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Shalla
09-29-2005, 03:51 PM
My first trip to the barrier. I've been stalling for how many trains now.. about 4 trains. Shit, and it's finally here. I simply can't learn in the tower fast enough anymore. I was dreading this day for weeks now. Thanks to Laccon for providing me the script to go to the barrier, Tsin for taking me to the aqueduct and offering what spells he could provide, and Bartonnium who directed me when I was lost. After swimming and swimming my ass off to get to the barrier. Enjoy!

You pick up a sturdy wooden box.
>open box
It appears to be locked.
>weigh my box
You carefully examine the wooden box and determine that the weight is about 16 pounds.
Roundtime: 5 sec.
>l
[Aqueduct]
The tunnel moves off to the southwest, the shallow, green water casting an uneven emerald glow on the walls as the water's peace is disturbed by sloshing feet. Solid granite walls prevent movement in all other directions. A pile of rubble in the center of the tunnel indicates that there may once have been a hole above to allow water to be drawn from the aqueduct. It is too dark, though, to see if such a hole exists anymore. Strangely out of place, a misshapen panel is set into the northeast wall. You also see the Shalla disk and a filthy knapsack.
Obvious exits: southwest
>prep 416
You gesture and invoke the powers of the elements for the Piercing Gaze spell...
Your spell is ready.
>cast my box
You gesture at a sturdy wooden box.
You gaze at the box and see. . .

A sturdy wooden box which contains:
Some silver coins (in)


Looking closely into the keyhole of the lock, you spy a small vial of fire-red liquid and a tiny hammer device which seems poised to shatter it if the lock is tampered with.
Cast Roundtime 3 Seconds.
>drop box
You drop a sturdy wooden box.

Good girl! Encumberance is not your friend

>sw
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a festering taint, a twisted being, a scratched brass chest, a ragged knapsack, an iron-bound thanot strongbox, an engraved fel box and a badly damaged maoral chest.
Obvious exits: northeast, east, southeast, southwest, west, northwest

I so wanted to pick up those boxes, for I am le broke and greedy

>prep 719
Your disk arrives, following you dutifully.
>
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>cast taint
You gesture at a festering taint.
CS: +411 - TD: +363 + CvA: +25 + d100: +87 == +160
Warding failed!
... and hits for 30 points of damage!
A festering taint is suddenly engulfed in flames of pure essence!
... 50 points of damage!
Permanently debilitating burns across stomach.
The festering taint is stunned!
... 50 points of damage!
Frigid blast shatters the festering taint's left leg beyond all recognition!
The festering taint winces in pain as it falls to the ground, its left leg mangled horribly!
... 20 points of damage!
Heavy shock to left arm numbs elbow.
... 35 points of damage!
Massive blow removes the festering taint's right foot!
You feel 3 mana surge into you!
Cast Roundtime 3 Seconds.

>prep 719
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>cast being
You gesture at a twisted being.
CS: +411 - TD: +382 + CvA: +25 + d100: +87 == +141
Warding failed!
... and hits for 27 points of damage!
A twisted being is suddenly engulfed in flames of pure essence!
... 30 points of damage!
Extreme heat causes a twisted being's left arm to expand and snap. That must hurt!
The twisted being is stunned!
... 20 points of damage!
Darn! Frozen ribs take longer to cook, and broken ones to boot!
... 70 points of damage!
Massive shock totally burns out the nervous system. Nothing works anymore.
A twisted being crumples to the ground, dead.
The very powerful look leaves a twisted being.
The white light leaves a twisted being.
The deep blue glow leaves a twisted being.
You feel 3 mana surge into you!
Cast Roundtime 3 Seconds.
>loot being
You search the twisted being.
It didn't carry any silver.
It had nothing of interest.
A twisted being falls apart into a pile of dust which quickly scatters.

