Risky Business

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Kilgore
Posts: 181
Joined: Sun May 24, 2015 3:04 pm

Risky Business

Post by Kilgore » Thu Jul 16, 2015 7:50 pm

Didn't give Weir as much credit for his chasing as I should have. Almost cost me my life. Was a surprise--can see the panic in the typing.

Edge of the Bog
The bog converges with a sheer cliff of the mountain, ending the path in
a soupy mess of mud of black ooze. The ichor of the bog bubbles frequently,
belching a sulfurous steam up the cliff face and scarring it for ages to
come. Tiny bones of birds can be spotted along the shore, yet to be
consumed by the mud. An overgrown trail extends out of the bog to the east.
[ obvious exits: N E ]
The smell of death fades as you move further...

* HP:Beaten SP:Strong MV:Strong > You have 69(306) hit and 114(144) movement
points.
You have scored 108522185 experience points and 643 quest points.
You need 1727297178 exp to level and 357 qp to rank.
You have acquired 1507 alt qps to date.
You have amassed 839 Turn points to date.
You have played 50 days and 4 hours (real time).
This ranks you as Kilgore the al'Shadar [Dreadguard 4] (Level 51).
You are standing.


* HP:Beaten SP:Strong MV:Strong >

Alas, you cannot go that way...

* HP:Beaten SP:Strong MV:Strong >
A Thick Muddy Blighted Mire
The rocky ground to the north steadily gives way to a muddy trail,
interspaced with pools of black slime from a bog to the east. Bubbles
on the surface frequently burst, releasing fetid vapors of brimstone
into the air. The mud makes travel treacherous and uncertain.
[ obvious exits: N S ]

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

* HP:Beaten SP:Strong MV:Strong >
Entering a Blighted Mire
A path leads out of the mountain, venturing into a morass of mud and
rotting vegetation. Along the eastern side of the trail lies a murky
pool of thick black slime. Interspaced along the ground are puddles of
the black slime, bubbling ominously.
[ obvious exits: N S W ]

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

* HP:Beaten SP:Strong MV:Strong >
Northern End of a Blighted Mire
The mire becomes steadily more solid as it approaches a large outcropping
of purple gneiss, cutting off all access. A massive crevice splits the
rock, filled with crumbled stones which have fallen from above.
[ obvious exits: S ]

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


* HP:Beaten SP:Strong MV:Tiring >
Entering a Blighted Mire
A path leads out of the mountain, venturing into a morass of mud and
rotting vegetation. Along the eastern side of the trail lies a murky
pool of thick black slime. Interspaced along the ground are puddles of
the black slime, bubbling ominously.
[ obvious exits: N S W ]

* HP:Beaten SP:Strong MV:Tiring >
Before an Ascending Path
Dismal mountains rise up to the north and west, their stony spires seem to
touch the murky clouds that loom overhead. A narrow path ascends up into the
mountain range. A foul stench wafts from the fetid mire to the east.
[ obvious exits: E U ]
A large, spine-backed snake bares its fangs with a vicious hiss.

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

* HP:Beaten SP:Strong MV:Tiring >
Path in the Mountains
The trail twists over several sharp rises, remaining signs of an upheaval.
A small stream of sickly water runs through the middle of one depression,
its brackish water smelling of a charnel house and carrying an oily film
back into the depths of the sickened land. Along the sides of the stream,
a few blighted bushes manage to hold onto a twisted form of life.
[ obvious exits: N S D ]
A large, spine-backed snake bares its fangs with a vicious hiss.

* HP:Beaten SP:Strong MV:Tiring >
On the Path
The massive bulk of the mountain rises tot he west, overshadowing the
lesser peak towering over the eastern side of the pass. The trail itself
is relatively free of obstruction, mainly being littered by many loose rocks.
Loose fur and feathers are scattered here and there, most of them looking
as though they had been shed by an animal close to death.
[ obvious exits: N S ]


* HP:Beaten SP:Strong MV:Tiring > Path Through the Mountains
The air is thinner here, and a brisk breeze blows much of the fetid stench
of decay away. A treacherous scramble slopes sharply down to a trail several
hundred feet below, a mire of loose rock and sickly plants. A ragged pass
has been ripped through the peak beginning here, the sickly scar leading
southwards towards the heart of the mountain.
[ obvious exits: S W D ]
A hound of the shadow smells blood in the air.

