Fail!

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Torlig
Posts: 19
Joined: Sat Dec 18, 2021 8:28 pm

Re: Fail!

Post by Torlig » Wed Jun 08, 2022 8:11 pm

Ormus and that Finely. Really have to wonder what is going on around here when a that finely axe bashed me earlier. 145 db just ain't what it used to be.

Zarth
Posts: 364
Joined: Wed Jul 15, 2015 8:04 pm

Re: Fail!

Post by Zarth » Wed Jun 08, 2022 9:02 pm

He had pair of axen there. We took them a few minutes later.

ecthus
Posts: 409
Joined: Wed Apr 01, 2015 8:11 pm

Re: Fail!

Post by ecthus » Thu Jun 09, 2022 11:16 pm

oops.

Bul
Posts: 29
Joined: Wed Oct 17, 2018 7:33 pm

Re: Fail!

Post by Bul » Tue Jun 21, 2022 10:09 pm

* R HP:Battered MV:Winded >
s
North of the Path
Sparse patches of yellowed grass poke sporadically through the dry
earth of the Blasted Lands. The air is as dry as the parched ground
beneath you. A well-traveled path lies to the south.
[ obvious exits: N S W ]
Zone: The Blasted Lands
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

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

e
* R HP:Battered MV:Winded >

*Malal* leaves east. >>

* R HP:Battered MV:Winded >
The Bridge
At this point a huge suspension bridge stretches across the vastness of the
ravine. The bridge has become rotten with age but still seems useable. The
sound of a raging river can be heard from the depths of the canyon below.
To the north a monstrous waterfall can be seen plummeting to the depths of
the canyon. The waterfall has formed a stair-like ridge where the water has
eroded the rock face of one of the cliffs. The bridge continues towards a
castle to the east and through the mountains to the west.
[ obvious exits: E W ]
Zone: The Ruined Keep
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Malal* is standing here.
*Malal* leaves east. >>

* R HP:Battered MV:Winded >
e
e
h
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
Door east: stonegate
The corpse of a rat is lying here.
An iron lantern hangs from the wall above the gate.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Malal* is standing here.
*Malal* leaves east. >>

* R HP:Battered MV:Winded >
h
The Gatekeep
Two large round towers lie to the west and the same to the east. This area
is enclosed by great walls connecting all four towers, with portcullises
in between the towers to the east and west. The portcullis to the west is
jammed half way down. The portcullis to the east has a large hole ripped
through the iron bars. Beyond the east portcullis lie the main gates to
the castle courtyard. These monstrous oak doors are wide open leaving the
castle totally unprotected. A path runs westward away from the castle.
[ obvious exits: E W ]
Zone: The Ruined Keep
Door west: stonegate
A remnant of the Age of Legends juts from the soil.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
*Malal* is standing here.
A burly trolloc stands here, eyeing the surroundings.
A bearish trolloc towers here, its snout drawn into a snarl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
Falling silent, a muzzled trolloc tests the wind... and begins to growl.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.
A tall, ramshorned trolloc is here, commanding.

h
* R HP:Battered MV:Winded >
[k dark]
You blast *Malal*'s body hard.
*Malal* panics, and attempts to flee!

* R HP:Battered MV:Winded - Malal: Critical >
[k dark]
You do the best you can!

* R HP:Battered MV:Winded - Malal: Critical >
[k dark]
You do the best you can!

* R HP:Battered MV:Winded - Malal: Critical >

*Malal* cleaves your body.
The burly trolloc joins Malal's fight!
A bearish trolloc joins Malal's fight!
A muzzled trolloc joins the burly trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
You blast *Malal*'s head hard.
*Malal* panics, and attempts to flee!
*Malal* leaves west. <<
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A ramshorned trolloc joins the burly trolloc's fight!
A ramshorned trolloc joins a ramshorned trolloc's fight!
*Malal* has arrived from the west.

* R HP:Battered MV:Winded - the burly trolloc: Healthy >

*Malal* leaves east. >>

f
* R HP:Battered MV:Winded - the burly trolloc: Healthy >
You panic and attempt to flee!


You flee head over heels.
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
Door east: stonegate
The corpse of a rat is lying here.
An iron lantern hangs from the wall above the gate.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

* R HP:Battered MV:Winded >
h

* R HP:Battered MV:Weary >
[k dark]
You blast *Malal*'s left arm.
*Malal* panics, and attempts to flee!

* R HP:Battered MV:Weary - Malal: Critical >
[k dark]
You do the best you can!

* R HP:Battered MV:Weary - Malal: Critical >
f
*Malal* barely cleaves your body.
The burly trolloc joins Malal's fight!
A bearish trolloc joins Malal's fight!
A muzzled trolloc joins the burly trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
A muzzled trolloc joins a muzzled trolloc's fight!
You blast *Malal*'s head hard.
*Malal* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Malal*'s death cry.
In Front of the Castle
Rotten skeletons lie on either side of the castle entrance. The huge oak
doors lie on the ground apparently broken off from their hinges, and the
portcullis is rusted fast about five feet from the ground. However, newly
crafted stone gates stand before you. Four round towers loom high above
providing excellent protection for the main entrance to the fortress. The
stones that make up the tower have been cut from a very dull red marble
giving a sense of age. A path leads west, away from the castle.
[ obvious exits: N E W ]
Zone: The Ruined Keep
Door east: stonegate
The corpse of a rat is lying here.
An iron lantern hangs from the wall above the gate.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.

* R HP:Battered MV:Weary >

The stonegate closes quietly.
Did not have pick to get in to scalp/loot :(

isabel
Posts: 1713
Joined: Wed Aug 31, 2016 5:19 am

Re: Fail!

Post by isabel » Wed Jun 22, 2022 5:23 am

Awesome stuff..worth awarding! I shall nudge our veteran council :)))

iria
Posts: 504
Joined: Mon Aug 24, 2015 5:35 pm

Re: Fail!