>prep 705
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>channel taint
You channel at a festering taint.
CS: +411 - TD: +363 + CvA: +25 + d100: +5 == +78
Warded off!
A dull grey beam snakes out toward the festering taint, but dissipates upon impact.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see the Shalla disk, a festering taint that appears stunned, a scratched brass chest, a ragged knapsack, an iron-bound thanot strongbox, an engraved fel box and a badly damaged maoral chest.
Obvious exits: northeast, east, southeast, southwest, west, northwest

>prep 705
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>
A festering taint gibbers, spittle flying from its mouth as it tries to regain its senses.
>channel taint
You channel at a festering taint.
CS: +411 - TD: +363 + CvA: +25 + d100: +40 == +113
Warding failed!
A dull grey beam snakes out toward the festering taint!
... 36 points of damage!
... 10 points of damage!
Finger on left hand vaporized, leaving the festering taint unable to count quite as high.
... 3 points of damage!
Various bits of the festering taint melt away!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see the Shalla disk, a festering taint that appears stunned, a scratched brass chest, a ragged knapsack, an iron-bound thanot strongbox, an engraved fel box and a badly damaged maoral chest.
Obvious exits: northeast, east, southeast, southwest, west, northwest
>
A festering taint just climbed up a hole.

>prep 705
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.

You channel at a festering taint.
CS: +411 - TD: +375 + CvA: +25 + d100: +16 == +77
Warded off!
A dull grey beam snakes out toward the festering taint, but dissipates upon impact.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

A festering taint points a putrid hand at you!
d100 == 1 FUMBLE!
A dull grey beam snakes out toward you, but dissipates upon impact.

>prep 719
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>cast taint
You gesture at a festering taint.
CS: +411 - TD: +375 + CvA: +25 + d100: +45 == +106
Warding failed!
... and hits for 10 points of damage!
A festering taint is suddenly engulfed in flames of pure essence!
... 25 points of damage!
Flames burn hole in chest exposing ribs!
The festering taint is stunned!
... 20 points of damage!
Cold blast rends muscles from bone!
... 25 points of damage!
Nasty shock to right arm stiffens joints. Nice and painful.
The festering taint stares blankly at its severed right arm.
... 35 points of damage!
Hard blow to chest breaking ribs!
Hard to breathe!
You feel 1 mana surge into you!
Cast Roundtime 3 Seconds.

I'm kicking aqueduct assess!

>prep 719
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>cast taint
You gesture at a festering taint.
CS: +411 - TD: +375 + CvA: +25 + d100: +23 == +84
Warded off!
Cast Roundtime 3 Seconds.

Me scared of the barrier? I laugh at danger!

>prep 705
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>channel taint
You channel at a festering taint.
CS: +411 - TD: +375 + CvA: +25 + d100: +66 == +127
Warding failed!
A dull grey beam snakes out toward the festering taint!
... 43 points of damage!
... 20 points of damage!
Light blast to left hand drills a hole straight through palm, just large enough to hold that spare wand.
... 19 points of damage!
Various bits of the festering taint melt away!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

>prep 705
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>channel taint
You channel at a festering taint.
CS: +411 - TD: +375 + CvA: +25 + d100: +12 == +73
Warded off!
A dull grey beam snakes out toward the festering taint, but dissipates upon impact.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

>prep 705
You trace an intricate sign that contorts in the air while forcefully invoking Disintegrate...
Your spell is ready.
>channel taint
You channel at a festering taint.
CS: +411 - TD: +375 + CvA: +25 + d100: +52 == +113
Warding failed!
A dull grey beam snakes out toward the festering taint!
... 31 points of damage!
... 5 points of damage!
Eyebrow and eyelashes of right eye melted off.
Trendy!
... 4 points of damage!
Various bits of the festering taint melt away!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

>
A twisted being comes darting in.

>prep 705
A festering taint points a putrid hand at you!
CS: +367 - TD: +368 + CvA: +12 + d100: +88 - -5 == +104
Warding failed!
You feel a numbing jolt reverberate through your skull! You are stunned.

Uh oh!
>
You are still stunned.
>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a twisted being, a festering taint that appears stunned, the Shalla disk, a festering taint that is lying down, a scratched brass chest, a ragged knapsack, an iron-bound thanot strongbox, an engraved fel box and a badly damaged maoral chest.
Obvious exits: northeast, east, southeast, southwest, west, northwest
>
You are able to move again.

