Ye Olde Abandoned Realms Logs

Lumubella V Dogran, Borgharv, Lanadrah, Abellyith(A boring healer log)

posted on 2021-02-27 18:47:13
My favorite part of all the activities. Basically a race to capture the items. I get the skull at the same time that they get the crown, but learn something at the worst possible time. Highly Edited for length and a lady keeping her secrets. Enjoy!

Your shield wobbles and barely deflects the Master Occultist's charge.
You parry the Master Occultist's charge.
Your divine retribution MUTILATES the Master Occultist!
The Master Occultist is DEAD!!
Vanisse gives you 325 gold coins for your tenacity.
You get 457 gold coins from the corpse of the Master Occultist.
You have become better at lore!
Vanisse gives you 51 gold coins for your sacrifice.

<397/850h 24/1100m 402/402v> <[##########]> <bloody:40 12pm (noon)> <16190>
where
Players near you in Legion Fortress:
<PK> Lumubella An Unholy Charnel

<397/850h 24/1100m 402/402v> <[##########]> <bloody:39 12pm (noon)> <16190>
e
You are no longer protected by the wrath of the gods.
The Sepulcher of Legion
| This dank tomb has been sparsely decorated in effigies of
| the lords of darkness. The walls are circular and wide, leaving
| enough space for a small army to gather here. In its centre
| an altar of crystal, reinforced with stone, has been set up.
*-@ | Six long white spikes, resembling bone, protrude from several
| | of the altar's edges. They meet together in a strong grasp
*-*-* | several feet above the altar. A gaping cavity in its top has
| been covered over with a heavy slab of ebony.
|
---------+

[Exits: west]
A large sacrificial altar pulses with an angry red glow.
(White Aura) A ghostly shape garbed in black levitates here in the shadows.

<397/850h 24/1100m 401/402v> <[##########]> <bloody:39 12pm (noon)> <16190>
get skull altar
w
You get a crystal skull filled with dark red blood from the Altar of Legion.
You have picked up a cabal holy item... beware!

Im super low, and they are incoming with the crown. Time to lay low for a while.

On hour of sleep and no preparation later:

You are affected by the following:
Task : : Catch of the Day is unavailable for 171 hours
Spell: stone skin : modifies armor class by 40 for 49 hours
Cabal: Invader of [LEGION] : lasts for 30 hours
Spell: armor : modifies armor class by 20 for 22 hours
Spell: protection : modifies save vs spell by 1 for 22 hours
Spell: sanctuary : lasts for 1 hours
Spell: bless : modifies save vs spell by 6 for 1 hours
: modifies hitroll by 6 for 1 hours

<514/850h 242/1100m 402/402v> <[##########]> <active 4pm (day)> <16190> You wake and stand up.

<514/850h 242/1100m 402/402v> <[##########]> <active 4pm (day)> <16190> Your feet rise off the ground.

<514/850h 232/1100m 402/402v> <[##########]> <active 4pm (day)> <16190>
com 'cure con
com 'cure crit'
You cure your continual wounds.

<516/850h 222/1100m 402/402v> <[##########]> <active 4pm (day)> <16190>
Continual healing soothes your body.

<521/850h 222/1100m 402/402v> <[##########]> <active 4pm (day)> <16190>
i
Your continual curing intensifies.
You feel a lot better!

<575/850h 190/1100m 402/402v> <[##########]> <active 4pm (day)> <16190>
eat bacon

Continual healing soothes your body.

<582/850h 190/1100m 402/402v> <[##########]> <active 4pm (day)> <16190>
drink barrel
where
You are carrying:
(Glowing) a crystal skull filled with dark red blood
a slab of bacon
a potion with a portrait of Sarich
(Glowing) (Humming) a deflective mithril-white claddagh of defiance
(Glowing) (Humming) a razor-sharp claw
(Glowing) (Humming) a dragonblood mithril-white claddagh of maiming
a small wooden canoe
a barrel
(Glowing) (Humming) a giant golden-banded staff
(Glowing) (Humming) the Kingslayer
a Big Ol'Pack Sack (open)

<582/850h 190/1100m 402/402v> <[##########]> <active 4pm (day)> <16190> You eat a slab of bacon.
You are full.

<582/850h 190/1100m 402/402v> <[##########]> <active 4pm (day)> <16190> You drink water from a barrel.

<582/850h 190/1100m 402/402v> <[##########]> <active 4pm (day)> <16190>
sleep
Players near you in Graveyard:
<PK> Borgharv A Gloomy Graveyard
<PK> Lanadrah A Gloomy Graveyard
<PK> Abellyith The Graveyard
<PK> Dogran A Gloomy Graveyard
<PK> Lumubella A Large Mound

Not a where list you really want to see.

<582/850h 190/1100m 402/402v> <[##########]> <active 4pm (day)> <16190> You go to sleep.
Continual healing soothes your body.

<589/850h 190/1100m 402/402v> <[##########]> <active 4pm (day)> <16190>
st
You wake and stand up.

<589/850h 190/1100m 402/402v> <[##########]> <active 4pm (day)> <16190>
w
A Dark Forest
o | The trees grow thicker here than in the graveyard, sometimes
| | having only a few feet between their large trunks. Thick
o | leaves crunch loudly under your feet, echoing through the
| | woods and attracting the attention of anything near by. A
o-@-o | tangle of branches, leaves, vines, and tree trunks, limit
| | | your vision extensively in all directions.
o-o-o-o-o|
| | | |
+ o-o |
---------+

[Exits: east south west]
(INVADER) Lanadrah the Evil King is riding on the back of a nightmare.
Borgharv the Holy Shaman is here.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.

<589/850h 190/1100m 401/402v> <[##########]> <active 4pm (day)> <16190>
w
Dogran flies west.
Lanadrah rides west on a nightmare.
Borgharv flies west.
You can cast your fly spell again.

<589/850h 190/1100m 401/402v> <[##########]> <active 4pm (day)> <16190> The Graveyard
o | Parched grass crunches under your feet as you walk around
| | the tombstones here. Some of the tombs are made of faded
o | red bricks and stand several feet high above the ground.
| | A horrible stench, emanating from a dark hole in the ground
@-f-o| below you, pollutes the air. You hear something howling
| | | dementedly in the distance.
o-o-o-o|
| | | |
+ o-o |
---------+

[Exits: north east south]
Borgharv the Holy Shaman is here.
(INVADER) Lanadrah the Evil King is riding on the back of a nightmare.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.
Abellyith the Battlemaster is here.

<589/850h 190/1100m 400/402v> <[##########]> <active 4pm (day)> <16190>
n
You yell 'Help! Abellyith kicked dirt into my eyes!'
Abellyith kicks dirt in your eyes!
Abellyith's kicked dirt scratches you.
You can't see a thing!

<586/850h 190/1100m 400/402v> <[##########]> <evasive:60 4pm (day)> <16190>

Dirt Kick and a 4v1.... not looking good.

n
No way! You are still fighting!

<586/850h 190/1100m 400/402v> <[##########]> <evasive:60 4pm (day)> <16190>
n
No way! You are still fighting!

<586/850h 190/1100m 400/402v> <[##########]> <evasive:60 4pm (day)> <16190> No way! You are still fighting!

<586/850h 190/1100m 400/402v> <[##########]> <evasive:60 4pm (day)> <16190>
You yell 'Help! I am being attacked by someone!'
You feel extremely uncomfortable in someone's presence.
You yell 'Help! I am being attacked by someone!'
Continual healing soothes your body.
Someone's slash decimates you!
Someone exploits his weapon advantage to deliver an unblockable wild attack.
Someone's wild life drain maims you!
You block someone's attack with your shield.
Someone's slash wounds you.
You parry someone's cleave with an easy flourish.
You thrust someone's slice aside in a skillful parry.
You parry someone's slice with an easy flourish.
Someone dances around your pound, easily dodging it.

<510/850h 190/1100m 400/402v> <[##########]> <evasive:60 4pm (day)> <16190>
flee
You flee from combat!
You can't see a thing!

<510/850h 190/1100m 399/402v> <[##########]> <evasive:60 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 398/402v> <[##########]> <evasive:60 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 397/402v> <[##########]> <evasive:59 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 396/402v> <[##########]> <evasive:59 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 395/402v> <[##########]> <evasive:58 4pm (day)> <16190> You can't see a thing!

<510/850h 190/1100m 394/402v> <[##########]> <evasive:58 4pm (day)> <16190>
n

Your continual curing ends.

<510/850h 190/1100m 394/402v> <[##########]> <evasive:58 4pm (day)> <16190>
n
You can't see a thing!

<510/850h 190/1100m 393/402v> <[##########]> <evasive:57 4pm (day)> <16190>
n
n

Someone tells the group 'I'm going to bow out now.'
You can't see a thing!

<510/850h 190/1100m 392/402v> <[##########]> <evasive:57 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 391/402v> <[##########]> <evasive:56 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 390/402v> <[##########]> <evasive:56 4pm (day)> <16190>
n
You can't see a thing!

<510/850h 190/1100m 389/402v> <[##########]> <evasive:55 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 388/402v> <[##########]> <evasive:55 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 387/402v> <[##########]> <evasive:54 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 386/402v> <[##########]> <evasive:54 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 385/402v> <[##########]> <evasive:53 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 384/402v> <[##########]> <evasive:53 4pm (day)> <16190>
n
n
You can't see a thing!

<510/850h 190/1100m 383/402v> <[##########]> <evasive:52 4pm (day)> <16190> You can't see a thing!

<510/850h 190/1100m 382/402v> <[##########]> <evasive:52 4pm (day)> <16190> You can't see a thing!

<522/850h 213/1100m 401/402v> <[##########]> <evasive:51 5pm (day)> <16190> You can't see a thing!

<522/850h 213/1100m 400/402v> <[##########]> <evasive:51 5pm (day)> <16190> You can't see a thing!

<522/850h 213/1100m 399/402v> <[##########]> <evasive:50 5pm (day)> <16190> You can't see a thing!
Someone searches high and low for something.
You hear a beautiful song from nearby.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:50 5pm (day)> <16190> You can't see a thing!
Alas, you cannot go that way.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:49 5pm (day)> <16190> You can't see a thing!
Alas, you cannot go that way.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:49 5pm (day)> <16190> You can't see a thing!
Alas, you cannot go that way.
You rub the dirt out of your eyes, but they're still watering.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:49 5pm (day)> <16190> Alas, you cannot go that way.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:48 5pm (day)> <16190>
w
Alas, you cannot go that way.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:48 5pm (day)> <16190>
w
Alas, you cannot go that way.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:48 5pm (day)> <16190> Alas, you cannot go that way.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:48 5pm (day)> <16190>
n
Alas, you cannot go that way.

<522/850h 213/1100m 397/402v> <[##########]> <evasive:47 5pm (day)> <16190>
n
Unsiliel Wood
Everything is in a blur right now.

<522/850h 213/1100m 395/402v> <[##########]> <evasive:47 5pm (day)> <16190> Unsiliel Wood
Everything is in a blur right now.

<522/850h 213/1100m 394/402v> <[##########]> <evasive:47 5pm (day)> <16190> Kali tells the group 'Be well, Ocelia.'

<522/850h 213/1100m 394/402v> <[##########]> <evasive:46 5pm (day)> <16190> Alas, you cannot go that way.

<522/850h 213/1100m 394/402v> <[##########]> <evasive:46 5pm (day)> <16190>
n
Alas, you cannot go that way.

<522/850h 213/1100m 394/402v> <[##########]> <evasive:46 5pm (day)> <16190>
n
Alas, you cannot go that way.

<522/850h 213/1100m 394/402v> <[##########]> <evasive:46 5pm (day)> <16190> Ilromie tells the group 'Keep yourself safe, my friend.'
Alas, you cannot go that way.