Post by iria » Wed Jun 22, 2022 5:31 am

What are you spending pracs on as an abser if you don't have pick? I always seem to have 50 pracs I don't know what to do with on my abs hunters.

isabel
Posts: 1713
Joined: Wed Aug 31, 2016 5:19 am

Re: Fail!

Post by isabel » Wed Jun 22, 2022 5:34 am

Hunters are spoilt for pracs

He's probably getting 7 ride to maz out the ob
Or like a true Lancer he is below level 30

(PS i assumed hes a warrior..maybe that's not a thing)

Bul
Posts: 29
Joined: Wed Oct 17, 2018 7:33 pm

Re: Fail!

Post by Bul » Wed Jun 22, 2022 11:49 am

Max out 7 ride and surv. 98 notice so I don’t have to use h.dark. Had never failed me haha. But I could get the last few levels and and get it probably without losing anything.

At this point I had been to scared to go into keep solo but figured now I’d the time.

And yeah warrior.

Malal
Posts: 2
Joined: Fri Jun 17, 2022 2:50 pm

Re: Fail!

Post by Malal » Wed Jun 22, 2022 2:26 pm

There needs to be a report function, along the lines of “I’m in this, and I don’t like it” ;)

Seroma
Posts: 25
Joined: Mon Dec 13, 2021 3:44 pm

Re: Fail!

Post by Seroma » Thu Jun 23, 2022 3:20 pm

* S HP:Wounded MV:Weary >
w
k light
Caemlyn Road West of Whitebridge
Caemlyn road stretches on to the west. To the east the road ends abruptly at
the bank of the river Arinelle. The enormous bulk of the White Bridge can be
seen spanning the river, to the city body of Whitebridge on the far bank.
[ obvious exits: E W ]
Zone: Whitebridge
Door east: gate
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of a humanoid leaving >>EAST>>
There are some tracks of a humanoid leaving >>EAST>>
A mangy cat scurries around trying not to get stepped on.
*Bellarose* is standing here, riding a warhorse.
A gray palfrey prances skittishly nearby.
An elite Queen's Guard stands at his post.
An elite Queen's Guard stands at his post.

* S HP:Wounded MV:Weary >
k light
You try to slash *Bellarose*, but she deflects the blow.

* S HP:Wounded MV:Weary - Bellarose: Battered >
*Bellarose* tries to slash you, but you deflect the blow.
A mangy cat sniffs the ground...
A mangy cat growls menacingly.
An elite Queen's Guard stops using a mirrored lantern.
An elite Queen's Guard joins Bellarose's fight!
An elite Queen's Guard joins an elite Queen's Guard's fight!
You try to slash *Bellarose*, but she deflects the blow.
The Watchman has arrived from the east.
You do the best you can!

* S HP:Wounded MV:Weary - Bellarose: Battered >
cde
close gate e
bash
Ok.

* S HP:Wounded MV:Weary - Bellarose: Battered >


-
=
+
*
The Watchman tries to slash you, but you deflect the blow.
The Watchman stops using a lantern.
A mangy cat sniffs the ground...
An elite Queen's Guard slashes your body.
An elite Queen's Guard slashes your body.
A mangy cat tries to hit someone, but it deflects the blow.
A mangy cat sniffs the ground...
The gate is opened from the other side.
The Watchman has arrived from the east.
The Watchman has arrived from the east.

*
+
=
Your body is pierced by razor sharp ice spikes sent by *Bellarose*!

-

-
=
As *Bellarose* avoids your bash, you topple over and fall to the ground!

* S HP:Battered MV:Weary >
cw
change mood wimpy

The Watchman tries to slash you, but you parry successfully.
The Watchman stops using a lantern.
The Watchman joins the Watchman's fight!
A mangy cat sniffs the ground...
A large black rat barely hits a mangy cat's body.
The Watchman slashes your body.
An elite Queen's Guard tries to slash you, but you parry successfully.
An elite Queen's Guard tries to slash you, but you parry successfully.
A mangy cat tries to hit a large black rat, but it deflects the blow.

* S HP:Battered MV:Weary - the Watchman: Healthy >
f
u
A mangy cat sniffs the ground...
Mood changed to: Wimpy

* S HP:Battered MV:Weary - the Watchman: Healthy >
You panic and attempt to flee!
Ouch! That Really did HURT!

You wish that your wounds would stop BLEEDING so much!

Your body is pierced by razor sharp ice spikes sent by *Bellarose*!

You flee head over heels.
White Bridge meets Caemlyn Road
The road ends abruptly near the bank of the river Arinelle. On the far
bank of the river you can see a small city. Looming up in front of you
is the majestic White Bridge, spanning the river and setting down in the
middle of the city. There appears to be no way to cross the river other than
the enormous and translucent bridge.
[ obvious exits: W U ]
Zone: Whitebridge
Door west: gate
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of a humanoid leaving <<WEST<<
There are some tracks of a humanoid leaving <<WEST<<
A sailor is here.
A little boy plays here.
Foot of the White Bridge
This is the western foot of the miraculous White Bridge. It stretchs over the
river to the east, and the eastern end sets down in the middle of the city body
of Whitebridge. The Caemlyn Road connects to the very foot of the bridge and
stretches away to the west.
[ obvious exits: U D ]
Zone: Whitebridge
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of a humanoid leaving DOWN
There are some tracks of a humanoid leaving DOWN
A man meanders here, quietly speaking to himself.