Gotta act fast. act fast! act fast!!!!

>
A festering taint mutters a phrase of magic.
>channel being
You can only channel certain spells for extra power.
>
A twisted being's throat glows green as it opens its mouth, loosing a blast of acid that scours the entire room!
The acid splashes over you!
... 30 points of damage!
Acid dissolves connecting cartilage, freeing Shalla's ribs to move independently.
You are stunned for 6 rounds!

Doh!!!!

>
A festering taint points a putrid hand at you!
CS: +367 - TD: +368 + CvA: +12 + d100: +22 - -5 == +38
Warded off!
>ne
You are still stunned.
>ne
You are still stunned.
>ne
You are still stunned.
>ne
A twisted being rumbles a series of arcane phrases.
>
A festering taint claws at you!
AS: +328 vs DS: +367 with AvD: +35 + d100 roll: +43 = +39
A clean miss.
>
A festering taint mutters a phrase of magic.
>
>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a twisted being, a festering taint, the Shalla disk, a festering taint that is lying down, a scratched brass chest, a ragged knapsack, an iron-bound thanot strongbox, an engraved fel box and a badly damaged maoral chest.
Obvious exits: northeast, east, southeast, southwest, west, northwest
>
The festering taint chokes on its blood, gurgling noisily before finally dying.
The very powerful look leaves a festering taint.
The white light leaves a festering taint.
The deep blue glow leaves a festering taint.
>
A festering taint screams in rage and frustration.
>
A twisted being cries out in an acidic tongue, pointing at you!
CS: +246 - TD: +354 + CvA: +12 + d100: +99 - -5 == +8
Warded off!

It was a level 3 damage on my chest. I :heart: you heavily crit padded armor! <3

You are still stunned.
>ne
You are still stunned.
>ne
You are still stunned.
>ne
You are still stunned.
>ne
You are still stunned.
>ne
>ne
ne
Get me the hell outta here!!!

A twisted being's tail suddenly lashes out at your legs!
The tail wraps around your ankles and yanks you to the ground!
Roundtime: 16 sec.

MoTHER F#$@%S! SHRIEK!!

You are still stunned.
>
You are still stunned.
>ne
You are still stunned.
>ne
You are still stunned.
>ne
You are still stunned.
>ne
A festering taint mutters a phrase of magic.
>l
You are still stunned.
>
A festering taint mutters a phrase of magic.
>
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a twisted being, a festering taint, the Shalla disk, a festering taint that appears dead, a scratched brass chest, a ragged knapsack, an iron-bound thanot strongbox, an engraved fel box and a badly damaged maoral chest.
Obvious exits: northeast, east, southeast, southwest, west, northwest
>
A twisted being tries to bite you!
AS: +396 vs DS: +400 with AvD: +32 + d100 roll: +60 = +88
A clean miss.
>stand

Yay!

...wait 4 seconds.

>ne
A bent being comes rumbling in.
>
...wait 2 seconds.
>stand
...wait 1 seconds.
>ne
The festering taint sinks to its knees as it chokes on its own blood and dies.
The very powerful look leaves a festering taint.
The white light leaves a festering taint.
The deep blue glow leaves a festering taint.
The powerful look leaves a festering taint.
>
A twisted being rumbles a series of arcane phrases.
>
You will have to stand up first or crawl there.
>stand

You stand back up.

I shall return! You sonova B%!$tches!!

>ne
[Aqueduct]
The tunnel moves off to the southwest, the shallow, green water casting an uneven emerald glow on the walls as the water's peace is disturbed by sloshing feet. Solid granite walls prevent movement in all other directions. A pile of rubble in the center of the tunnel indicates that there may once have been a hole above to allow water to be drawn from the aqueduct. It is too dark, though, to see if such a hole exists anymore. Strangely out of place, a misshapen panel is set into the northeast wall. You also see a filthy knapsack.
Obvious exits: southwest

>
Your disk arrives, following you dutifully.
>prep 410

You trace a simple rune while intoning the mystical phrase for Elemental Wave...
Your spell is ready.
>sign of staunching
Your veins throb and your blood sings.

kiiiyaeeeeee!! Prepare the voidful vengeance of my uberness!!

