from the hillside that lead up to the forest. The plant life
here was largely comprised of tall grass and a variety of fruit trees.
The grass has withered, and worms slither in and out of the rotting fruit.
[ obvious exits: E S W U ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
u
Overlooking the Dismal Valley
The ground falls away sharply here. Massive boulders and roots extend
from the sloping ground making the way down appear treacherous. Spreading
out below is a vast valley, the woods become thicker to the north.
[ obvious exits: N W D ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
Someone narrates 'he went sted'
n
* R HP:Scratched MV:Tiring >
Someone narrates 'to sg'
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* R HP:Scratched MV:Tiring >
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* R HP:Scratched MV:Tiring >
The Tortured Woods
Gaping holes in the massive trees resemble mouths wrenched open in
screams of agony. Wretched and twisted limbs dangle lifeless from the
broken trunks, scraping the ground in the arid breeze. The sky boils
with dark rolling clouds.
[ obvious exits: N S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
A rat scurries around trying to get out of sight.
A sickly, skinny deer stands here in a daze.
* R HP:Scratched MV:Tiring >
w
n
The Blighted Woods
The desert wind causes the highest branches of the sickened trees to crack
against each other, reminiscent of a sword fight. The trees appear to be
fighting for their very lives against the heartless blight which swallows
this once prolific stedding.
[ obvious exits: N E S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring > Through the Blighted Woods
Thick, black tree trunks extend from the diseased soil. The parched and
malformed branches are breaking off of the trees, many lie scattered on
the ground. The Dark One's touch in this grove, though not yet consuming,
is evident.
[ obvious exits: N E S W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
n
The Blighted Woods
Scattered among the trees are the rounded mounds of earth which were the
ogier homesteads. The mounds appear to be natural formations in the ground,
but stone framed windows in the mounds betray their purpose.
[ obvious exits: N E S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* R HP:Scratched MV:Tiring >
Someone narrates 'not past 4n elb'
e
e
* R HP:Scratched MV:Tiring >
Woods Near the Village
There are several small clearings between the rotting trees, mounds which
indicate the ogier habitats are scattered in these clearings. There is a
larger clearing to the east, and the woods continue to the west.
[ obvious exits: E W ]
Zone: Blighted Grove
East: A wolfish trolloc is here, howling for blood.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A hideous trolloc is here, in a world of hurt.
A trolloc is here commanding a fist of troops.
* R HP:Scratched MV:Tiring > Abandoned Square
Once a hub of ogier activity, the square is now devoid of life. Simple
buildings line the square, each with carved wooden doors of excessive height
and width. Small residences lie to the north and east, a broken fountain is
further south in the square.
[ obvious exits: N E S W ]
Zone: Blighted Grove
Door east: rottendoor
South: A rat scurries around trying to get out of sight.
West: A hideous trolloc is here, in a world of hurt.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A wolfish trolloc is here, howling for blood.
* R HP:Scratched MV:Tiring >
7
n
[notice ]
You stop paying increased attention to your surroundings.
w
* R HP:Scratched MV:Tiring > Deserted Guest House
A massive table of wood stands in the center of this room, which appears to
have been deserted long ago. Other than the table, the only sign that
anyone has been here is a crooked, dusty portrait of an ogier Elder hanging
on the east wall. There is a darkened room to the west.
[ obvious exits: S W ]
Zone: Blighted Grove
South: A wolfish trolloc is here, howling for blood.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A beastly, boar-headed trolloc growls maliciously.
A beastly, boar-headed trolloc growls maliciously.
A silent, black-robed figure watches you from afar.
* R HP:Scratched MV:Tiring >
A Dusty Bedroom
An enormous bed of sungwood rests in the center of this darkened room.
Small insects scurry across the floor leaving faint trails in the thick dust.
Dozens of spiders lurk in the rafters.
[ obvious exits: N E ]
Zone: Blighted Grove
Door north: brokengate
A warhorse is here, stamping his feet impatiently, being ridden by you.
A trolloc is here ruling a group of trollocs.
A hideous trolloc is here, in a world of hurt.
* R HP:Scratched MV:Tiring >
n
The brokengate seems to be closed.
* R HP:Scratched MV:Tiring >
odn
open door n
n
Ok.
* R HP:Scratched MV:Tiring >
A Dhai'mon trolloc tries to hack you, but you parry successfully.
A shrill piercing scream reverberates through the area.
A hideous trolloc joins a Dhai'mon trolloc's fight!
No way! You're fighting for your life!
* R HP:Scratched MV:Tiring - a Dhai'mon trolloc: Healthy >
A hideous trolloc cleaves your body.
You pierce a Dhai'mon trolloc's body hard.
A Dhai'mon trolloc tries to hack you, but you deflect the blow.
f
* R HP:Scratched MV:Tiring - a Dhai'mon trolloc: Scratched >
You panic and attempt to flee!
You flee head over heels.
Near the Thicket
Thin scrawny trees coated with diseased splotches of gray and black hang
their lifeless branches devoid of leaves to the ground. There is an
overgrown path to the north, the forest becomes thick to the west.
[ obvious exits: N S W ]
Zone: Blighted Grove
Door south: brokengate
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
n
n
On the Overgrown Path
Here in the thicket, the low lying shrubs intertwine in a dense tangle
with broken branches from nearby trees. A massive tree has fallen to
the west barring travel in that direction. The brush continues to the
north and south.
[ obvious exits: N S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring > Twist in the Overgrown Path
Thick brambles and jagged rock hinder swift travel. Burrs and needles
scratch and claw. All plant life that seemed to once thrive here is now
brown and dry. There is a scent of decomposing vegetation carried
on the arid wind.
[ obvious exits: E S ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
dh
diagnose mount
A warhorse is in excellent condition.
A warhorse is healthy.
A warhorse is tiring.
* R HP:Scratched MV:Tiring >
e
e
e
An Overgrown Path
This appears to be a trail, overgrown from years of disuse. The grass and brush
which had covered the path are now dead and brittle. The brush gets thicker to
the west, and tall, dark trees loom in the distance. The path continues to the
east, amidst a stunted swarm of rotting, oozing vegetation. The air takes on a
definite tinge of decay and death.
[ obvious exits: E W ]
Zone: Blighted Grove
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring > A Blighted Path
The beginnings of a small path amidst the rot of the Blight is here, coursing
its way between stunted trees and dark bushes scattered about in a song of
chaotic anarchy. Travel is marginally more comfortable here than in the
forest. The horizon to the north is dominated by the Mountains of Dhoom, a
jagged series of peaks strutting out from the bitter earth. The Blight goes
on to the north and south, a rotting mass with noxious, sickly fumes.
[ obvious exits: N S W ]
Zone: The Blight
Door down: path
A warhorse is here, stamping his feet impatiently, being ridden by you.
A huge trolloc marked with a whirlwind snorts here.
The smell of death fades as you move further...
* R HP:Scratched MV:Tiring >
Alas, you cannot go that way...
* R HP:Scratched MV:Tiring >
s
s
s
The Blight
The Blight here is a foul swarm of livid colors. Bright red leaves tinged
with white or yellow streaks stretch twistedly upwards. The air is overly
sweet and rank. Where a branch is broken, a thick black sap bubbles out
causing you to think twice about touching anything.
[ obvious exits: N E S ]
Zone: The Blight
North: A huge trolloc marked with a whirlwind snorts here.
East: A small stick is lying on the ground here.
South: A spider-legged beast is here, most of it teeth.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched 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. You trudge on through the
pestilence of the Blight. The trees twitch noisily, and dark shapes loom
eerily in the shadows.
[ obvious exits: N S ]
Zone: The Blight
South: A huge darkhound is here, drooling and snarling.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spider-legged beast is here, most of it teeth.
A trolloc is here, exhorting a group of trolloc raiders.
* R HP:Scratched 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 ]
Zone: The Blight
North: A spider-legged beast is here, most of it teeth.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A huge darkhound is here, drooling and snarling.
* R HP:Scratched MV:Tiring >
e
e
e
e
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 ]
Zone: The Blight
East: A huge trolloc marked with a whirlwind snorts here.
West: A huge darkhound is here, drooling and snarling.
A warhorse is here, stamping his feet impatiently, being ridden by you.
e
* R HP:Scratched MV:Tiring >
e
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
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 ]
Zone: The Blight
Door down: rock
East: A young trolloc is here, growling with a deep bloodlust.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A huge trolloc marked with a whirlwind snorts here.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* R HP:Scratched MV:Tiring >
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 ]
Zone: The Blight
East: An enormous blight worm towers above you, making an eerie shrill scream.
South: A trolloc is here ruling a group of trollocs.
West: A huge trolloc marked with a whirlwind snorts here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A young trolloc is here, growling with a deep bloodlust.
* R HP:Scratched MV:Tiring >
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 ]
Zone: The Blight
East: A hideous trolloc is here, in a world of hurt.
West: A young trolloc is here, growling with a deep bloodlust.
A warhorse is here, stamping his feet impatiently, being ridden by you.
An enormous blight worm towers above you, making an eerie shrill scream.
* R HP:Scratched MV:Tiring >
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 ]
Zone: The Blight
West: An enormous blight worm towers above you, making an eerie shrill scream.
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 tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A fade emerges from the shadows as you pass by.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* R HP:Scratched MV:Tiring >
n
n
Alas, you cannot go that way...
* R HP:Scratched MV:Tiring >
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 ]
Zone: The Blight
North: A huge darkhound is here, drooling and snarling.
South: A hideous trolloc is here, in a world of hurt.
A warhorse is here, stamping his feet impatiently, being ridden by you.
n
* R HP:Scratched MV:Tiring > 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 ]
Zone: The Blight
North: A black tree with bloated leaves sprouts from the ground, branches quivering.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A huge darkhound is here, drooling and snarling.
* R HP:Scratched MV:Tiring >
n
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 ]
Zone: The Blight
South: A huge darkhound is here, drooling and snarling.
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
A black tree with bloated leaves sprouts from the ground, branches quivering.
* R HP:Scratched MV:Tiring >
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 ]
Zone: The Blight
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
The corpse of a rat is lying here.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
7
l
[notice ]
You start paying increased attention to your surroundings.
q
k dark
q
k dark
* R HP:Scratched MV:Tiring > 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 ]
Zone: The Blight
South: A black tree with bloated leaves sprouts from the ground, branches quivering.
The corpse of a rat is lying here.
A rat scurries around trying to get out of sight.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
They aren't here.
* R HP:Scratched MV:Tiring >
where
They aren't here.
* R HP:Scratched MV:Tiring >
q
k dark
Players in your Zone
--------------------
Badd - The Blight
* R HP:Scratched MV:Tiring >
k ra
Walker narrates 'sg'
They aren't here.
* R HP:Scratched MV:Tiring >
They aren't here.
* R HP:Scratched MV:Tiring >
nar i 4n
q
k dark
You narrate 'i 4n'
* R HP:Scratched MV:Tiring >
Walker narrates 'both are shadowsmith snicker'
They aren't here.
* R HP:Scratched MV:Tiring >
nar iron door?
q
k dark
You narrate 'iron door?'
* R HP:Scratched MV:Tiring >
Walker narrates 'yeah'
* R HP:Scratched MV:Tiring >
7
w
w
[notice ]
You stop paying increased attention to your surroundings.
* R HP:Scratched MV:Tiring >
Dying Plains in the Blight
These plains squish in a disgusting manner with even the slightest
pressure. A small and faint ooze leaks from the ground where too much
weight creates furrows in the ground. To the east the Blight appears lusher
and riper, although the death and decay that permeates the air here is
replaced there by a sickly sweet odor that is no more healthy.
