Haldrik
02-06-2016, 02:10 AM
First,
Fuck you. Stop stealing my shit. Stop spamming me, stop being a giant twat. You have been spamming this area for weeks now not to mention the last 4 months of seeing you running around.
You have quite the operation going. You hunt with 5 dudes, and then when one of them dies, you bring a sixth cleric in to resurrect them. Then log everyone off. I only randomly stumbled upon your cleric operation, but it's pretty apparent what's happening.
I'm sure you are planning on selling your army of F2P toons. But seriously, just stop. There is better ways to make money without ruining this game.
Swirling mist nearly conceals the low mound of the ancient barrow that rises on the horizon to the north. The black dirt of the road is surrounded on both sides by a barren landscape of scrawny, windswept bushes and broken stones, and the fog-shrouded sky is an eternal twilight grey. You also see a baesrukha.
Obvious paths: north, south, northwest
Your disk arrives, following you dutifully.
>hide
Roundtime: 2 sec.
You attempt to blend with the surroundings, and feel confident that no one has noticed your doing so.
Zanarm's group just arrived.
>stance off
You are now in an offensive stance.
>kick chest
Mertic traces a sign that contorts in the air while he forcefully incants a dark invocation...
Mertic gestures at a baesrukha.
A baesrukha says, "Do not trifle with me, or be returned to the dark from which you sprang."
CS: +250 - TD: +326 + CvA: +25 + d100: +76 == +25
Warded off!
>stance defensive
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a baesrukha.
CS: +250 - TD: +176 + CvA: +25 + d100: +36 == +135
Warding failed!
A very painful blow for 36 points of damage!
... 15 points of damage!
The baesrukha's ribs warp and crack violently.
Persav traces a sign that contorts in the air while he forcefully incants a dark invocation...
Persav gestures at a baesrukha.
d100 == 1 FUMBLE!
Dovian traces a sign that contorts in the air while he forcefully incants a dark invocation...
Dovian gestures at a baesrukha.
CS: +250 - TD: +176 + CvA: +25 + d100: +13 == +112
Warding failed!
A strong strike for 15 points of damage!
... 15 points of damage!
Large lesions sprout on the baesrukha's shield arm.
Veryis intones a phrase of elemental power while raising his hands...
Veryis gestures at a baesrukha.
A baesrukha is suddenly surrounded by a small whirlwind.
CS: +262 - TD: +183 + CvA: +25 + d100: +51 == +155
Warding failed!
The whirlwind quickly swirls around the baesrukha, causing 22 points of damage!
... 20 points of damage!
Elbow shatters under sudden decompression!
You leap from hiding to strike!
You make a precise attempt to kick a baesrukha!
You have good positioning against a baesrukha.
UAF: 350 vs UDF: 202 = 1.732 * MM: 120 + d100: 24 = 231
... and hit for 110 points of damage!
Strong roundhouse penetrates the chest! The baesrukha seems to have lost heart for this fight!
You hear a sound like a weeping child as a white glow separates itself from the baesrukha's body as it rises, disappearing into the heavens.
The baesrukha collapses to the ground in a motionless heap, sending a plume of dust up from his unwashed body.
The glowing specks of energy surrounding a baesrukha suddenly shoot off in all directions, then quickly fade away.
The brilliant luminescence fades from around a baesrukha.
A baesrukha appears somehow different.
The bright luminescence fades from around a baesrukha.
Roundtime: 5 sec.
...wait 5 seconds.
[sexual-favors: + 166 (+/- 16) = 321,489 (+/- 62,228)]
Zanarm searches a baesrukha. [B] AND THE STEAL. This has been going on for awhile, finally got tired of it.
A baesrukha flashes into an oily puff of smoke.
Zanarm's group just went north.
MAer ignoring me.
>hide
Roundtime: 2 sec.
You attempt to blend with the surroundings, and feel confident that no one has noticed your doing so.
A greater moor wight wails eerily!
Zanarm's group just arrived.
>stalk zan
Zanarm's group just went northeast.
What were you referring to?
>stalk zan
What were you referring to?
>stalk zan
What were you referring to?
>stalk zan
What were you referring to?
Zanarm's group just arrived.
>stalk zan
You move into position to stalk Zanarm when he moves.
>stalk zan
You move into position to stalk Zanarm when he moves.
Zanarm's group just went northeast.
[North Barrow, Tunnel]
A dank smell of ancient mold fills the still air, much of it emanating from an area in the corner of the tunnel where the ceiling has partially collapsed into a pile of long-untouched rubble. Half-crushed skeletons lie scattered around the sharp turn in the tunnel, and a few odd bones protrude from the pile of fallen stone. You also see the Dovian disk.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: south, southwest
>stalk zan
You move into position to stalk Zanarm when he moves.
Zanarm's group just went south.
[North Barrow, Ossuary]
The heavy stone blocks of the walls strain against the weight of the ground above them, tilting at a slight angle as if ready to crumble and collapse into rubble. Faint scratching sounds echo through the dim, musty chamber, signaling the presence of what is hopefully only rats among the stacks of ancient bones.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, south
Zanarm's group just went south.
[North Barrow, Ossuary]
Piles of bones and skulls are stacked along every wall, the dark spaces between them filled with spider webs and ancient dust. Muddy water drips slowly down the limestone wall from a crack in the ceiling, draining from the grassy mound above and collecting in a foul-smelling puddle on the cold stone floor.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, northwest
Zanarm's group just went northwest.
[North Barrow, Central Chamber]
The spacious, roughly oval chamber is suffused with a dim light that seems to come from nowhere in particular, certainly not from the charred but empty sconces carved into the heavy stone walls. The heavy timbers of the ceiling bow under the weight of the mound above, and a few drops of muddy water drip steadily on the ancient granite blocks of the floor. Low stone arches lead into dark tunnels at the corners of the chamber, and a narrow passage opens to the north. You also see the Persav disk, the earth brown Veryis disk, the Zanarm disk, the Mertic disk, the Kalros disk, a slender enruned steel longsword, a greater moor wight and a steel lockpick.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: northeast, southeast, south, southwest, northwest
>say Yo
You say, "Yo."
Zanarm's group just went northeast.
[North Barrow, Tunnel]
A dank smell of ancient mold fills the still air, much of it emanating from an area in the corner of the tunnel where the ceiling has partially collapsed into a pile of long-untouched rubble. Half-crushed skeletons lie scattered around the sharp turn in the tunnel, and a few odd bones protrude from the pile of fallen stone.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: south, southwest
Zanarm's group just went south.
[North Barrow, Ossuary]
The heavy stone blocks of the walls strain against the weight of the ground above them, tilting at a slight angle as if ready to crumble and collapse into rubble. Faint scratching sounds echo through the dim, musty chamber, signaling the presence of what is hopefully only rats among the stacks of ancient bones.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, south
Your disk arrives, following you dutifully.
Zanarm's group just went south.
[North Barrow, Ossuary]
Piles of bones and skulls are stacked along every wall, the dark spaces between them filled with spider webs and ancient dust. Muddy water drips slowly down the limestone wall from a crack in the ceiling, draining from the grassy mound above and collecting in a foul-smelling puddle on the cold stone floor. You also see the Dovian disk.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, northwest
Zanarm's group just went northwest.