>sw
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a bent being, a twisted being, a festering taint that appears dead, a scratched brass chest, a ragged knapsack, an iron-bound thanot strongbox, an engraved fel box and a badly damaged maoral chest.
Obvious exits: northeast, east, southeast, southwest, west, northwest

>cast
You gesture.
A wave of dark ethereal ripples moves outward from you.
A bent being is buffeted by the dark ethereal waves and is knocked to the ground.
A twisted being is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>
Your disk arrives, following you dutifully.
>
Faint sounds of footsteps can be heard.

>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a gremlock, the Shalla disk, a bent being that is lying down, a twisted being that is lying down, a festering taint that appears dead, a scratched brass chest, a ragged knapsack, an iron-bound thanot strongbox, an engraved fel box and a badly damaged maoral chest.
Obvious exits: northeast, east, southeast, southwest, west, northwest

>prep 720
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>cast grem
You gesture at a gremlock.
A void rips open in the area, directly above a gremlock!
Debris strikes a gremlock in the leg.
+31 Hits.

A bent being gasps for what little breath it can!
A number of items ranging from 3 to 18 feet from the void were picked up and sucked toward the blackness. The items did an accumulative damage of 84 as they caromed off a gremlock. The void disappears without further incident.
Cast Roundtime 3 Seconds.
>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a gremlock that appears stunned, the Shalla disk, a bent being that is lying down, a twisted being that is lying down and a festering taint that appears dead.
Obvious exits: northeast, east, southeast, southwest, west, northwest
>
A bent being stands up with a scowl.

>prep 720
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>cast being
You gesture at a bent being.
A void rips open in the area, directly above a bent being!
The bent being's fingernails fly off as blood spurts from the jagged stumps!
+120 Hits.

Everything in the room seemed to stay in place. The void disappears without further incident.
Cast Roundtime 3 Seconds.
>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a gremlock that appears stunned, the Shalla disk, a bent being that appears stunned, a twisted being that is lying down and a festering taint that appears dead.
Obvious exits: northeast, east, southeast, southwest, west, northwest
>loot taint
You search the festering taint.
It carried a weathered monir coffer on it!
A festering taint's body dissolves, bubbling and fizzing until nothing is left.
>l
A twisted being cries out in an acidic tongue, pointing at you!
A twisted being hurls a roaring ball of fire at you!
AS: +318 vs DS: +429 with AvD: +57 + d100 roll: +26 = -28
A clean miss.
>
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a weathered monir coffer, a gremlock that is lying down, the Shalla disk, a bent being that appears stunned and a twisted being that is lying down.
Obvious exits: northeast, east, southeast, southwest, west, northwest

>prep 719
You trace an intricate sign that contorts in the air while forcefully invoking Dark Catalyst...
Your spell is ready.
>cast grem
A gremlock struggles to rise but fails in the attempt.
>
You gesture at a gremlock.
CS: +411 - TD: +354 + CvA: +25 + d100: +50 == +132
Warding failed!
... and hits for 26 points of damage!
A gremlock is suddenly engulfed in flames of pure essence!
... 5 points of damage!
Minor burns to chest. That hurts a bit.
... 25 points of damage!
Massive strike of icy shards shatters the gremlock's skull!
The gremlock is stunned!
... 20 points of damage!
Heavy shock to right leg. Gonna limp for awhile.
... 10 points of damage!
Light strike to chest.
You feel 4 mana surge into you!
Cast Roundtime 3 Seconds.
>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a weathered monir coffer, a gremlock that appears stunned, the Shalla disk, a bent being that appears stunned and a twisted being that is lying down.
Obvious exits: northeast, east, southeast, southwest, west, northwest
>
A twisted being regains its footing.