o S HP:Critical MV:Weary >
u
u
On the White Bridge
The White Bridge is rumored to have been built in the Age of Legends, and
the enormous architectural skill that wove it has long since been lost. The
bridge is nearly translucent, its milky white strands reflect the light like
glass. Walking on the bridge however, offers both the feel and sound of solid
steel. The western foot of the bridge is just below you.
[ obvious exits: U D ]
Zone: Whitebridge
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of a humanoid leaving DOWN
There are some tracks of a humanoid leaving DOWN

o S HP:Critical MV:Weary >
e
On the White Bridge
The White Bridge leaps the river with an airy grace that makes the eye forget
its size. Spidery strands spiral down into the river's strong currents, holding
the bridge up with a strength that belies their frail appearance. The bridge's
peak is just to the east.
[ obvious exits: E D ]
Zone: Whitebridge
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of A RIDDEN MOUNT leaving DOWN
There are some tracks of a humanoid leaving DOWN
There are some tracks of a humanoid leaving DOWN
A little girl plays here.

e
o S HP:Critical MV:Weary >
Apex of the White Bridge
The peak of the White Bridge offers an incredible view of the surrounding area
and the city of Whitebridge which is just off the east bank of the river. The
bridge is spun of some gossamer material which feels stronger than steel, and
is never slick. The milky white of the Bridge gathers the light, and at day it
seems almost to glow. The bridge looks as if it were made in one piece, molded
by a giant hand.
[ obvious exits: E W ]
Zone: Whitebridge
A ratter is here, hunting shadoweyes.

o S HP:Critical MV:Weary >
d
On the White Bridge
The peak of the White Bridge is just to the west. You are high over the river
bank and can see the city of Whitebridge to the east. The city is utterly
dwarfed by this awe-inspiring bridge. You can see the strong current of the
river Arinelle below you.
[ obvious exits: W D ]
Zone: Whitebridge

d
o S HP:Critical MV:Weary >
d
On the White Bridge
You are high on the near-transparent wonder of the White Bridge. Rumored to
have been built in the Age of Legends, the bridge arches high over the
wide waters. The bridge looks thinner than glass, yet when you walk on it the
surface feels stronger than steel. Spidery strands of the same gossamer stuff
spiral down into the river, it seems impossible that they are strong enough
to support this wide bridge.
[ obvious exits: U D ]
Zone: Whitebridge

o S HP:Critical MV:Weary >
d
Foot of the White Bridge
This is the eastern end of the marvelous White Bridge. The bridge extends
above you in gossamer glory. The city body of Whitebridge is just below you.
[ obvious exits: U D ]
Zone: Whitebridge
A sailor is here.


(tic_timer): Tic in 7 seconds!
* S HP:Critical MV:Weary >
n
Magnificent Square
The broad, milk-white arch that gives the town its name dominates
Whitebridge as much close up as it does from afar. The eastern foot of the
White Bridge settles down right in the middle of a large town square, and
extends up and off to the west. The square is paved with even flagstones,
worn down by generations of feet and wagon wheels. Shops and inns dot the
square and the surrounding streets, which lead off in every direction. A
large banner has been attached to a staff, depicting a map of Whitebridge.
[ obvious exits: N E S W U ]
Zone: Whitebridge
The corpse of a rat is lying here.
A soft leather pouch has been discarded here.
A fountain is here, offering clear blue water to all.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
*Williard* is resting here, riding a prancing palomino mare.
*Jeorge* is resting here.
The Whitebridge town crier stands here, spreading the news.

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

n
* S HP:Critical MV:Weary >
n
Wide Cross Street
Piles of coal sit in small, cleared yards next to buildings on either side
of the street, along with not a few heaps of rusting scrap metal. A large,
open-air forge has been constructed on the west side of the street, while
to the east several merchants have opened up shops on the first floors of
their buildings. One shop's colorful placard bears a rather large dirk
being sheathed into a cloak with a hood. The shops are well-maintained, and
appear to do a brisk business. The street opens up into a broad square to
the south, where the enormous White Bridge descends to the pavement.
[ obvious exits: N E S W ]
Zone: Whitebridge
A town watchman is here, patrolling the city.
A town watchman is here, patrolling the city.

* S HP:Critical MV:Weary >
n
The North Gate of Whitebridge
Two perpendicular streets meet in a small cleared square in front of a
gate in the northern town wall.The oaken gate itself is also diminutive,
barely wide enough for a cart or small wagon. A single occupancy guardpost
has been erected just inside the doors, but no watchtowers or platforms
look out from above the wall. Out over the gate arch the boughs of the
Braem wood, a direction from which the town does not see much traffic.
[ obvious exits: N E S W ]
Zone: Whitebridge
Door north: gate

o S HP:Critical MV:Weary >
n
The gate seems to be closed.

o S HP:Critical MV:Weary >
n
The gate seems to be closed.

o S HP:Critical MV:Weary >
The gate seems to be closed.

o S HP:Critical MV:Weary >
The gate seems to be closed.

o S HP:Critical MV:Weary >
The gate seems to be closed.

o S HP:Critical MV:Weary >
odn
open gate n
n
Ok.

o S HP:Critical MV:Weary >
Outside the Gate to Whitebridge
The forest stands just a short run from the small city walls of
Whitebridge. The small gate appears to head into the northern part of the
town proper and appears to be solely for use by hunters wishing to trap and
hunt in the dense and tangled woodland lurking to the north.
[ obvious exits: N S ]
Zone: Outskirts of Whitebridge
Door south: gate
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalryman is here, riding a roan charger.
An Andoran cavalry officer watches vigilantly, riding a warhorse.

cds
close gate s
o S HP:Critical MV:Haggard >
n
Ok.

o S HP:Critical MV:Haggard >
A cavalry officer tries to lance you, but you deflect the blow.
A cavalry officer bellows 'mtIMD uyR s\gN GrOQ] qCOtqz Snb sdIp dpinvgit'
No way! You're fighting for your life!

n
o S HP:Critical MV:Haggard - a cavalry officer: Healthy >
No way! You're fighting for your life!

o S HP:Critical MV:Haggard - a cavalry officer: Healthy >
gv
qv
[get fluid container]
You get a thin vial of yellow fluid from a soft leather pouch.

o S HP:Critical MV:Haggard - a cavalry officer: Healthy >
[quaff fluid]
You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

o S HP:Critical MV:Winded - a cavalry officer: Healthy >
f
n
n


A cavalry soldier joins a cavalry officer's fight!
A cavalry soldier joins a cavalry officer's fight!
A cavalry soldier joins a cavalry officer's fight!
A cavalry soldier joins a cavalry officer's fight!
A cavalry soldier draws a falchion from a sword sheath with a flash of steel.
A cavalry soldier wields a falchion in a two-handed grip.
A cavalry soldier slashes your body hard.
You wish that your wounds would stop BLEEDING so much!