[North Barrow, Central Chamber]
The spacious, roughly oval chamber is suffused with a dim light that seems to come from nowhere in particular, certainly not from the charred but empty sconces carved into the heavy stone walls. The heavy timbers of the ceiling bow under the weight of the mound above, and a few drops of muddy water drip steadily on the ancient granite blocks of the floor. Low stone arches lead into dark tunnels at the corners of the chamber, and a narrow passage opens to the north. You also see a slender enruned steel longsword, a greater moor wight and a steel lockpick.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: northeast, southeast, south, southwest, northwest
A greater moor wight gestures arcanely.
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +5 == +126
Warding failed!
A painful blow for 23 points of damage!
... 15 points of damage!
>say Hello
The moor wight's right leg jerks momentarily.
Persav traces a sign that contorts in the air while he forcefully incants a dark invocation...
Persav gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +49 == +170
Warding failed!
A most painful blow for 54 points of damage!
... 20 points of damage!
The moor wight's finger twitches, then explodes.
** Persav's runestaff flickers as the space around a greater moor wight folds inward and draws its surroundings closer! **
... 5 points of damage!
Eye swells under sudden pressure loss!
Mertic traces a sign that contorts in the air while he forcefully incants a dark invocation...
Mertic gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +2 == +123
Warding failed!
A nice hit for 13 points of damage!
... 10 points of damage!
Chest spasm makes it hard for the moor wight to breathe.
Dovian traces a sign that contorts in the air while he forcefully incants a dark invocation...
Dovian gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +12 == +133
Warding failed!
Target staggered by strong strike for 27 points of damage!
... 20 points of damage!
The tendons in the moor wight's foot snap. Looks painful.
Veryis intones a phrase of elemental power while raising his hands...
Veryis gestures at a greater moor wight.
A greater moor wight is suddenly surrounded by a circle of flickering flames.
CS: +262 - TD: +158 + CvA: +25 + d100: +33 == +162
Warding failed!
The flickering flames quickly swirl around the wight, causing 24 points of damage!
... 25 points of damage!
Burst of flames to left leg blackens kneecap.
The moor wight is stunned!
You say, "Hello."
Your disk arrives, following you dutifully.
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +2 == +123
Warding failed!
A painful blow for 22 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the moor wight's body as it rises, disappearing into the heavens.
A greater moor wight wails one final time as it collapses.
A greater moor wight becomes solid again.
The powerful look leaves a greater moor wight.
The light blue glow leaves a greater moor wight.
The shimmering multicolored sphere fades from around a greater moor wight.
[sexual-favors: + 52 (+/- 4) (spectator) = 321,695 (+/- 62,244)]
Zanarm searches a greater moor wight.
Zanarm gathers the remaining coins.
A greater moor wight breaks apart into misty tendrils.
Zanarm's group just went south.
[North Barrow, Vestibule]
Heavy walls of rough-cut limestone blocks surround the low, dark vestibule, their surfaces etched deeply by thousands of years of seeping water, creeping lichen, and time. A huge slab of granite, now broken and fallen away from the entry it once sealed, lies at the exit to the moors outside, and a narrow passage leads into a larger chamber to the north.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north
Zanarm's group just went behind a broken granite slab.
[North Barrow, Threshhold]
The huge mound of the barrow looms above the small, almost garden-like entry area, its entrance a dark tunnel partially covered by an ancient, broken slab of granite. Standing stones as tall as a giantman shield the narrow space from the harsh wind of the moor beyond the limestone arch that leads back out to the bleak landscape. A few blades of grass grow around the stones, nourished by the rich soil and shielded from the chill wind.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: none
Zanarm's group just went through a limestone arch.
[Black Moor, Old Barrow Road]
A crude grey limestone arch stands before the entrance to the ancient barrow, leading north into a narrow passage of free-standing slabs of weatherworn stone. The chill wind blows strong here, its stream directed by the looming form of the barrow mound, and swirls of mist and dead black leaves dance across the dark road. You also see a baesrukha.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: east, south
A baesrukha speaks a few syllables of magic.
>say why are you attackign and setal my stuff
You say, "Why are you attackign and setal my stuff."
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +55 == +148
Warding failed!
A very painful blow for 37 points of damage!
... 20 points of damage!
Tendons in the baesrukha's shield arm snap.
Persav traces a sign that contorts in the air while he forcefully incants a dark invocation...
Persav gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +78 == +171
Warding failed!
A painful blow for 24 points of damage!
... 20 points of damage!
The baesrukha's stomach muscles jerk uncontrollably.
Mertic traces a sign that contorts in the air while he forcefully incants a dark invocation...
Mertic gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +30 == +123
Warding failed!
A painful blow for 24 points of damage!
... 10 points of damage!
Throat strike causes the baesrukha to cough.
** Mertic's runestaff flickers as the space around a baesrukha folds inward and draws its surroundings closer! **
... 15 points of damage!
Chest heaves as air rushes away from it!
Dovian traces a sign that contorts in the air while he forcefully incants a dark invocation...
Dovian gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +14 == +107
Warding failed!
A painful blow for 21 points of damage!
... 10 points of damage!
The baesrukha doubles over with stomach cramps.
Veryis intones a phrase of elemental power while raising his hands...
Veryis gestures at a baesrukha.
A baesrukha is suddenly surrounded by a circle of crackling lightning.
CS: +262 - TD: +191 + CvA: +25 + d100: +63 == +159
Warding failed!
The crackling lightning quickly arcs around the baesrukha, causing 23 points of damage!
... 15 points of damage!
Light shock to right arm. That stings!
Your disk arrives, following you dutifully.
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +50 == +143
Warding failed!
A powerful hit for 33 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the baesrukha's body as it rises, disappearing into the heavens.
The baesrukha collapses to the ground in a motionless heap, sending a plume of dust up from his unwashed body.
The glowing specks of energy surrounding a baesrukha suddenly shoot off in all directions, then quickly fade away.
The brilliant luminescence fades from around a baesrukha.
A baesrukha appears somehow different.
The bright luminescence fades from around a baesrukha.
The silvery luminescence fades from around a baesrukha.
[sexual-favors: + 56 (+/- 6) (spectator) = 321,751 (+/- 62,250)]
Zanarm searches a baesrukha.
Zanarm gathers the remaining coins.
A baesrukha flashes into an oily puff of smoke.
You feel fully energetic again.
Zanarm's group just went through a limestone arch.
[North Barrow, Threshhold]
The huge mound of the barrow looms above the small, almost garden-like entry area, its entrance a dark tunnel partially covered by an ancient, broken slab of granite. Standing stones as tall as a giantman shield the narrow space from the harsh wind of the moor beyond the limestone arch that leads back out to the bleak landscape. A few blades of grass grow around the stones, nourished by the rich soil and shielded from the chill wind.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: none
Zanarm's group just went behind a broken granite slab.