<522/850h 213/1100m 394/402v> <[##########]> <evasive:45 5pm (day)> <16190>
w
w
Unsiliel Wood
Everything is in a blur right now.
A long-extinguished firepit is here, with something glittering in it.

<522/850h 213/1100m 393/402v> <[##########]> <evasive:45 5pm (day)> <16190>
n
Alas, you cannot go that way.

<522/850h 213/1100m 393/402v> <[##########]> <evasive:45 5pm (day)> <16190>
n
Unsiliel Wood
Everything is in a blur right now.
A small orange fox is here.

<522/850h 213/1100m 392/402v> <[##########]> <evasive:44 5pm (day)> <16190>
n
Unsiliel Wood
Everything is in a blur right now.

<522/850h 213/1100m 391/402v> <[##########]> <evasive:44 5pm (day)> <16190>
n
n
Unsiliel Wood
Everything is in a blur right now.
A small orange fox is here.
A huge black and white mottled wolf is here.

<522/850h 213/1100m 390/402v> <[##########]> <evasive:43 5pm (day)> <16190>
n
e
Alas, you cannot go that way.

<522/850h 213/1100m 390/402v> <[##########]> <evasive:43 5pm (day)> <16190> Ocelia tells the group 'Aye]'
Alas, you cannot go that way.

<522/850h 213/1100m 390/402v> <[##########]> <evasive:43 5pm (day)> <16190>
e
Alas, you cannot go that way.

<522/850h 213/1100m 390/402v> <[##########]> <evasive:42 5pm (day)> <16190>
e
Unsiliel Wood
Everything is in a blur right now.

<522/850h 213/1100m 389/402v> <[##########]> <evasive:42 5pm (day)> <16190>
e
Unsiliel Wood
Everything is in a blur right now.

<522/850h 213/1100m 388/402v> <[##########]> <evasive:42 5pm (day)> <16190>
e
Alas, you cannot go that way.

<522/850h 213/1100m 388/402v> <[##########]> <evasive:41 5pm (day)> <16190>
e
Alas, you cannot go that way.

<522/850h 213/1100m 388/402v> <[##########]> <evasive:41 5pm (day)> <16190> Alas, you cannot go that way.

<522/850h 213/1100m 388/402v> <[##########]> <evasive:41 5pm (day)> <16190> Alas, you cannot go that way.

<522/850h 213/1100m 388/402v> <[##########]> <evasive:41 5pm (day)> <16190>
n
Alas, you cannot go that way.

<522/850h 213/1100m 388/402v> <[##########]> <evasive:40 5pm (day)> <16190>
e
Alas, you cannot go that way.

<522/850h 213/1100m 388/402v> <[##########]> <evasive:40 5pm (day)> <16190>
Ocelia tells the group 'I'll try.'

<522/850h 213/1100m 388/402v> <[##########]> <evasive:40 5pm (day)> <16190>
s
Unsiliel Wood
Everything is in a blur right now.
A huge black and white mottled wolf is here.

<522/850h 213/1100m 387/402v> <[##########]> <evasive:39 5pm (day)> <16190>
e
Unsiliel Wood
Everything is in a blur right now.

<522/850h 213/1100m 386/402v> <[##########]> <evasive:38 5pm (day)> <16190>
e
e
Unsiliel Wood
Everything is in a blur right now.
A slender woman in fine leather combs the bushes for blackberries.

<522/850h 213/1100m 385/402v> <[##########]> <evasive:38 5pm (day)> <16190>
n
Alas, you cannot go that way.

<522/850h 213/1100m 385/402v> <[##########]> <evasive:37 5pm (day)> <16190> Unsiliel Wood
Everything is in a blur right now.
A slender woman in fine leather combs the bushes for blackberries.

<522/850h 213/1100m 384/402v> <[##########]> <evasive:37 5pm (day)> <16190>
e

Your eyes stop watering.

<522/850h 213/1100m 384/402v> <[##########]> <evasive:37 5pm (day)> <16190>
e
Alas, you cannot go that way.

<522/850h 213/1100m 384/402v> <[##########]> <evasive:37 5pm (day)> <16190>
e
Alas, you cannot go that way.

<522/850h 213/1100m 384/402v> <[##########]> <evasive:36 5pm (day)> <16190> Kali tells the group 'Good luck on your poem.'
Alas, you cannot go that way.

<522/850h 213/1100m 384/402v> <[##########]> <evasive:36 5pm (day)> <16190>
n
A Moss Covered Path
| A crowded path covered with brightly colored green moss meanders
| awkwardly between tall trees covered with dark brown bark
f-f-f | and thin branches weighed down with large numbers of needles.
| | Simfea, Carss, Fiek, and a few other types of bushes surround
@-f-f| the trees, though few of them are blooming with the little
| | light that is able to get to them during daylight hours.
f f | The rustling of the needle covered branches rubbing against
| | | one another fills the air.
f-f-f |
---------+

[Exits: north east south]
A red-headed woman in fine leather sets snares for intruders.

<522/850h 213/1100m 383/402v> <[##########]> <evasive:36 5pm (day)> <16190>
e
e
A Moss Covered Path
| A crowded path covered with brightly colored green moss meanders
| awkwardly between tall trees covered with dark brown bark and
f-f | thin branches weighed down with large numbers of needles. Simfea,
| | Carss, Fiek, and a few other types of bushes surround the trees,
f-@-f-f| though few of them are blooming with the little light that
| | is able to get to them during daylight hours. The rustling
f | of the needle covered branches rubbing against one another
| | fills the air, as well the faint sound of clashing metal and
f-f | wood can be heard from the east.
---------+

[Exits: east west]
A small orange fox is here.

<522/850h 213/1100m 382/402v> <[##########]> <evasive:35 5pm (day)> <16190>
where
A Path Between Ancient Trees
f | A path between to very large and very strange trees,
| | they are a shiny gold in color and seem alive to the
f f-f-f| touch. There is an ancient feel to this forest - as if
| || this wooded dell has been around since the beginning
f-f-@-f-f| of time. In the distance, to the east, battle cries and
| || the clashing of metal, wood, and fire can be heard. To
f f-f-f| the east lie more of the shiny gold trees and to the
| | || west are trees of a more familiar nature.
f f f|
---------+

[Exits: east west]

<522/850h 213/1100m 381/402v> <[##########]> <evasive:35 5pm (day)> <16190>
e
Players near you in Unsiliel Wood:
<PK> Lumubella A Path Between Ancient Trees

<522/850h 213/1100m 381/402v> <[##########]> <evasive:34 5pm (day)> <16190>
e
Entrance to Dankbark Forest
f | The path which extends out of sight in the opposite direction
| | comes to a sudden end at the entrance to this forest.
f-f-f-f| The path seems to be devoured by the silent overgrown
| | mess of trees. You can hear whispers of animals and insects
f-f-@-f | scurrying about inside. The soiled smell of decay wafts
| | by your nostrils. The pungent aroma pervades every fiber
f-f-f | of this forest towering over you. To one side there is
| | | a small sign which has been exposed to the elements for
f f-f| some time. The writing is all but obliterated. One can,
---------+ however, see fresh scratch marks on it.

[Exits: east west]

<522/850h 213/1100m 380/402v> <[##########]> <evasive:34 5pm (day)> <16190> Dankbark Forest
f | Long, moss covered branches block almost all the light
| | coming from the sun, leaving pockets of inky blackness.
f-f-f-f-f| The close-growing trees are covered generously in a pale
| | gray fungus, which gives off a faint odour of rot and
f-f-@ f| decay. The heights of the trees are lost in shadows,
| || but from the width of the trunks, they probably reach
f-f-f f| to the heavens. Pockets of ants, nightcrawlers, and other
| | || larvae skitter along the fungi and leaves that surround
f f-f-f| you. Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north south west]

<522/850h 213/1100m 379/402v> <[##########]> <evasive:34 5pm (day)> <16190>
s
s
Dankbark Forest
f-f-f-f-f| Long, moss covered branches block almost all the light
| ,| coming from the sun, leaving pockets of inky blackness.
f-f-f f| The close-growing trees are covered generously in a pale
| || gray fungus, which gives off a faint odour of rot and
f-f-@ f| decay. The heights of the trees are lost in shadows,
| | || but from the width of the trunks, they probably reach
f f-f-f| to the heavens. Pockets of ants, nightcrawlers, and other
|| larvae skitter along the fungi and leaves that surround
f| you. Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north south west]
A goblin stands here, looking side to side, trying to stay out of a fight.
A burly fire giant outlaw stands here, looking for people to attack.
A fire giant outlaw glances at you.
A fire giant outlaw says 'Have you seen any ... humans around?'
A fire giant outlaw licks his lips and smiles, showing off his elongated fangs.

<522/850h 213/1100m 378/402v> <[##########]> <evasive:33 5pm (day)> <16190>
e
Dankbark Forest
f-f-f f| Long, moss covered branches block almost all the light
| || coming from the sun, leaving pockets of inky blackness.
f-f-f f| The close-growing trees are covered generously in a pale
| | || gray fungus, which gives off a faint odour of rot and
f @-f-f| decay. The heights of the trees are lost in shadows, but
|| from the width of the trunks, they probably reach to the
f| heavens. Pockets of ants, nightcrawlers, and other larvae
| skitter along the fungi and leaves that surround you.
| Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north east]
A man stands here, examining the trail for possible pursuit.
A dirt-stained child stands here, sucking his thumb.
A lady is here, crying at her family's misfortune.

<522/850h 213/1100m 377/402v> <[##########]> <evasive:33 5pm (day)> <16190> Dankbark Forest
f-f f-f| Long, moss covered branches block almost all the light
| | || coming from the sun, leaving pockets of inky blackness.
f-f f f| The close-growing trees are covered generously in a pale
| | | | gray fungus, which gives off a faint odour of rot and
f f-@-f | decay. The heights of the trees are lost in shadows,
| | but from the width of the trunks, they probably reach
f-f| to the heavens. Pockets of ants, nightcrawlers, and other
|| larvae skitter along the fungi and leaves that surround
o| you. Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: east west]
A head of white silk, complete with ruffles, is in a dirty heap.

<522/850h 213/1100m 376/402v> <[##########]> <evasive:32 5pm (day)> <16190>
e
s
Dankbark Forest
f f-f f| Long, moss covered branches block almost all the light
| | | || coming from the sun, leaving pockets of inky blackness.
f f f f| The close-growing trees are covered generously in a pale
| | || gray fungus, which gives off a faint odour of rot and
f-f-@ f| decay. The heights of the trees are lost in shadows,
| || but from the width of the trunks, they probably reach
f-f-f| to the heavens. Pockets of ants, nightcrawlers, and other
| | larvae skitter along the fungi and leaves that surround
o-o| you. Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north south west]
A goblin stands here, looking side to side, trying to stay out of a fight.
A burly fire giant outlaw stands here, looking for people to attack.

<522/850h 213/1100m 375/402v> <[##########]> <evasive:32 5pm (day)> <16190> Dankbark Forest
f f f| Long, moss covered branches block almost all the light
| | || coming from the sun, leaving pockets of inky blackness.
f-f-f f| The close-growing trees are covered generously in a pale
| || gray fungus, which gives off a faint odour of rot and
@-f-f| decay. The heights of the trees are lost in shadows, but
| | from the width of the trunks, they probably reach to the
o-o| heavens. Pockets of ants, nightcrawlers, and other larvae
| skitter along the fungi and leaves that surround you.
| Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: north east]
A man stands here, examining the trail for possible pursuit.
A dirt-stained child stands here, sucking his thumb.
A lady is here, crying at her family's misfortune.