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


* HP:Beaten SP:Strong MV:Tiring >

Rise in the Mountains
The rough rise to the south lessens a bit, providing a sharp incline which
may be climbed. Purple and grey mountain grass edge their way between the
hardened stones, smelling of death and corruption. Even the slight breeze
is more of a death gasp than a refreshment.
[ obvious exits: E W U ]
A large, spine-backed snake bares its fangs with a vicious hiss.


* HP:Beaten SP:Strong MV:Tiring > Someone squeaks 'Takor is at The Blight'
Base of the Mountain
A massive peak rises out of the ground, its rock a stark mixture of grey
and brown, blasted from the surrounding lands. Here and there, dank trickles
of a rusty brown-red water make their way down the rough surfaces to the
south and west. A path follows the base of the mountain to the east.
[ obvious exits: E W ]
A raven is visible flying high in the sky.

* HP:Beaten SP:Strong MV:Tiring >
Bend in the Path
The narrow path bends sharply between the west and south, shrouding the
crumbling rocks in shadows. A stench of decay fills the air, rising from
a mass of rotting plants covered in fungus, trying to carve out a corner
of life amidst the weathered walls.
[ obvious exits: E S W ]

* HP:Beaten SP:Strong MV:Tiring >
Craggy Wasteland
This area was a plain a long time ago. Since that time, though, the earth has
been dug up and carted away almost continuously to the smelting pits to the
north. The little that is left of these plains has been churned into a muddy
substance. Over it all is a thick layer of soot from the north and a
sulphurous fog from the east. A dismal path extends west towards a large
range of mountains.
[ obvious exits: N E S W ]


* HP:Beaten SP:Strong MV:Tiring >
Black Pit
This area is pockmarked with black holes in the ground. Some are filled with
a black, thick soup laced with grey, a trace of the water from the grey river
pouring into this festering hell from the north. Occasionally, bubbles burst
from the surface spreading vile, smoking droplets. The ground is covered in a
thick blanket of the black liquid, faintly smoking. The fetid ground radiates
a vile, oppressive heat.
[ obvious exits: N E S W ]
A trolloc is here ruling a group of trollocs, surrounded by a dark aura.

* HP:Beaten SP:Strong MV:Tiring > Pitted Hills
These hills are colored in washed out blues and greys, so bleak they fail to
add color. Occasionally blue lightning arches along the ground like serpents,
fast and dangerous. Over it all are splotches of blackish stain, etching the
hillsides with smoking pits.
[ obvious exits: N E S W ]
A black snake with red mottling slyly meanders around you.
A spider-legged beast is here, most of it teeth.

* HP:Beaten SP:Strong 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 ]
A large, goat-faced trolloc glares at you hungrily, surrounded by a dark aura.
An enormous blight worm towers above you, making an eerie shrill scream.

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

* HP:Beaten SP:Strong MV:Tiring > Players in your Zone
--------------------
Kilgore - Bare Hills

* HP:Beaten SP:Strong 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 ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.


* HP:Beaten SP:Strong MV:Tiring >

A shrill piercing scream reverberates through
the area.
The writhing grass tries to hit you, but you parry successfully.
The writhing grass hits your left arm.
Your heartbeat calms down more as you feel less panicked.
No way! You're fighting for your life!

* HP:Beaten SP:Full MV:Tiring - the writhing grass: Scratched > No way! You're
fighting for your life!

* HP:Beaten SP:Full MV:Tiring - the writhing grass: Scratched > No way! You're
fighting for your life!

* HP:Beaten SP:Full MV:Tiring - the writhing grass: Scratched >
HP:Beaten
SP:Strong MP:Tiring
You have scored 108522185 experience points and 643 quest points.
You need 1727297178 exp to level and 357 qp to rank.
You have acquired 1507 alt qps to date.
You have amassed 839 Turn points to date.
You have played 50 days and 4 hours (real time).
This ranks you as Kilgore the al'Shadar [Dreadguard 4] (Level 51).
You are fighting the writhing grass.