[North Barrow, Vestibule]
Heavy walls of rough-cut limestone blocks surround the low, dark vestibule, their surfaces etched deeply by thousands of years of seeping water, creeping lichen, and time. A huge slab of granite, now broken and fallen away from the entry it once sealed, lies at the exit to the moors outside, and a narrow passage leads into a larger chamber to the north.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north
Zanarm's group just went north.
[North Barrow, Central Chamber]
The spacious, roughly oval chamber is suffused with a dim light that seems to come from nowhere in particular, certainly not from the charred but empty sconces carved into the heavy stone walls. The heavy timbers of the ceiling bow under the weight of the mound above, and a few drops of muddy water drip steadily on the ancient granite blocks of the floor. Low stone arches lead into dark tunnels at the corners of the chamber, and a narrow passage opens to the north. You also see a steel lockpick.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: northeast, southeast, south, southwest, northwest
>sym cour
You feel more courageous.
[sexual-favors: - 118 = 321,633 (+/- 62,250)]
[ Symbol of Courage: +0:04:19, 0:05:34 remaining. ]
Zanarm's group just went northeast.
[North Barrow, Tunnel]
A dank smell of ancient mold fills the still air, much of it emanating from an area in the corner of the tunnel where the ceiling has partially collapsed into a pile of long-untouched rubble. Half-crushed skeletons lie scattered around the sharp turn in the tunnel, and a few odd bones protrude from the pile of fallen stone.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: south, southwest
Zanarm's group just went south.
[North Barrow, Ossuary]
The heavy stone blocks of the walls strain against the weight of the ground above them, tilting at a slight angle as if ready to crumble and collapse into rubble. Faint scratching sounds echo through the dim, musty chamber, signaling the presence of what is hopefully only rats among the stacks of ancient bones.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, south
>sym prot
You feel a layer of protection surround you.
[ Symbol of Protection: +0:08:39, 0:14:13 remaining. ]
[sexual-favors: - 118 = 321,515 (+/- 62,250)]
Zanarm's group just went south.
[North Barrow, Ossuary]
Piles of bones and skulls are stacked along every wall, the dark spaces between them filled with spider webs and ancient dust. Muddy water drips slowly down the limestone wall from a crack in the ceiling, draining from the grassy mound above and collecting in a foul-smelling puddle on the cold stone floor.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, northwest
Your disk arrives, following you dutifully.
Zanarm's group just went northwest.
[North Barrow, Central Chamber]
The spacious, roughly oval chamber is suffused with a dim light that seems to come from nowhere in particular, certainly not from the charred but empty sconces carved into the heavy stone walls. The heavy timbers of the ceiling bow under the weight of the mound above, and a few drops of muddy water drip steadily on the ancient granite blocks of the floor. Low stone arches lead into dark tunnels at the corners of the chamber, and a narrow passage opens to the north. You also see a steel lockpick.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: northeast, southeast, south, southwest, northwest
Zanarm's group just went south.
[North Barrow, Vestibule]
Heavy walls of rough-cut limestone blocks surround the low, dark vestibule, their surfaces etched deeply by thousands of years of seeping water, creeping lichen, and time. A huge slab of granite, now broken and fallen away from the entry it once sealed, lies at the exit to the moors outside, and a narrow passage leads into a larger chamber to the north. You also see the Dovian disk.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north
>stance o
You are now in an offensive stance.
Zanarm's group just went behind a broken granite slab.
[North Barrow, Threshhold]
The huge mound of the barrow looms above the small, almost garden-like entry area, its entrance a dark tunnel partially covered by an ancient, broken slab of granite. Standing stones as tall as a giantman shield the narrow space from the harsh wind of the moor beyond the limestone arch that leads back out to the bleak landscape. A few blades of grass grow around the stones, nourished by the rich soil and shielded from the chill wind.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: none
Zanarm's group just went through a limestone arch.
[Black Moor, Old Barrow Road]
A crude grey limestone arch stands before the entrance to the ancient barrow, leading north into a narrow passage of free-standing slabs of weatherworn stone. The chill wind blows strong here, its stream directed by the looming form of the barrow mound, and swirls of mist and dead black leaves dance across the dark road. You also see a rose-marrow potion.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: east, south
Zanarm's group just went south.
[Black Moor, Old Barrow Road]
Swirling mist nearly conceals the low mound of the ancient barrow that rises on the horizon to the north. The black dirt of the road is surrounded on both sides by a barren landscape of scrawny, windswept bushes and broken stones, and the fog-shrouded sky is an eternal twilight grey. You also see a lesser moor wight.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: north, south, northwest
Your disk arrives, following you dutifully.
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a lesser moor wight.
CS: +250 - TD: +121 + CvA: +25 + d100: +46 == +200
Warding failed!
A masterful strike for 46 points of damage!
... 25 points of damage!
Blood in the moor wight's weapon arm boils, sending up a red mist.
The moor wight is stunned!
Persav traces a sign that contorts in the air while he forcefully incants a dark invocation...
Persav gestures at a lesser moor wight.
CS: +250 - TD: +121 + CvA: +25 + d100: +99 == +253
Warding failed!
A masterful strike for 46 points of damage!
... 30 points of damage!
Bones shatter in the moor wight's shield arm.
Mertic traces a sign that contorts in the air while he forcefully incants a dark invocation...
Mertic gestures at a lesser moor wight.
CS: +250 - TD: +121 + CvA: +25 + d100: +68 == +222
Warding failed!
Massive internal disruption for 74 points of damage!
... 30 points of damage!
Bones shatter in the moor wight's shield arm.
You hear a sound like a weeping child as a white glow separates itself from the moor wight's body as it rises, disappearing into the heavens.
A lesser moor wight crumples to a heap on the ground.
The glowing specks of energy surrounding a lesser moor wight suddenly shoot off in all directions, then quickly fade away.
The light blue glow leaves a lesser moor wight.
The powerful look leaves a lesser moor wight.
[sexual-favors: + 49 (+/- 4) (spectator) = 321,564 (+/- 62,254)]
>kick mer right leg
You leap from hiding to strike!
You make a precise attempt to kick Mertic!
You have good positioning against Mertic.
UAF: 370 vs UDF: 294 = 1.258 * MM: 110 + d100: 27 = 165
... and hit for 56 points of damage!
Wheel kick connects with the right leg, tearing into tendons and muscle.
He is knocked to the ground!
He is stunned!
Roundtime: 5 sec.
Zanarm searches a lesser moor wight.
Zanarm gathers the remaining coins.
A lesser moor wight disperses in the wind.
Zanarm's group just went south.
You are unable to follow Zanarm.
>hide
Roundtime: 2 sec.
You attempt to blend with the surroundings, and feel confident that no one has noticed your doing so.
>kick mer left leg
You leap from hiding to strike!
You make a precise attempt to kick Mertic!
You have excellent positioning against Mertic.
UAF: 370 vs UDF: 285 = 1.298 * MM: 124 + d100: 88 = 248
... and hit for 114 points of damage!
Sweeping side kick tears left leg out at hip, sending it flying! Parting is such sweet sorrow.
* Mertic drops dead at your feet!
The air calms down around Mertic.
A shadow seems to detach itself from Mertic's body, swiftly dissipating into the air.
The deep blue glow leaves Mertic.
The brilliant luminescence fades from around Mertic.