>prep 720
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>cast grem
A bent being froths at the mouth, stunned.
>
You gesture at a gremlock.
A void rips open in the area, directly above a gremlock!
The gremlock's fingernails fly off as blood spurts from the jagged stumps!
+134 Hits.
A gremlock's eyes roll up as she dies.

A single item, about 12 feet from the void, was picked up and sucked toward the blackness. The item did more mutilation to the corpse. The void disappears without further incident.
Cast Roundtime 3 Seconds.

>loot grem
You search the gremlock.
He had a tattered knapsack.
You discard the gremlock's remaining useless equipment.
He carried an enruned gold chest on him!
A gremlock runs in and grabs a hold of the dead gremlock and drags her off.

Loot me? Not today!.. at least, not within this minute :bleh:

>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see an enruned gold chest, a tattered knapsack, the Shalla disk, a bent being that appears stunned and a twisted being.
Obvious exits: northeast, east, southeast, southwest, west, northwest

>prep 720
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>
A twisted being rumbles a series of arcane phrases.
>cast second being
You gesture at a twisted being.
A void rips open in the area, directly above a twisted being!
Rather abrupt decompression causes a twisted being to explode!
Billions and billions of tiny being bits shower everything.
Quite severely dead.
A number of items ranging from 5 to 8 feet from the void were sucked into the blackness. The void disappears without further incident.
Cast Roundtime 3 Seconds.

How ironic that I contemplated on picking those boxes up awhile ago. There was alot of them!

>prep 720
A festering taint arrives, bringing in a rancid odor.
>
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>cast being
You gesture at a bent being.
A void rips open in the area, directly above a bent being!
Chunks of lung fly out of a bent being's mouth and blood shoots from its ears.
A bent being falls over with a curse, then dies.
The glowing specks of energy surrounding a bent being suddenly shoot off in all directions, then quickly fade away.
The brilliant luminescence fades from around a bent being.
A bent being becomes solid again.
The bright luminescence fades from around a bent being.
The shimmering multicolored sphere fades from around a bent being.
The silvery luminescence fades from around a bent being.

A festering taint gasps for what little breath it can!
Everything in the room seemed to stay in place. The void disappears without further incident.
Cast Roundtime 3 Seconds.
>loot being
You search the bent being.
It carried a plain fel trunk on it!
A bent being dissolves into a pile of slush and goo.
>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see a plain fel trunk, a festering taint and the Shalla disk.
Obvious exits: northeast, east, southeast, southwest, west, northwest

>open tr
It appears to be locked.
>prep 720
>
You trace an intricate sign that contorts in the air while forcefully invoking Implosion...
Your spell is ready.
>cast taint
You gesture at a festering taint.
A void rips open in the area, directly above a festering taint!
Rather abrupt decompression causes a festering taint to explode!
Billions and billions of tiny taint bits shower everything.
Quite severely dead.
A single item, about 9 feet from the void, was picked up and sucked toward the blackness. The item did more mutilation to the corpse. The void disappears without further incident.
Cast Roundtime 3 Seconds.
>l
[Aqueduct]
A layer of water only a foot deep covers the floor of what once was an aqueduct for the city above. A tunnel runs off in six directions from this point to carry the water to the thirsty residents. A hole leads upward, and a small amount of light filters down from the hole. The main illumination, however, is provided by a light green glow from the water underneath. The air is still and cool, and sounds echo easily off the cramped walls. You also see the Shalla disk.
Obvious exits: northeast, east, southeast, southwest, west, northwest
>se
[Aqueduct]
The walls of the tunnel are dry above the water even with the constant presence of a foot of water at the bottom. The air, likewise, is dry, and the water is rather cold. The greenish cast emanating from the liquid does nothing to warm the area but only serves to illuminate the walls and ceiling with a cold emerald light. You also see a filthy knapsack, some silver coins and a dusty knapsack.
Obvious exits: south, northwest
>
Your disk arrives, following you dutifully.
>look in knap
There is nothing in there.
>open my cl
That is already open.
>get gold ring in my cl
Get what?
>rem gold ring
You slide a gold ring off your finger.
>wear my gold ring
You slide the ring on your finger.
Suddenly your surroundings shift...