* HP:Beaten SP:Full MV:Tiring - the writhing grass: Scratched > You panic and attempt to flee!



You flee head over heels.
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 ]
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 ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* HP:Beaten SP:Full 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 ]

* HP:Beaten SP:Full MV:Tiring >

Players in your Zone
--------------------
Kilgore - The Twist in the Dark Road


* HP:Beaten SP:Full MV:Tiring > 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 ]

* HP:Beaten SP:Full MV:Tiring >
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 ]
Sickly, wilted grass blankets the ground, intermixed with dry sand.

* HP:Beaten SP:Full MV:Tiring > Players in your Zone
--------------------
Kilgore - The Beaten Path

* HP:Beaten SP:Full MV:Tiring >

Ok.


* HP:Beaten SP:Full MV:Tiring > Corral Entrance
This is the horse corral. The grass here is the same as the caustic black
grass seen elsewhere in these lands, and seems unfit for consumption. Still it
seems regularly grazed from, resulting in etched lines in the ground. A foul
smell pervades these corral, as if piles of rotting meat were close.
[ obvious exits: N E W ]
A red-eyed raven is here flying around.

* HP:Beaten SP:Full MV:Tiring > Corral Yard
This is the southeastern part of the horse corral, just next to the barn to
the east. This is the training yard, where the black horses, destined to be
steeds for the Myrdraal, are trained for war. Many instruments reminiscent of
equine torture is scattered about, giving this place an air of a place of
torture and imprisonment.
[ obvious exits: N E W ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Beaten SP:Full MV:Tiring >
Someone squeaks 'Takor is at The Blight'


* HP:Beaten SP:Full MV:Tiring >
[lead shadow]
A shadow stallion has an indifferent look.

* HP:Beaten SP:Full MV:Tiring >
[lead shadow]
A shadow stallion has an indifferent look.


* HP:Beaten SP:Full MV:Tiring > Stable
These are the horse stables. Horses line roomy cubicles along the walls,
along with troughs of red water and cribs with fodder. This place smells
like most stables, but there is a scent, like of blood or taint or perhaps
both, in the air. Still the horses look quite content and exceptionally
strong. Unlike normal horses there is an air of malevolence and vile health
about them.
[ obvious exits: W U ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Beaten SP:Full MV:Tiring > Hayloft
This is the hayloft of the stable. On the western half grass is neatly
stacked by the hay hatch, while on the eastern part it looks like a
living room. In it is a table, eating utensils, and other household items.
This is most probably where the caretaker lives.
[ obvious exits: D ]
The trainer of the fade's horses stands here, considering the situation.

* HP:Beaten SP:Full MV:Tiring >
Wept narrates 'on takor 1w elbow'

* HP:Beaten SP:Full MV:Tiring >
Someone squeaks 'Stennor, Terha, Takor are at The Blight'
A shrill piercing scream reverberates through the area.
Stable
These are the horse stables. Horses line roomy cubicles along the walls,
along with troughs of red water and cribs with fodder. This place smells
like most stables, but there is a scent, like of blood or taint or perhaps
both, in the air. Still the horses look quite content and exceptionally
strong. Unlike normal horses there is an air of malevolence and vile health
about them.
[ obvious exits: W U ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.


* HP:Beaten SP:Full MV:Tiring > [lead shadow]
A shadow stallion has an indifferent look.

* HP:Beaten SP:Full MV:Tiring > Hayloft
This is the hayloft of the stable. On the western half grass is neatly
stacked by the hay hatch, while on the eastern part it looks like a
living room. In it is a table, eating utensils, and other household items.
This is most probably where the caretaker lives.
[ obvious exits: D ]
The trainer of the fade's horses stands here, considering the situation.

* HP:Beaten SP:Full MV:Tiring >

Someone squeaks 'Stennor, Takor are at The Blight'


* HP:Beaten SP:Full MV:Tiring > Stable
These are the horse stables. Horses line roomy cubicles along the walls,
along with troughs of red water and cribs with fodder. This place smells
like most stables, but there is a scent, like of blood or taint or perhaps
both, in the air. Still the horses look quite content and exceptionally
strong. Unlike normal horses there is an air of malevolence and vile health
about them.
[ obvious exits: W U ]
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.