The bright luminescence fades from around Mertic.
The light blue glow leaves Mertic.
The silvery luminescence fades from around Mertic.
The powerful look leaves Mertic.
Mertic glances around, looking a bit less confident.
Mertic becomes solid again.
Roundtime: 5 sec.
The Mertic disk disintegrates, dropping everything on the ground.
* Mertic just turned his last page!
>l
[Black Moor, Old Barrow Road]
Swirling mist nearly conceals the low mound of the ancient barrow that rises on the horizon to the north. The black dirt of the road is surrounded on both sides by a barren landscape of scrawny, windswept bushes and broken stones, and the fog-shrouded sky is an eternal twilight grey. You also see a plain thanot box and the Kalros disk.
Also here: the body of Mertic who is lying down
Obvious paths: north, south, northwest
>s
[Ta'Illistim, Hanging Gardens]
The dais is ringed by a series of slender columns, each one simply fluted and carved from perfectly white marble. Within the circle of the columns' embrace, and elevated high off of the ground, a tiny garden of cultivated plants grows. Closed roses climb around the carved legs of a mistwood bench, which sits alongside neat beds of night blooming columbine and a tended plot of white jasmine. Over the whole enclosure is a coffered dome set with an oculus. You also see the Rummirasal disk, a green-eyed black cat and a silver trash receptacle.
Also here: the body of Mertic who is lying down, Rummirasal who is lying down, Gavindale
Obvious paths: out
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
You ask, "Hey, can either of ya locate?"
At this point I run off and get a crystal amulet because neither of them respond. Mertic hasn't said anything to me yet.
[Ta'Illistim, Hanging Gardens]
The dais is ringed by a series of slender columns, each one simply fluted and carved from perfectly white marble. Within the circle of the columns' embrace, and elevated high off of the ground, a tiny garden of cultivated plants grows. Closed roses climb around the carved legs of a mistwood bench, which sits alongside neat beds of night blooming columbine and a tended plot of white jasmine. Over the whole enclosure is a coffered dome set with an oculus. You also see the Rummirasal disk, a green-eyed black cat and a silver trash receptacle.
Also here: Simulacra, the body of Mertic who is lying down, Rummirasal who is lying down, Gavindale
Obvious paths: out
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
Now that I'm back... I'm wondering if Simulacra can locate for me. But then he rezzes Mertic who is still ignoring me.
>l sim
You see Simulacra Is'Div'Janivas the Redeemer.
He appears to be a Dhe'nar Dark Elf.
He appears to be young and robust. He has silver-flecked crystal green eyes and olive skin. He has very long, straight pearlescent white hair plaited at the temples and beaded with small golden rings. He has a pronounced jawline.
You can hardly recognize him covered in all that soot and ash!
He is in good shape.
He is holding a scratched mossbark shield in his left hand.
He is wearing some gilt-edged alizarin double leathers, a ruby amulet, a hooded ashen spidersilk cloak, a frothing iron tankard pin, some blackened veniom cufflinks, some shredded blood-stained gloves, a gore-stained butcher's smock, a mithril Twilight Hall pin, a black veniom-worked satchel, a scratched gold ring, a thick black onyx thumb ring, a large gold ring, a hip-slung ashen leather kit, a grey walrus hide sack, a blood-stained linen lootbag, a pair of badly mud-stained dark leather trousers with an albatross-shaped ivory buckle, some twisted silver-linked shackles, and a pair of black blood stained boots.
Simulacra raises a hand while murmuring a soft orison...
Simulacra gestures at Mertic.
Thin at first, a fine layer of rime coats Simulacra's hands and fingertips. The hoarfrost smoothly glides across the space between Simulacra and Mertic, turning to a light powder in the open air. The white substance clings to Mertic's eyelashes and cheeks for a moment before it becomes charged with spiritual power, then it slowly melts away.
Poor Siierra doesn't know im plotting to murder a bunch of people.
Siierra (Focused) [Local]: "Who?"
>think to siierra zanarm
You focus on projecting your thoughts...
You (Focused to Siierra) [Local]: "Zanarm."
Cast Roundtime 3 Seconds.
Rummirasal stands up.
Rummirasal just went out.
Siierra (Focused) [Local]: "Ant hilll table."
--- Lich: go2 active.
>;go2 ant hill table
ETA: 0:00:14. 60 rooms between this room (188) and:
#18594:
[Ant Hill Table]
On the inner side of one of the table legs, a small nest is visible. Dozens of ants scurry about on the floor as they indulge happily in spilled brew and ale from the previous messy patrons. Serving as a most unique centerpiece, a piece of amber has been cut into the shape of a star and holds the fossilized remains of several unknown tiny creatures.
Obvious exits: out
[Sylvarraend, Town Commons]
Situated to one side of the square rests the local tavern, from which sounds of talk and merriment drift at irregular intervals. A lantern swings from a nearby post, illuminating the silver-framed sign swinging from the awning above the front door.
Obvious paths: north, west
[Hagatha's Brew and Barley]
Wooden planks worn smooth by years of constant use line the floor of the tavern, strewn with fresh rushes and smelling slightly of ale. Several elves are crowded around an ornately carved bar that runs the length of one wall, drinking and conversing quietly. A few tables, each decorated with a lone candle as centerpiece, are scattered about the tavern. You also see a ruffled grey-bellied hawk that is sleeping, a squat wooden bin and a scribbled notice.
Obvious exits: out
You wave to the people seated at the Ant Hill Table, hoping they will invite you to sit with them.
Your disk arrives, following you dutifully.
[go2]>go ant table
You just asked for an invitation to the Ant Hill Table; why not wait a little longer?
--- Lich: go2 has exited.
>;kill go2
Simulacra just left.
------>Not suspicious at all. He wasn't in the room so he must have been at the table.
Mertic just arrived.
Mertic heads over to the Ant Hill Table.
>;e waitfor "Zanarm";fput "stalk zanarm"
Lorstrum just arrived.
Lorstrum just went west.
[lnet: connection lost]
[lnet: waiting 278 seconds before trying to reconnect...]
Lorstrum just arrived.
Lorstrum just went into the tavern.
The layer of protection fades away.
[lnet: connection lost]
[lnet: waiting 278 seconds before trying to reconnect...]
[lnet: connection lost]
[lnet: waiting 278 seconds before trying to reconnect...]
--- Lich: lnet has exited.
I waited about 10 minutes for them to come out and play. Turns out they all magically vanished.
>;kill lnet
>find zan
Brave Adventurer Questing:
Zanzt
>find zanar,
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find zanarm
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find mertic
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find dovian'
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find dovian
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
Lorstrum just arrived.
Lorstrum just went west.
Lorstrum just arrived.
Lorstrum just went north.
Lorstrum just arrived.
Lorstrum just went west.
Lorstrum just arrived.
Lorstrum just went into the tavern.
>find yup
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find lcver
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find dovian
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find persav
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find zanarm
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
Fuck you. Stop stealing my shit. Stop spamming me, stop being a giant twat. You have been spamming this area for weeks now not to mention the last 4 months of seeing you running around.