[ obvious exits: N E W ]
Zone: The Blight
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring > End of the Dark Road
The ragged wastes of the blight slowly begin to take on some semblance
of a feature beyond wasted grass and mutated insects. Slowly emerging
from the dirt, the beginnings of a dark road appear, becoming stronger
as it leads into the wastes to the north. What appear to be broken
stalks of old weeds become weathered wooden pikes, intermingled with
newer metal shafts, each complete one bearing the scored and dried
skeleton of a long dead creature, left as a warning to all who would
travel a road of the Dark One.
[ obvious exits: N E W ]
Zone: The Blight
North: A black snake with red mottling slyly meanders around you.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
n
n
The Dark Road
This is the Dark Road, running from Thakan'dar in the north and Tarwin's Gap in
the south. The road is lined with poles, and on each pole a trophy is placed to
the glory of the Heart of the Dark. The road itself is grey, as is everything
else here. It is paved with stones crumbled into gravel by the passage of
countless iron shod heels.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A black snake with red mottling slyly meanders around you.
* R HP:Scratched MV:Tiring >
The Dark Road
The dark road runs north and south here. It is straight, and seemingly well
made, with an even layer of gravel. But the gravel is sharp and cutting, and
walking barefoot here would leave a trail of blood. Poles are stuck on both
sides of the road, like a beautiful, green alley. But instead of healthy green
trees in this alley, there are black iron pikes with grisly trophies.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
North: A grime-covered weary trolloc goes about his duties, eyes on the ground.
South: A black snake with red mottling slyly meanders around you.
Gutted by flame, a covered wagon has been reduced to a char-blackened mess.
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
w
n
n
Rocky Hills
These hills are large, flattened mounds of earth. The earth here is not a
living brown, but a sickly, diseased grey. Boils of rot and fungi blotch
the otherwise uniform grey of this place, pervading this area with a weak,
sweet smell. Scattered across the hills are large rocks and boulders,
looking like they were spit out of the ground, too foul even for this
horrid ground.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
Rugged Hills
This hilly area consists of large, rocky hills. They are solid, comforting
things, much like a kindly giant. The illusion is further strengthened by
the few trees growing around a pool of water between two of the hills.
There are also tracks of creatures living here, seeking sustenence where
they may. Except for the waterhole these hills are barren, covered only
with a thick layer of moss.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A bearlike lump of rotten flesh lumbers around in here.
* R HP:Scratched MV:Tiring > Bare Hills
These hills seem like a herd of rocky slugs piled into mounds of rotten rock.
The hills are scattered with holes in the ground, some small, some large. From
where you stand the dark sky looks threatening, and lightning shoots from the
ground into the sky in short blue flashes.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A large, goat-faced trolloc glares at you hungrily.
* R HP:Scratched MV:Tiring >
n
n
n
Cart Track
Through these low foothills a cart track winds, joining the dark road to
the east and proceeding west. These foothills are low, seemingly burnt and
blasted with lightning. There is not much alive here, exept for a black,
fetid grass. Small pits are scattered across the landscape, each large
enough to hide in, or perhaps fall to your death in.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
* R HP:Scratched MV:Tiring >
The noxious stench and oppresive heat of the Blight drains your energy!
Edge of the Canyon
Here is the southernmost parts of Shayol Ghul. These foothills are still
somewhat flat and hilly, but they are clearly rising above their southern
neighbors. The easternmost part drops away sharply, becoming the pass leading
to Thakan'dar. To the north Shayol Ghul rises in dark majesty, crowned with
black, boiling clouds.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A red-eyed raven is visible flying high in the sky.
* R HP:Scratched MV:Tiring >
On the Edge of the Pit
The land flattens out here, high above the road to the north and to the
east of here. The slope consists mainly of rocks and lifeless, grey and
sandy earth. Just to the east of here is the edge of a canyon, a pass
leading down to the road leading to Thakan'dar.
[ obvious exits: S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A titanic creature of the Shadow is here, wrapped in lightning.
A small stick is lying on the ground here.
* R HP:Scratched MV:Tiring >
w
n
The Slopes of Shayol Ghul
Here black rocks are scattered across the mountainside. All the colors here are
faded into bleak grays, with nothing lively about to interest the eye. The
ground is hard and etched from the occassional black rain, and the places where
puddles of tainted water have gathered deep pools have formed with time.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spider-legged beast is here, most of it teeth.
* R HP:Scratched MV:Tiring > The Slopes of Shayol Ghul
Here the ground is a pale, rocky slate stretching in all directions.
Scattered with rocks and boulders, it ends in rocky, flat cliffs to the
east of here. Faded areas of red and blue rock seems to be scattered across
the mountainside, imperceptibly moving from day to day. The ground is
slightly cracked where the rain has lashed at it.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
n
w
The Slopes of Shayol Ghul
Granite and porous, black rock mingles here, becoming a landscape of twisting
black and grey figures and patterns. To the east is is a sharp drop, beneath
which lies the dark road the Thakan'dar.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A raven is visible flying high in the sky.
w
* R HP:Scratched MV:Tiring >
Gray River
The gray river runs from the north to the south. It sears its way through the
rock, crawling like a vile snake down the mountainside. Where it touches the
root of something that has been alive, that thing has shrivelled and died,
turned into a blackened shell. A slight hissing can be heard from the water.
A small path leads to the west.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
The water seems to be boiling with angry fish.
* R HP:Scratched MV:Tiring >
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Scratched MV:Tiring >
where
Players in your Zone
--------------------
Badd - Unearthly House
* R HP:Scratched MV:Tiring >
7
[notice ]
You start paying increased attention to your surroundings.
q
k dark
* R HP:Scratched MV:Tiring >
q
k dark
Walker tells you 'i'm 1d'
* R HP:Scratched MV:Tiring >
You reply to Walker 'they 1w?'
* R HP:Scratched MV:Tiring >
q
k dark
You try to pierce *Skirrel*, but he deflects the blow.
* R HP:Scratched MV:Tiring - Skirrel: Beaten >
q
k dark
You do the best you can!
* R HP:Scratched MV:Tiring - Skirrel: Beaten >
You try to pierce *Skirrel*, but he parries successfully.
You do the best you can!
* R HP:Scratched MV:Tiring - Skirrel: Beaten >
*Skirrel* panics, and attempts to flee!
* R HP:Scratched MV:Tiring - Skirrel: Beaten >
nar on
*Skirrel* tries to pierce you, but you deflect the blow.
You try to pierce *Skirrel*, but he parries successfully.
*Skirrel* leaves south. vv
* R HP:Scratched MV:Tiring > You narrate 'on'
* R HP:Scratched MV:Tiring > You try to pierce *Crawler*, but he deflects the blow.
* R HP:Scratched MV:Tiring - Crawler: Battered >
(tic_timer): Tic in 7 seconds!
*Crawler* draws a sharp, red stone dagger from a surcoat with exquisite embroidery with a flash of
steel.
*Crawler* tries to pierce you, but you parry successfully.
You try to pierce *Crawler*, but he parries successfully.
Walker tries to smite *Crawler*, but he parries successfully.
* R HP:Scratched MV:Tiring - Crawler: Battered >
*Crawler* panics, and attempts to flee!
* R HP:Scratched MV:Tiring - Crawler: Battered >
*Crawler* leaves east. >>
* R HP:Scratched MV:Tiring >
q
k dark
They aren't here.
*Crawler* has arrived from the east.
* R HP:Scratched MV:Tiring > You try to pierce *Crawler*, but he dodges the attack.
* R HP:Scratched MV:Tiring - Crawler: Battered >
Walker smites *Crawler*'s left arm into bloody fragments!
You do the best you can!
*Crawler* panics, and attempts to flee!
* R HP:Scratched MV:Tiring - Crawler: Battered >
You try to pierce *Crawler*, but he dodges the attack.
* R HP:Scratched MV:Strong >
* R HP:Scratched MV:Strong >
You narrate 'both out'
* R HP:Scratched MV:Strong >
You follow Walker.
Smelting Pits
A cart track goes from the east to the pits, and from the pits to the north.
Here the fires burn constantly, fueling the smelting process turning iron rich
ore into pure iron. The slag heaps dominating the horizon to the south and to
the east is testimony to the amount that has been made here, torn out of the
tainted earth and turned to tools of destruction. The process is time consuming
and takes a lot of work, but the result is Thakan'dar steel.
[ obvious exits: N E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
You sense a hidden life form in the area...
An enormous blight worm towers above you, making an eerie shrill scream.
Walker tries to smite *Crawler*, but he parries successfully.
* R HP:Scratched MV:Tiring > You try to pierce *Crawler*, but he deflects the blow.
* R HP:Scratched MV:Tiring - Walker: Hurt - Crawler: Battered >
You pierce *Crawler*'s left foot extremely hard.
* R HP:Scratched MV:Tiring - Walker: Hurt - Crawler: Battered >
* R HP:Scratched MV:Tiring - Walker: Hurt - Crawler: Battered >
*Crawler* panics, and attempts to flee!
* R HP:Scratched MV:Tiring - Walker: Hurt - Crawler: Battered >
*Crawler* leaves north. ^^
* R HP:Scratched MV:Tiring >
You follow Walker.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
They aren't here.
* R HP:Scratched MV:Tiring >
You say 'can stab in there?'
* R HP:Scratched MV:Tiring >
Walker says 'yeah'
* R HP:Scratched MV:Tiring >
dism
You stop riding him.
6
* HP:Scratched MV:Tiring >
[sneak ]
Ok, you'll try to move silently for a while.
cpd
change posture defensive
* S HP:Scratched MV:Tiring >
Posture changed to: Defensive
* S HP:Scratched MV:Tiring >
j
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
w;h;b
backstab h.dark
* S HP:Scratched MV:Tiring > [change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* S HP:Scratched MV:Tiring >
The Furnaces of Thakan'dar
Waves of infernal heat and the roar of lines of giant furnaces threaten to
destroy this large building at any moment. Through the hazy, smoke-filled
air you can make out only vaguely defined shapes moving glowing metal about
and throwing bulky, limp objects into the gaping maws of iron caverns. The
stench of burning flesh and stale sweat permeate the air, mixed with the
acrid tang of molten iron and steel, threatening to overcome the workers at
any moment, adding them to the nearby piles of corpses.
[ obvious exits: E D ]
Zone: Shayol Ghul
East: A warhorse is here, stamping his feet impatiently.
A stout wooden barrel stands nearby.
*Crawler* is resting here.
*Skirrel* is standing here.
A vile apprentice works the anvil, building up a vile stench.
An unholy smith molds a weapon here.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael 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 Dhai'mon guard stands here, protecting his master.
An Elite Dhai'mon guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
* S HP:Scratched MV:Tiring > [hide ]
You attempt to hide yourself.
* S HP:Scratched MV:Tiring >
You silently approach your victim...
-=+
*Crawler* stops resting, and clambers on his feet.
*
*Crawler* tries to pierce you, but you deflect the blow.
*Crawler* tries to pierce you, but you parry successfully.
The shadowsmith joins Crawler's fight!
*+=
*Skirrel* leaves down. dd
- -=+*
You can't backstab a fighting person, too alert!
* S HP:Scratched MV:Tiring - Crawler: Battered >
f
The shadowsmith hacks your right foot.
You try to pierce *Crawler*, but he deflects the blow.
*Crawler* tries to pierce you, but you deflect the blow.
* S HP:Scratched MV:Tiring - Crawler: Battered > You panic and attempt to flee!
You flee head over heels.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently.
Walker the Northern Ranger is standing here.
* S HP:Scratched MV:Tiring >
You follow someone.