<522/850h 213/1100m 374/402v> <[##########]> <evasive:31 5pm (day)> <16190>
where
Players near you in Dankbark Forest:
<PK> Lumubella Dankbark Forest

<522/850h 213/1100m 374/402v> <[##########]> <evasive:31 5pm (day)> <16190>
e
Dankbark Forest
f f | Long, moss covered branches block almost all the light
| | | coming from the sun, leaving pockets of inky blackness.
f-f f | The close-growing trees are covered generously in a pale
| | | gray fungus, which gives off a faint odour of rot and
f-@-f | decay. The heights of the trees are lost in shadows, but
| | from the width of the trunks, they probably reach to the
o-o-o| heavens. Pockets of ants, nightcrawlers, and other larvae
| skitter along the fungi and leaves that surround you.
| Wisps of spider webs hang from the odd branch, giving
---------+ an odd hairy look to them. The ground underfoot is spongy
with vegetation, both living, and decaying.

[Exits: east south west]

<522/850h 213/1100m 373/402v> <[##########]> <evasive:30 5pm (day)> <16190>
s
A marshland
f-f f | The air around you is moist and filled with the odor of
| | | decaying tissue. Your feet slip a few inches into the
f-f-f | murky water below you as water snakes slither around in
| | search of prey. Thin, tangled vines hang from the trees
@-o-o| like deadly serpents waiting to strike. It feels very
| old here.
|
|
|
---------+

[Exits: north east]

<522/850h 213/1100m 372/402v> <[##########]> <evasive:30 5pm (day)> <16190>
s
Alas, you cannot go that way.

<522/850h 213/1100m 372/402v> <[##########]> <evasive:29 5pm (day)> <16190>
e
The beginnings to a bridge
f f | The churning water of a large river stands before you,
| | | a wide and violent maelstrom of rapids that can only be
f-f-f | crossed by the sturdy wooden bridge that has been laid
| | across it. Countless years of being used to cross the
o-@-o-o| river has left the bridge surface with a smoothed surface,
| which when mixed with the mist given off from the river
| below has resulted in a slick and mossy shine.
|
|
---------+

[Exits: east west]

<522/850h 213/1100m 371/402v> <[##########]> <evasive:29 5pm (day)> <16190>
sleep
You go to sleep.

<522/850h 213/1100m 371/402v> <[##########]> <evasive:29 5pm (day)> <16190>

You are affected by the following:
Task : : Catch of the Day is unavailable for 170 hours
Spell: fly : lasts for 52 hours
Spell: stone skin : modifies armor class by 40 for 48 hours
Cabal: Invader of [LEGION] : lasts for 29 hours
Spell: armor : modifies armor class by 20 for 21 hours
Spell: protection : modifies save vs spell by 1 for 21 hours
Aura : vile presence : modifies armor class by -21 for 1 hours
Spell: sanctuary : lasts for 0 hours
Spell: bless : modifies save vs spell by 6 for 0 hours
: modifies hitroll by 6 for 0 hours

<522/850h 213/1100m 371/402v> <[##########]> <evasive:28 5pm (day)> <16190> Ocelia tells the group 'The one I finished earlier?'

<522/850h 213/1100m 371/402v> <[##########]> <evasive:28 5pm (day)> <16190>
Ocelia tells the group 'Haha.'

<522/850h 213/1100m 371/402v> <[##########]> <evasive:26 5pm (day)> <16190>
who
[ Drow ] Lumiel the Lady Captain of Weaponry
[ Human ] <PK> [JUSTICE] Zanward the Grand Master of Seasons
[ Minot ] <PK> Borgharv the Holy Shaman
[ Drow ] <PK> (INVADER) Lanadrah the Evil King
[ Jotun ] <PK> Duke Eras the Holy Knight
[ Elf ] <PK> <SCHOLAR> (WANTED:***) Duchess Ilromie Illistarre the Sage of Arcane Power, Polymath of History
[ Duerg ] <PK> Abellyith the Battlemaster
[ Elf ] <PK> (WANTED:***) Kali Windbreeze the Grand Spectre of Beguilement
[ Half ] Sissell the Assassin
[ Duerg ] <PK> [LEGION] (ANATHEMA) (INVADER) Dogran the Sinister Minister
[ Avian ] <PK> Lunaia Siderea the Grand Hierophant of the Forest
[ Pixie ] <PK> <SCHOLAR> Duchess Ocelia the Grand Spectre of Beguilement
[50 Dwarf Hea] <PK> [KNIGHT] (Archon) Dame Lumubella Stoutheart the Touch of Serendipity, Archon of Valour
Players found: 13
[LEGION] The lands shall be held under the cold grip of winter.
There are 13 characters on; the most on this past month was 18.

<522/850h 213/1100m 371/402v> <[##########]> <evasive:25 5pm (day)> <16190>
st
e

The white aura around your body fades.
You feel less righteous.

<600/850h 309/1100m 402/402v> <[##########]> <evasive:25 6pm (day)> <16190> You wake and stand up.

<600/850h 309/1100m 402/402v> <[##########]> <evasive:25 6pm (day)> <16190>
e
An unstable rope bridge
f | Churning water of a large river stands before you and
| | the other side. A crudely built bridge is here, swaying
f-f | in the wind. If you wish to cross the bridge is the only
| | way - one false move and it could mean your death.
o-o-@-o-o|
||
o|
||
o|
---------+

[Exits: east west]

<600/850h 309/1100m 401/402v> <[##########]> <evasive:24 6pm (day)> <16190>
e
The end of a bridge
| Churning water of a large river stands before you and the
| other side. A crudely built bridge is here, swaying in
| the wind. If you wish to cross the bridge is the only way
| - one false move and it could mean your death.
o-o-@-o |
| |
o |
| |
o |
---------+

[Exits: east west]

<600/850h 309/1100m 400/402v> <[##########]> <evasive:24 6pm (day)> <16190>
where
A turn in the wilderness
| Ahead of you, you see a very unstable bridge swaying in the
| wind. The roar of water can be heard distinctly here, like
| that of an upcoming waterfall. Water vapors are spewed into
| the air creating a very damp and moist atmosphere. A trail
o-o-@ | leads south hugging the coast of the Dragon Sea.
| |
o |
| |
o |
---------+

[Exits: south west]

<600/850h 309/1100m 399/402v> <[##########]> <evasive:23 6pm (day)> <16190> Players near you in Outerlimits:
<PK> Lumubella A turn in the wilderness

<600/850h 309/1100m 399/402v> <[##########]> <evasive:23 6pm (day)> <16190>
com sanc
You are surrounded by a white aura.

<600/850h 234/1100m 399/402v> <[##########]> <evasive:22 6pm (day)> <16190>
com bless
com protective
You feel righteous.

<600/850h 229/1100m 399/402v> <[##########]> <evasive:19 6pm (day)> <16190>
gt This is bad.
You surround yourself in a protective shield of magic.

<600/850h 184/1100m 399/402v> <[##########]> <evasive:16 6pm (day)> <16190>
where
You tell your group 'This is bad.'<------Yup.

<600/850h 184/1100m 399/402v> <[##########]> <evasive:12 6pm (day)> <16190> Players near you in Outerlimits:
<PK> Lumubella A turn in the wilderness

<600/850h 184/1100m 399/402v> <[##########]> <evasive:12 6pm (day)> <16190>
e
e
Alas, you cannot go that way.

<600/850h 184/1100m 399/402v> <[##########]> <evasive:10 6pm (day)> <16190>
e
Alas, you cannot go that way.

<600/850h 184/1100m 399/402v> <[##########]> <evasive:10 6pm (day)> <16190>
e
Alas, you cannot go that way.

<600/850h 184/1100m 399/402v> <[##########]> <evasive:10 6pm (day)> <16190> Alas, you cannot go that way.

<600/850h 184/1100m 399/402v> <[##########]> <evasive:9 6pm (day)> <16190>
s
The edge of the Dragon Sea delta
| You are in a grove of trees in a wooded area that grows
| in the edge of the Dragon Sea delta. Through the trees,
o-o-o | you can see the river that flows into the Dragon Sea
| | only a short distance away. White caps are easily visible
@ | from this distance as are gulls that hover right above
| | the surface.
o |
| |
o-o-o|
---------+

[Exits: north south]
A foul looking crow crawls around here.

<600/850h 184/1100m 398/402v> <[##########]> <evasive:9 6pm (day)> <16190>
e
e
Alas, you cannot go that way.

<600/850h 184/1100m 398/402v> <[##########]> <evasive:8 6pm (day)> <16190>
e
Alas, you cannot go that way.

<600/850h 184/1100m 398/402v> <[##########]> <evasive:8 6pm (day)> <16190>
s
Alas, you cannot go that way.

<600/850h 184/1100m 398/402v> <[##########]> <evasive:8 6pm (day)> <16190>
s
The edge of the Dragon Sea delta
o-o-o | You are in a grove of trees in a wooded area that grows
| | in the edge of the Dragon Sea delta. Through the trees,
o | you can see the river that flows into the Dragon Sea
| | only a short distance away. White caps are easily visible
@ | from this distance as are gulls that hover right above
| | the surface.
o-o-o|
||
o|
---------+

[Exits: north south]

<600/850h 184/1100m 397/402v> <[##########]> <evasive:8 6pm (day)> <16190>
e
e
The roar of water
o | You are in a grove of trees in a wooded area that grows
| | in the edge of the Dragon Sea delta. Through the trees,
o | you can see the river that flows into the Dragon Sea
| | only a short distance away. White caps are easily visible
@-o-o| from this distance as are gulls that hover right above
|| the surface.
o|
||
o|
---------+

[Exits: north east]

<600/850h 184/1100m 396/402v> <[##########]> <evasive:7 6pm (day)> <16190>
e
A small path
o | A path turns away from the flow of the water and forests,
| | and into a lighter, clearer area. The sun shines fully
o | impeded here creating a rich grassy area upon which you
| | stand. In the distance you can see a gravel road not too
o-@-o | far away, and in the opposite direction, a large river.
| |
o |
| |
o |
---------+

[Exits: east west]

<600/850h 184/1100m 395/402v> <[##########]> <evasive:7 6pm (day)> <16190>
where
A small path
o | A path turns away from the flow of the water and forests,
| | and into a lighter, clearer area. The sun shines fully impeded
o | here creating a rich grassy area upon which you stand. In
| | the distance you can see a gravel road not too far away,
o-o-@ | and in the opposite direction, a large river.
| |
o |
| |
o |
---------+

[Exits: south west]
A foul looking crow crawls around here.

<600/850h 184/1100m 394/402v> <[##########]> <evasive:6 6pm (day)> <16190>
s
Alas, you cannot go that way.

<600/850h 184/1100m 394/402v> <[##########]> <evasive:6 6pm (day)> <16190>
s
Players near you in Outerlimits:
<PK> Lumubella A small path

<600/850h 184/1100m 394/402v> <[##########]> <evasive:5 6pm (day)> <16190> A gravel road
o | A worn gravel path is here, that seems to have been at
| | one point widely traveled. Now it seems all, but abandoned.
o-o-o | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
@ | boar here and there. The road is very mountainous but
| | maintains the grassy terrain.
o |
| |
o-+-+|
---------+

[Exits: north south]
A foul looking crow crawls around here.

<600/850h 184/1100m 393/402v> <[##########]> <evasive:5 6pm (day)> <16190>
s
s
A gravel road
o-o-o | A worn gravel path is here, that seems to have been at
| | one point widely traveled. Now it seems all, but abandoned.
o | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
@ | boar here and there. The road is very mountainous but
| | maintains the grassy terrain.
o-+-+|
|
|
---------+

[Exits: north south]
A foul looking crow crawls around here.

<600/850h 184/1100m 392/402v> <[##########]> <evasive:5 6pm (day)> <16190>
e
Over some fields
o | A worn gravel path is here, that seems to have been at
| | one point widely traveled. Now it seems all, but abandoned.
o | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
@-+-+| boar here and there. The road is very mountainous but
| maintains the grassy terrain.
|
|
|
---------+

[Exits: north east]

<600/850h 184/1100m 391/402v> <[##########]> <evasive:4 6pm (day)> <16190>
e
e
Alas, you cannot go that way.