You have quite the operation going. You hunt with 5 dudes, and then when one of them dies, you bring a sixth cleric in to resurrect them. Then log everyone off. I only randomly stumbled upon your cleric operation, but it's pretty apparent what's happening.
I'm sure you are planning on selling your army of F2P toons. But seriously, just stop. There is better ways to make money without ruining this game.
Swirling mist nearly conceals the low mound of the ancient barrow that rises on the horizon to the north. The black dirt of the road is surrounded on both sides by a barren landscape of scrawny, windswept bushes and broken stones, and the fog-shrouded sky is an eternal twilight grey. You also see a baesrukha.
Obvious paths: north, south, northwest
Your disk arrives, following you dutifully.
>hide
Roundtime: 2 sec.
You attempt to blend with the surroundings, and feel confident that no one has noticed your doing so.
Zanarm's group just arrived.
>stance off
You are now in an offensive stance.
>kick chest
Mertic traces a sign that contorts in the air while he forcefully incants a dark invocation...
Mertic gestures at a baesrukha.
A baesrukha says, "Do not trifle with me, or be returned to the dark from which you sprang."
CS: +250 - TD: +326 + CvA: +25 + d100: +76 == +25
Warded off!
>stance defensive
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a baesrukha.
CS: +250 - TD: +176 + CvA: +25 + d100: +36 == +135
Warding failed!
A very painful blow for 36 points of damage!
... 15 points of damage!
The baesrukha's ribs warp and crack violently.
Persav traces a sign that contorts in the air while he forcefully incants a dark invocation...
Persav gestures at a baesrukha.
d100 == 1 FUMBLE!
Dovian traces a sign that contorts in the air while he forcefully incants a dark invocation...
Dovian gestures at a baesrukha.
CS: +250 - TD: +176 + CvA: +25 + d100: +13 == +112
Warding failed!
A strong strike for 15 points of damage!
... 15 points of damage!
Large lesions sprout on the baesrukha's shield arm.
Veryis intones a phrase of elemental power while raising his hands...
Veryis gestures at a baesrukha.
A baesrukha is suddenly surrounded by a small whirlwind.
CS: +262 - TD: +183 + CvA: +25 + d100: +51 == +155
Warding failed!
The whirlwind quickly swirls around the baesrukha, causing 22 points of damage!
... 20 points of damage!
Elbow shatters under sudden decompression!
You leap from hiding to strike!
You make a precise attempt to kick a baesrukha!
You have good positioning against a baesrukha.
UAF: 350 vs UDF: 202 = 1.732 * MM: 120 + d100: 24 = 231
... and hit for 110 points of damage!
Strong roundhouse penetrates the chest! The baesrukha seems to have lost heart for this fight!
You hear a sound like a weeping child as a white glow separates itself from the baesrukha's body as it rises, disappearing into the heavens.
The baesrukha collapses to the ground in a motionless heap, sending a plume of dust up from his unwashed body.
The glowing specks of energy surrounding a baesrukha suddenly shoot off in all directions, then quickly fade away.
The brilliant luminescence fades from around a baesrukha.
A baesrukha appears somehow different.
The bright luminescence fades from around a baesrukha.
Roundtime: 5 sec.
...wait 5 seconds.
[sexual-favors: + 166 (+/- 16) = 321,489 (+/- 62,228)]
Zanarm searches a baesrukha. [B] AND THE STEAL. This has been going on for awhile, finally got tired of it.
A baesrukha flashes into an oily puff of smoke.
Zanarm's group just went north.
MAer ignoring me.
>hide
Roundtime: 2 sec.
You attempt to blend with the surroundings, and feel confident that no one has noticed your doing so.
A greater moor wight wails eerily!
Zanarm's group just arrived.
>stalk zan
Zanarm's group just went northeast.
What were you referring to?
>stalk zan
What were you referring to?
>stalk zan
What were you referring to?
>stalk zan
What were you referring to?
Zanarm's group just arrived.
>stalk zan
You move into position to stalk Zanarm when he moves.
>stalk zan
You move into position to stalk Zanarm when he moves.
Zanarm's group just went northeast.
[North Barrow, Tunnel]
A dank smell of ancient mold fills the still air, much of it emanating from an area in the corner of the tunnel where the ceiling has partially collapsed into a pile of long-untouched rubble. Half-crushed skeletons lie scattered around the sharp turn in the tunnel, and a few odd bones protrude from the pile of fallen stone. You also see the Dovian disk.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: south, southwest
>stalk zan
You move into position to stalk Zanarm when he moves.
Zanarm's group just went south.
[North Barrow, Ossuary]
The heavy stone blocks of the walls strain against the weight of the ground above them, tilting at a slight angle as if ready to crumble and collapse into rubble. Faint scratching sounds echo through the dim, musty chamber, signaling the presence of what is hopefully only rats among the stacks of ancient bones.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, south
Zanarm's group just went south.
[North Barrow, Ossuary]
Piles of bones and skulls are stacked along every wall, the dark spaces between them filled with spider webs and ancient dust. Muddy water drips slowly down the limestone wall from a crack in the ceiling, draining from the grassy mound above and collecting in a foul-smelling puddle on the cold stone floor.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, northwest
Zanarm's group just went northwest.
[North Barrow, Central Chamber]
The spacious, roughly oval chamber is suffused with a dim light that seems to come from nowhere in particular, certainly not from the charred but empty sconces carved into the heavy stone walls. The heavy timbers of the ceiling bow under the weight of the mound above, and a few drops of muddy water drip steadily on the ancient granite blocks of the floor. Low stone arches lead into dark tunnels at the corners of the chamber, and a narrow passage opens to the north. You also see the Persav disk, the earth brown Veryis disk, the Zanarm disk, the Mertic disk, the Kalros disk, a slender enruned steel longsword, a greater moor wight and a steel lockpick.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: northeast, southeast, south, southwest, northwest
>say Yo
You say, "Yo."
Zanarm's group just went northeast.
[North Barrow, Tunnel]
A dank smell of ancient mold fills the still air, much of it emanating from an area in the corner of the tunnel where the ceiling has partially collapsed into a pile of long-untouched rubble. Half-crushed skeletons lie scattered around the sharp turn in the tunnel, and a few odd bones protrude from the pile of fallen stone.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: south, southwest
Zanarm's group just went south.
[North Barrow, Ossuary]
The heavy stone blocks of the walls strain against the weight of the ground above them, tilting at a slight angle as if ready to crumble and collapse into rubble. Faint scratching sounds echo through the dim, musty chamber, signaling the presence of what is hopefully only rats among the stacks of ancient bones.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, south
Your disk arrives, following you dutifully.
Zanarm's group just went south.
[North Barrow, Ossuary]
Piles of bones and skulls are stacked along every wall, the dark spaces between them filled with spider webs and ancient dust. Muddy water drips slowly down the limestone wall from a crack in the ceiling, draining from the grassy mound above and collecting in a foul-smelling puddle on the cold stone floor. You also see the Dovian disk.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, northwest
Zanarm's group just went northwest.