The Furnaces of Thakan'dar
Waves of infernal heat and the roar of lines of giant furnaces threaten to
destroy this large building at any moment. Through the hazy, smoke-filled
air you can make out only vaguely defined shapes moving glowing metal about
and throwing bulky, limp objects into the gaping maws of iron caverns. The
stench of burning flesh and stale sweat permeate the air, mixed with the
acrid tang of molten iron and steel, threatening to overcome the workers at
any moment, adding them to the nearby piles of corpses.
[ obvious exits: E D ]
Zone: Shayol Ghul
East: A warhorse is here, stamping his feet impatiently.
Down: *Skirrel* is standing here.
A stout wooden barrel stands nearby.
Walker the Northern Ranger is standing here.
*Crawler* is standing here.
A vile apprentice works the anvil, building up a vile stench.
An unholy smith molds a weapon here.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael 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 Dhai'mon guard stands here, protecting his master.
An Elite Dhai'mon guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
*Crawler* tries to pierce you, but you parry successfully.
* S HP:Scratched MV:Tiring - Crawler: Battered >
Walker tries to smite *Crawler*, but he deflects the blow.
q
k dark
* S HP:Scratched MV:Tiring - Crawler: Battered >
f
You do the best you can!
* S HP:Scratched MV:Tiring - Crawler: Battered >
You try to pierce *Crawler*, but he parries successfully.
* S HP:Scratched MV:Tiring - Crawler: Battered >
You panic and attempt to flee!
*Crawler* tries to pierce you, but you deflect the blow.
The shadowsmith joins Crawler's fight!
An Elite Ghar'ghael guard joins Crawler's fight!
An Elite Ghar'ghael guard joins an Elite Ghar'ghael guard's fight!
An Elite Ko'bal guard joins Crawler's fight!
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Dhai'mon guard joins Crawler's fight!
An Elite Dhai'mon guard joins an Elite Dhai'mon guard's fight!
An Elite Dha'vol guard joins Crawler's fight!
An Elite Dha'vol guard joins an Elite Dha'vol guard's fight!
You flee head over heels.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently.
* S HP:Scratched MV:Tiring >
h;b
backstab h.dark
[hide ]
You attempt to hide yourself.
* S HP:Scratched MV:Tiring > Backstab who?
* S HP:Scratched MV:Tiring >
n
h
Someone narrates 'bashed'
The Smoking Pit
A small creek runs from the east down into a black, hellish pit. The water
trickling along it is shot upwards as a burst of steam, occassionally sending
rocks or sprays of water across the landscape. The steam is so powerful that
the earth trembles, and the sound of it escaping the blackened pit is the
scream of a thousand lost souls.
[ obvious exits: E S ]
Zone: Shayol Ghul
A grime-covered weary trolloc goes about his duties, eyes on the ground.
b
backstab h.dark
* S HP:Scratched MV:Tiring >
[hide ]
You attempt to hide yourself.
* S HP:Scratched MV:Tiring >
Backstab who?
* S HP:Scratched MV:Tiring >
s
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Walker the Northern Ranger is standing here.
A warhorse is here, stamping his feet impatiently.
w
q
k dark
* S HP:Scratched MV:Tiring >
The Furnaces of Thakan'dar
Waves of infernal heat and the roar of lines of giant furnaces threaten to
destroy this large building at any moment. Through the hazy, smoke-filled
air you can make out only vaguely defined shapes moving glowing metal about
and throwing bulky, limp objects into the gaping maws of iron caverns. The
stench of burning flesh and stale sweat permeate the air, mixed with the
acrid tang of molten iron and steel, threatening to overcome the workers at
any moment, adding them to the nearby piles of corpses.
[ obvious exits: E D ]
Zone: Shayol Ghul
East: Walker the Northern Ranger is standing here.
A stout wooden barrel stands nearby.
*Crawler* is standing here.
*Skirrel* is standing here.
A vile apprentice works the anvil, building up a vile stench.
An unholy smith molds a weapon here.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael 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 Dhai'mon guard stands here, protecting his master.
An Elite Dhai'mon guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
* S HP:Scratched MV:Tiring > *Skirrel* tries to pierce you, but you deflect the blow.
You do the best you can!
* S HP:Scratched MV:Tiring - Skirrel: Beaten >
Walker has arrived from the east.
* S HP:Scratched MV:Tiring - Skirrel: Beaten >
Walker tries to smite *Crawler*, but he parries successfully.
* S HP:Scratched MV:Tiring - Skirrel: Beaten >
f
An Elite Ghar'ghael guard cleaves Walker's right arm.
An Elite Ghar'ghael guard cleaves your body.
An Elite Ko'bal guard cleaves Walker's body.
An Elite Ko'bal guard cleaves your body.
An Elite Dhai'mon guard barely cleaves Walker's left arm.
An Elite Dha'vol guard cleaves your body hard.
The shadowsmith joins Crawler's fight!
An Elite Dhai'mon guard joins an Elite Dhai'mon guard's fight!
An Elite Dha'vol guard joins an Elite Dha'vol guard's fight!
You panic and attempt to flee!
You flee head over heels.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently.
* S HP:Hurt MV:Winded >
w
h
b
backstab h.dark
The Furnaces of Thakan'dar
Waves of infernal heat and the roar of lines of giant furnaces threaten to
destroy this large building at any moment. Through the hazy, smoke-filled
air you can make out only vaguely defined shapes moving glowing metal about
and throwing bulky, limp objects into the gaping maws of iron caverns. The
stench of burning flesh and stale sweat permeate the air, mixed with the
acrid tang of molten iron and steel, threatening to overcome the workers at
any moment, adding them to the nearby piles of corpses.
[ obvious exits: E D ]
Zone: Shayol Ghul
East: A warhorse is here, stamping his feet impatiently.
A stout wooden barrel stands nearby.
Walker the Northern Ranger is here, fighting Crawler.
*Crawler* is sitting here.
*Skirrel* is standing here.
A vile apprentice works the anvil, building up a vile stench.
The shadowsmith is here, fighting Walker.
An Elite Ghar'ghael guard is here, fighting Walker.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ko'bal guard is here, fighting Walker.
An Elite Ko'bal guard stands here, protecting his master.
An Elite Dhai'mon guard is here, fighting Walker.
An Elite Dhai'mon guard is here, fighting Walker.
An Elite Dha'vol guard is here, fighting Walker.
An Elite Dha'vol guard stands here, protecting his master.
* S HP:Hurt MV:Winded >
*Skirrel* tries to pierce you, but you parry successfully.
[hide ]
No way! You're fighting for your life!
* S HP:Hurt MV:Winded - Skirrel: Beaten > No way! You're fighting for your life!
* S HP:Hurt MV:Winded - Skirrel: Beaten >
(tic_timer): Tic in 7 seconds!
You try to pierce *Skirrel*, but he parries successfully.
An Elite Ghar'ghael guard joins an Elite Ghar'ghael guard's fight!
An Elite Ko'bal guard joins an Elite Ko'bal guard's fight!
An Elite Dha'vol guard joins an Elite Dha'vol guard's fight!
*Skirrel* tries to pierce you, but you parry successfully.
The shadowsmith barely hacks Walker's body.
An Elite Dha'vol guard barely cleaves Walker's body.
An Elite Dhai'mon guard barely cleaves Walker's body.
An Elite Dhai'mon guard cleaves Walker's left arm.
An Elite Ko'bal guard tickles Walker's left hand with his cleave.
An Elite Ghar'ghael guard barely cleaves Walker's body.
Walker smites *Crawler*'s right arm into bloody fragments!
*Crawler* panics, and attempts to flee!
* S HP:Hurt MV:Winded - Skirrel: Beaten >
q
k dark
*Skirrel* pierces your right arm hard.
* S HP:Hurt MV:Winded - Skirrel: Beaten > You do the best you can!
* S HP:Hurt MV:Winded - Skirrel: Beaten >
*Crawler* leaves down. dd
* S HP:Hurt MV:Winded - Skirrel: Beaten >
Walker smites the shadowsmith's body extremely hard.
An Elite Dha'vol guard cleaves your body.
An Elite Ko'bal guard cleaves your body hard.
An Elite Ghar'ghael guard cleaves your body hard.
You try to pierce *Skirrel*, but he deflects the blow.
*Skirrel* pierces your right leg.
The shadowsmith barely hacks Walker's body.
An Elite Dha'vol guard cleaves Walker's right leg.
An Elite Dhai'mon guard barely cleaves Walker's head.
An Elite Dhai'mon guard cleaves Walker's body.
An Elite Ko'bal guard cleaves Walker's right foot.
An Elite Ghar'ghael guard barely cleaves Walker's body.
* S HP:Wounded MV:Winded - Skirrel: Beaten >
Walker panics, and attempts to flee!
* S HP:Wounded MV:Winded - Skirrel: Beaten >
*Crawler* has arrived from below.
* S HP:Wounded MV:Winded - Skirrel: Beaten >
Walker leaves down. dd
*Crawler* leaves east. >>
* S HP:Wounded MV:Winded - Skirrel: Beaten >
f;w;h;b
backstab h.dark
You panic and attempt to flee!
Walker has arrived from below.
*Crawler* has arrived from the east.
Walker tries to smite *Crawler*, but he parries successfully.
You flee head over heels.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently.
The Furnaces of Thakan'dar
Waves of infernal heat and the roar of lines of giant furnaces threaten to
destroy this large building at any moment. Through the hazy, smoke-filled
air you can make out only vaguely defined shapes moving glowing metal about
and throwing bulky, limp objects into the gaping maws of iron caverns. The
stench of burning flesh and stale sweat permeate the air, mixed with the
acrid tang of molten iron and steel, threatening to overcome the workers at
any moment, adding them to the nearby piles of corpses.
[ obvious exits: E D ]
Zone: Shayol Ghul
East: A warhorse is here, stamping his feet impatiently.
A stout wooden barrel stands nearby.
*Crawler* is here, fighting Walker.
Walker the Northern Ranger is here, fighting Crawler.
*Skirrel* is standing here.
A vile apprentice works the anvil, building up a vile stench.
An unholy smith molds a weapon here.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael 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 Dhai'mon guard stands here, protecting his master.
An Elite Dhai'mon guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
* S HP:Wounded MV:Winded >
An Elite Ghar'ghael guard tries to cleave you, but you deflect the blow.
An Elite Ghar'ghael guard cleaves your body.
An Elite Ko'bal guard barely cleaves Walker's left leg.
An Elite Ko'bal guard cleaves your body hard.
An Elite Dhai'mon guard barely cleaves Walker's right foot.
An Elite Dha'vol guard cleaves your left leg.
An Elite Dha'vol guard cleaves Walker's head.
An Elite Dhai'mon guard cleaves Walker's left leg.
The shadowsmith joins Crawler's fight!
A shrill piercing scream reverberates through the area.
(tic_timer): Tic length updated to: 60.793 seconds.
The shadowsmith hacks your body hard.
An Elite Dhai'mon guard cleaves Walker's body.
An Elite Dha'vol guard barely cleaves Walker's body.
An Elite Dha'vol guard cleaves your left leg.
An Elite Dhai'mon guard cleaves Walker's right leg.
An Elite Ko'bal guard cleaves your left hand.
An Elite Ko'bal guard cleaves Walker's body.
An Elite Ghar'ghael guard cleaves your left arm hard.
You try to pierce an Elite Ghar'ghael guard, but he parries successfully.
An Elite Ghar'ghael guard cleaves your body.
*Crawler* pierces Walker's body.
Walker tries to smite *Crawler*, but he deflects the blow.
Your heartbeat calms down more as you feel less panicked.
*Skirrel* barely pierces Walker's body.
[hide ]
No way! You're fighting for your life!
* S HP:Wounded MV:Tiring - an Elite Ghar'ghael guard: Healthy >
No way! You're fighting for your life!