<600/850h 184/1100m 391/402v> <[##########]> <evasive:4 6pm (day)> <16190> A Tall Grass Field
o +| A worn gravel path is here, that seems to have been at
| || one point widely traveled. Now it seems all, but abandoned.
o +| Run down buildings stand as best they can on either side
| || of you and you see the occasional wanderings of a wild
o-@-+-+| boar here and there. The road is very mountainous but
| maintains the grassy terrain.
|
|
|
---------+

[Exits: east west]

<600/850h 184/1100m 390/402v> <[##########]> <evasive:3 6pm (day)> <16190> The Underbrush
o +-+| A worn gravel path is here, that seems to have been at
| | | one point widely traveled. Now it seems all, but abandoned.
o + | Run down buildings stand as best they can on either side
| | | of you and you see the occasional wanderings of a wild
o-+-@-+-+| boar here and there. The road is very mountainous but
|| maintains the grassy terrain.
+|
||
|
---------+

[Exits: east west]

<600/850h 184/1100m 389/402v> <[##########]> <evasive:3 6pm (day)> <16190> The open plains
+-+-+| A worn gravel path is here, that seems to have been at one
| | point widely traveled. Now it seems all, but abandoned.
+ | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
+-+-@-+ | boar here and there. The road is very mountainous but maintains
| | the grassy terrain.
+ |
| |
|
---------+

[Exits: north east west]

<600/850h 184/1100m 388/402v> <[##########]> <evasive:2 6pm (day)> <16190>
n
The open plains
z| A worn gravel path is here, that seems to have been at
|| one point widely traveled. Now it seems all, but abandoned.
+-+-+| Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
@ | boar here and there. The road is very mountainous but maintains
| | the grassy terrain.
+-+-+-+ |
| |
+ |
---------+

[Exits: north south]

<600/850h 184/1100m 387/402v> <[##########]> <evasive:2 6pm (day)> <16190>
n
The open plains
*-*-z| A worn gravel path is here, that seems to have been at
|| one point widely traveled. Now it seems all, but abandoned.
z| Run down buildings stand as best they can on either side
|| of you and you see the occasional wanderings of a wild
@-+-+| boar here and there. The road is very mountainous but maintains
| | the grassy terrain.
+ |
| |
+-+-+-+ |
---------+

[Exits: east south]

<600/850h 184/1100m 386/402v> <[##########]> <evasive:1 6pm (day)> <16190>
e
e
A wilderness trail
*-*-*-z-z| A worn gravel path is here, that seems to have been at one
| | point widely traveled. Now it seems all, but abandoned.
z | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild boar
+-@-+-+| here and there. The road is very mountainous but maintains
| | the grassy terrain.
+ |
| |
+-+-+ |
---------+

[Exits: east west]

<600/850h 184/1100m 385/402v> <[##########]> <evasive:1 6pm (day)> <16190>
n
A wilderness trail
*-*-z-z-z| A worn gravel path is here, that seems to have been at one
| | point widely traveled. Now it seems all, but abandoned. Run
z | down buildings stand as best they can on either side of you
| | and you see the occasional wanderings of a wild boar here
+-+-@-+-+| and there. The road is very mountainous but maintains the grassy
| | terrain.
+ |
| |
+-+ |
---------+

[Exits: north east west]

<600/850h 184/1100m 384/402v> <[##########]> <active 6pm (day)> <16190>
n
Entrance to the Canyon
f-z| You stand at the entrance of a mighty canyon. The walls easily
|| ascend hundreds of meters, with roots of unseen vegetation piercing
*-*-z-z-z| the walls at odd intervals. In the strange half-light you look
| | up to see a miniature slice of sky high above, and noticing multitudes
@ | of small stones on the ground, strongly decide against making
| | any kind of loud noise. You see an exit from the canyon to the
+-+-+-+-+| south, and the canyon continues north. There seems to be some
| | 'writing' chiselled into the canyon wall.
+ |
---------+

[Exits: north south]

<600/850h 184/1100m 383/402v> <[##########]> <active 6pm (day)> <16190>
e
Deeper in the Canyon
f | The canyon takes a sharp turn here, continuing at a slight
| | slope to the east. You notice a large number of tracks
f-z| in the dry ground, footprints and deeper imprints of
|| hoofs, and wheels. You wonder what sort of beings would
*-*-@-z-z| frequent this area and ponder on what may lay ahead.
| | Looking northwards you see what appears to be a small
z | niche in the canyon wall. In the strange half-light of
| | the canyon you can only see the ground slowly sloping
+-+-+-+-+| off to your east.
---------+

[Exits: east south west]
There is a small niche in the north wall.

<600/850h 184/1100m 381/402v> <[##########]> <active 6pm (day)> <16190> Small Avalanche
f z| A large collection of stones and gravel lie about. In between
| || them you notice more tracks and prints, as if a large party
f-z z| of man on foot and horses traveled through here before
| || the avalanche fell. Once again considering the possibility
*-z-@-z-z| of an armed presence you ponder your future action. In
| | the half-light you can only see the walls of the canyon
z | continuing west and east.
| |
+-+-+-+ |
---------+

[Exits: east west]

<600/850h 184/1100m 379/402v> <[##########]> <active 6pm (day)> <16190>
e
Muddy Ground
f z-x| In a stark contrast to the rest of the canyon, the ground
| | | here is slippery and moist. Your boots sink deep into the
f-z z | soft ground, making sucking noises as you struggle not to
| | | lose them. To the east you see a small trail, cut in the
z-z-@-z | walls of the canyon by a tiny trickle of water running from
| | somewhere off to the east. The canyon seems to continue north
z | and west.
| |
+-+-+ |
---------+

[Exits: north east west]

<600/850h 184/1100m 377/402v> <[##########]> <active 6pm (day)> <16190>
e
Along the Trickle of Water
f z-x | You slowly make your way along the small trickle of water.
| | | The ground is moist and muddy, making it easy to slip and
f-z z | fall. The small canyon created by the stream is barely wide
| | | enough to fit a man, and you notice that tracks and footprints
z-z-@ | are absent here. You see the trail rise at a steep slope to
| your north, while west you see the canyon.
|
|
|
---------+

[Exits: north west]

<600/850h 184/1100m 375/402v> <[##########]> <active 6pm (day)> <16190>
n
On the Muddy Slope
F * | You barely keep your balance in the slippery ground, as you
| | | make your way through the area. The trail is narrow, and the
f z-x | walls of this small canyon are moist and slimy. Somewhere
| | | up above you in the sky you hear a sharp cry. The trail levels
f-z @ | off to the north. The canyon disappears in the half-light
| | | as you look south.
z-z-z |
|
|
---------+

[Exits: north south]

<600/850h 184/1100m 373/402v> <[##########]> <active 6pm (day)> <16190>
n
e
At the Crevice
| The small canyon is level here, which only serves to make
| the ground more watery. Your boots literally drown in the
* | soft muck, and if not for the minute width of the trail,
| | you would be on your way down the canyon by now. On the
f @-x | east canyon wall you see a large crevice created by the rock
| | | movement of the ages. The source of moisture in the area
f-z z | seems to lie in the small low cave to the north, while the
| | | wet trail makes its way back towards south.
z-z-z |
---------+

[Exits: north east south]

<600/850h 184/1100m 371/402v> <[##########]> <active 6pm (day)> <16190>
u
In the Crevice
| You carefully enter the crevice. Small rock disturbed by your
| presence cascade down onto the ground. Looking around you see
* | a natural chimney created by rock movement. The walls are dry
| | and devoid of moisture, as is the ground. Mere metres above
z-@ | your head a thick canopy of roots and vegetation has formed
| | over the years and blocks the sky. To the west you see the
z z | muddy canyon.
| | |
z-z |
---------+

[Exits: west (vegetation up)]

<600/850h 184/1100m 369/402v> <[##########]> <active 6pm (day)> <16190>
u
You cannot do that whilst holding a cabal item!
The vegetation is closed.

<600/850h 184/1100m 369/402v> <[##########]> <active 6pm (day)> <16190> You cannot do that whilst holding a cabal item!
The vegetation is closed.

<600/850h 184/1100m 369/402v> <[##########]> <active 6pm (day)> <16190>
open u
You open the vegetation above you.

<600/850h 184/1100m 369/402v> <[##########]> <active 6pm (day)> <16190>
u

You feel less unnerved by the presence of evil.
You feel oppressed by the unfolding darkness.

<618/850h 214/1100m 402/402v> <[##########]> <active 7pm (dusk)> <16190>
u
where
Up the Crevice
| You slowly shimmy your way into the crevice, using the roots
| for support. The dirt gets in your eyes, and the walls close
| in around you. Somewhere up and above you the strange cry
| is heard again, closer and stronger than before. Perhaps turning
@ | back would not be a such a bad idea. Looking up you see the
| crevice continue for what seems like forever, while down below
| you the mass of roots and vegetation obscure any trace of
| ground.
|
---------+

[Exits: up down]

<618/850h 214/1100m 399/402v> <[##########]> <active 7pm (dusk)> <16190> Near the Top of the Crevice
| The entrance to this fissure is just above your head, and
| the sound of the wind moaning is almost maddening. Small rocks
| and dust are hurled in your face, and you barely retain your
| hold as a sudden shadow passes over the crevice, and you hear
@ | the same loud cry. The lip of the fissure is what seems like
| pure granite, and luckily offers good holds if you choose
| to go up. Far below you the darkness swallows any trace of
| ground.
|
---------+

[Exits: up down]

<618/850h 214/1100m 396/402v> <[##########]> <active 7pm (dusk)> <16190> Players near you in Tainted Valley:
<PK> Lumubella Near the Top of the Crevice

<618/850h 214/1100m 396/402v> <[##########]> <active 7pm (dusk)> <16190>
who
[ Drow ] Lumiel the Lady Captain of Weaponry
[ Human ] <PK> [JUSTICE] Zanward the Grand Master of Seasons
[ Minot ] <PK> Borgharv the Holy Shaman
[ Drow ] <PK> Lanadrah the Evil King
[ Jotun ] <PK> Duke Eras the Holy Knight
[ Elf ] <PK> <SCHOLAR> (WANTED:***) Duchess Ilromie Illistarre the Sage of Arcane Power, Polymath of History
[ Duerg ] <PK> Abellyith the Battlemaster
[ Elf ] <PK> (WANTED:***) Kali Windbreeze the Grand Spectre of Beguilement
[ Half ] Sissell the Assassin
[ Duerg ] <PK> [LEGION] (ANATHEMA) (INVADER) Dogran the Sinister Minister
[ Avian ] <PK> Lunaia Siderea the Grand Hierophant of the Forest
[ Pixie ] <PK> <SCHOLAR> Duchess Ocelia the Grand Spectre of Beguilement
[50 Dwarf Hea] <PK> [KNIGHT] (Archon) Dame Lumubella Stoutheart the Touch of Serendipity, Archon of Valour
Players found: 13
[LEGION] The lands shall be held under the cold grip of winter.
There are 13 characters on; the most on this past month was 18.

<618/850h 214/1100m 396/402v> <[##########]> <active 7pm (dusk)> <16190>
n
Alas, you cannot go that way.