[North Barrow, Central Chamber]
The spacious, roughly oval chamber is suffused with a dim light that seems to come from nowhere in particular, certainly not from the charred but empty sconces carved into the heavy stone walls. The heavy timbers of the ceiling bow under the weight of the mound above, and a few drops of muddy water drip steadily on the ancient granite blocks of the floor. Low stone arches lead into dark tunnels at the corners of the chamber, and a narrow passage opens to the north. You also see a slender enruned steel longsword, a greater moor wight and a steel lockpick.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: northeast, southeast, south, southwest, northwest
A greater moor wight gestures arcanely.
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +5 == +126
Warding failed!
A painful blow for 23 points of damage!
... 15 points of damage!
>say Hello
The moor wight's right leg jerks momentarily.
Persav traces a sign that contorts in the air while he forcefully incants a dark invocation...
Persav gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +49 == +170
Warding failed!
A most painful blow for 54 points of damage!
... 20 points of damage!
The moor wight's finger twitches, then explodes.
** Persav's runestaff flickers as the space around a greater moor wight folds inward and draws its surroundings closer! **
... 5 points of damage!
Eye swells under sudden pressure loss!
Mertic traces a sign that contorts in the air while he forcefully incants a dark invocation...
Mertic gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +2 == +123
Warding failed!
A nice hit for 13 points of damage!
... 10 points of damage!
Chest spasm makes it hard for the moor wight to breathe.
Dovian traces a sign that contorts in the air while he forcefully incants a dark invocation...
Dovian gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +12 == +133
Warding failed!
Target staggered by strong strike for 27 points of damage!
... 20 points of damage!
The tendons in the moor wight's foot snap. Looks painful.
Veryis intones a phrase of elemental power while raising his hands...
Veryis gestures at a greater moor wight.
A greater moor wight is suddenly surrounded by a circle of flickering flames.
CS: +262 - TD: +158 + CvA: +25 + d100: +33 == +162
Warding failed!
The flickering flames quickly swirl around the wight, causing 24 points of damage!
... 25 points of damage!
Burst of flames to left leg blackens kneecap.
The moor wight is stunned!
You say, "Hello."
Your disk arrives, following you dutifully.
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a greater moor wight.
CS: +250 - TD: +154 + CvA: +25 + d100: +2 == +123
Warding failed!
A painful blow for 22 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the moor wight's body as it rises, disappearing into the heavens.
A greater moor wight wails one final time as it collapses.
A greater moor wight becomes solid again.
The powerful look leaves a greater moor wight.
The light blue glow leaves a greater moor wight.
The shimmering multicolored sphere fades from around a greater moor wight.
[sexual-favors: + 52 (+/- 4) (spectator) = 321,695 (+/- 62,244)]
Zanarm searches a greater moor wight.
Zanarm gathers the remaining coins.
A greater moor wight breaks apart into misty tendrils.
Zanarm's group just went south.
[North Barrow, Vestibule]
Heavy walls of rough-cut limestone blocks surround the low, dark vestibule, their surfaces etched deeply by thousands of years of seeping water, creeping lichen, and time. A huge slab of granite, now broken and fallen away from the entry it once sealed, lies at the exit to the moors outside, and a narrow passage leads into a larger chamber to the north.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north
Zanarm's group just went behind a broken granite slab.
[North Barrow, Threshhold]
The huge mound of the barrow looms above the small, almost garden-like entry area, its entrance a dark tunnel partially covered by an ancient, broken slab of granite. Standing stones as tall as a giantman shield the narrow space from the harsh wind of the moor beyond the limestone arch that leads back out to the bleak landscape. A few blades of grass grow around the stones, nourished by the rich soil and shielded from the chill wind.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: none
Zanarm's group just went through a limestone arch.
[Black Moor, Old Barrow Road]
A crude grey limestone arch stands before the entrance to the ancient barrow, leading north into a narrow passage of free-standing slabs of weatherworn stone. The chill wind blows strong here, its stream directed by the looming form of the barrow mound, and swirls of mist and dead black leaves dance across the dark road. You also see a baesrukha.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: east, south
A baesrukha speaks a few syllables of magic.
>say why are you attackign and setal my stuff
You say, "Why are you attackign and setal my stuff."
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +55 == +148
Warding failed!
A very painful blow for 37 points of damage!
... 20 points of damage!
Tendons in the baesrukha's shield arm snap.
Persav traces a sign that contorts in the air while he forcefully incants a dark invocation...
Persav gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +78 == +171
Warding failed!
A painful blow for 24 points of damage!
... 20 points of damage!
The baesrukha's stomach muscles jerk uncontrollably.
Mertic traces a sign that contorts in the air while he forcefully incants a dark invocation...
Mertic gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +30 == +123
Warding failed!
A painful blow for 24 points of damage!
... 10 points of damage!
Throat strike causes the baesrukha to cough.
** Mertic's runestaff flickers as the space around a baesrukha folds inward and draws its surroundings closer! **
... 15 points of damage!
Chest heaves as air rushes away from it!
Dovian traces a sign that contorts in the air while he forcefully incants a dark invocation...
Dovian gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +14 == +107
Warding failed!
A painful blow for 21 points of damage!
... 10 points of damage!
The baesrukha doubles over with stomach cramps.
Veryis intones a phrase of elemental power while raising his hands...
Veryis gestures at a baesrukha.
A baesrukha is suddenly surrounded by a circle of crackling lightning.
CS: +262 - TD: +191 + CvA: +25 + d100: +63 == +159
Warding failed!
The crackling lightning quickly arcs around the baesrukha, causing 23 points of damage!
... 15 points of damage!
Light shock to right arm. That stings!
Your disk arrives, following you dutifully.
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a baesrukha.
CS: +250 - TD: +182 + CvA: +25 + d100: +50 == +143
Warding failed!
A powerful hit for 33 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the baesrukha's body as it rises, disappearing into the heavens.
The baesrukha collapses to the ground in a motionless heap, sending a plume of dust up from his unwashed body.
The glowing specks of energy surrounding a baesrukha suddenly shoot off in all directions, then quickly fade away.
The brilliant luminescence fades from around a baesrukha.
A baesrukha appears somehow different.
The bright luminescence fades from around a baesrukha.
The silvery luminescence fades from around a baesrukha.
[sexual-favors: + 56 (+/- 6) (spectator) = 321,751 (+/- 62,250)]
Zanarm searches a baesrukha.
Zanarm gathers the remaining coins.
A baesrukha flashes into an oily puff of smoke.
You feel fully energetic again.
Zanarm's group just went through a limestone arch.
[North Barrow, Threshhold]
The huge mound of the barrow looms above the small, almost garden-like entry area, its entrance a dark tunnel partially covered by an ancient, broken slab of granite. Standing stones as tall as a giantman shield the narrow space from the harsh wind of the moor beyond the limestone arch that leads back out to the bleak landscape. A few blades of grass grow around the stones, nourished by the rich soil and shielded from the chill wind.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: none
Zanarm's group just went behind a broken granite slab.
[North Barrow, Vestibule]
Heavy walls of rough-cut limestone blocks surround the low, dark vestibule, their surfaces etched deeply by thousands of years of seeping water, creeping lichen, and time. A huge slab of granite, now broken and fallen away from the entry it once sealed, lies at the exit to the moors outside, and a narrow passage leads into a larger chamber to the north.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north
Zanarm's group just went north.