You panic and attempt to flee!
A cavalry soldier draws a falchion from a sword sheath with a flash of steel.
A cavalry soldier wields a falchion in a two-handed grip.
A cavalry soldier slashes your body hard.
You wish that your wounds would stop BLEEDING so much!

A cavalry soldier draws a falchion from a sword sheath with a flash of steel.
A cavalry soldier wields a falchion in a two-handed grip.
A cavalry soldier tries to slash you, but you parry successfully.
A cavalry soldier draws a falchion from a sword sheath with a flash of steel.
A cavalry soldier wields a falchion in a two-handed grip.
A cavalry soldier tries to slash you, but you parry successfully.
Someone lances your body hard.
You're stunned, but will probably regain consciousness...
Your heartbeat calms down more as you feel less panicked.
(tic_timer): Tic length updated to: 61.678 seconds.
You regain consciousness.

You flee head over heels.
A Woodland Path
Just away from the city a path strikes off east into the forest. Trees and
bushes line the edges of the path which has been kept from being overgrown
solely by the heavy traffic the area sees. Soft chattering can be heard
from above as the squirrels note someone's passage.
[ obvious exits: N S ]
Zone: Outskirts of Whitebridge
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
A remnant of the Age of Legends juts from the soil.
A fox is here, hunting for rabbits.
Within the Forest
The forest is alive with the sound of animals making their way through the
undergrowth to their homes. To the south a road winds lazily through the
dense stands of alder and tangled blackthorn bushes. In all other
directions the forest thins, new growth giving way to gnarled, elderly
oaks.
[ obvious exits: N E S W ]
Zone: Outskirts of Whitebridge
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<

o S HP:Critical MV:Tiring >
Tall Trees
Soaring fir trees climb the horizon, reaching well into the sky. Taller by
a good few spans than any of the other trees in the immediate vicinity,
they convey the power and majesty of the forest in their very limbs and
branches. Knots of goldenthorn twist tightly around gnarled roots.
[ obvious exits: E S ]
Zone: Outskirts of Whitebridge
Door north: thickbrush
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

o S HP:Critical MV:Winded >
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
e
e
Darkened Forest
The trees grow closely together, their branches interweaving amongst one
another. The thick overhead canopy blocks all light from above and plunges
the area into darkness. Several different kinds of mushroom and other
fungus thrive amongst the roots of the great trees.
[ obvious exits: E W ]
Zone: Outskirts of Whitebridge
A fox is here, hunting for rabbits.

o S HP:Critical MV:Winded >
s
Thick Forest
The trees grow close together, leaving little room between their thick
trunks to move through this part of the forest. The boughs knit themselves
into a thick canopy that appears to complete itself further to the west.
The trees thin a bit to the south as they dot some small hills.
[ obvious exits: N S W ]
Zone: Outskirts of Whitebridge
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^

o S HP:Critical MV:Winded >
e
d
e
Forrested Hills
The rolling hills are heavily wooded and travel through them is slow
because of the lack of a clear path through the trees. To the south the
hills seem to give way to more level ground and a dry stone wall crusted in
lichen peeks between the trees. To the east a small field can be seen.
[ obvious exits: N E S W ]
Zone: Outskirts of Whitebridge
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv

o S HP:Critical MV:Winded >
Above a Forrested Tunnel
The towering trees of the Braem Woods grow all around, lush and alive. The
whole forest exudes a sense of peace and tranquility. The ground is muddy
and covered with moss. A dark hole in the forest floor leads down into the
cliffs that drop down to the east.
[ obvious exits: W D ]
Zone: Outskirts of Whitebridge
A wild boar runs through the forest.

o S HP:Critical MV:Winded >
In a Dark Tunnel
The dark tunnel opens up into the thriving Braem Woods above and ends to
the east. To both directions the surrounding woods are filled with vibrant
green trees and assorted plant life. In the tunnel water rushes through a
hole in the roof and drains out the cliff to the east. The sound of rushing
water is defeaning in this tunnel as the sound echoes.
[ obvious exits: E U ]
Zone: Outskirts of Whitebridge

o S HP:Critical MV:Winded >
Before a Tunnel through the Looming Cliffs
The tall cliffs that loom overhead have a small tunnel that appears to have
been carved by the passage of water over the years. A small stream of water
pours out of the tunnel to the west and cascades down onto the forest
floor. Tall trees grow all around here, lush and green.
[ obvious exits: E S W ]
Zone: Outskirts of Whitebridge

o S HP:Critical MV:Winded >
e
u
Braem Wood
The thick canopy of the trees blots the sky from view for the most part and
cast part of the Braem Wood in gloomy shadow. The trees here grow thick and
close together leaving twisting corridors between themselves hardly wide
enough for a horse to ride through.
[ obvious exits: E S W ]
Zone: Outskirts of Whitebridge
An elk with massive antlers eyes you with curiosity.
A plump pheasant is here flying around.