<618/850h 214/1100m 396/402v> <[##########]> <active 7pm (dusk)> <16190>
u
Plateau on the Mountainside
| You stand in the middle of a great rock formation, a mighty
| wind tearing at your clothes. Large boulders litter the area,
x-x | their sharp edges rounded by the work of the elements throughout
| | the ages. The wind tears through them picking up dirt, moss
@ | and small stones, and tossing them in your face mercilessly.
| You almost overlook the crack that has formed in the granite
| floor here, its width barely big enough for a person to fit
| through. There seems to be a natural path through the boulders,
| how convenient.
---------+

[Exits: north down]

<618/850h 214/1100m 393/402v> <[##########]> <active 7pm (dusk)> <16190>
n
Mountain Path
| As you round the corner amidst many rocks and boulders you
| notice the complete silence that has blanketed the area. Only
| your footsteps and the sound of small pebbles tumbling disturbs
| the silence, even the maddening sound of the wind moaning
x-@ | has stopped. It is as if the very rocks and sparse vegetation
| | are whispering: BEWARE. You notice the path widens into an
x | opening west of here, while south is a plateau covered with
| boulders of every size.
|
---------+

[Exits: south west]

<618/850h 214/1100m 390/402v> <[##########]> <active 7pm (dusk)> <16190>
w
Nest Above the Valley
| You are on a lip in the side of the mountains surrounding
| the valley. Hundreds of metres below you is the floor of
| the valley, with tiny figures of soldiers, horses and tents
| milling about. Farther out, in midst of stunted dark trees,
@-x | rises the Shaldun Hadan, the Faded Tower. Startled by sudden
| | movement you notice a huge nest, easily metres in diameter,
x | to the west. Bones and strange items litter the giant nest,
| some of them humanoid...
|
---------+

[Exits: east]
A rusty chipped sword lays here.
The faded sign of a golden sun covers the surface of this dented and rusted armor.
A giant nest has been constructed here.
A Giant roc swoops from the sky to defend its nest.

<618/850h 214/1100m 387/402v> <[##########]> <active 7pm (dusk)> <16190>
get statue nest
e
You get a tiny armored statue from giant nest.

<618/850h 214/1100m 387/402v> <[##########]> <active 7pm (dusk)> <16190> Mountain Path
| As you round the corner amidst many rocks and boulders you
| notice the complete silence that has blanketed the area. Only
| your footsteps and the sound of small pebbles tumbling disturbs
| the silence, even the maddening sound of the wind moaning
x-@ | has stopped. It is as if the very rocks and sparse vegetation
| | are whispering: BEWARE. You notice the path widens into an
x | opening west of here, while south is a plateau covered with
| boulders of every size.
|
---------+

[Exits: south west]

<618/850h 214/1100m 384/402v> <[##########]> <active 7pm (dusk)> <16190>
d
Alas, you cannot go that way.

<618/850h 214/1100m 384/402v> <[##########]> <active 7pm (dusk)> <16190>
s
Plateau on the Mountainside
| You stand in the middle of a great rock formation, a mighty
| wind tearing at your clothes. Large boulders litter the area,
x-x | their sharp edges rounded by the work of the elements throughout
| | the ages. The wind tears through them picking up dirt, moss
@ | and small stones, and tossing them in your face mercilessly.
| You almost overlook the crack that has formed in the granite
| floor here, its width barely big enough for a person to fit
| through. There seems to be a natural path through the boulders,
| how convenient.
---------+

[Exits: north down]

<618/850h 214/1100m 381/402v> <[##########]> <active 7pm (dusk)> <16190>
d
d
Near the Top of the Crevice
| The entrance to this fissure is just above your head, and
| the sound of the wind moaning is almost maddening. Small rocks
| and dust are hurled in your face, and you barely retain your
| hold as a sudden shadow passes over the crevice, and you hear
@ | the same loud cry. The lip of the fissure is what seems like
| pure granite, and luckily offers good holds if you choose
| to go up. Far below you the darkness swallows any trace of
| ground.
|
---------+

[Exits: up down]

<618/850h 214/1100m 378/402v> <[##########]> <active 7pm (dusk)> <16190>
d
Up the Crevice
| You slowly shimmy your way into the crevice, using the roots
| for support. The dirt gets in your eyes, and the walls close
| in around you. Somewhere up and above you the strange cry
| is heard again, closer and stronger than before. Perhaps turning
@ | back would not be a such a bad idea. Looking up you see the
| crevice continue for what seems like forever, while down below
| you the mass of roots and vegetation obscure any trace of
| ground.
|
---------+

[Exits: up down]

<618/850h 214/1100m 375/402v> <[##########]> <active 7pm (dusk)> <16190>
where
In the Crevice
| You carefully enter the crevice. Small rock disturbed by your
| presence cascade down onto the ground. Looking around you see
* | a natural chimney created by rock movement. The walls are dry
| | and devoid of moisture, as is the ground. Mere metres above
z-@ | your head a thick canopy of roots and vegetation has formed
| | over the years and blocks the sky. To the west you see the
z z | muddy canyon.
| | |
z-z |
---------+

[Exits: west up]

<618/850h 214/1100m 372/402v> <[##########]> <active 7pm (dusk)> <16190> Players near you in Tainted Valley:
<PK> Lumubella In the Crevice

<618/850h 214/1100m 372/402v> <[##########]> <active 7pm (dusk)> <16190>
w
At the Crevice
| The small canyon is level here, which only serves to make
| the ground more watery. Your boots literally drown in the
* | soft muck, and if not for the minute width of the trail,
| | you would be on your way down the canyon by now. On the
f @-x | east canyon wall you see a large crevice created by the rock
| | | movement of the ages. The source of moisture in the area
f-z z | seems to lie in the small low cave to the north, while the
| | | wet trail makes its way back towards south.
z-z-z |
---------+

[Exits: north east south]

<618/850h 214/1100m 370/402v> <[##########]> <active 7pm (dusk)> <16190>
s
On the Muddy Slope
F * | You barely keep your balance in the slippery ground, as you
| | | make your way through the area. The trail is narrow, and the
f z-x | walls of this small canyon are moist and slimy. Somewhere
| | | up above you in the sky you hear a sharp cry. The trail levels
f-z @ | off to the north. The canyon disappears in the half-light
| | | as you look south.
z-z-z |
|
|
---------+

[Exits: north south]

<618/850h 214/1100m 368/402v> <[##########]> <active 7pm (dusk)> <16190>
s
w
Along the Trickle of Water
f z-x | You slowly make your way along the small trickle of water.
| | | The ground is moist and muddy, making it easy to slip and
f-z z | fall. The small canyon created by the stream is barely wide
| | | enough to fit a man, and you notice that tracks and footprints
z-z-@ | are absent here. You see the trail rise at a steep slope to
| your north, while west you see the canyon.
|
|
|
---------+

[Exits: north west]

<618/850h 214/1100m 366/402v> <[##########]> <active 7pm (dusk)> <16190>
n
Muddy Ground
f z-x| In a stark contrast to the rest of the canyon, the ground
| | | here is slippery and moist. Your boots sink deep into the
f-z z | soft ground, making sucking noises as you struggle not to
| | | lose them. To the east you see a small trail, cut in the
z-z-@-z | walls of the canyon by a tiny trickle of water running from
| | somewhere off to the east. The canyon seems to continue north
z | and west.
| |
+-+-+ |
---------+

[Exits: north east west]

<618/850h 214/1100m 364/402v> <[##########]> <active 7pm (dusk)> <16190>
w
Sharp Turn in the Canyon
o-F * | You are passing around a sharp turn in the path, quite unnatural
| | | | for a canyon. An enormous granite formation rises from deep below
* f z-x| the ground, forced up by titanic pressures ages ago. The stream
| | | that formed the canyon over the centuries has curved around this
f-@ z | resilient stone and formed the sharp turn in the path. As you
| | | consider this, you notice the quite distinct marks in the ground.
z-z-z-z | Footprints, still fresh. The ground turns muddy south of here,
| | and the canyon completes a sharp curve to the west.
z |
---------+

[Exits: south west]

<618/850h 214/1100m 362/402v> <[##########]> <active 7pm (dusk)> <16190> Ambush!
o-F *| Looking around as you enter the smooth part of the canyon,
| | || you notice the many cracks and crevices in the walls around
* f z| you. Hidden eyes seem to look over you, and your back itches
| || at the strange premonition. The ground here is clear of any
@-z z| tracks, and some vegetation has spread slowly into the area
| || from the valley. Ahead of you, the opening of the canyon into
*-z-z-z-z| the valley is covered with strange bushes and vegetation, but
| | you can sense the breeze and the light filtering into the shadowy
z | canyon. The walls widen north of here, as the trail gets closer
---------+ to the valley. The canyon makes a sharp turn east of here obscuring
any details.

[Exits: north east]
A tiny statue of an armoured figure.
Rimath the trader auctions 'Place yer bids! a suit of granite platemail is being auctioned for 15000 gold!'

<618/850h 214/1100m 361/402v> <[##########]> <active 7pm (dusk)> <16190>
sac statue
Vanisse gives you 10 gold coins for your sacrifice.

<618/850h 214/1100m 361/402v> <[##########]> <active 7pm (dusk)> <16200>
n
Rear Guard
z-o-o-z | The canyon widens here as it opens up towards the valley.
| | | You look at what was once a lush forest and grassland,
o-F | reduced to stunted trees and withered shrubbery. In the
| | | distance the great Tower rises, its surface jet black.
* @ z| Looking at your more immediate surroundings you notice
| || that this area serves as a rear guard for the Order of
f-z z| Light. A large encampment of soldiers is set up here
| || behind a defensive barbican from which sharp spikes protrude,
*-z-z-z-z| with archers and foot soldiers set up behind them. Months
---------+ of the siege has left these men in a relaxed posture,
and they eye you warily as you pass by. You glimpse the entrance to the valley
north of here, but dense vegetation obscures the trail south.

[Exits: north south]
A Blood worm tunnels into the ground here.
A Paladin stands here while resting his warhorse.
A footman of Order is stationed here.
An Archer stands here with her crossbow ready.

<618/850h 214/1100m 360/402v> <[##########]> <active 7pm (dusk)> <16200>
n
n
Entrance to the Valley
z o-z-z| The canyon widens here completely opening into the Tainted
| | | | Valley. Masses of withered trees are laid out in the distance
z-o-o-z | alongside the white figures of the Order of Light soldiers
| | | and Knights. In the middle of all this the Faded Tower
o-@ | rises, piercing the clouds with its pinnacle. Around you
| | | a number of squires walk their mighty war-horses towards
* f | the large stables set up in the area. Strangely enough
| | even a large field kitchen is here with men lined up to
f-z | receive the gruel. Perhaps you could even buy some food.
---------+ To the west you hear the sound of flags flapping in the
wind, while the whole valley opens before you to your north.

[Exits: north south west]
A footman of Order is stationed here.
A Squire is tending to his master's horse.
Temor the field cook is handing out the gruel with a giant ladle.

<618/850h 214/1100m 359/402v> <[##########]> <active 7pm (dusk)> <16200> Ocelia has left the group.

<618/850h 214/1100m 359/402v> <[##########]> <active 7pm (dusk)> <16200> Beginning of the Tower Path
z-f-o-f | Amongst the twisted and withered trees and bushes a small
| | | | ancient trail makes its way towards the foreboding tower.
z o-z-z| The ground of the path is beaten and dry, well established
| | | | over centuries of use by those who choose or were chosen
z-o-@-z | to make the visit to the bastion of evil. Small boulders
| | | litter the area between sparse trees and even less common
o-F | bushes and shrubbery and serve as cover for a number of soldiers
| | | who have laid siege to this citadel for months. Northwest
* f | you see one of the five strange obelisks that pierce the
---------+ valley floor. You can see the mighty tower rise above the
trees to your north, and the steep mountains enclose you from the east and
west.

[Exits: north east south west]
A Paladin stands here while resting his warhorse.
A Pikeman is leaning against his tall weapon.
An Archer stands here with her crossbow ready.