* S HP:Wounded MV:Tiring - an Elite Ghar'ghael guard: Healthy >
f
*Crawler* panics, and attempts to flee!
* S HP:Wounded MV:Tiring - an Elite Ghar'ghael guard: Healthy > You panic and
attempt to flee!
Walker panics, and attempts to flee!
Walker leaves down. dd
You flee head over heels.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently.
* S HP:Wounded MV:Winded >
h
*Crawler* has arrived from the west.
*Crawler* tries to pierce you, but you parry successfully.
* S HP:Wounded MV:Winded - Crawler: Critical >
b
backstab h.dark
*Crawler* tries to pierce you, but you parry successfully.
[hide ]
No way! You're fighting for your life!
q
k dark
* S HP:Wounded MV:Winded - Crawler: Critical > No way! You're fighting for your life!
* S HP:Wounded MV:Winded - Crawler: Critical >
q
k dark
q
k dark
*Crawler* swiftly dodges your attempt to pierce him.
*Crawler* tries to pierce you, but you parry successfully.
* S HP:Wounded MV:Winded - Crawler: Critical >
q
k dark
You do the best you can!
*Crawler* panics, and attempts to flee!
* S HP:Wounded MV:Winded - Crawler: Critical >
You do the best you can!
* S HP:Wounded MV:Winded - Crawler: Critical > You do the best you can!
* S HP:Wounded MV:Winded - Crawler: Critical >
cpo
change posture offensive
You do the best you can!
* S HP:Wounded MV:Winded - Crawler: Critical >
0
change mood brave
*Crawler* leaves north. ^^
q
k dark
* S HP:Wounded MV:Winded >
q
k dark
Posture changed to: Offensive
You narrate 'crit n flee'
* S HP:Wounded MV:Winded > Walker has arrived from the west.
They aren't here.
* S HP:Wounded MV:Winded >
l
You follow Walker.
Gray River
The gray river runs from the north to the south. It sears its way through the
rock, crawling like a vile snake down the mountainside. Where it touches the
root of something that has been alive, that thing has shrivelled and died,
turned into a blackened shell. A slight hissing can be heard from the water.
A small path leads to the west.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Walker the Northern Ranger is standing here.
The water seems to be boiling with angry fish.
They aren't here.
* S HP:Wounded MV:Winded >
A shrill piercing scream reverberates through the area.
The piranhas tries to hit you, but you deflect the blow.
Gray River
The gray river runs from the north to the south. It sears its way through the
rock, crawling like a vile snake down the mountainside. Where it touches the
root of something that has been alive, that thing has shrivelled and died,
turned into a blackened shell. A slight hissing can be heard from the water.
A small path leads to the west.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Walker the Northern Ranger is standing here.
The piranhas is here, fighting YOU!
* S HP:Wounded MV:Winded - the piranhas: Scratched >
They aren't here.
* S HP:Wounded MV:Winded - the piranhas: Scratched >
You pierce the piranhas's body very hard.
The piranhas tries to hit you, but you dodge the attack.
* S HP:Wounded MV:Winded - the piranhas: Hurt >
l
You pierce the piranhas's body very hard.
The piranhas tries to hit you, but you dodge the attack.
Gray River
The gray river runs from the north to the south. It sears its way through the
rock, crawling like a vile snake down the mountainside. Where it touches the
root of something that has been alive, that thing has shrivelled and died,
turned into a blackened shell. A slight hissing can be heard from the water.
A small path leads to the west.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
The piranhas is here, fighting YOU!
* S HP:Wounded MV:Winded - the piranhas: Wounded >
j;f
change mood wimpy
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* S HP:Wounded MV:Winded - the piranhas: Wounded > You pierce the piranhas's body extremely hard.
Walker narrates 'am crit'
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* S HP:Wounded MV:Winded - the piranhas: Wounded >
You panic and attempt to flee!
You flee head over heels.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently.
* S HP:Wounded MV:Winded >
Walker has arrived from the north.
* S HP:Wounded MV:Winded >
rh
[ride horse]
You start riding him.
* R HP:Wounded MV:Winded >
Walker slightly nods his head.
Walker says 'im 23hp'
You nod in agreement.
* R HP:Wounded MV:Winded >
q
k dark
You try to pierce *Skirrel*, but he deflects the blow.
*Skirrel* tries to pierce you, but you deflect the blow.
You try to pierce *Skirrel*, but he deflects the blow.
* R HP:Wounded MV:Winded - Skirrel: Battered >
You do the best you can!
* R HP:Wounded MV:Winded - Skirrel: Battered >
Walker smites *Skirrel*'s right arm extremely hard.
You do the best you can!
* R HP:Wounded MV:Winded - Skirrel: Beaten >
* R HP:Wounded MV:Winded - Skirrel: Beaten >
* R HP:Wounded MV:Winded - Skirrel: Beaten > *Skirrel* tries to pierce you, but you deflect the
blow.
You try to pierce *Skirrel*, but he parries successfully.
You do the best you can!
* R HP:Wounded MV:Winded - Skirrel: Beaten >
*Skirrel* panics, and attempts to flee!
You do the best you can!
q
k dark
q
k dark
* R HP:Wounded MV:Winded >
q
k dark
You try to pierce *Skirrel*, but he deflects the blow.
* R HP:Wounded MV:Winded - Skirrel: Beaten >
q
k dark
*Skirrel* tries to pierce you, but you deflect the blow.
You try to pierce *Skirrel*, but he parries successfully.
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 60.862 seconds.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Battered > You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Battered >
Walker tries to smite *Skirrel*, but he deflects the blow.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Battered >
*Skirrel* panics, and attempts to flee!
* R HP:Wounded MV:Tiring - Skirrel: Battered >
*Skirrel* leaves north. ^^
You follow Walker.
The Smoking Pit
A small creek runs from the east down into a black, hellish pit. The water
trickling along it is shot upwards as a burst of steam, occassionally sending
rocks or sprays of water across the landscape. The steam is so powerful that
the earth trembles, and the sound of it escaping the blackened pit is the
scream of a thousand lost souls.
[ obvious exits: E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
*Skirrel* is standing here.
A grime-covered weary trolloc goes about his duties, eyes on the ground.
You try to pierce *Skirrel*, but he deflects the blow.
q
k dark
* R HP:Wounded MV:Tiring - Skirrel: Battered > Walker smites *Skirrel*'s body hard.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
*Skirrel* tries to pierce you, but you parry successfully.
A haggard trolloc slave tries to hit Walker, but he parries successfully.
You pierce *Skirrel*'s head.
*Skirrel* panics, and attempts to flee!
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
*Skirrel* leaves south. vv
They aren't here.
* R HP:Wounded MV:Tiring >
0
change mood brave
q
k dark
q
k dark
q
k dark
Mood changed to: Brave
Wimpy reset to: 111 hit points.
q
k dark
* R HP:Wounded MV:Tiring >
Walker smites a haggard trolloc slave's body into bloody fragments!
A haggard trolloc slave tries to hit Walker, but he deflects the blow.
* R HP:Wounded MV:Tiring >
q
k dark
They aren't here.
* R HP:Wounded MV:Tiring >
Walker panics, and attempts to flee!
They aren't here.
* R HP:Wounded MV:Tiring > They aren't here.
* R HP:Wounded MV:Tiring >
Walker leaves east. >>
They aren't here.
* R HP:Wounded MV:Tiring > They aren't here.
* R HP:Wounded MV:Tiring >
You follow Walker.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
s
* R HP:Wounded MV:Tiring >
Walker tries to smite *Skirrel*, but he deflects the blow.
* R HP:Wounded MV:Tiring >
Smelting Pits
A cart track goes from the east to the pits, and from the pits to the north.
Here the fires burn constantly, fueling the smelting process turning iron rich
ore into pure iron. The slag heaps dominating the horizon to the south and to
the east is testimony to the amount that has been made here, torn out of the
tainted earth and turned to tools of destruction. The process is time consuming
and takes a lot of work, but the result is Thakan'dar steel.
[ obvious exits: N E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Tiring >
n
q
k dark
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is here, fighting Skirrel.
*Skirrel* is here, fighting Walker.
* R HP:Wounded MV:Tiring > You try to pierce *Skirrel*, but he parries successfully.
* R HP:Wounded MV:Tiring - Walker: Critical - Skirrel: Beaten >
You try to pierce *Skirrel*, but he parries successfully.
* R HP:Wounded MV:Tiring - Walker: Critical - Skirrel: Beaten >
*Skirrel* leaves south. vv
* R HP:Wounded MV:Tiring >
q
k dark
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
You follow Walker.
Gray River
The gray river runs from the north to the south. It sears its way through the
rock, crawling like a vile snake down the mountainside. Where it touches the
root of something that has been alive, that thing has shrivelled and died,
turned into a blackened shell. A slight hissing can be heard from the water.
A small path leads to the west.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
*Skirrel* is standing here.
The water seems to be boiling with angry fish.
q
k dark
* R HP:Wounded MV:Tiring >
They aren't here.
You follow Walker.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Tiring > [k h.dark]
You try to pierce *Skirrel*, but he deflects the blow.
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
*Skirrel* tries to pierce you, but you parry successfully.
You try to pierce *Skirrel*, but he parries successfully.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
*Skirrel* panics, and attempts to flee!
Walker smites *Skirrel*'s body hard.
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
q
k dark
*Skirrel* leaves south. vv
They aren't here.
* R HP:Wounded MV:Tiring >
You follow Walker.
Smelting Pits
A cart track goes from the east to the pits, and from the pits to the north.
Here the fires burn constantly, fueling the smelting process turning iron rich
ore into pure iron. The slag heaps dominating the horizon to the south and to
the east is testimony to the amount that has been made here, torn out of the
tainted earth and turned to tools of destruction. The process is time consuming
and takes a lot of work, but the result is Thakan'dar steel.
[ obvious exits: N E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
*Skirrel* is standing here.
You pierce *Skirrel*'s body.
* R HP:Wounded MV:Tiring - Skirrel: Beaten > Walker smites *Skirrel*'s body extremely hard.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten > *Skirrel* panics, and attempts to flee!
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
q
k dark
You try to pierce *Skirrel*, but he parries successfully.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
Walker smites *Skirrel*'s left foot very hard.
You pierce *Skirrel*'s right leg.
* R HP:Wounded MV:Tiring - Skirrel: Critical > *Skirrel* leaves south. vv
They aren't here.
* R HP:Wounded MV:Tiring >
Walker leaves north. ^^
You follow Walker.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
They aren't here.
* R HP:Wounded MV:Winded > Walker leaves east. >>
You follow Walker.
Gray River
The gray river runs from the north to the south. It sears its way through the
rock, crawling like a vile snake down the mountainside. Where it touches the
root of something that has been alive, that thing has shrivelled and died,
turned into a blackened shell. A slight hissing can be heard from the water.
A small path leads to the west.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
The water seems to be boiling with angry fish.
They aren't here.
* R HP:Wounded MV:Winded >
(tic_timer): Tic in 7 seconds!
You follow Walker.
The Slopes of Shayol Ghul
Granite and porous, black rock mingles here, becoming a landscape of twisting
black and grey figures and patterns. To the east is is a sharp drop, beneath
which lies the dark road the Thakan'dar.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Winded >
You follow Walker.
The Slopes of Shayol Ghul
Here the ground is a pale, rocky slate stretching in all directions.
Scattered with rocks and boulders, it ends in rocky, flat cliffs to the
east of here. Faded areas of red and blue rock seems to be scattered across
the mountainside, imperceptibly moving from day to day. The ground is
slightly cracked where the rain has lashed at it.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
Walker leaves south. vv
You follow Walker.