[Ta'Faendryl Approach]
A cobblestone road swings in a wide arc northeast and west. Many of the stones are missing, but for the most part the road is still level and easily traveled. A huge mound of mud rises just to the southwest and extends to the west as far as the eye can see. The area is eerily quiet, as if no life of any kind resides here. A few dead trees, now petrified, rise into the sky in bleak silhouette, but the earth has a scorched look to it, and the usual underbrush seems to have retreated. You also see a shimmering portal.
Obvious paths: northeast, west
You feel a little pulse in the ring.
>
Your disk arrives, following you dutifully.
>go port
[Gyldemar Road, Sentinels]
The roadway rises slightly above the swamp. From the appearances, someone has purposely built a small hillock here atop which two massive granite sentinels stand, silent and unmoving. No method of circumventing the sentinels presents itself. If one wishes to continue along the road in an easterly direction, one must pass between the sentinels. Westward the road slides into the swamp and fights to stay above the sucking mud. You also see a large faenor-chased basket.
Obvious paths: west
>
Your disk arrives, following you dutifully.

>w
[Gyldemar Road]
Something has died just off the road. It is far enough out in the swamp that moving off the road to investigate would be foolhardy at best, but close enough that the flies and odor are very much apparent. This, combined with the oppressive humidity, mist, sucking mud and monotonous vegetation suggest that there are probably far more interesting places one could occupy. The road, as best as can be ascertained, continues to forge northwest and east. You also see an enruned gold strongbox, a sturdy steel trunk, a sturdy brass trunk, an iron-bound fel box, an engraved fel chest, an engraved mithril coffer, the purple Chazym disk, the Tsin disk, a scratched modwir box, a scratched iron box, a rotting fel coffer, a scratched monir trunk, a sturdy haon coffer, a badly damaged gold chest, a weathered tanik strongbox, a plain maoral trunk, a rotting fel strongbox, a rotting tanik trunk, a scratched tanik chest, a dented mithril strongbox, a badly damaged maoral chest, a scratched fel coffer, a simple maoral chest, a rotting thanot trunk, an enruned tanik coffer, an engraved thanot box, a weathered maoral trunk, a scratched brass trunk, a badly damaged steel trunk, a scratched haon box, a scratched tanik box, a plain maoral chest, a badly damaged brass chest, a weathered modwir chest, an iron-bound wooden chest, a corroded mithril coffer, a badly damaged maoral coffer, a simple fel coffer, a rotting tanik strongbox and a scratched haon strongbox.
Also here: Renowned Lord Chazym, Tsin, Xyelin who is sitting, Salvitin, Grand Lord Zurrainn
Obvious paths: east, northwest

Tsin grins at you.
>
Your disk arrives, following you dutifully.
>
You chuckle.
>
Tsin asks, "How'd it go?"

You say, "Thank you armor."

You let out a cheer!

Tsin chuckles.
>
>whisper tsin I have major 3 damage on my chest
You quietly whisper to Tsin, "I have major 3 damage on my chest."

>l
[Gyldemar Road]
Something has died just off the road. It is far enough out in the swamp that moving off the road to investigate would be foolhardy at best, but close enough that the flies and odor are very much apparent. This, combined with the oppressive humidity, mist, sucking mud and monotonous vegetation suggest that there are probably far more interesting places one could occupy. The road, as best as can be ascertained, continues to forge northwest and east. You also see the Shalla disk, an enruned gold strongbox, a sturdy steel trunk, a sturdy brass trunk, an iron-bound fel box, an engraved fel chest, an engraved mithril coffer, the purple Chazym disk, the Tsin disk, a scratched modwir box, a scratched iron box, a rotting fel coffer, a scratched monir trunk, a sturdy haon coffer, a badly damaged gold chest, a weathered tanik strongbox, a plain maoral trunk, a rotting fel strongbox, a rotting tanik trunk, a scratched tanik chest, a dented mithril strongbox, a badly damaged maoral chest, a scratched fel coffer, a simple maoral chest, a rotting thanot trunk, an enruned tanik coffer, an engraved thanot box, a weathered maoral trunk, a scratched brass trunk, a badly damaged steel trunk, a scratched haon box, a scratched tanik box, a plain maoral chest, a badly damaged brass chest, a weathered modwir chest, an iron-bound wooden chest, a corroded mithril coffer, a badly damaged maoral coffer, a simple fel coffer, a rotting tanik strongbox and a scratched haon strongbox.
Also here: Renowned Lord Chazym, Tsin, Xyelin who is sitting, Salvitin, Grand Lord Zurrainn
Obvious paths: east, northwest
>
Tsin says, "I can help."
>
You say, "I was knocked down."
>
Healall just arrived.