<618/850h 214/1100m 358/402v> <[##########]> <active 7pm (dusk)> <16200>
where
w
Players near you in Tainted Valley:
<PK> Lumubella Beginning of the Tower Path

<618/850h 214/1100m 358/402v> <[##########]> <active 7pm (dusk)> <16200>
w
Between the Mountains and the Obelisk
z-f-o-f| As you travel your attention is unavoidably drawn towards
| | || the ancient obelisk to your north. Around it the grass
z o-z| has faded black, and even a number of stones on the ground
| | || have taken a dark taint. With the plain mountain wall to
z-@-o-z| your south and no way to distance yourself from this accursed
| | | artifact you are forced to endure its presence as you make
o-F | your way west towards the corner of the valley, or east
| | | to reach the path that will take you to the tower. South
* f | lies a tent surrounded by armed men.
---------+

[Exits: north east south west]

<618/850h 214/1100m 357/402v> <[##########]> <active 7pm (dusk)> <16200> Southwest Corner of the Valley
z-f-o| The jagged mountains, littered with small stones from
| || avalanches that have fallen in ages past, make a sharp
z o| corner here. To your northeast the black obelisk gropes
| || at your mind and soul, raising the hair on your nape.
@-o-o| You notice steep mountains encasing the valley from
| || the west, and east the walls of the valley close in on
o-F| the black obelisk.
| ||
* f|
---------+

[Exits: north east]
A Blood worm tunnels into the ground here.
A Blood worm tunnels into the ground here.
The Knight of Valour is here, overseeing the siege.
A Pikeman is leaning against his tall weapon.

<618/850h 214/1100m 356/402v> <[##########]> <active 7pm (dusk)> <16200>
n
By the Smooth Wall
z-z-f-f| You enter a small area between the ominous obelisk to
| | || the east and the towering mountains to the west. Weak
z-f-o| vegetation and small shrubs attempt to make this area
| || their home, failing miserably. Your gaze is drawn helplessly
@ o| towards the vile stone. It takes an effort to take your
| || gaze away from its vile surface, and you notice that
z-o-o| a large portion of the mountain wall to the west is strangely
| || smooth, and it shoots up hundreds of metres into the
o-F| sky. You see the path around the rim of the valley continue
---------+ north. The aura of the godforsaken obelisk can be felt
to the east.

[Exits: north east south (slab west)]
A Paladin stands here while resting his warhorse.

<618/850h 214/1100m 354/402v> <[##########]> <active 7pm (dusk)> <16200>
where
Players near you in Tainted Valley:
<PK> Lumubella By the Smooth Wall

<618/850h 214/1100m 354/402v> <[##########]> <active 7pm (dusk)> <16200>
gr
Kali's group:
[50 Ill] Kali 76% hp 40% mana 100% mv 564571 xp Kills: 7
[50 Dru] Lunaia 100% hp 100% mana 100% mv 527663 xp Kills: 0
[50 Inv] Ilromie 65% hp 70% mana 99% mv 570400 xp Kills: 0
[50 Hea] Lumubella 72% hp 19% mana 88% mv 520821 xp Kills: 1
* [45 Chm] An illusion of a marine 100% hp 100% mana 100% mv (Kali)
* [45 Chm] An illusion of a marine 100% hp 100% mana 100% mv (Kali)
* [45 Chm] An illusion of a marine 100% hp 100% mana 100% mv (Kali)

<618/850h 214/1100m 354/402v> <[##########]> <active 7pm (dusk)> <16200>
unlock w
*Click*

<618/850h 214/1100m 354/402v> <[##########]> <active 7pm (dusk)> <16200>
open w
You open the slab west of you.

<618/850h 214/1100m 354/402v> <[##########]> <active 7pm (dusk)> <16200>
w
close e
Entrance of the Mines
z-z-f| Entering the sloping tunnel you notice strange metallic
| || columns covered with runes supporting the shaft. You
z-f| can hear a steady drip of water somewhere in the distance
| | mixed with a faint humming sound which eludes your ears
*-@-z | as you vainly attempt to sense its direction. The air
| | | is dry, stale, and unmoved for years. The floor drops
*-* z-o| at a high slope with a strange pair of runed rails running
| || in the middle of it. To the east you see a huge stone
*-*-* o| slab closing off the tunnel with strange markings in
---------+ a language unknown to you carved into it. The west tunnel
disappears into the dark.

[Exits: east west]
A Blood worm tunnels into the ground here.

<618/850h 214/1100m 353/402v> <[##########]> <active 7pm (dusk)> <16200> You close the slab east of you.

<618/850h 214/1100m 353/402v> <[##########]> <active 7pm (dusk)> <16200>
lock e
where
sleep
gr
The cabal item is making your hands shake too much.

<618/850h 214/1100m 353/402v> <[##########]> <active 7pm (dusk)> <16200> Players near you in Tainted Valley:
<PK> Lumubella Entrance of the Mines

Hand shaking? Bad time to learn about this.

Your prayer has been disrupted.
You awkwardly parry Borgharv's thwack with a loud clang.
Borgharv is in excellent condition.

<691/850h 318/1100m 402/402v> <[##########]> <evasive:60 9pm (night)> <16200> Kali's group:
[50 Ill] Kali 32% hp 39% mana 88% mv 564571 xp Kills: 8
[50 Dru] Lunaia 93% hp 95% mana 100% mv 527663 xp Kills: 0
[50 Inv] Ilromie 69% hp 53% mana 56% mv 570400 xp Kills: 0
[50 Hea] Lumubella 81% hp 28% mana 100% mv 520821 xp Kills: 1
* [45 Chm] An illusion of a marine 100% hp 100% mana 100% mv (Kali)
* [45 Chm] An illusion of a marine 100% hp 100% mana 100% mv (Kali)
Borgharv is in excellent condition.

<691/850h 318/1100m 402/402v> <[##########]> <evasive:60 9pm (night)> <16200>
st
You are already fighting!
Borgharv is in excellent condition.

<691/850h 318/1100m 402/402v> <[##########]> <evasive:59 9pm (night)> <16200>
flee

You thrust a blood worm's bite aside in a skillful parry.
You awkwardly parry Borgharv's thwack with a loud clang.
Borgharv's thwack decimates you!
Borgharv parries your pound.
Borgharv is in excellent condition.

<664/850h 318/1100m 402/402v> <[##########]> <evasive:60 9pm (night)> <16200>
e

Dogran locks the slab.
You flee from combat!

Feels bad man. This is definitely not good.

You flee from combat!
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<664/850h 318/1100m 401/402v> <[##########]> <evasive:60 9pm (night)> <16200>
e
Entrance of the Mines
| Entering the sloping tunnel you notice strange metallic columns
| covered with runes supporting the shaft. You can hear a steady
| drip of water somewhere in the distance mixed with a faint
| humming sound which eludes your ears as you vainly attempt
*-@ | to sense its direction. The air is dry, stale, and unmoved
| | for years. The floor drops at a high slope with a strange
*-* | pair of runed rails running in the middle of it. To the east
| | you see a huge stone slab closing off the tunnel with strange
*-*-* | markings in a language unknown to you carved into it. The
---------+ west tunnel disappears into the dark.

[Exits: (slab east) west]
Borgharv the Holy Shaman is here.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.
A Blood worm tunnels into the ground here.

<664/850h 318/1100m 400/402v> <[##########]> <evasive:59 9pm (night)> <16200>
e

A blood worm screams and attacks you!
Your shield wobbles and barely deflects a blood worm's bite.
A blood worm is in excellent condition.

<664/850h 318/1100m 400/402v> <[##########]> <evasive:59 9pm (night)> <16200> No way! You are still fighting!
A blood worm is in excellent condition.

<664/850h 318/1100m 400/402v> <[##########]> <evasive:59 9pm (night)> <16200> You yell 'Help! I am being attacked by Borgharv!'
You block Borgharv's attack with your shield.
No way! You are still fighting!
A blood worm is in excellent condition.

<671/850h 333/1100m 402/402v> <[##########]> <evasive:60 10pm (night)> <16200>
Dogran narrows his eyes.
You yell 'Die! Dogran, you sorcerous dog!'
You feel a brief tingling sensation.
Dogran has a few scratches.

<671/850h 333/1100m 402/402v> <[##########]> <evasive:60 10pm (night)> <16200>
open e
It's locked.
Dogran has a few scratches.

<671/850h 333/1100m 402/402v> <[##########]> <evasive:60 10pm (night)> <16200>
flee
You flee from combat!
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<671/850h 333/1100m 401/402v> <[##########]> <evasive:60 10pm (night)> <16200>
s
s
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<671/850h 333/1100m 400/402v> <[##########]> <evasive:59 10pm (night)> <16200> The Intersection
*-* | Tunnels intersect here from all directions, their rails
| | meeting in the middle at a strange circular plate. The
*-* | sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<671/850h 333/1100m 399/402v> <[##########]> <evasive:59 10pm (night)> <16200>
drop skull
You drop a crystal skull filled with dark red blood.

<671/850h 333/1100m 399/402v> <[##########]> <evasive:58 10pm (night)> <16200>
n
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<671/850h 333/1100m 398/402v> <[##########]> <evasive:58 10pm (night)> <16200>
n
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
Borgharv the Holy Shaman is here.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.
A Blood worm tunnels into the ground here.

<671/850h 333/1100m 397/402v> <[##########]> <evasive:57 10pm (night)> <16200> Borgharv puts a barrel in a Big Ol'Pack Sack.
Dogran flies south.
Borgharv flies south.

<671/850h 333/1100m 397/402v> <[##########]> <evasive:56 10pm (night)> <16200>
e
Entrance of the Mines
| Entering the sloping tunnel you notice strange metallic columns
| covered with runes supporting the shaft. You can hear a steady
| drip of water somewhere in the distance mixed with a faint
| humming sound which eludes your ears as you vainly attempt
*-@ | to sense its direction. The air is dry, stale, and unmoved
| | for years. The floor drops at a high slope with a strange
*-* | pair of runed rails running in the middle of it. To the east
| | you see a huge stone slab closing off the tunnel with strange
*-*-* | markings in a language unknown to you carved into it. The
---------+ west tunnel disappears into the dark.

[Exits: (slab east) west]
A Blood worm tunnels into the ground here.

<671/850h 333/1100m 396/402v> <[##########]> <evasive:56 10pm (night)> <16200>
A blood worm screams and attacks you!
You block a blood worm's attack with your shield.
A blood worm is in excellent condition.

<671/850h 333/1100m 396/402v> <[##########]> <evasive:56 10pm (night)> <16200>
unlock e

Dogran flies in.
Borgharv flies in.
A blood worm is in excellent condition.

<671/850h 333/1100m 396/402v> <[##########]> <evasive:55 10pm (night)> <16200> *Click*
A blood worm is in excellent condition.

<671/850h 333/1100m 396/402v> <[##########]> <evasive:55 10pm (night)> <16200> You yell 'Help! I am being attacked by Borgharv!'
Borgharv's thwack devastates you!
Borgharv's thwack mauls you.
Dogran narrows his eyes.
You yell 'Die! Dogran, you sorcerous dog!'
You resist Dogran's deterioration.
Dogran thrusts your pound aside in a skillful parry.
Dogran has a few scratches.

<618/850h 333/1100m 396/402v> <[##########]> <evasive:60 10pm (night)> <16200>
open e
You open the slab east of you.
You parry a blood worm's bite with an easy flourish.
You parry Dogran's flame.
You thrust Borgharv's thwack aside in a skillful parry.
Dogran thrusts your pound aside in a skillful parry.
Dogran parries your pound.
Dogran has a few scratches.

<618/850h 333/1100m 396/402v> <[##########]> <evasive:60 10pm (night)> <16200>
flee
You flee from combat!
On the Sharp Curve
z-z| The tunnel here takes a sharp turn south, as the strange
|| pair of rails twist to stay in the middle of the floor.
z| You notice that the strange, faint humming sound seems
|| louder every time you pass the massive columns reinforcing
@-*-z| the titanic weight of the mountains above your head. The
| || darkness here seems to be thicker than possible, and you
*-* z| feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<618/850h 333/1100m 395/402v> <[##########]> <evasive:60 10pm (night)> <16200>
s
Fork in the Rails
z| The rails here split at an angle running south and east
|| into another tunnel. Rows of the humming columns disappear
*-*-z| into the darkness. Looking around you notice a number
| || of niches in the wall, most of them empty. The rest of
@-* z| them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<618/850h 333/1100m 394/402v> <[##########]> <evasive:59 10pm (night)> <16200>
s
The Intersection
*-* | Tunnels intersect here from all directions, their rails
| | meeting in the middle at a strange circular plate. The
*-* | sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A blood filled crystal skull lies here.
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<618/850h 333/1100m 393/402v> <[##########]> <evasive:59 10pm (night)> <16200>
get skull
You get a crystal skull filled with dark red blood.
You have picked up a cabal holy item... beware!