The Slopes of Shayol Ghul
Here black rocks are scattered across the mountainside. All the colors here are
faded into bleak grays, with nothing lively about to interest the eye. The
ground is hard and etched from the occassional black rain, and the places where
puddles of tainted water have gathered deep pools have formed with time.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
A spider-legged beast is here, most of it teeth.
Players in your Zone
--------------------
Badd - The Slopes of Shayol Ghul
Walker - The Slopes of Shayol Ghul
* R HP:Wounded MV:Winded > You follow Walker.
Cart Track
The cart track goes west and south of here. It turns from going to the north as
the terrain there is steep and hostile. The terrain here is dominated by low
shrubbery and large, cracked boulders. The shrubbery is leafless, with long and
sharp thorns rather than leaves.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
A titanic creature of the Shadow is here, wrapped in lightning.
They aren't here.
* R HP:Wounded MV:Winded >
q
k dark
You follow Walker.
Edge of the Canyon
Here is the southernmost parts of Shayol Ghul. These foothills are still
somewhat flat and hilly, but they are clearly rising above their southern
neighbors. The easternmost part drops away sharply, becoming the pass leading
to Thakan'dar. To the north Shayol Ghul rises in dark majesty, crowned with
black, boiling clouds.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
A small stick is lying on the ground here.
A red-eyed raven is here flying around.
* R HP:Wounded MV:Winded >
You follow Walker.
Cart Track
Through these low foothills a cart track winds, joining the dark road to
the east and proceeding west. These foothills are low, seemingly burnt and
blasted with lightning. There is not much alive here, exept for a black,
fetid grass. Small pits are scattered across the landscape, each large
enough to hide in, or perhaps fall to your death in.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
They aren't here.
* R HP:Wounded MV:Winded >
7
You follow someone.
The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Winded >
q
k dark
[notice ]
You stop paying increased attention to your surroundings.
* R HP:Wounded MV:Winded >
Walker says 'both 1n'
7
* R HP:Wounded MV:Winded >
q
k dark
[notice ]
You start paying increased attention to your surroundings.
* R HP:Wounded MV:Winded > You follow someone.
The Dark Road
This road is utterly dark. The weak sun of these twilight lands is not strong
enough to reach into this canyon. To the north the dark road extends quite
some distance through Shayol Ghul before it meets up with Thakan'dar.
[ obvious exits: N S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
*Crawler* is resting here.
*Skirrel* is resting here.
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 hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
You try to pierce *Crawler*, but he parries successfully.
* R HP:Wounded MV:Winded - Crawler: Beaten >
Walker tries to smite *Skirrel*, but he deflects the blow.
* R HP:Wounded MV:Winded - Crawler: Beaten >
A shrill piercing scream reverberates through the area.
(tic_timer): Tic length updated to: 60.862 seconds.
A hideous trolloc joins Crawler's fight!
A hideous trolloc joins a hideous trolloc's fight!
A hideous trolloc joins a hideous trolloc's fight!
A hideous trolloc joins a hideous trolloc's fight!
A ramshorned trolloc joins Crawler's fight!
A ramshorned trolloc barely tickles Walker's body with his crush.
A hideous trolloc barely tickles Walker's body with its slash.
A hideous trolloc barely slashes your body.
A hideous trolloc slashes your body.
A hideous trolloc barely slashes Walker's head.
*Skirrel* pierces Walker's body.
*Crawler* pierces your body hard.
You try to pierce *Crawler*, but he deflects the blow.
Weak daylight fades to black as the sun slowly sets.
You feel parched from the hot weather.
You are thirsty.
cpd
change posture defensive
* R HP:Wounded MV:Tiring - Crawler: Beaten >
j
change mood wimpy
Posture changed to: Defensive
* R HP:Wounded MV:Tiring - Crawler: Beaten >
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* R HP:Wounded MV:Tiring - Crawler: Beaten >
*Skirrel* pierces Walker's right arm.
You try to pierce *Crawler*, but he deflects the blow.
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* R HP:Wounded MV:Tiring - Crawler: Beaten >
*Skirrel* avoids being bashed by Walker who loses his balance and falls!
* R HP:Wounded MV:Tiring - Crawler: Beaten >
A ramshorned trolloc barely crushes Walker's right leg.
A hideous trolloc tickles Walker's right leg with its slash.
A hideous trolloc tries to slash you, but you deflect the blow.
A hideous trolloc barely slashes your left hand.
A hideous trolloc tickles Walker's body with its slash.
*Skirrel* barely pierces Walker's body.
*Crawler* pierces your left leg.
You try to pierce *Crawler*, but he deflects the blow.
* R HP:Wounded MV:Tiring - Crawler: Beaten >
*Crawler* pierces your body hard.
* R HP:Wounded MV:Tiring - Crawler: Beaten >
Walker panics, and attempts to flee!
* R HP:Wounded MV:Tiring - Crawler: Beaten >
Walker leaves north. ^^
* R HP:Wounded MV:Tiring - Crawler: Beaten >
A hideous trolloc barely slashes your body.
A hideous trolloc tries to slash you, but you parry successfully.
*Crawler* tries to pierce you, but you parry successfully.
You try to pierce *Crawler*, but he parries successfully.
* R HP:Wounded MV:Tiring - Crawler: Beaten >
f
You panic and attempt to flee!
You flee head over heels.
The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker narrates 'am crit'
* R HP:Wounded MV:Tiring >
Players in your Zone
--------------------
Badd - The Twist in the Dark Road
* R HP:Wounded MV:Tiring >
7
q
k dark
They aren't here.
* R HP:Wounded MV:Tiring >
[notice ]
You start paying increased attention to your surroundings.
q
k dark
* R HP:Wounded MV:Tiring > They aren't here.
* R HP:Wounded MV:Tiring >
nar nod where
You narrate 'nod where'
* R HP:Wounded MV:Tiring >
Walker narrates 'am stuck n atm'
* R HP:Wounded MV:Tiring >
nar am 1s
You narrate 'am 1s'
* R HP:Wounded MV:Tiring >
Walker narrates 'am fine'
Players in your Zone
--------------------
Badd - The Twist in the Dark Road
Walker narrates 'call if they hit'
* R HP:Wounded MV:Tiring >
* R HP:Wounded MV:Tiring >
q
k dark
q
k dark
*Skirrel* tries to pierce you, but you deflect the blow.
q
k dark
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
q
k dark
You try to pierce *Skirrel*, but he parries successfully.
*Skirrel* tries to pierce you, but you parry successfully.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
q
k dark
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
You try to pierce *Skirrel*, but he deflects the blow.
*Skirrel* tries to pierce you, but you deflect the blow.
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
*Skirrel* tries to open the oakdoor, but can't.
nar on
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
You narrate 'on'
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
You try to pierce *Skirrel*, but he parries successfully.
*Skirrel* tries to pierce you, but you deflect the blow.
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
q
k dark
You try to pierce *Skirrel*, but he deflects the blow.
*Skirrel* tries to pierce you, but you parry successfully.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
You pierce *Skirrel*'s body.
*Skirrel* tries to pierce you, but you deflect the blow.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Beaten >
q
k dark
You pierce *Skirrel*'s body.
*Skirrel* tries to pierce you, but you parry successfully.
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Critical > Walker narrates 'brt'
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Critical >
q
k dark
q
k dark
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Critical >
q
k dark
* R HP:Wounded MV:Tiring - Skirrel: Critical > *Skirrel* panics, and attempts to flee!
You do the best you can!
* R HP:Wounded MV:Tiring - Skirrel: Critical >
(tic_timer): Tic in 7 seconds!
*Skirrel* leaves west. <<
* R HP:Wounded MV:Tiring >
They aren't here.
* R HP:Wounded MV:Tiring > They aren't here.
* R HP:Wounded MV:Tiring >
nar he crit
q
k dark
You narrate 'he crit'
w
q
k dark
* R HP:Wounded MV:Tiring >
They aren't here.
* R HP:Wounded MV:Tiring >
Cart Track
Through these low foothills a cart track winds, joining the dark road to
the east and proceeding west. These foothills are low, seemingly burnt and
blasted with lightning. There is not much alive here, exept for a black,
fetid grass. Small pits are scattered across the landscape, each large
enough to hide in, or perhaps fall to your death in.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
* R HP:Wounded MV:Tiring >
They aren't here.
* R HP:Wounded MV:Tiring >
e
q
k dark
The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
*Skirrel* is standing here.
*Crawler* is standing here.
*Crawler* leaves west. <<
*Skirrel* leaves west. <<
* R HP:Wounded MV:Tiring > They aren't here.
* R HP:Wounded MV:Tiring >
q
k dark
q
k dark
They aren't here.
q
k dark
q
k dark
* R HP:Wounded MV:Tiring >
q
k dark
The night has begun.
(tic_timer): Tic length updated to: 60.792 seconds.
The sky starts to get cloudy.
They aren't here.
* R HP:Wounded MV:Tiring >
You try to pierce *Crawler*, but he dodges the attack.
* R HP:Wounded MV:Tiring - Crawler: Battered >
l
You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Battered >
q
k dark
*Crawler* tries to pierce you, but you parry successfully.
You try to pierce *Crawler*, but he parries successfully.
You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Battered >
The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
*Crawler* is here, fighting YOU!
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Tiring - Crawler: Battered > You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Battered >
Walker smites *Crawler*'s body into bloody fragments!
*Crawler* panics, and attempts to flee!
*Crawler* leaves east. >>
* R HP:Wounded MV:Tiring >
You follow someone.
The Twist in the Dark Road
The dark road twists like an agonized snake from the west to the south. It is
well paved with black slates, hard and unforgiving. It is flanked by black iron
spikes, capped with heads and other, less identifiable body parts. To the east
a small, brown path slinks its way anonymously. The side of the road is
scattered with pits and deadfalls, with some of the earth blasted away.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
*Crawler* is standing here.
* R HP:Wounded MV:Tiring >
Walker tries to smite *Crawler*, but he deflects the blow.
* R HP:Wounded MV:Tiring >
1
k h.dark
*Crawler* panics, and attempts to flee!
q
k dark
* R HP:Wounded MV:Tiring >
q
k dark
q
k dark
q
k dark
You try to pierce *Crawler*, but he deflects the blow.
q
k dark
* R HP:Wounded MV:Tiring - Walker: Beaten - Crawler: Beaten >
You do the best you can!
*Crawler* leaves west. <<
* R HP:Wounded MV:Tiring > They aren't here.
* R HP:Wounded MV:Tiring >
q
k dark
You follow someone.
The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
*Crawler* is standing here.
You sense a hidden life form in the area...
You try to pierce *Crawler*, but he deflects the blow.
* R HP:Wounded MV:Tiring - Crawler: Beaten >
q
k dark
Walker tries to smite *Skirrel*, but he deflects the blow.
You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Beaten > You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Beaten >
q
k dark
q
k dark
You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Beaten >
You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Beaten >
q
k dark
You do the best you can!
*Crawler* panics, and attempts to flee!
* R HP:Wounded MV:Tiring - Crawler: Beaten >
You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Beaten > You try to pierce *Crawler*, but he deflects the blow.
You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Beaten >
You do the best you can!
* R HP:Wounded MV:Tiring - Crawler: Beaten >
cpo
change posture offensive
0
change mood brave
*Crawler* leaves east. >>
* R HP:Wounded MV:Tiring >
q
k dark
*Skirrel* panics, and attempts to flee!
* R HP:Wounded MV:Tiring > Posture changed to: Offensive
* R HP:Wounded MV:Tiring >
q
k dark
Mood changed to: Brave
Wimpy reset to: 111 hit points.