o S HP:Critical MV:Winded >
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
e
u
Deep in the Braem Wood
You are in the north-western corner of the deepest part of the Braem Wood,
where the canopy is so thick that not a single shaft of sunlight can enter
and sounds go unheard. There is a large creeper hanging through the trees
here, at least as wide as a trolloc's gut. The deep Braem Wood continues
east and south from here, and upwards is a path to the higher Braem Wood.
[ obvious exits: E S W U ]
Zone: Braem Wood
A fierce merlin is here flying around.
A badger is rummaging about, looking for stuff to eat.
A cute brown deer eyes you nervously.

o S HP:Critical MV:Winded >
Higher Braem Wood
The air feels quite thin here, in the higher Braem Wood, and it feels
quite chilly. Gazing over the surrounding countryside makes you realise
just how high you are, as you can see the faint outlines of a town far to
your west. Yet you do not seem to be able to get to the forest in between,
as going down will take you into the very center of the plateau. The higher
Braem Wood continues north and east from here, and you can see very far.
[ obvious exits: N E S D ]
Zone: Braem Wood
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
A cute brown deer eyes you nervously.

o S HP:Critical MV:Winded >
n
n
Higher Braem Wood
Here, at the northern edge of the Higher Braem Wood, the trees, which are
mostly evergreens, begin to look a little thinner and there are signs that
the land is turning grassy. Far to the north you can see a grassy plain,
but there does not seem to be a way to get there from here. The Higher
Braem Wood continues to the east and the south.
[ obvious exits: E S D ]
Zone: Braem Wood
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
A handsome stag stands here, ready to run.

d
o S HP:Critical MV:Winded >
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
A Windy Cliff
This, a ledge just under the northern end of the plateau that rises in the
center of the Braem Wood, has fine views overlooking a vast golden colored
plain far to the north. The grass seems to sway in the wind as the wind
ripples over the plain, creating a wave-like effect. The Braem Wood itself
is down below you, whilst the higher Braem Wood is just up from here. From
time to time, strong gusts of wind howl up the side of the plateau.
[ obvious exits: U D ]
Zone: Braem Wood
Door south: secret

o S HP:Critical MV:Winded >
d
n
Braem Wood Stream
This is not a fast-flowing or even deep stream, so some water-plants have
been able to settle. Most striking of these is the spectacular water-lily,
which has huge white flowers. Some other plants can be seen below the
surface, hanging from the rocks that allow secure crossing. The branches
from the willows by the stream almost touch the water, and it is quiet
here. The stream continues east and west of here, and there is a way into
the forest north. To the south is a plateau, which you can reach by going
up.
[ obvious exits: N E W U ]
Zone: Braem Wood
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.

n
o S HP:Critical MV:Winded >
n
Braem Wood
Some willows have established themselves in this spot, their roots
nourished with the water from the stream that runs south of here. The
stream is also west, but the bank is too steep so you cannot travel that
way. The Braem Wood, with its towering oaks, continues north and east.
[ obvious exits: N E S ]
Zone: Braem Wood
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of a humanoid leaving ^^NORTH^^

o S HP:Critical MV:Winded >
n
Braem Wood
Here, in the Braem Wood, there is little to be seen other than the massive
tree-trunks and the canopy high above. The lower branches of the trees are
bare, eaten by the deer, and the ground is covered with mosses and ferns.
Some of the rich, black earth of the Braem Wood shows here and there, but
generally the ground is green and covered with plants. There is a
footbridge to your west, and the Braem Wood is north, east and south.

There is a SIGN written here.
[ obvious exits: N E S W ]
Zone: Braem Wood
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv

o S HP:Critical MV:Winded >
Braem Wood
Inside the Braem Wood, there are a lot more mature and established trees,
the result of centuries of unrestricted growth. Some saplings do show in
places, the natural replacement for elderly trees that have died or fallen
down. Ivy grows on these stumps, and mushrooms thrive in the shade of the
trunks. All in all it feels very tranquil here, as nature has created its
own balance. There is a stream west, and the Braem Wood is east and south.
The land also slopes down from here to a massive, golden colored plain,
that stretches almost as far as the eye can see to the north.
[ obvious exits: E S W D ]
Zone: Braem Wood
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
A plump pheasant is visible flying high in the sky.

o S HP:Critical MV:Winded >
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
d
Caralain Grass
You move through a vast expanse of tall golden grass, dancing in the wind.
To the north is a large red pile of dirt sitting at the bottom of a small
rise. To the south and west the grass continues, while to the east a large
forest can be seen.
[ obvious exits: E S W U ]
Zone: Caralain Grass
There are some tracks of A RIDDEN MOUNT leaving UP
There are some tracks of A TROLLOC leaving UP
There are some tracks of A RIDDEN MOUNT leaving UP
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

o S HP:Critical MV:Winded >
e
e
Caralain Grass
The golden grasses dance with each other as the wind moves them. The grass
is crushed down only momentarily as the stalks spring back to their
original position. Looking around, you see the golden grass continue in all
directions, but to the east a forest can be seen.
[ obvious exits: E S W ]
Zone: Caralain Grass
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

e
o S HP:Critical MV:Winded >
Caralain Grass
The golden Caralain grass is alive with the buzzing, chirping, and
tweeting of the insects that inhabit it. A fragrance of earth wafts through
the air, enveloping your senses. As you look around you notice a clay dirt
pile not far away to the north west, after a brief jaunt through the
grasslands. To the south is the golden grass and to the far east you see a
dark forest.
[ obvious exits: E S W ]
Zone: Caralain Grass
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
A lynx creeps low to the ground, hunting for food.
A cute brown deer eyes you nervously.
A cute brown deer eyes you nervously.
Prancing about on dainty feet, a palomino mare stands here.