[North Barrow, Central Chamber]
The spacious, roughly oval chamber is suffused with a dim light that seems to come from nowhere in particular, certainly not from the charred but empty sconces carved into the heavy stone walls. The heavy timbers of the ceiling bow under the weight of the mound above, and a few drops of muddy water drip steadily on the ancient granite blocks of the floor. Low stone arches lead into dark tunnels at the corners of the chamber, and a narrow passage opens to the north. You also see a steel lockpick.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: northeast, southeast, south, southwest, northwest
>sym cour
You feel more courageous.
[sexual-favors: - 118 = 321,633 (+/- 62,250)]
[ Symbol of Courage: +0:04:19, 0:05:34 remaining. ]
Zanarm's group just went northeast.
[North Barrow, Tunnel]
A dank smell of ancient mold fills the still air, much of it emanating from an area in the corner of the tunnel where the ceiling has partially collapsed into a pile of long-untouched rubble. Half-crushed skeletons lie scattered around the sharp turn in the tunnel, and a few odd bones protrude from the pile of fallen stone.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: south, southwest
Zanarm's group just went south.
[North Barrow, Ossuary]
The heavy stone blocks of the walls strain against the weight of the ground above them, tilting at a slight angle as if ready to crumble and collapse into rubble. Faint scratching sounds echo through the dim, musty chamber, signaling the presence of what is hopefully only rats among the stacks of ancient bones.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, south
>sym prot
You feel a layer of protection surround you.
[ Symbol of Protection: +0:08:39, 0:14:13 remaining. ]
[sexual-favors: - 118 = 321,515 (+/- 62,250)]
Zanarm's group just went south.
[North Barrow, Ossuary]
Piles of bones and skulls are stacked along every wall, the dark spaces between them filled with spider webs and ancient dust. Muddy water drips slowly down the limestone wall from a crack in the ceiling, draining from the grassy mound above and collecting in a foul-smelling puddle on the cold stone floor.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north, northwest
Your disk arrives, following you dutifully.
Zanarm's group just went northwest.
[North Barrow, Central Chamber]
The spacious, roughly oval chamber is suffused with a dim light that seems to come from nowhere in particular, certainly not from the charred but empty sconces carved into the heavy stone walls. The heavy timbers of the ceiling bow under the weight of the mound above, and a few drops of muddy water drip steadily on the ancient granite blocks of the floor. Low stone arches lead into dark tunnels at the corners of the chamber, and a narrow passage opens to the north. You also see a steel lockpick.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: northeast, southeast, south, southwest, northwest
Zanarm's group just went south.
[North Barrow, Vestibule]
Heavy walls of rough-cut limestone blocks surround the low, dark vestibule, their surfaces etched deeply by thousands of years of seeping water, creeping lichen, and time. A huge slab of granite, now broken and fallen away from the entry it once sealed, lies at the exit to the moors outside, and a narrow passage leads into a larger chamber to the north. You also see the Dovian disk.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious exits: north
>stance o
You are now in an offensive stance.
Zanarm's group just went behind a broken granite slab.
[North Barrow, Threshhold]
The huge mound of the barrow looms above the small, almost garden-like entry area, its entrance a dark tunnel partially covered by an ancient, broken slab of granite. Standing stones as tall as a giantman shield the narrow space from the harsh wind of the moor beyond the limestone arch that leads back out to the bleak landscape. A few blades of grass grow around the stones, nourished by the rich soil and shielded from the chill wind.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: none
Zanarm's group just went through a limestone arch.
[Black Moor, Old Barrow Road]
A crude grey limestone arch stands before the entrance to the ancient barrow, leading north into a narrow passage of free-standing slabs of weatherworn stone. The chill wind blows strong here, its stream directed by the looming form of the barrow mound, and swirls of mist and dead black leaves dance across the dark road. You also see a rose-marrow potion.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: east, south
Zanarm's group just went south.
[Black Moor, Old Barrow Road]
Swirling mist nearly conceals the low mound of the ancient barrow that rises on the horizon to the north. The black dirt of the road is surrounded on both sides by a barren landscape of scrawny, windswept bushes and broken stones, and the fog-shrouded sky is an eternal twilight grey. You also see a lesser moor wight.
Also here: Dovian, Persav, Mertic, Veryis, Zanarm
Obvious paths: north, south, northwest
Your disk arrives, following you dutifully.
Zanarm traces a sign that contorts in the air while he forcefully incants a dark invocation...
Zanarm gestures at a lesser moor wight.
CS: +250 - TD: +121 + CvA: +25 + d100: +46 == +200
Warding failed!
A masterful strike for 46 points of damage!
... 25 points of damage!
Blood in the moor wight's weapon arm boils, sending up a red mist.
The moor wight is stunned!
Persav traces a sign that contorts in the air while he forcefully incants a dark invocation...
Persav gestures at a lesser moor wight.
CS: +250 - TD: +121 + CvA: +25 + d100: +99 == +253
Warding failed!
A masterful strike for 46 points of damage!
... 30 points of damage!
Bones shatter in the moor wight's shield arm.
Mertic traces a sign that contorts in the air while he forcefully incants a dark invocation...
Mertic gestures at a lesser moor wight.
CS: +250 - TD: +121 + CvA: +25 + d100: +68 == +222
Warding failed!
Massive internal disruption for 74 points of damage!
... 30 points of damage!
Bones shatter in the moor wight's shield arm.
You hear a sound like a weeping child as a white glow separates itself from the moor wight's body as it rises, disappearing into the heavens.
A lesser moor wight crumples to a heap on the ground.
The glowing specks of energy surrounding a lesser moor wight suddenly shoot off in all directions, then quickly fade away.
The light blue glow leaves a lesser moor wight.
The powerful look leaves a lesser moor wight.
[sexual-favors: + 49 (+/- 4) (spectator) = 321,564 (+/- 62,254)]
>kick mer right leg
You leap from hiding to strike!
You make a precise attempt to kick Mertic!
You have good positioning against Mertic.
UAF: 370 vs UDF: 294 = 1.258 * MM: 110 + d100: 27 = 165
... and hit for 56 points of damage!
Wheel kick connects with the right leg, tearing into tendons and muscle.
He is knocked to the ground!
He is stunned!
Roundtime: 5 sec.
Zanarm searches a lesser moor wight.
Zanarm gathers the remaining coins.
A lesser moor wight disperses in the wind.
Zanarm's group just went south.
You are unable to follow Zanarm.
>hide
Roundtime: 2 sec.
You attempt to blend with the surroundings, and feel confident that no one has noticed your doing so.
>kick mer left leg
You leap from hiding to strike!
You make a precise attempt to kick Mertic!
You have excellent positioning against Mertic.
UAF: 370 vs UDF: 285 = 1.298 * MM: 124 + d100: 88 = 248
... and hit for 114 points of damage!
Sweeping side kick tears left leg out at hip, sending it flying! Parting is such sweet sorrow.
* Mertic drops dead at your feet!
The air calms down around Mertic.
A shadow seems to detach itself from Mertic's body, swiftly dissipating into the air.