* R HP:Wounded MV:Tiring >
q
k dark
q
k dark
q
k dark
You pierce *Skirrel*'s right arm very hard.
q
k dark
* R HP:Wounded MV:Tiring - Walker: Beaten - Skirrel: Critical > A shrill piercing scream
reverberates through the area.
A shrill piercing scream reverberates through the area.
*Skirrel* leaves west. <<
They aren't here.
* R HP:Wounded MV:Tiring > Walker can't seem to regain control of himself.
They aren't here.
* R HP:Wounded MV:Tiring >
The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Tiring >
They aren't here.
You follow someone.
Cart Track
Through these low foothills a cart track winds, joining the dark road to
the east and proceeding west. These foothills are low, seemingly burnt and
blasted with lightning. There is not much alive here, exept for a black,
fetid grass. Small pits are scattered across the landscape, each large
enough to hide in, or perhaps fall to your death in.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
You sense a hidden life form in the area...
The writhing grass is here, fighting Skirrel.
They aren't here.
* R HP:Wounded MV:Tiring > You follow someone.
Bend in the Cart Track
Here the cart track heads northwards and eastwards. It seems to lead
somewhere to the northwest, where gray smoke is billowing towards the
black, rolling sky. Here the ground is growing more even, preparing for the
rush up to Shayol Ghul. Rocks of all sizes are scattered about, making the
ground outside the track treacherous and hard.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
They aren't here.
* R HP:Wounded MV:Tiring >
Walker leaves west. <<
You follow someone.
Gray River
Here a small river of clear gray water etches its way through the landscape.
The surrounding area is twisted, the rock turned into tortured shapes from
contact with this water. A layer of fog covers the surface of the water. The
fog smells sweetly, pleasantly, with just a hint of corruption in it.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
The water seems to be boiling with angry fish.
* R HP:Wounded MV:Tiring >
1
k h.dark
You follow someone.
Cart Track by the Gray River
A gray river runs from the north to the south here. A cart track from the east
turns to the north, following the river northwards. Where the water touches the
rock on the side of the riverbed the rock looks twisted and melted, and the
cart track is well clear of the river. An acrid fog lies like a gray carpet
covering the water like a shroud covering a corpse.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Winded > Walker leaves north. ^^
You follow someone.
River Through the Slag Heaps
Large slag heaps of melted rock and burnt earth dominate the area. From the
north a grey river flows, twisting and etching its way through the blackened
waste heaps. A cart track runs beside the river, both running from the north
to the south. A thin veil of fog covers the river, with a sweet and fresh
smell, like peppermints coated in dung.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
The water seems to be boiling with angry fish.
They aren't here.
* R HP:Wounded MV:Winded >
Walker leaves north. ^^
You follow someone.
Mine Entrance
A river runs from the north to the south here, grey and vile. It passes
just to the west of a gaping hole in the ground, with a scarred path
grooved in by the passage of countless iron shod heels and slave carts. The
cart track leads to the opening of the hole, and then west and south.
Another track continues to the north, following the river.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
A small stick is lying on the ground here.
* R HP:Wounded MV:Winded >
You follow someone.
Smelting Pits
A cart track goes from the east to the pits, and from the pits to the north.
Here the fires burn constantly, fueling the smelting process turning iron rich
ore into pure iron. The slag heaps dominating the horizon to the south and to
the east is testimony to the amount that has been made here, torn out of the
tainted earth and turned to tools of destruction. The process is time consuming
and takes a lot of work, but the result is Thakan'dar steel.
[ obvious exits: N E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Winded >
1
k h.dark
q
k dark
q
k dark
They aren't here.
q
k dark
q
k dark
* R HP:Wounded MV:Winded >
You follow someone.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Winded >
q
k dark
Walker leaves north. ^^
You follow someone.
The Smoking Pit
A small creek runs from the east down into a black, hellish pit. The water
trickling along it is shot upwards as a burst of steam, occassionally sending
rocks or sprays of water across the landscape. The steam is so powerful that
the earth trembles, and the sound of it escaping the blackened pit is the
scream of a thousand lost souls.
[ obvious exits: E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
A grime-covered weary trolloc goes about his duties, eyes on the ground.
They aren't here.
* R HP:Wounded MV:Winded > They aren't here.
* R HP:Wounded MV:Winded >
They aren't here.
q
k dark
* R HP:Wounded MV:Winded > They aren't here.
* R HP:Wounded MV:Winded >
q
k dark
You follow someone.
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
They aren't here.
* R HP:Wounded MV:Winded >
A shrill piercing scream reverberates through the area.
They aren't here.
* R HP:Wounded MV:Winded >
say in?
q
k dark
You say 'in?'
where
* R HP:Wounded MV:Winded > Walker says 'not in here'
They aren't here.
* R HP:Wounded MV:Winded >
You follow someone.
Gray River
The gray river runs from the north to the south. It sears its way through the
rock, crawling like a vile snake down the mountainside. Where it touches the
root of something that has been alive, that thing has shrivelled and died,
turned into a blackened shell. A slight hissing can be heard from the water.
A small path leads to the west.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
The water seems to be boiling with angry fish.
* R HP:Wounded MV:Winded >
You follow someone.
The Slopes of Shayol Ghul
Granite and porous, black rock mingles here, becoming a landscape of twisting
black and grey figures and patterns. To the east is is a sharp drop, beneath
which lies the dark road the Thakan'dar.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Winded >
You follow someone.
The Slopes of Shayol Ghul
Here the ground is a pale, rocky slate stretching in all directions.
Scattered with rocks and boulders, it ends in rocky, flat cliffs to the
east of here. Faded areas of red and blue rock seems to be scattered across
the mountainside, imperceptibly moving from day to day. The ground is
slightly cracked where the rain has lashed at it.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
A small stick is lying on the ground here.
* R HP:Wounded MV:Winded >
You follow someone.
The Slopes of Shayol Ghul
Here black rocks are scattered across the mountainside. All the colors here are
faded into bleak grays, with nothing lively about to interest the eye. The
ground is hard and etched from the occassional black rain, and the places where
puddles of tainted water have gathered deep pools have formed with time.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
* R HP:Wounded MV:Winded >
say it empty btw
Walker leaves east. >>
You follow someone.
On the Edge of the Pit
The land flattens out here, high above the road to the north and to the
east of here. The slope consists mainly of rocks and lifeless, grey and
sandy earth. Just to the east of here is the edge of a canyon, a pass
leading down to the road leading to Thakan'dar.
[ obvious exits: S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
A small stick is lying on the ground here.
A titanic creature of the Shadow is here, wrapped in lightning.
* R HP:Wounded MV:Winded >
q
k dark
You follow someone.
Edge of the Canyon
Here is the southernmost parts of Shayol Ghul. These foothills are still
somewhat flat and hilly, but they are clearly rising above their southern
neighbors. The easternmost part drops away sharply, becoming the pass leading
to Thakan'dar. To the north Shayol Ghul rises in dark majesty, crowned with
black, boiling clouds.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
A red-eyed raven is perched nearby, staring silently at you.
* R HP:Wounded MV:Winded >
You say 'it empty btw'
* R HP:Wounded MV:Winded > They aren't here.
* R HP:Wounded MV:Winded >
q
k dark
q
k dark
You follow someone.
Cart Track
Through these low foothills a cart track winds, joining the dark road to
the east and proceeding west. These foothills are low, seemingly burnt and
blasted with lightning. There is not much alive here, exept for a black,
fetid grass. Small pits are scattered across the landscape, each large
enough to hide in, or perhaps fall to your death in.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
q
k dark
* R HP:Wounded MV:Winded > You follow someone.
The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
They aren't here.
* R HP:Wounded MV:Winded >
A shrill piercing scream reverberates through the area.
They aren't here.
* R HP:Wounded MV:Winded >
q
k dark
You try to pierce *Crawler*, but he deflects the blow.
* R HP:Wounded MV:Winded - Crawler: Battered >
Walker slightly nods his head.
* R HP:Wounded MV:Winded - Crawler: Battered >
You do the best you can!
* R HP:Wounded MV:Winded - Crawler: Battered >
You do the best you can!
* R HP:Wounded MV:Winded - Crawler: Battered >
Walker tries to smite *Crawler*, but he deflects the blow.
*Crawler* panics, and attempts to flee!
* R HP:Wounded MV:Winded - Crawler: Battered >
*Crawler* leaves east. >>
The Twist in the Dark Road
The dark road twists like an agonized snake from the west to the south. It is
well paved with black slates, hard and unforgiving. It is flanked by black iron
spikes, capped with heads and other, less identifiable body parts. To the east
a small, brown path slinks its way anonymously. The side of the road is
scattered with pits and deadfalls, with some of the earth blasted away.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
You sense a hidden life form in the area...
They aren't here.
* R HP:Wounded MV:Winded >
Walker tries to smite *Crawler*, but he parries successfully.
They aren't here.
* R HP:Wounded MV:Winded >
They aren't here.
* R HP:Wounded MV:Winded >
q
k dark
They aren't here.
* R HP:Wounded MV:Winded >
1
k h.dark
You pierce *Crawler*'s body extremely hard.
*Crawler* panics, and attempts to flee!
* R HP:Wounded MV:Winded - Walker: Beaten - Crawler: Beaten >
*Crawler* leaves north. ^^
*Crawler* has arrived from the north.
* R HP:Wounded MV:Winded >
You try to pierce *Crawler*, but he deflects the blow.
* R HP:Wounded MV:Winded - Crawler: Beaten >
* R HP:Wounded MV:Winded - Crawler: Beaten >
*Crawler* tries to pierce you, but you parry successfully.
You try to pierce *Crawler*, but he deflects the blow.
You do the best you can!
*Crawler* panics, and attempts to flee!
Walker sends *Skirrel* sprawling with a powerful bash!
* R HP:Wounded MV:Winded - Crawler: Beaten >
*Skirrel* pierces Walker's body.
Walker smites *Skirrel*'s left foot into bloody fragments!
You pierce *Crawler*'s left hand into bloody fragments!
You do the best you can!
* R HP:Wounded MV:Winded - Crawler: Beaten >
* R HP:Wounded MV:Winded - Crawler: Beaten >
You pierce *Crawler*'s head extremely hard.
You do the best you can!
*Skirrel* pierces Walker's left arm hard.
Walker smites *Skirrel*'s body very hard.
You pierce *Crawler*'s left foot extremely hard.
* R HP:Wounded MV:Winded - Crawler: Critical > *Skirrel* panics, and attempts to flee!
You do the best you can!
You try to pierce *Crawler*, but he parries successfully.
*Skirrel* leaves east. >>
* R HP:Wounded MV:Winded - Crawler: Critical > You do the best you can!
*Crawler* leaves east. >>
* R HP:Wounded MV:Winded >
You follow someone.
The Beaten Path
This path is a short earthen path, trodden into a black mud by passing feet.
It goes from the road to the west to the corral to the east. The landscape
surrounding the path is mostly plains, covered in black, vile grass. Just to
the east is a tall barbed fence with a gate in it.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door east: Fence
A warhorse is here, stamping his feet impatiently, being ridden by you.
Walker the Northern Ranger is standing here.
*Crawler* is standing here.
*Skirrel* is standing here.
A trolloc is here ruling a group of trollocs.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
1
k h.dark
* R HP:Wounded MV:Winded >
q
k dark
Walker tries to smite *Crawler*, but he parries successfully.
q
k dark
* R HP:Wounded MV:Winded >
q
k dark
You pierce *Skirrel*'s body hard.
*Skirrel* panics, and attempts to flee!
* R HP:Wounded MV:Winded - Skirrel: Critical >
You do the best you can!
* R HP:Wounded MV:Winded - Skirrel: Critical >
You do the best you can!
*Crawler* panics, and attempts to flee!