You say, "Stunned for 10 rounds."

so, I exaggerated! It was my first time, it felt like 10 rounds! besides I was mind jolted too prior to that!

Healall meditates over you.
Healall takes your right arm damage.
>
Zurrainn faces Healall, closes his eyes and begins chanting. Suddenly, a small bolt of energy arcs between them!

Zurrainn opens his eyes, looking slightly drained.
>
Salvitin changes his tune, adding a new element to his song...
>
Healall meditates over you.
Healall takes your chest damage.

Healall meditates over you.
Healall takes all of your blood loss.
>
You say, "Mind jolted."
>
Chazym recites a series of mystical phrases while raising his hands...
>
Chazym gestures at Healall.
Healall begins moving faster than you thought possible.
>
Healall murmurs a simple, mystical chant...
>
Healall's chest looks better.
>l
[Gyldemar Road]
Something has died just off the road. It is far enough out in the swamp that moving off the road to investigate would be foolhardy at best, but close enough that the flies and odor are very much apparent. This, combined with the oppressive humidity, mist, sucking mud and monotonous vegetation suggest that there are probably far more interesting places one could occupy. The road, as best as can be ascertained, continues to forge northwest and east. You also see the Shalla disk, an enruned gold strongbox, a sturdy steel trunk, a sturdy brass trunk, an iron-bound fel box, an engraved fel chest, an engraved mithril coffer, the purple Chazym disk, the Tsin disk, a scratched modwir box, a scratched iron box, a rotting fel coffer, a scratched monir trunk, a sturdy haon coffer, a badly damaged gold chest, a weathered tanik strongbox, a plain maoral trunk, a rotting fel strongbox, a rotting tanik trunk, a scratched tanik chest, a dented mithril strongbox, a badly damaged maoral chest, a scratched fel coffer, a simple maoral chest, a rotting thanot trunk, an enruned tanik coffer, an engraved thanot box, a weathered maoral trunk, a scratched brass trunk, a badly damaged steel trunk, a scratched haon box, a scratched tanik box, a plain maoral chest, a badly damaged brass chest, a weathered modwir chest, an iron-bound wooden chest, a corroded mithril coffer, a badly damaged maoral coffer, a simple fel coffer, a rotting tanik strongbox and a scratched haon strongbox.
Also here: Healall, Renowned Lord Chazym, Tsin, Xyelin who is sitting, Salvitin, Grand Lord Zurrainn
Obvious paths: east, northwest

>
Healall murmurs a simple, mystical chant...
>
Healall gestures.
Healall's chest looks better.
>beam heal
You beam happily at Healall!

>give heal 906
Salvitin removes an emerald from in his spidersilk cloak.
>
You give Healall 906 coins.

You say, "There seem to be alot of boxes left there."

You say, "It helped alot."
>
Tsin chuckles


[Edited on 9-29-2005 by Shalla]

Axhinde
09-29-2005, 03:56 PM
Good job. OTF can be a blast, it can also piss you off. I love it because there is always a chance to die, at any minute. The ithzir and griffens have amazingly good timing and coordination, and they will gang up and people. Other than that, it's a blast.

Asha
09-29-2005, 04:00 PM
I was going to say, stick to 720 for the time being.
It will dispatch them fast enough to stop them double teaming you, since your CS isn't high enough to do very good damage with 705 and 702.

Question.
Do people who're poorly trained in perception se Gremlocks enter the room?
I'm doubled in perception so I see them constantly, if that's even a factor.