The deep blue glow leaves Mertic.
The brilliant luminescence fades from around Mertic.
The bright luminescence fades from around Mertic.
The light blue glow leaves Mertic.
The silvery luminescence fades from around Mertic.
The powerful look leaves Mertic.
Mertic glances around, looking a bit less confident.
Mertic becomes solid again.
Roundtime: 5 sec.
The Mertic disk disintegrates, dropping everything on the ground.
* Mertic just turned his last page!
>l
[Black Moor, Old Barrow Road]
Swirling mist nearly conceals the low mound of the ancient barrow that rises on the horizon to the north. The black dirt of the road is surrounded on both sides by a barren landscape of scrawny, windswept bushes and broken stones, and the fog-shrouded sky is an eternal twilight grey. You also see a plain thanot box and the Kalros disk.
Also here: the body of Mertic who is lying down
Obvious paths: north, south, northwest
>s
[Ta'Illistim, Hanging Gardens]
The dais is ringed by a series of slender columns, each one simply fluted and carved from perfectly white marble. Within the circle of the columns' embrace, and elevated high off of the ground, a tiny garden of cultivated plants grows. Closed roses climb around the carved legs of a mistwood bench, which sits alongside neat beds of night blooming columbine and a tended plot of white jasmine. Over the whole enclosure is a coffered dome set with an oculus. You also see the Rummirasal disk, a green-eyed black cat and a silver trash receptacle.
Also here: the body of Mertic who is lying down, Rummirasal who is lying down, Gavindale
Obvious paths: out
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
You ask, "Hey, can either of ya locate?"
At this point I run off and get a crystal amulet because neither of them respond. Mertic hasn't said anything to me yet.
[Ta'Illistim, Hanging Gardens]
The dais is ringed by a series of slender columns, each one simply fluted and carved from perfectly white marble. Within the circle of the columns' embrace, and elevated high off of the ground, a tiny garden of cultivated plants grows. Closed roses climb around the carved legs of a mistwood bench, which sits alongside neat beds of night blooming columbine and a tended plot of white jasmine. Over the whole enclosure is a coffered dome set with an oculus. You also see the Rummirasal disk, a green-eyed black cat and a silver trash receptacle.
Also here: Simulacra, the body of Mertic who is lying down, Rummirasal who is lying down, Gavindale
Obvious paths: out
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
Now that I'm back... I'm wondering if Simulacra can locate for me. But then he rezzes Mertic who is still ignoring me.
>l sim
You see Simulacra Is'Div'Janivas the Redeemer.
He appears to be a Dhe'nar Dark Elf.
He appears to be young and robust. He has silver-flecked crystal green eyes and olive skin. He has very long, straight pearlescent white hair plaited at the temples and beaded with small golden rings. He has a pronounced jawline.
You can hardly recognize him covered in all that soot and ash!
He is in good shape.
He is holding a scratched mossbark shield in his left hand.
He is wearing some gilt-edged alizarin double leathers, a ruby amulet, a hooded ashen spidersilk cloak, a frothing iron tankard pin, some blackened veniom cufflinks, some shredded blood-stained gloves, a gore-stained butcher's smock, a mithril Twilight Hall pin, a black veniom-worked satchel, a scratched gold ring, a thick black onyx thumb ring, a large gold ring, a hip-slung ashen leather kit, a grey walrus hide sack, a blood-stained linen lootbag, a pair of badly mud-stained dark leather trousers with an albatross-shaped ivory buckle, some twisted silver-linked shackles, and a pair of black blood stained boots.
Simulacra raises a hand while murmuring a soft orison...
Simulacra gestures at Mertic.
Thin at first, a fine layer of rime coats Simulacra's hands and fingertips. The hoarfrost smoothly glides across the space between Simulacra and Mertic, turning to a light powder in the open air. The white substance clings to Mertic's eyelashes and cheeks for a moment before it becomes charged with spiritual power, then it slowly melts away.
Poor Siierra doesn't know im plotting to murder a bunch of people.
Siierra (Focused) [Local]: "Who?"
>think to siierra zanarm
You focus on projecting your thoughts...
You (Focused to Siierra) [Local]: "Zanarm."
Cast Roundtime 3 Seconds.
Rummirasal stands up.
Rummirasal just went out.
Siierra (Focused) [Local]: "Ant hilll table."
--- Lich: go2 active.
>;go2 ant hill table
ETA: 0:00:14. 60 rooms between this room (188) and:
#18594:
[Ant Hill Table]
On the inner side of one of the table legs, a small nest is visible. Dozens of ants scurry about on the floor as they indulge happily in spilled brew and ale from the previous messy patrons. Serving as a most unique centerpiece, a piece of amber has been cut into the shape of a star and holds the fossilized remains of several unknown tiny creatures.
Obvious exits: out
[Sylvarraend, Town Commons]
Situated to one side of the square rests the local tavern, from which sounds of talk and merriment drift at irregular intervals. A lantern swings from a nearby post, illuminating the silver-framed sign swinging from the awning above the front door.
Obvious paths: north, west
[Hagatha's Brew and Barley]
Wooden planks worn smooth by years of constant use line the floor of the tavern, strewn with fresh rushes and smelling slightly of ale. Several elves are crowded around an ornately carved bar that runs the length of one wall, drinking and conversing quietly. A few tables, each decorated with a lone candle as centerpiece, are scattered about the tavern. You also see a ruffled grey-bellied hawk that is sleeping, a squat wooden bin and a scribbled notice.
Obvious exits: out
You wave to the people seated at the Ant Hill Table, hoping they will invite you to sit with them.
Your disk arrives, following you dutifully.
[go2]>go ant table
You just asked for an invitation to the Ant Hill Table; why not wait a little longer?
--- Lich: go2 has exited.
>;kill go2
Simulacra just left.
------>Not suspicious at all. He wasn't in the room so he must have been at the table.
Mertic just arrived.
Mertic heads over to the Ant Hill Table.
>;e waitfor "Zanarm";fput "stalk zanarm"
Lorstrum just arrived.
Lorstrum just went west.
[lnet: connection lost]
[lnet: waiting 278 seconds before trying to reconnect...]
Lorstrum just arrived.
Lorstrum just went into the tavern.
The layer of protection fades away.
[lnet: connection lost]
[lnet: waiting 278 seconds before trying to reconnect...]
[lnet: connection lost]
[lnet: waiting 278 seconds before trying to reconnect...]
--- Lich: lnet has exited.
I waited about 10 minutes for them to come out and play. Turns out they all magically vanished.
>;kill lnet
>find zan
Brave Adventurer Questing:
Zanzt
>find zanar,
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find zanarm
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find mertic
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find dovian'
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find dovian
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
Lorstrum just arrived.
Lorstrum just went west.
Lorstrum just arrived.
Lorstrum just went north.
Lorstrum just arrived.
Lorstrum just went west.
Lorstrum just arrived.
Lorstrum just went into the tavern.
>find yup
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find lcver
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find dovian
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find persav
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.
>find zanarm
There are no adventurers questing that match the names specified.
The usage for this command is: find {player1} {player2} ... {player9} and will provide a list of those players present you wish to find provided they are questing.