* HP:Beaten SP:Full MV:Tiring >
[lead shadow]
You start leading it.
A shadow stallion starts following you.

* HP:Beaten SP:Full MV:Tiring >
[lead shadow]
You're already leading it!

* HP:Beaten SP:Full MV:Tiring > Hayloft
This is the hayloft of the stable. On the western half grass is neatly
stacked by the hay hatch, while on the eastern part it looks like a
living room. In it is a table, eating utensils, and other household items.
This is most probably where the caretaker lives.
[ obvious exits: D ]
The trainer of the fade's horses stands here, considering the situation.
A shadow stallion has arrived from below.

* HP:Beaten SP:Full MV:Tiring >

Someone squeaks 'Terha, Stennor are at The Blight'
Someone squeaks 'Terha, Stennor are at The Blight'

* HP:Beaten SP:Full MV:Tiring > You say 'issu ebrid'

* HP:Beaten SP:Full MV:Tiring >
*Weir* has arrived from below.

* HP:Beaten SP:Full MV:Tiring >
*Weir* strikes your body.
Mastacalus narrates 'we out dude, kilgore u still pking?'


* HP:Beaten SP:Full MV:Tiring - Weir: Battered >
*Weir* closes the Trapdoor.

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >
Someone squeaks 'Takor is at The Blight'
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >
You narrate 'trapdoor'

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >

You narrate 'SG'

* HP:Beaten SP:Full MV:Tiring - Weir: Battered > Players in your Zone
--------------------
Kilgore - Hayloft

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >

You dodge a bash from *Weir* who loses his balance and falls!

* HP:Beaten SP:Full MV:Tiring - Weir: Battered > You narrate 'horse trainer'

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >
You try to strike *Weir*, but he deflects the blow.
Someone squeaks 'Terha, Stennor are at The Blight'

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >
You drop a war saddle with
stirrups.

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >
#Ok. $target is now set to {human}.


You feel the flows of saidin
coursing through your body.

* HP:Beaten SP:Full MV:Tiring - Weir: Battered > You begin to weave the appropriate flows...

-
*Weir* strikes your body.
You wish that your wounds would stop BLEEDING so much!

Ouch! You couldn't maintain the flows.

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >
Weir assumes an offensive striking posture.

* HP:Beaten SP:Full MV:Tiring - Weir: Battered >
You begin to weave the appropriate flows...

- = + *
Someone squeaks 'Takor is at The Blight'
Someone squeaks 'Stennor is at The Blight'
Someone squeaks 'Stennor is at The Blight'
A shrill piercing scream reverberates through the area.
Someone squeaks 'Stennor is at The Blight'
Someone squeaks 'Stennor is at The Blight'
*Weir* strikes your body.
You wish that your wounds would stop BLEEDING so much!


* + =
Ok.
Streaks of fire flow from your hands, burning *Weir*.

* HP:Beaten SP:Strong MV:Tiring - Weir: Battered >
Players in your Zone
--------------------
Kilgore - Hayloft


* HP:Beaten SP:Strong MV:Tiring - Weir: Battered > You begin to weave the appropriate flows...

- = +
*Weir* strikes your body.
You wish that your wounds would stop BLEEDING so much!

Ouch! You couldn't maintain the flows.

* HP:Beaten SP:Strong MV:Tiring - Weir: Battered >

You narrate 'trapdoor Sg'

* HP:Beaten SP:Strong MV:Tiring - Weir: Battered > Players in your Zone
--------------------
Mastacalus - Desolate Plains
Kilgore - Hayloft

* HP:Beaten SP:Strong MV:Tiring - Weir: Battered >

You narrate 'now'


* HP:Beaten SP:Strong MV:Tiring - Weir: Battered > You try to strike *Weir*, but
he deflects the blow.
*Weir* strikes your body.
You wish that your wounds would stop BLEEDING so much!