Shalla
09-29-2005, 04:03 PM
Yeah, After bonespear.. I pretty much stopped using Implosion, unless I'm showing off. But I have a feeling I'll be relying on it in the barrier. :(

Asha
09-29-2005, 04:05 PM
Dammit if I could handle the nightmare that was TI I'd go hunting there with you.
Double :(

09-29-2005, 04:06 PM
I have 15 ranks of perception and I always hear them "sneaking in".

But yeah.. Stick with using 720 on everything. That's how I hunt and am able to fry in under a pulse.

- Arkans

Shalla
09-29-2005, 04:08 PM
LoL, I kept asking people I know if they can go to the barrier yet with me. I was scared.. as in scared!

I haven't actually been to the rift yet. I have yet to get my first death cry. :no:

Sean of the Thread
09-29-2005, 04:38 PM
I've been hunting there for levels now as a sorc and after my reroll your CS is higher then mine and your TD is just a bit lower.. You'll be fine.

720 is your friend.

Or group up with me or omens or whoever... park in a room. 106/node and just blast away for non stop head swelling and loot galore.

ps the loot is not great. Very populated hunting area.

[Edited on 9-29-2005 by Xyelin]

09-29-2005, 04:43 PM
The barrier sort of sucks. It's not really "exciting" or "new and neat".. it's just a different hunting ground that requires you to run (script) through a higher level one. Kind of like pookas, remember that?

Anyway, this place is easy as hell. It's like hunting rats. If you want something to be "scared" head off to the Rift. Lots of curve balls, ton of neat things happening, and lots of "close call" moments.

Aqueduct is really "wash/rinse/repeat"

- Arkans

Asha
09-29-2005, 04:48 PM
Agreed with Arkans.
Rift definately is less predictable and the people there, well one of them, is much hotness.

Axhinde
09-29-2005, 04:52 PM
OTF starts to get hair-raising once you hunt on Market Road, or in the town itself. You'll be blasting Ithzir left and right, then 5 of em walk in at once and pummel you until a griffin snatches you up and drops you on your head.

Gan
09-29-2005, 06:16 PM
OTF can be fun when swarms are all over. The timing between the griffins and scouts is impeccable... first you get the wing/call wind then a scout ambushes. Its like thats the scripted routine and can be hugely frustrating at times.

I like OTF because of its ease getting in and getting out, especially with loot. Never in a million years could I walk out with as much loot on plane 5 as I do on the market road. And while challenge is nice, its all about the booty at the end of the day. ;)

Axhinde
09-29-2005, 06:17 PM
Originally posted by Ganalon
The timing between the griffins and scouts is impeccable...

That is so true.

Doughboy
09-29-2005, 07:46 PM
Remind me not to piss off Shalla

Gan
09-29-2005, 07:48 PM
I'm on her good side, I'm her favorite locksmith. :bounce:

Axhinde
09-29-2005, 07:53 PM
Originally posted by Doughboy
Remind me not to piss off Shalla

You always been scared of the poon, or is this a new occurance?

Drew
09-29-2005, 08:23 PM
Man I don't like how many TD spells those taints use, if sorcs aren't warding them, I can't imagine what it will be like for my guy.



Also: "You say, "Stunned for 10 rounds." " :nono:

Doughboy
09-29-2005, 09:36 PM
Originally posted by Axhinde

Originally posted by Doughboy
Remind me not to piss off Shalla

You always been scared of the poon, or is this a new occurance?

Remember the two lil kids? If not I'll be sure to leave a dirty diaper in the seat you have for the ride to disney. Just a gift from me to you. Remember, I'm used to the stank now....You wont be

Axhinde
09-29-2005, 09:45 PM
doh!

Atlanteax
09-29-2005, 09:58 PM
Originally posted by Shalla
Yeah, After bonespear.. I pretty much stopped using Implosion, unless I'm showing off. But I have a feeling I'll be relying on it in the barrier. :(

Just be careful that you don't destroy someone's gear by being implode-happy with the scouts! :D