<618/850h 333/1100m 393/402v> <[##########]> <evasive:58 10pm (night)> <16200>
n
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<618/850h 333/1100m 392/402v> <[##########]> <evasive:58 10pm (night)> <16200>
n
e
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<618/850h 333/1100m 391/402v> <[##########]> <evasive:57 10pm (night)> <16200>
e
e
Entrance of the Mines
| Entering the sloping tunnel you notice strange metallic columns
| covered with runes supporting the shaft. You can hear a steady
| drip of water somewhere in the distance mixed with a faint
| humming sound which eludes your ears as you vainly attempt
*-@ | to sense its direction. The air is dry, stale, and unmoved
| | for years. The floor drops at a high slope with a strange
*-* | pair of runed rails running in the middle of it. To the east
| | you see a huge stone slab closing off the tunnel with strange
*-*-* | markings in a language unknown to you carved into it. The
---------+ west tunnel disappears into the dark.

[Exits: (slab east) west]
Borgharv the Holy Shaman is here.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.
A Blood worm tunnels into the ground here.

<618/850h 333/1100m 390/402v> <[##########]> <evasive:57 10pm (night)> <16200>
A blood worm screams and attacks you!
You parry a blood worm's bite with an easy flourish.
A blood worm is in excellent condition.

<618/850h 333/1100m 390/402v> <[##########]> <evasive:57 10pm (night)> <16200> No way! You are still fighting!
A blood worm is in excellent condition.

<618/850h 333/1100m 390/402v> <[##########]> <evasive:56 10pm (night)> <16200>
open e
No way! You are still fighting!
You deflect a blood worm's bite aside in an ungraceful parry.
A blood worm is in excellent condition.

<618/850h 333/1100m 390/402v> <[##########]> <evasive:56 10pm (night)> <16200> It's locked.
A blood worm is in excellent condition.

<618/850h 333/1100m 390/402v> <[##########]> <evasive:56 10pm (night)> <16200> You yell 'Help! I am being attacked by Borgharv!'
You block Borgharv's attack with your shield.
A blood worm is in excellent condition.

<618/850h 333/1100m 390/402v> <[##########]> <evasive:60 10pm (night)> <16200>
You yell 'Help! I am being attacked by Dogran!'
Dogran's flame wounds you.
A blood worm is in excellent condition.

<598/850h 333/1100m 390/402v> <[##########]> <evasive:60 10pm (night)> <16200>
w
No way! You are still fighting!
A blood worm is in excellent condition.

<598/850h 333/1100m 390/402v> <[##########]> <evasive:60 10pm (night)> <16200>
unlock e
*Click*
A blood worm is in excellent condition.

<598/850h 333/1100m 390/402v> <[##########]> <evasive:59 10pm (night)> <16200>
Your shield wobbles and barely deflects a blood worm's bite.
You block Dogran's attack with your shield.
Your shield jolts under Dogran's flame, but holds.
You thrust Borgharv's thwack aside in a skillful parry.
A blood worm is in excellent condition.

<598/850h 333/1100m 390/402v> <[##########]> <evasive:60 10pm (night)> <16200>
open e
You open the slab east of you.
A blood worm is in excellent condition.

<598/850h 333/1100m 390/402v> <[##########]> <evasive:60 10pm (night)> <16200>
flee

Borgharv closes the slab east of you.
A blood worm is in excellent condition.

<598/850h 333/1100m 390/402v> <[##########]> <evasive:59 10pm (night)> <16200>
flee
flee
You cannot do that whilst holding a cabal item!
You flee from combat!
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<598/850h 333/1100m 389/402v> <[##########]> <evasive:60 10pm (night)> <16200> You aren't fighting anyone.

<598/850h 333/1100m 389/402v> <[##########]> <evasive:59 10pm (night)> <16200>
open e
You aren't fighting anyone.

<598/850h 333/1100m 389/402v> <[##########]> <evasive:59 10pm (night)> <16200> You see no door e of here.

<598/850h 333/1100m 389/402v> <[##########]> <evasive:59 10pm (night)> <16200>
e
Entrance of the Mines
| Entering the sloping tunnel you notice strange metallic columns
| covered with runes supporting the shaft. You can hear a steady
| drip of water somewhere in the distance mixed with a faint
| humming sound which eludes your ears as you vainly attempt
*-@ | to sense its direction. The air is dry, stale, and unmoved
| | for years. The floor drops at a high slope with a strange
*-* | pair of runed rails running in the middle of it. To the east
| | you see a huge stone slab closing off the tunnel with strange
*-*-* | markings in a language unknown to you carved into it. The
---------+ west tunnel disappears into the dark.

[Exits: (slab east) west]
Borgharv the Holy Shaman is here.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.
A Blood worm tunnels into the ground here.

<598/850h 333/1100m 388/402v> <[##########]> <evasive:58 10pm (night)> <16200>
A blood worm screams and attacks you!
You grip your shield firmly, staving off a blood worm's bite.
A blood worm is in excellent condition.

<598/850h 333/1100m 388/402v> <[##########]> <evasive:58 10pm (night)> <16200>
You yell 'Help! I am being attacked by Borgharv!'
You awkwardly parry Borgharv's thwack with a loud clang.
A blood worm is in excellent condition.

<598/850h 333/1100m 388/402v> <[##########]> <evasive:60 10pm (night)> <16200>
unlock e
*Click*
A blood worm is in excellent condition.

<598/850h 333/1100m 388/402v> <[##########]> <evasive:59 10pm (night)> <16200>
You yell 'Help! I am being attacked by Dogran!'
You block Dogran's attack with your shield.
A blood worm is in excellent condition.

<598/850h 333/1100m 388/402v> <[##########]> <evasive:60 10pm (night)> <16200>
open e
You open the slab east of you.
A blood worm is in excellent condition.

<598/850h 333/1100m 388/402v> <[##########]> <evasive:59 10pm (night)> <16200>
You deflect a blood worm's bite aside in an ungraceful parry.
You block Dogran's attack with your shield.
You deflect Dogran's flame aside in an ungraceful parry.
Borgharv's thwack decimates you!
You awkwardly parry Borgharv's thwack with a loud clang.
A blood worm is in excellent condition.

<571/850h 333/1100m 388/402v> <[##########]> <evasive:60 10pm (night)> <16200>
flee
flee
flee
flee
flee
You flee from combat!
On the Sharp Curve
z-z| The tunnel here takes a sharp turn south, as the strange
|| pair of rails twist to stay in the middle of the floor.
z| You notice that the strange, faint humming sound seems
|| louder every time you pass the massive columns reinforcing
@-*-z| the titanic weight of the mountains above your head. The
| || darkness here seems to be thicker than possible, and you
*-* z| feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<571/850h 333/1100m 387/402v> <[##########]> <evasive:60 10pm (night)> <16200>
flee
flee
You aren't fighting anyone.

<571/850h 333/1100m 387/402v> <[##########]> <evasive:59 10pm (night)> <16200>
e
You aren't fighting anyone.

<571/850h 333/1100m 387/402v> <[##########]> <evasive:59 10pm (night)> <16200>
e
You aren't fighting anyone.

<571/850h 333/1100m 387/402v> <[##########]> <evasive:59 10pm (night)> <16200>
e
You aren't fighting anyone.

<571/850h 333/1100m 387/402v> <[##########]> <evasive:58 10pm (night)> <16200> You aren't fighting anyone.

<571/850h 333/1100m 387/402v> <[##########]> <evasive:58 10pm (night)> <16200> You aren't fighting anyone.

<571/850h 333/1100m 387/402v> <[##########]> <evasive:58 10pm (night)> <16200> Entrance of the Mines
| Entering the sloping tunnel you notice strange metallic columns
| covered with runes supporting the shaft. You can hear a steady
| drip of water somewhere in the distance mixed with a faint
| humming sound which eludes your ears as you vainly attempt
*-@ | to sense its direction. The air is dry, stale, and unmoved
| | for years. The floor drops at a high slope with a strange
*-* | pair of runed rails running in the middle of it. To the east
| | you see a huge stone slab closing off the tunnel with strange
*-*-* | markings in a language unknown to you carved into it. The
---------+ west tunnel disappears into the dark.

[Exits: (slab east) west]
Borgharv the Holy Shaman is here.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.
A Blood worm tunnels into the ground here.
A blood worm screams and attacks you!
You thrust a blood worm's bite aside in a skillful parry.
A blood worm is in excellent condition.

<571/850h 333/1100m 386/402v> <[##########]> <evasive:58 10pm (night)> <16200> No way! You are still fighting!
A blood worm is in excellent condition.

<571/850h 333/1100m 386/402v> <[##########]> <evasive:57 10pm (night)> <16200> No way! You are still fighting!
A blood worm is in excellent condition.

<571/850h 333/1100m 386/402v> <[##########]> <evasive:57 10pm (night)> <16200>
You yell 'Help! I am being attacked by Dogran!'
You parry Dogran's flame.
A blood worm is in excellent condition.

<571/850h 333/1100m 386/402v> <[##########]> <evasive:60 10pm (night)> <16200>
open e

You yell 'Help! I am being attacked by Borgharv!'
You parry Borgharv's thwack.
It's locked.
A blood worm is in excellent condition.

<571/850h 333/1100m 386/402v> <[##########]> <evasive:60 10pm (night)> <16200>
flee
You flee from combat!
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<571/850h 333/1100m 385/402v> <[##########]> <evasive:60 10pm (night)> <16200>
s
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<593/850h 363/1100m 401/402v> <[##########]> <evasive:59 11pm (night)> <16200>
s
The Intersection
*-* | Tunnels intersect here from all directions, their rails
| | meeting in the middle at a strange circular plate. The
*-* | sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<593/850h 363/1100m 400/402v> <[##########]> <evasive:59 11pm (night)> <16200>

You are affected by the following:
Task : : Catch of the Day is unavailable for 164 hours
Spell: bless : modifies save vs spell by 6 for 51 hours
: modifies hitroll by 6 for 51 hours
Spell: fly : lasts for 46 hours
Spell: stone skin : modifies armor class by 40 for 42 hours
Cabal: Invader of [LEGION] : lasts for 23 hours
Spell: armor : modifies armor class by 20 for 15 hours
Spell: protection : modifies save vs spell by 1 for 15 hours
Spell: protective shield: lasts for 3 hours
Spell: sanctuary : lasts for 2 hours
[LEGION] : dominion : lasts permanently

<593/850h 363/1100m 400/402v> <[##########]> <evasive:58 11pm (night)> <16200>
com heal
A warm feeling fills your body.

<679/850h 323/1100m 400/402v> <[##########]> <evasive:57 11pm (night)> <16200>
s
com heal
Down the Shaft
*-* | The blackened rails follow the shaft here as it slopes
| | down and turns to the east. You can almost feel the aura
*-*-* | of this place on your skin. It sends shivers down your
| | back, and leaves foul taint in your mouth. Looking around,
@-*-*| you see the metal supports oily black, rows of niches
| filled with the silent servants of those that built these
| mines. The tunnel rises sharply towards the surface and
| out the mines north to the surface, and gets deeper to
| the east.
---------+

[Exits: north east]
A golem, its armor rippling with dark oils.

<679/850h 323/1100m 399/402v> <[##########]> <evasive:54 11pm (night)> <16200> You lost your concentration.

<679/850h 303/1100m 399/402v> <[##########]> <evasive:53 11pm (night)> <16200>
scan e
You scan east.