Hayloft
This is the hayloft of the stable. On the western half grass is neatly
stacked by the hay hatch, while on the eastern part it looks like a
living room. In it is a table, eating utensils, and other household items.
This is most probably where the caretaker lives.
[ obvious exits: D ]
A war saddle lies here. [2]
*Weir* is here, fighting YOU!
A black shadow stallion paws the ground here, fiery-red eyes shining with evil.
The trainer of the fade's horses stands here, considering the situation.

* HP:Beaten SP:Strong MV:Tiring - Weir: Battered > Players in your Zone
--------------------
Mastacalus - Barren Plains
Kilgore - Hayloft


* HP:Beaten SP:Strong MV:Tiring - Weir: Battered > You begin to weave the appropriate flows...

- = + * * +
*Weir* strikes your body hard.
You wish that your wounds would stop BLEEDING so much!

Ouch! You couldn't maintain the flows.

* HP:Critical SP:Strong MV:Tiring - Weir: Battered >
Someone squeaks 'Terha is at The Blight'
Someone squeaks 'Terha is at The Blight'
A shrill piercing scream reverberates through the area.
[channel 'flame strike']
You begin to weave the appropriate flows...

- = + * * +
Someone squeaks 'Terha is at The Blight'
Someone squeaks 'Terha is at The Blight'
*Weir* tries to strike you, but you deflect the blow.

=
Ok.
Streaks of fire flow from your hands, burning *Weir*.

* HP:Critical SP:Strong MV:Tiring - Weir: Beaten >
[channel 'flame strike']
You begin to weave the appropriate flows...

- = + * * + =
Ok.
Streaks of fire flow from your hands, burning *Weir*.

* HP:Critical SP:Strong MV:Tiring - Weir: Beaten >

*Weir* strikes your left hand.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Strong MV:Tiring - Weir: Beaten > [channel 'flame strike']
You begin to weave the appropriate flows...

- = + * * + =
Ok.
Streaks of fire flow from your hands, burning *Weir*.

* HP:Critical SP:Strong MV:Tiring - Weir: Critical >

Someone squeaks 'Terha is at The Blight'
You try to strike *Weir*, but he deflects the blow.
*Weir* strikes your right arm.
You wish that your wounds would stop BLEEDING so much!


* HP:Critical SP:Strong MV:Tiring - Weir: Critical > [channel 'flame strike']
You begin to weave the appropriate flows...

- = + * *
Someone squeaks 'Terha is at The Blight'
Someone squeaks 'Stennor is at The Blight'
Someone squeaks 'Stennor is at The Blight'
A red-eyed raven caws 'Groderick is at The Slopes of Shayol Ghul'

+
=
Ok.
Streaks of fire flow from your hands, burning *Weir*.

* HP:Critical SP:Strong MV:Tiring - Weir: Critical > You try to strike *Weir*, but he deflects the blow.
*Weir* barely strikes your left leg.
You wish that your wounds would stop BLEEDING so much!

[channel 'flame strike']
You begin to weave the appropriate flows...

- = + * * + =
Ok.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Blood never gets boring, does it?
Streaks of Fire burn through *Weir*, leaving only a blackened corpse.
*Weir* is dead! R.I.P.
Your blood freezes as you hear *Weir*'s death cry.

* HP:Critical SP:Strong MV:Tiring >

Ok.


* HP:Critical SP:Strong MV:Tiring > You have 14(306) hit and 74(144) movement
points.
You have scored 108522185 experience points and 643 quest points.
You need 1727297178 exp to level and 357 qp to rank.
You have acquired 1507 alt qps to date.
You have amassed 955 Turn points to date.
You have played 50 days and 4 hours (real time).
This ranks you as Kilgore the al'Shadar [Dreadguard 4] (Level 51).
You are standing.


Was chilled at the time and using a burnished for a plate for some reason...Really scary. Glad the two humans outside were confused.

GroderickMashin
Posts: 33
Joined: Mon Mar 23, 2015 3:52 pm

Re: Risky Business

Post by GroderickMashin » Thu Jul 16, 2015 8:14 pm

You walked away just as I closed fence...

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