e
o S HP:Critical MV:Winded >
Caralain Grass
The tall grasses reach neck height, making a further view from this place
quite hard. The tips of the blades of grass brush against you as you pass
through them. Travel here is not difficult as the blades are qiute easy to
move aside. As you peer around, you can barely make out a tip of a clay
mound to your west, and see the tips of tall, dark trees to your east. To
the north and south you can see nothing but grass.
[ obvious exits: N E S W ]
Zone: Caralain Grass
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of a humanoid leaving >>EAST>>

e
o S HP:Critical MV:Winded >
Caralain Grass
The tall blades of grass creep towards the sky in an endless struggle to
live. The gold grass seems very hearty however, springing to the exact
position it was before your movements trampled it to the earth. The grass
seems to thin to the north and east, where a forest, a dark forest grows.
To the west and south, the plains stretch, seemingly forever.
[ obvious exits: N E W ]
Zone: Caralain Grass
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of a humanoid leaving >>EAST>>
Some black belladonna berries are here.
A playful colt is running about here.
A fierce merlin cries shrilly as it dives low for a kill.

o S HP:Critical MV:Winded >
sc
A Thinning in the Grass
The golden grass grows low to the ground here. Small traces of travellers
can be seen as you look towards the ground. Narrow ruts have been made in
the earth by wagons and people. The grass is crushed to the ground where
these travellers have passed. The trail seems to lead to the north and
south and the golden Caralain grass stretches to the west. To the east and
south a dark forest is seen.
[ obvious exits: N E S W ]
Zone: Caralain Grass
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of a humanoid leaving vvSOUTHvv

o S HP:Critical MV:Winded >
e
You have 12(415) hit and 94(255) movement points.
You have scored 108906567 experience points and 124 quest points.
You need 1726912796 exp to level and 26 qp to rank.
You have amassed 80 Turn points to date.
You have played 2 days and 20 hours (real time).
This ranks you as Seroma the Putrid Larva [Dha'vol 4] (Level 51).
You are standing.

o S HP:Critical MV:Winded >
e
e
A Ring of Beeches
Thin beeches grow in a circular pattern here, surrounding a small clearing
that is clear of any obstruction but grass. This bowl shaped basin looks
like a fine resting place for weary travellers. Plains continue to the north
and east of here.
[ obvious exits: N E S W ]
Zone: Southern Black Hills
A gray mouse is scuttling about here.
A large swarm of mosquitoes is buzzing around your head.

o S HP:Critical MV:Winded >
e
Wide Plain
The plains at this point are covered in lush grass, with trees growing at more
frequent intervals. A small stand of trees is visible to the west, plains are
in the east and south, and a light forest grows to the north.
[ obvious exits: N E S W ]
Zone: Southern Black Hills
A cute brown deer eyes you nervously.

e
o S HP:Critical MV:Winded >
Wide Plain
Nothing but grass grows on this plain and no hill or other change in height
disturbs the scenery. A small path is visible to the south, the plains continue
to the west and blackened forest is visible to the north.
[ obvious exits: N S W ]
Zone: Southern Black Hills
A large swarm of mosquitoes is buzzing around your head.

o S HP:Critical MV:Winded >
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
Alas, you cannot go that way...

o S HP:Critical MV:Winded >
n
e
Rolling Plains
The land undulates up and down creating dips and rises out into the distance.
To the east you can just see a small copse of trees. To the west the plains
the plains seem to flatten out. A chill breeze blows off the hills to the
north sending a shiver up your spine.
[ obvious exits: N E S W ]
Zone: Southern Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
A fox is here, hunting for rabbits.
A snake is lying on the ground here.
An owl is here flying around.

o S HP:Critical MV:Winded >
Clear Spring
A small spring bubbles away here, obviously the source of water for the nearby
village. This line of thought is confirmed by the hard-beaten trail that runs
into a field in the east. A small fringe of trees and bushes grows along the
edges of the spring. To the south is a small outcrop of rock which blocks
the way. The western rolling plains stretch away as far as the eye can see.
[ obvious exits: N E W ]
Zone: Southern Black Hills
A bubbling spring is here, clear water offering a perfect reflection.
A gray mouse is scuttling about here.

o S HP:Critical MV:Winded >
e
n
Potato Field
Long lines of irrigated soil run from the west to the east here, planted with
what looks to be potato plants. The whole field seems to be in excellent
condition, as no weed can be seen anywhere along the row of plants. Someone
is taking good care of this field! Another field is off to the east, a hard
packed trail leads to a spring in the west and a small village composed of
tents lies to the south.
[ obvious exits: N S W ]
Zone: Southern Black Hills
A fat slug is slithering along here.
A cute brown deer eyes you nervously.
A snake is crawling through the water here.

o S HP:Critical MV:Winded >
e
A Hill of Flowers
The soil here is quite soft, giving way to any pressure, and totally free of
rocks and sand that would keep plants from thriving here. As a result, a wide
field of multicolored flowers and flowering grasses have sprouted, catching
the morning light in drops of dew, sending spectacular glints of color across
the area. A garden has been planted to the south, and gentle hills rise in the
other directions.
[ obvious exits: N E S W ]
Zone: Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
A green-leafed herb grows here.

* S HP:Critical MV:Winded >
e
e
Near the Hills
Slow, cool breezes drift from the north across the gently rising slope here,
sometimes stirring the maize to the south into a gently turbulent dance. Some
low trees are growing to the southeast, sometimes rustling along with the
flowing grasses that protect the ground from the drying winds.
[ obvious exits: N E W ]
Zone: Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
A spotted jaguar opens its eyes lazily.

e
o S HP:Critical MV:Winded >
e
The Smooth Terrain
A row of low trees has been planted to the south, perhaps to keep the constant
winds that roll from the Black Hills to the north from eating away at the soil.
Indeed, it seems that the grasses have retreated from the dry winds, seeking
shelter beneath the trees; an occasional gust may gather some dust and pebbles
and continue to smooth the ground with them.
[ obvious exits: N E W ]
Zone: Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
A spotted jaguar opens its eyes lazily.
A panther stalks through the wilderness.