* R HP:Wounded MV:Winded - Skirrel: Critical > You try to pierce *Skirrel*, but he deflects the
blow.
A Dhai'mon trolloc joins Crawler's fight!
The writhing grass barely hits Walker's body.
You barely pierce *Skirrel*'s left leg.
You do the best you can!
* R HP:Wounded MV:Winded - Skirrel: Critical >
*Skirrel* leaves south. vv
* R HP:Wounded MV:Winded - a Dhai'mon trolloc: Healthy >
*Crawler* leaves south. vv
* R HP:Wounded MV:Winded - a Dhai'mon trolloc: Healthy >
j;f
change mood wimpy
*Skirrel* has arrived from the south.
*Skirrel* leaves south. vv
* R HP:Wounded MV:Winded - a Dhai'mon trolloc: Healthy > Walker panics, and attempts to flee!
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* R HP:Wounded MV:Winded - a Dhai'mon trolloc: Healthy >
Walker smites the writhing grass's trunk into bloody fragments!
You pierce a Dhai'mon trolloc's right leg hard.
The writhing grass tickles Walker's left arm with its hit.
A Dhai'mon trolloc tries to crush you, but you deflect the blow.
Walker leaves west. <<
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 186 hit points.
* R HP:Wounded MV:Winded - a Dhai'mon trolloc: Scratched >
You panic and attempt to flee!
You flee head over heels.
Slope
This is part of the foothills of Shayol Ghul. It is mostly bare rock, of
faded patches of red or blue. The colors seems to be faintly moving below the
rock surface, a vestige of the taint bound below. There is nothing living here,
only bare grey rock and loneliness.
[ obvious exits: N S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A red-eyed raven is here flying around.
A small stick is lying on the ground here.
A trolloc is here ruling a group of trollocs.
The blight bear stands on its haunches, roaring madly.
* R HP:Wounded MV:Winded >
A Dhai'mon trolloc has arrived from the south.
n
* R HP:Wounded MV:Winded >
On the Slopes of Shayol Ghul
The landscape here is sloping steeply to the north. These are the lower parts
of Shayol Ghul, the small slopes leading up to the steep mountainside. Covered
in gray and brown granite gravel, the scree cuts anything walking upon it to
shreds in hours.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
A Dhai'mon trolloc has arrived from the south.
* R HP:Wounded MV:Winded >
w
The Slopes of Shayol Ghul
This area is by the top of the cliffs tumbling down to the west and to the
north. To the west is a pass, dark and forbidding. The outline of a huge black
gate can be seen there. To the north, far below, is the descending road that
leads to Thakan'dar, the dark city.
[ obvious exits: E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A group of gray flies are here, buzzing maliciously around you.
A grime-covered weary trolloc goes about his duties, eyes on the ground.
* R HP:Wounded MV:Winded >
s
Steep Slope
These are the lower foothills of Shayol Ghul. This area is scattered with small
rocks and boulders, sharp and gravelly. The western part of these foothills
have been torn away, turning it into a wide pass. It is too steep a drop for
it to be negotiated by anything not able to fly.
[ obvious exits: N E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
s
The Twist in the Dark Road
The dark road twists like an agonized snake from the west to the south. It is
well paved with black slates, hard and unforgiving. It is flanked by black iron
spikes, capped with heads and other, less identifiable body parts. To the east
a small, brown path slinks its way anonymously. The side of the road is
scattered with pits and deadfalls, with some of the earth blasted away.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
where
* R HP:Wounded MV:Winded >
Players in your Zone
--------------------
Badd - The Twist in the Dark Road
* R HP:Wounded MV:Winded >
w
The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
n
They aren't here.
n
* R HP:Wounded MV:Winded >
The Dark Road
This road is utterly dark. The weak sun of these twilight lands is not strong
enough to reach into this canyon. To the north the dark road extends quite
some distance through Shayol Ghul before it meets up with Thakan'dar.
[ obvious exits: N S ]
Zone: Shayol Ghul
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 hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
* R HP:Wounded MV:Winded >
The Dark Road
The road leads further north through Shayol Ghul becoming a killing ground
before it reaches walls of Thakan'dar. The road is dark, with all details
obscured in vile, almost living, shadows. To the south the road nears its
end and looms closer to the Blight.
[ obvious exits: N S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
s
s
The Dark Road
This road is utterly dark. The weak sun of these twilight lands is not strong
enough to reach into this canyon. To the north the dark road extends quite
some distance through Shayol Ghul before it meets up with Thakan'dar.
[ obvious exits: N S ]
Zone: Shayol Ghul
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 hideous trolloc is here, in a world of hurt.
A tall, ramshorned trolloc is here, commanding.
* R HP:Wounded MV:Winded > The Twist in the Dark Road
The dark road turns away from the hill to the south, leading north and east.
The hill to the south is topped with a black tower, whose battlements survey
the entire area. The gate to the tower is to the south of here, while to the
north the road enters a cold, dark pass. A cart track leads westwards. The
dark road looks like a black snake crawling through the grey grass.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
Door south: oakdoor
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
q
k dark
q
k dark
They aren't here.
* R HP:Wounded MV:Winded > They aren't here.
* R HP:Wounded MV:Winded >
where
q
k dark
A shrill piercing scream reverberates through the area.
(tic_timer): Tic length updated to: 60.629 seconds.
Players in your Zone
--------------------
Badd - The Twist in the Dark Road
* R HP:Wounded MV:Winded >
7
w
w
[notice ]
You stop paying increased attention to your surroundings.
* R HP:Wounded MV:Winded >
Cart Track
Through these low foothills a cart track winds, joining the dark road to
the east and proceeding west. These foothills are low, seemingly burnt and
blasted with lightning. There is not much alive here, exept for a black,
fetid grass. Small pits are scattered across the landscape, each large
enough to hide in, or perhaps fall to your death in.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
Sickly, wilted grass blankets the ground, intermixed with dry sand.
* R HP:Wounded MV:Winded > Bend in the Cart Track
Here the cart track heads northwards and eastwards. It seems to lead
somewhere to the northwest, where gray smoke is billowing towards the
black, rolling sky. Here the ground is growing more even, preparing for the
rush up to Shayol Ghul. Rocks of all sizes are scattered about, making the
ground outside the track treacherous and hard.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
n
n
Cart Track
The cart track goes west and south of here. It turns from going to the north as
the terrain there is steep and hostile. The terrain here is dominated by low
shrubbery and large, cracked boulders. The shrubbery is leafless, with long and
sharp thorns rather than leaves.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
A spider-legged beast is here, most of it teeth.
* R HP:Wounded MV:Winded >
The Slopes of Shayol Ghul
Here black rocks are scattered across the mountainside. All the colors here are
faded into bleak grays, with nothing lively about to interest the eye. The
ground is hard and etched from the occassional black rain, and the places where
puddles of tainted water have gathered deep pools have formed with time.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
w
Someone narrates '1d'
n
* R HP:Wounded MV:Winded >
River Through the Slag Heaps
Large slag heaps of melted rock and burnt earth dominate the area. From the
north a grey river flows, twisting and etching its way through the blackened
waste heaps. A cart track runs beside the river, both running from the north
to the south. A thin veil of fog covers the river, with a sweet and fresh
smell, like peppermints coated in dung.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
The water seems to be boiling with angry fish.
* R HP:Wounded MV:Winded >
Mine Entrance
A river runs from the north to the south here, grey and vile. It passes
just to the west of a gaping hole in the ground, with a scarred path
grooved in by the passage of countless iron shod heels and slave carts. The
cart track leads to the opening of the hole, and then west and south.
Another track continues to the north, following the river.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
w
n
Smelting Pits
A cart track goes from the east to the pits, and from the pits to the north.
Here the fires burn constantly, fueling the smelting process turning iron rich
ore into pure iron. The slag heaps dominating the horizon to the south and to
the east is testimony to the amount that has been made here, torn out of the
tainted earth and turned to tools of destruction. The process is time consuming
and takes a lot of work, but the result is Thakan'dar steel.
[ obvious exits: N E S ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
Unearthly House
Here is the lower part of the Shayol Ghul, the first steep slope towards the
top of the mountain. A large house is here, seemingly thrust out of the earth
rather than built out of rock. The glow of hellish furnaces shimmer inside, and
outside, a bit to the east, is a pit full of corpses. A cart track leads to the
south, while a small path leads to the east.
[ obvious exits: N E S W ]
Zone: Shayol Ghul
A warhorse is here, stamping his feet impatiently, being ridden by you.
* R HP:Wounded MV:Winded >
dism
w
d
You stop riding him.
* HP:Wounded MV:Winded > The Furnaces of Thakan'dar
Waves of infernal heat and the roar of lines of giant furnaces threaten to
destroy this large building at any moment. Through the hazy, smoke-filled
air you can make out only vaguely defined shapes moving glowing metal about
and throwing bulky, limp objects into the gaping maws of iron caverns. The
stench of burning flesh and stale sweat permeate the air, mixed with the
acrid tang of molten iron and steel, threatening to overcome the workers at
any moment, adding them to the nearby piles of corpses.
[ obvious exits: E D ]
Zone: Shayol Ghul
A stout wooden barrel stands nearby.
A vile apprentice works the anvil, building up a vile stench.
An unholy smith molds a weapon here.
An Elite Ghar'ghael guard stands here, protecting his master.
An Elite Ghar'ghael 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 Dhai'mon guard stands here, protecting his master.
An Elite Dhai'mon guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
An Elite Dha'vol guard stands here, protecting his master.
* HP:Wounded MV:Winded >
The Infernal Forge
A cavernous chamber filled with intense heat and deafening noise. Massive
furnaces line the walls, belching forth waves of fiery flames that cast
dancing shadows in the smoke-filled air. Dark silhouettes move amidst the
chaos, their forms obscured by the haze as they handle glowing metal and
dispose of lifeless objects. The air reeks of burning flesh, sweat, and the
acrid scent of molten iron and steel, creating an overwhelming atmosphere
of torment and despair. A place of eternal suffering that embodies a
relentless cycle of toil and anguish.
[ obvious exits: S W U ]
Zone: Justice
*Crawler* is standing here.
*Crawler* tries to pierce you, but you parry successfully.
* HP:Wounded MV:Winded - Crawler: Beaten >
q
k dark
q
k dark
You do the best you can!
* HP:Wounded MV:Winded - Crawler: Beaten >
You do the best you can!
* HP:Wounded MV:Winded - Crawler: Beaten >
You try to pierce *Crawler*, but he parries successfully.
*Crawler* tries to pierce you, but you deflect the blow.
*Crawler* panics, and attempts to flee!
* HP:Wounded MV:Winded - Crawler: Beaten >
7
[notice ]
You start paying increased attention to your surroundings.
nar on
* HP:Wounded MV:Winded - Crawler: Beaten >
You try to pierce *Crawler*, but he dodges the attack.
Walker tries to smite *Crawler*, but he deflects the blow.
* HP:Wounded MV:Winded - Crawler: Beaten >
q
k dark
*Crawler* leaves up. uu
* HP:Wounded MV:Winded >
q
k dark
q
k dark
You narrate 'on'
q
k dark
* HP:Wounded MV:Winded > They aren't here.
* HP:Wounded MV:Winded >
You follow someone.
A Chimney Shute
A natural cavern chimney shute extends westward from the Infernal Forge,
providing a passage for the billowing smoke and intense heat to escape. The
air is thick with acrid fumes and the sounds of roaring fires.
[ obvious exits: E U ]
Zone: Justice
Walker the Northern Ranger is standing here.
They aren't here.
You follow Walker.
A Watch Platform
At the top of the chimney shute, a sturdy watch platform offers an elevated
view over the infernal furnaces and the ominous expanse of Shayol Ghul.