o S HP:Critical MV:Winded >
e
Among the Dusty Hills
The fields of healthy, green grasses to the south seem to break into assorted
clumps of light brown and prickly weeds towards the north. Between the roots
of these plants, the soil is being slowly eaten away by moving winds, at times
breaking them free from the ground and sending them dancing in odd sprawls
across the terrain.
[ obvious exits: N E W ]
Zone: Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
A long-eared rabbit is here, looking quite sick.
A plump pheasant pecks at the ground.
A long-eared rabbit is here, looking quite sick.

o S HP:Critical MV:Winded >
Base of the Gentle Slope
Low hills begin to roll out in all directions, gently climbing into the higher
and more rugged Black Hills that stand stark and hostile in contrast to the
grassy fields and lush vegetation to the south. Somewhere to the northeast
the pinacle of Dragonmount stands; a landmark for some, and a warning to
others.
[ obvious exits: E W ]
Zone: Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
A rust-colored bobcat crouches low, ready to pounce.

o S HP:Critical MV:Winded >
Near the Water
A gentle, lush green valley descends gradually to the south, between some low
hills. Just to the east, a shallow and slowly moving stream makes a gurgling
bend as it follows the natural slope of the land. A steep ridge stands to
the north, neatly blocking the view of anything beyond with its steep and
shifting slopes.
[ obvious exits: E S W ]
Zone: Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

o S HP:Critical MV:Winded >
where
Bend in the Stream
The water in this stream is not deep, perhaps no higher than the knee of a man.
Many pebbles and stones lie just under the surface of the clear water, some
shifting at times, producing a muffled clamor as the water rolls by. The source
of the water is a dark pool just to the north, where the current moves slowly
enough to support some hardy plant life.
[ obvious exits: E W ]
Zone: Black Hills

o S HP:Critical MV:Winded >
Players in your Zone
--------------------
Seroma - Bend in the Stream

o S HP:Critical MV:Winded >
e
e
By the Strongly Flowing Stream
Clear water moves by slowly here, periodically stumbling over some small rapids
or swirling around some of the larger rocks with a soothing babble, like wind
passing through trees. Just downstream, to the east, another stream joins with
this one, leaving a small, triangular peninsula to the north that overlooks
both streams.
[ obvious exits: E W ]
Zone: Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
A spotted jaguar opens its eyes lazily.

e
o S HP:Critical MV:Weary >
Tributary of the River Luan
Two streams merge here, joining their strength into a swift moving river,
which makes its way steadily south where it joins the River Luan and its waters
eventually split into a delta in Tear. A series of steep cliffs rise to the
north and northwest, hiding behind them the rolling Black Hills.
[ obvious exits: N E W ]
Zone: Black Hills
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

e
o S HP:Critical MV:Weary >
e
Meander in the Crystal Brook
Remarkably clearer, the waterflow derived from the south is deflected toward
the east temporarily and bends around a sandy beach to the north. A few
minnows and silver-backed fish zip past you nervously.
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
A raven is visible flying high in the sky.
A small, silvery fish is swimming about here.
A small, silvery fish is swimming about here.

o S HP:Critical MV:Weary >
Meander in the Crystal Brook
Here the watercourse bends itself back into its natural path north. Small
eddies swirl across the stream's surface under the dynamic energies of the
swift current.
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon

o S HP:Critical MV:Weary >
Blustery Grasslands
Briars and other prickly plants mingle with the grass, snagging your
clothes faster than you can unravel their barbs. The wind is a gusty
constant, full of dusky earthen smells.
[ obvious exits: E S W ]
Zone: Tar Valon Road South of Tar Valon
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>
A brazen young hare thumps his powerful hind legs nearby.
A brazen young hare thumps his powerful hind legs nearby.
A brazen young hare thumps his powerful hind legs nearby.

o S HP:Critical MV:Weary >
s
e
Blustery Grasslands
A ways off to the west you can just barely make out a small brook cutting a
meandering path through the savanna. Trying to protect yourself from the
grass blades whipping your face and skin is taxing and not very effective.
[ obvious exits: N E S W ]
Zone: Tar Valon Road South of Tar Valon
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^
An irritating fly is here flying around.

o S HP:Critical MV:Weary >
e
Blustery Grasslands
Above your waist, the drab and wiry grass stings your exposed skin as the
gusty wind swishes it violently around. The deluge of sound produced greatly
hinders communication, while the thick stalks of the grass are troublesome
to navigate through.
[ obvious exits: N E W ]
Zone: Tar Valon Road South of Tar Valon
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving >>EAST>>

o S HP:Critical MV:Weary >
A Subtle, Overgrown Path
Strong winds really begin to pick up here, swaying the olive-colored grass
in irregular waves over its endless sea. The grass appears to gradually
become taller farther west of you to the height of a full grown man.
[ obvious exits: N E W ]
Zone: Tar Valon Road South of Tar Valon
There are some tracks of A RIDDEN MOUNT leaving <<WEST<<
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^

o S HP:Critical MV:Weary >
n
n
A Subtle, Overgrown Path
Nettles and other brambles mingle with the grass nearing the border to a
misty clearing where the forest and the grassland border meet. Dominating
your western field of vision is an boundless expanse of broad, grassy
savannas sometimes reaching a modicum of variation as it passes over slightly
dipping valleys and hill crests.
[ obvious exits: N S ]
Zone: Tar Valon Road South of Tar Valon
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of A RIDDEN MOUNT leaving ^^NORTH^^

o S HP:Critical MV:Weary >
n
Amongst the Ancient Headstones
Suddenly, you happen upon a secluded lea enshrouded with a warm, unmoving
mist. Headstones, illegible from age, protrude out from the uneven ground
and lean to odd angles. This eerie place seems purposefully placed so as
to escape notice.
[ obvious exits: E S ]
Zone: Tar Valon Road South of Tar Valon
There are some tracks of A RIDDEN MOUNT leaving vvSOUTHvv
There are some tracks of a horse leaving DOWN
There are some tracks of A HUMAN leaving DOWN
A faded tapestry of vines and leaves entwine around a slab of pale stone.
An owl is here flying around.