From this vantage point, one can witness the relentless activity below and
the sinister forces at play. The platform provides a strategic position for
observation and surveillance of the dark workings of Thakan'dar.
[ obvious exits: D ]
Zone: Justice
Walker the Northern Ranger is standing here.
They aren't here.
* HP:Wounded MV:Winded >
cpd
change posture defensive
q
k dark
Posture changed to: Defensive
* HP:Wounded MV:Winded >
q
k dark
A Watch Platform
At the top of the chimney shute, a sturdy watch platform offers an elevated
view over the infernal furnaces and the ominous expanse of Shayol Ghul.
From this vantage point, one can witness the relentless activity below and
the sinister forces at play. The platform provides a strategic position for
observation and surveillance of the dark workings of Thakan'dar.
[ obvious exits: D ]
Zone: Justice
Walker the Northern Ranger is standing here.
* HP:Wounded MV:Winded > They aren't here.
* HP:Wounded MV:Winded >
nod
You follow someone.
A Chimney Shute
A natural cavern chimney shute extends westward from the Infernal Forge,
providing a passage for the billowing smoke and intense heat to escape. The
air is thick with acrid fumes and the sounds of roaring fires.
[ obvious exits: E U ]
Zone: Justice
Walker the Northern Ranger is standing here.
* HP:Wounded MV:Winded >
You follow someone.
The Infernal Forge
A cavernous chamber filled with intense heat and deafening noise. Massive
furnaces line the walls, belching forth waves of fiery flames that cast
dancing shadows in the smoke-filled air. Dark silhouettes move amidst the
chaos, their forms obscured by the haze as they handle glowing metal and
dispose of lifeless objects. The air reeks of burning flesh, sweat, and the
acrid scent of molten iron and steel, creating an overwhelming atmosphere
of torment and despair. A place of eternal suffering that embodies a
relentless cycle of toil and anguish.
[ obvious exits: S W U ]
Zone: Justice
Walker the Northern Ranger is standing here.
They aren't here.
* HP:Wounded MV:Winded >
q
k dark
You nod in agreement.
* HP:Wounded MV:Winded >
q
k dark
They aren't here.
* HP:Wounded MV:Winded > They aren't here.
q
k dark
You try to pierce *Skirrel*, but he parries successfully.
* HP:Wounded MV:Winded - Skirrel: Critical > You do the best you can!
* HP:Wounded MV:Winded - Skirrel: Critical >
You do the best you can!
* HP:Wounded MV:Winded - Skirrel: Critical >
You try to pierce *Skirrel*, but he deflects the blow.
* HP:Wounded MV:Winded - Skirrel: Critical >
Walker smites *Skirrel*'s body very hard.
*Skirrel* panics, and attempts to flee!
* HP:Wounded MV:Winded - Skirrel: Critical >
Walker tries to smite *Skirrel*, but he deflects the blow.
You try to pierce *Skirrel*, but he parries successfully.
* HP:Wounded MV:Winded - Skirrel: Critical >
q
k dark
q
k dark
*Skirrel* leaves west. <<
*Skirrel* has arrived from the west.
Walker tries to smite *Skirrel*, but he deflects the blow.
You pierce *Skirrel*'s right arm.
*Skirrel* panics, and attempts to flee!
* HP:Wounded MV:Winded - Walker: Critical - Skirrel: Critical >
q
k dark
q
k dark
You do the best you can!
* HP:Wounded MV:Winded - Walker: Critical - Skirrel: Critical > You pierce *Skirrel*'s head hard.
You do the best you can!
* HP:Wounded MV:Winded - Walker: Critical - Skirrel: Critical >
q
k dark
q
k dark
You do the best you can!
* HP:Wounded MV:Winded - Walker: Critical - Skirrel: Critical >
q
k dark
q
k dark
You do the best you can!
* HP:Wounded MV:Winded - Walker: Critical - Skirrel: Critical >
q
k dark
You do the best you can!
* HP:Wounded MV:Winded - Walker: Critical - Skirrel: Critical > You do the best you can!
* HP:Wounded MV:Winded - Walker: Critical - Skirrel: Critical >
q
k dark
q
k dark
You try to pierce *Skirrel*, but he parries successfully.
Walker smites *Skirrel*'s body hard.
*Skirrel* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear *Skirrel*'s death cry.
They aren't here.
q
k dark
* HP:Wounded MV:Winded > They aren't here.
* HP:Wounded MV:Winded >
They aren't here.
* HP:Wounded MV:Winded >
They aren't here.
* HP:Wounded MV:Winded >
They aren't here.
* HP:Wounded MV:Winded > They aren't here.
* HP:Wounded MV:Winded >
scalp
g
get all corpse
Walker leans over and severs the head from the corpse of Skirrel.
* HP:Wounded MV:Winded > It seems to have already been scalped.
* HP:Wounded MV:Winded >
You get a package of iron rations from the corpse of Skirrel.
You get a package of iron rations from the corpse of Skirrel.
You get a package of iron rations from the corpse of Skirrel.
You get a package of iron rations from the corpse of Skirrel.
You get a package of iron rations from the corpse of Skirrel.
You get a package of iron rations from the corpse of Skirrel.
You get a package of iron rations from the corpse of Skirrel.
You get a package of iron rations from the corpse of Skirrel.
You get a large number of gold crowns from the corpse of Skirrel.
You get a leather water flask from the corpse of Skirrel.
You get eight copper pennys from the corpse of Skirrel.
You get a pair of lissome leather boots with metal capped toes from the corpse of Skirrel.
You get a pair of thick, gold-plated greaves from the corpse of Skirrel.
You get a soft leather pouch from the corpse of Skirrel.
You get a bronze belt of odd design from the corpse of Skirrel.
You get a silver-winged basilard from the corpse of Skirrel.
You get a silver etched shield from the corpse of Skirrel.
You get a sungwood bracelet from the corpse of Skirrel.
You get a sungwood bracelet from the corpse of Skirrel.
You get a sturdy pair of full leather gauntlets from the corpse of Skirrel.
You get a pair of polished, gold-plated vambraces from the corpse of Skirrel.
You get a bloodstained cloak bearing a clenched fist from the corpse of Skirrel.
You get an engraved gold-plated breastplate from the corpse of Skirrel.
You get a shimmering pendant of obsidian from the corpse of Skirrel.
You get a shimmering pendant of obsidian from the corpse of Skirrel.
You get a gold-chased morion with an engraved silver comb from the corpse of Skirrel.
You get a gold ring delicately carved with ivy from the corpse of Skirrel.
You get a jade signet ring from the corpse of Skirrel.
You get an oilstone from the corpse of Skirrel.
* HP:Wounded MV:Winded >
put all pack
q
k dark
Walker tries to smite *Crawler*, but he deflects the blow.
You put an oilstone in a backpack.
You put a jade signet ring in a backpack.
You put a gold ring delicately carved with ivy in a backpack.
You put a gold-chased morion with an engraved silver comb in a backpack.
You put a shimmering pendant of obsidian in a backpack.
You put a shimmering pendant of obsidian in a backpack.
You put an engraved gold-plated breastplate in a backpack.
You put a bloodstained cloak bearing a clenched fist in a backpack.
You put a pair of polished, gold-plated vambraces in a backpack.
You put a sturdy pair of full leather gauntlets in a backpack.
You put a sungwood bracelet in a backpack.
You put a sungwood bracelet in a backpack.
You put a silver etched shield in a backpack.
You put a silver-winged basilard in a backpack.
You put a bronze belt of odd design in a backpack.
You put a soft leather pouch in a backpack.
You put a pair of thick, gold-plated greaves in a backpack.
You put a pair of lissome leather boots with metal capped toes in a backpack.
You put 21 coppers in a backpack.
You put a leather water flask in a backpack.
You put 52 crowns in a backpack.
You put a package of iron rations in a backpack.
You put a package of iron rations in a backpack.
You put a package of iron rations in a backpack.
You put a package of iron rations in a backpack.
You put a package of iron rations in a backpack.
You put a package of iron rations in a backpack.
You put a package of iron rations in a backpack.
You put a package of iron rations in a backpack.
*Crawler* clumsily approaches you with a sharp, red stone dagger, but you fend off the attack.
* HP:Wounded MV:Winded - Walker: Critical - Crawler: Beaten > You do the best you can!
* HP:Wounded MV:Winded - Walker: Critical - Crawler: Beaten >
q
k dark
You do the best you can!
* HP:Wounded MV:Winded - Walker: Critical - Crawler: Beaten >
You try to pierce *Crawler*, but he deflects the blow.
* HP:Wounded MV:Winded - Walker: Critical - Crawler: Beaten >
cackle
Walker sends *Crawler* sprawling with a powerful bash!
* HP:Wounded MV:Winded - Walker: Critical - Crawler: Beaten > You cackle gleefully.
* HP:Wounded MV:Winded - Walker: Critical - Crawler: Beaten >
cpo
change posture offensive
0
change mood brave
You pierce *Crawler*'s left arm extremely hard.
Walker smites *Crawler*'s body into bloody fragments!
*Crawler* panics, and attempts to flee!
Posture changed to: Offensive
* HP:Wounded MV:Winded - Walker: Critical - Crawler: Critical > Mood changed to: Brave
Wimpy reset to: 111 hit points.
* HP:Wounded MV:Winded - Walker: Critical - Crawler: Critical >
*Crawler* leaves west. <<
* HP:Wounded MV:Winded >
q
k dark
q
k dark
Walker leaves west. <<
You follow someone.
A Chimney Shute
A natural cavern chimney shute extends westward from the Infernal Forge,
providing a passage for the billowing smoke and intense heat to escape. The
air is thick with acrid fumes and the sounds of roaring fires.
[ obvious exits: E U ]
Zone: Justice
Walker the Northern Ranger is standing here.
*Crawler* is standing here.
q
k dark
q
k dark
* HP:Wounded MV:Winded >
q
k dark
Walker smites *Crawler*'s body into bloody fragments!
*Crawler* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Oh, much better the second time around.
Your blood freezes as you hear *Crawler*'s death cry.
They aren't here.
* HP:Wounded MV:Winded > They aren't here.
* HP:Wounded MV:Winded >
They aren't here.
* HP:Wounded MV:Winded >
q
k dark
q
k dark
They aren't here.
* HP:Wounded MV:Winded >
They aren't here.
* HP:Wounded MV:Winded >
scalp
(tic_timer): Tic in 7 seconds!
Walker gets a black pair of silver-tooled boots from the corpse of Crawler.
Walker gets a divided riding skirt from the corpse of Crawler.
Walker gets a belt with a buckle of cuendillar from the corpse of Crawler.
Walker gets a sharp, red stone dagger from the corpse of Crawler.
Walker gets a silver etched shield from the corpse of Crawler.
Walker gets a jeweled wristcuff from the corpse of Crawler.
Walker gets a jeweled wristcuff from the corpse of Crawler.
Walker gets a pair of slim riding gloves from the corpse of Crawler.
Walker gets a set of cloth sleeves from the corpse of Crawler.
Walker gets a backpack from the corpse of Crawler.
Walker gets a surcoat with exquisite embroidery from the corpse of Crawler.
Walker gets a satin blouse from the corpse of Crawler.
Walker gets a shimmering pendant of obsidian from the corpse of Crawler.
Walker gets a shimmering pendant of obsidian from the corpse of Crawler.
Walker gets a fine linen riding hood from the corpse of Crawler.
Walker gets a gold ring from the corpse of Crawler.
Walker gets a gold ring from the corpse of Crawler.
They aren't here.
Death to the Ko
Re: Death to the Ko
Great log! Love the crit on crit action especially in abs. I do wonder if the rogues did more melee and less stab if it would have gone differently.