o S HP:Critical MV:Weary >
1
Alas, you cannot go that way...

o S HP:Critical MV:Weary >
1
[pull leaf]
Ok.

o S HP:Critical MV:Weary >
[pull leaf]
Ok.

o S HP:Critical MV:Weary >

A strange portal opens out of seemingly nowhere.
There isn't room to get close enough!

o S HP:Critical MV:Weary >
d
At a Vine-Carved Door
Standing in the midst of a large, heavily pitted flagstone circle is what
appears to be a massive arch with intricate vines and leaves carved upon
its surface. Almost hidden from view is a thin crack running from the
topmost part of the arch to the bottom. This arch is in stark contrast to its
surroundings, the deepest of pitch darkness attempts to consume all light.
[ obvious exits: E U ]
Zone: The Ways
There are some tracks of a horse leaving UP
There are some tracks of A HUMAN leaving UP
There are some tracks of a horse leaving >>EAST>>
There are some tracks of A HUMAN leaving >>EAST>>
A faded tapestry of vines and leaves entwine around a slab of pale stone.

o S HP:Critical MV:Weary >
e
Approaching a Vine-Carved Door
Upon this path one must be wary to stay away from the edges. The arch is
not level, sloping ever so slightly downwards on either side. This barely
perceivable slope is slight enough to make it hard to notice, yet dangerous
enough to cause the unwary to slip off the sides. A dark, multi-hued
flagstone span veers off of this path and approaches a vine-covered door.
[ obvious exits: N W D ]
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
Zone: The Ways
There are some tracks of a horse leaving <<WEST<<
There are some tracks of A HUMAN leaving <<WEST<<
There are some tracks of a horse leaving ^^NORTH^^
There are some tracks of A HUMAN leaving ^^NORTH^^

o S HP:Critical MV:Weary >
n
w
Twisting Through the Ways
The stone blocks that make up the arches of this part of the Ways are
crumbling. Small chunks of stone and dust crunch underneath the feet of
everything that threads on it. A low banister supported by stonework columns
runs along the edge of the span.
[ obvious exits: N E S W U ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
(wotmudmapper): (error): Caution. Direction e leads to an unknown room.
(wotmudmapper): (error): Caution. Direction u leads to an unknown room.
Zone: The Ways
There are some tracks of a horse leaving vvSOUTHvv
There are some tracks of A HUMAN leaving vvSOUTHvv
There are some tracks of a horse leaving <<WEST<<
There are some tracks of A HUMAN leaving <<WEST<<

n
o S HP:Critical MV:Weary >
An Island in Darkness
The stone blocks that make up the arches of this part of the Ways are
crumbling. Small chunks of stone and dust crunch underneath the feet of
everything that threads on it. A low banister supported by stonework columns
runs along the edge of the span.
[ obvious exits: N E W D ]
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
Zone: The Ways
There are some tracks of a horse leaving >>EAST>>
There are some tracks of A HUMAN leaving >>EAST>>
There are some tracks of a horse leaving ^^NORTH^^
There are some tracks of A HUMAN leaving ^^NORTH^^

u
o S HP:Critical MV:Weary >
Twisting Through the Ways
The stone blocks that make up the arches of this part of the Ways are
crumbling. Small chunks of stone and dust crunch underneath the feet of
everything that threads on it. A low banister supported by stonework columns
runs along the edge of the span.
[ obvious exits: N E S W U D ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
Zone: The Ways
There are some tracks of a horse leaving >>EAST>>
There are some tracks of a horse leaving vvSOUTHvv
There are some tracks of A HUMAN leaving >>EAST>>
There are some tracks of A HUMAN leaving vvSOUTHvv
There are some tracks of a horse leaving UP

o S HP:Critical MV:Weary >
An Island in the Ways
Pitted flagstones have been laid in a circular formation, the outer edges
of which are hidden by the foreboding darkness. In the exact center of the
circle stands a tall monolith, engraved with strange markings that only the
most fastidious could interpret. Careful exploration shows the edge
partially guarded by a low half-wall with only infinite darkness beyond.
[ obvious exits: N E W U D ]
(wotmudmapper): (error): Caution. Direction n leads to an unknown room.
(wotmudmapper): (error): Caution. Direction w leads to an unknown room.
(wotmudmapper): (error): Caution. Direction u leads to an unknown room.
Zone: The Ways
There are some tracks of a horse leaving DOWN
There are some tracks of A HUMAN leaving DOWN
There are some tracks of a horse leaving >>EAST>>
There are some tracks of A HUMAN leaving >>EAST>>

o S HP:Critical MV:Weary >
e
Twisting Through the Ways
The stone blocks that make up the arches of this part of the Ways are
crumbling. Small chunks of stone and dust crunch underneath the feet of
everything that threads on it. A low banister supported by stonework columns
runs along the edge of the span.
[ obvious exits: E S W U D ]
(wotmudmapper): (error): Caution. Direction s leads to an unknown room.
(wotmudmapper): (error): Caution. Direction d leads to an unknown room.
Zone: The Ways
There are some tracks of a horse leaving UP
There are some tracks of a horse leaving <<WEST<<
There are some tracks of A HUMAN leaving UP
There are some tracks of A HUMAN leaving <<WEST<<
There are some tracks of a horse leaving >>EAST>>
Whispering and rushing with sinister songs, the black wind approaches.

o S HP:Critical MV:Weary >

The winds approach you... Sweet songs, songs of skin... Tearing skin...
Ouch!
You are dead! Sorry...

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