<679/850h 303/1100m 399/402v> <[##########]> <evasive:50 11pm (night)> <16200>
com heal
A warm feeling fills your body.

<775/850h 263/1100m 399/402v> <[##########]> <evasive:49 11pm (night)> <16200>
e

Borgharv flies in.

<775/850h 263/1100m 399/402v> <[##########]> <evasive:49 11pm (night)> <16200>
You yell 'Help! I am being attacked by Borgharv!'
You thrust Borgharv's thwack aside in a skillful parry.
Borgharv is in excellent condition.

<775/850h 263/1100m 399/402v> <[##########]> <evasive:60 11pm (night)> <16200>
Borgharv's thwack devastates you!
Borgharv's thwack decimates you!
Borgharv parries your pound.
Borgharv's shield wobbles and barely deflects your pound.
Borgharv is in excellent condition.

<719/850h 263/1100m 399/402v> <[##########]> <evasive:60 11pm (night)> <16200>
flee
No way! You are still fighting!
Borgharv is in excellent condition.

<719/850h 263/1100m 399/402v> <[##########]> <evasive:58 11pm (night)> <16200> You flee from combat!
In the Silence
*-* | Even your steps seem muted in the silence of this part of
| | the tunnel. The oily black rails are almost unrecognizable
*-*-* | from the ground. The rock around you has taken an appearance
| | of basalt rock, dark and glassy. The darkness presses on
*-@-* | your circle of light, and the walls seem to lean ever closer.
| Not a sound is heard except for the loud beating of your
| heart. The aura of evil grows stronger to the east, while
| the tunnel rises steeply to the west.
|
---------+

[Exits: east west]

<719/850h 263/1100m 398/402v> <[##########]> <evasive:60 11pm (night)> <16200>
w
Down the Shaft
*-* | The blackened rails follow the shaft here as it slopes
| | down and turns to the east. You can almost feel the aura
*-*-* | of this place on your skin. It sends shivers down your
| | back, and leaves foul taint in your mouth. Looking around,
@-*-*| you see the metal supports oily black, rows of niches
| filled with the silent servants of those that built these
| mines. The tunnel rises sharply towards the surface and
| out the mines north to the surface, and gets deeper to
| the east.
---------+

[Exits: north east]
Borgharv the Holy Shaman is here.
A golem, its armor rippling with dark oils.

<719/850h 263/1100m 397/402v> <[##########]> <evasive:59 11pm (night)> <16200>
n
n

You yell 'Help! I am being attacked by Borgharv!'
You thrust Borgharv's thwack aside in a skillful parry.
No way! You are still fighting!
Borgharv is in excellent condition.

<719/850h 263/1100m 397/402v> <[##########]> <evasive:60 11pm (night)> <16200>
e
No way! You are still fighting!
Borgharv is in excellent condition.

<719/850h 263/1100m 397/402v> <[##########]> <evasive:60 11pm (night)> <16200> No way! You are still fighting!
Borgharv is in excellent condition.

<719/850h 263/1100m 397/402v> <[##########]> <evasive:60 11pm (night)> <16200>
flee
You flee from combat!
The Intersection
*-* | Tunnels intersect here from all directions, their rails
| | meeting in the middle at a strange circular plate. The
*-* | sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<719/850h 263/1100m 396/402v> <[##########]> <evasive:60 11pm (night)> <16200>
n
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<719/850h 263/1100m 395/402v> <[##########]> <evasive:60 11pm (night)> <16200>
n
n
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<719/850h 263/1100m 394/402v> <[##########]> <evasive:59 11pm (night)> <16200>
e

A blood worm walks east.
Rimath the trader auctions 'Place yer bids! a suit of granite platemail is being auctioned for 15000 gold!'

<719/850h 263/1100m 394/402v> <[##########]> <evasive:59 11pm (night)> <16200> Alas, you cannot go that way.

<719/850h 263/1100m 394/402v> <[##########]> <evasive:59 11pm (night)> <16200> Entrance of the Mines
| Entering the sloping tunnel you notice strange metallic columns
| covered with runes supporting the shaft. You can hear a steady
| drip of water somewhere in the distance mixed with a faint
| humming sound which eludes your ears as you vainly attempt
*-@ | to sense its direction. The air is dry, stale, and unmoved
| | for years. The floor drops at a high slope with a strange
*-* | pair of runed rails running in the middle of it. To the east
| | you see a huge stone slab closing off the tunnel with strange
*-*-* | markings in a language unknown to you carved into it. The
---------+ west tunnel disappears into the dark.

[Exits: (slab east) west]
A Blood worm tunnels into the ground here.
A Blood worm tunnels into the ground here.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.
A blood worm screams and attacks you!
You deflect a blood worm's bite aside in an ungraceful parry.
A blood worm is in excellent condition.

<719/850h 263/1100m 393/402v> <[##########]> <evasive:58 11pm (night)> <16200>
unlock e

Dogran scans east.
*Click*
A blood worm is in excellent condition.

<719/850h 263/1100m 393/402v> <[##########]> <evasive:58 11pm (night)> <16200>
open e

Dogran locks the slab.
It's locked.
You deflect a blood worm's bite aside in an ungraceful parry.
A blood worm is in excellent condition.

<719/850h 263/1100m 393/402v> <[##########]> <evasive:57 11pm (night)> <16200>
e
No way! You are still fighting!
A blood worm is in excellent condition.

<719/850h 263/1100m 393/402v> <[##########]> <evasive:56 11pm (night)> <16200>
flee

You yell 'Help! I am being attacked by Dogran!'
You block Dogran's attack with your shield.
Dogran's flame wounds you.
A blood worm is in excellent condition.

<699/850h 263/1100m 393/402v> <[##########]> <evasive:60 11pm (night)> <16200> You cannot do that whilst holding a cabal item!
You flee from combat!
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
Borgharv the Holy Shaman is here.

<699/850h 263/1100m 392/402v> <[##########]> <evasive:60 11pm (night)> <16200> You yell 'Help! I am being attacked by Borgharv!'
You block Borgharv's attack with your shield.
Your shield absorbs the impact of Borgharv's thwack easily.
Borgharv is in excellent condition.

<699/850h 263/1100m 392/402v> <[##########]> <evasive:60 11pm (night)> <16200>
s
No way! You are still fighting!
Borgharv is in excellent condition.

<699/850h 263/1100m 392/402v> <[##########]> <evasive:59 11pm (night)> <16200>
You block Borgharv's attack with your shield.
Borgharv's shield jolts under your pound, but holds.
Borgharv is in excellent condition.

<699/850h 263/1100m 392/402v> <[##########]> <evasive:60 11pm (night)> <16200>
flee
You couldn't escape!
Borgharv is in excellent condition.

<699/850h 263/1100m 392/402v> <[##########]> <evasive:59 11pm (night)> <16200>
s
No way! You are still fighting!
Borgharv is in excellent condition.

<699/850h 263/1100m 392/402v> <[##########]> <evasive:59 11pm (night)> <16200>
s
No way! You are still fighting!
Borgharv is in excellent condition.

<699/850h 263/1100m 392/402v> <[##########]> <evasive:58 11pm (night)> <16200>
flee
You flee from combat!
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<699/850h 263/1100m 391/402v> <[##########]> <evasive:60 11pm (night)> <16200>
s
The Intersection
*-* | Tunnels intersect here from all directions, their rails
| | meeting in the middle at a strange circular plate. The
*-* | sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<699/850h 263/1100m 390/402v> <[##########]> <evasive:59 11pm (night)> <16200>
n
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<699/850h 263/1100m 389/402v> <[##########]> <evasive:59 11pm (night)> <16200>
n
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
Borgharv the Holy Shaman is here.

<699/850h 263/1100m 388/402v> <[##########]> <evasive:58 11pm (night)> <16200>
e
You yell 'Help! I am being attacked by Borgharv!'
Borgharv's thwack decimates you!
Borgharv is in excellent condition.

<674/850h 263/1100m 388/402v> <[##########]> <evasive:60 11pm (night)> <16200> No way! You are still fighting!
Borgharv is in excellent condition.

<674/850h 263/1100m 388/402v> <[##########]> <evasive:60 11pm (night)> <16200>
open e
You see no door e of here.
A blood worm walks in.
A blood worm screams and attacks you!
You parry a blood worm's bite with an easy flourish.
Borgharv is in excellent condition.

<674/850h 263/1100m 388/402v> <[##########]> <evasive:59 11pm (night)> <16200>
flee
You flee from combat!
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<674/850h 263/1100m 387/402v> <[##########]> <evasive:60 11pm (night)> <16200>
w
Alas, you cannot go that way.

<674/850h 263/1100m 387/402v> <[##########]> <evasive:60 11pm (night)> <16200>
s
The Intersection
*-* | Tunnels intersect here from all directions, their rails
| | meeting in the middle at a strange circular plate. The
*-* | sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<674/850h 263/1100m 386/402v> <[##########]> <evasive:59 11pm (night)> <16200>
s
Down the Shaft
*-* | The blackened rails follow the shaft here as it slopes
| | down and turns to the east. You can almost feel the aura
*-*-* | of this place on your skin. It sends shivers down your
| | back, and leaves foul taint in your mouth. Looking around,
@-*-*| you see the metal supports oily black, rows of niches
| filled with the silent servants of those that built these
| mines. The tunnel rises sharply towards the surface and
| out the mines north to the surface, and gets deeper to
| the east.
---------+

[Exits: north east]
A golem, its armor rippling with dark oils.

<674/850h 263/1100m 385/402v> <[##########]> <evasive:58 11pm (night)> <16200>
n
The Intersection
*-* | Tunnels intersect here from all directions, their rails
| | meeting in the middle at a strange circular plate. The
*-* | sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<696/850h 295/1100m 401/402v> <[##########]> <evasive:57 12am (midnight)> <16200>
e
The East Dig
*-* | You come to another mining area. The walls are lined with
| | veins of the same strange metal that was used for the rails
*-* | and columns. Shivers run down your spine as you notice yet
| | another set of the weird niches, with more than a few of
*-*-@ | the armored figures on a silent vigil. For some odd reason
| | you get the feeling that they are watching, waiting and
*-*-* | hoping you will drop your guard. Even the dark runes on
| their armored bodies are strangely dull as if to give every
| appearance of inertness and ignorance. You can back out
---------+ of this room to the west..

[Exits: west]
A golem, its armor rippling with dark oils.

<696/850h 295/1100m 400/402v> <[##########]> <evasive:56 12am (midnight)> <16200>
drop skull
You drop a crystal skull filled with dark red blood.

<696/850h 295/1100m 400/402v> <[##########]> <evasive:55 12am (midnight)> <16200>
w
The Intersection
*-* | Tunnels intersect here from all directions, their rails
| | meeting in the middle at a strange circular plate. The
*-* | sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<696/850h 295/1100m 399/402v> <[##########]> <evasive:55 12am (midnight)> <16200>
n
n
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
Borgharv the Holy Shaman is here.
A Ward golem comes to life as you enter.

<696/850h 295/1100m 398/402v> <[##########]> <evasive:54 12am (midnight)> <16200> On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<696/850h 295/1100m 397/402v> <[##########]> <evasive:54 12am (midnight)> <16200>
e

A blood worm screams and attacks you!
You block a blood worm's attack with your shield.
A blood worm is in excellent condition.

<696/850h 295/1100m 397/402v> <[##########]> <evasive:53 12am (midnight)> <16200> No way! You are still fighting!
A blood worm is in excellent condition.

<696/850h 295/1100m 397/402v> <[##########]> <evasive:53 12am (midnight)> <16200>
unlock e

Borgharv flies in.
You see no door e of here.
A blood worm is in excellent condition.

<696/850h 295/1100m 397/402v> <[##########]> <evasive:52 12am (midnight)> <16200>
flee

You yell 'Help! I am being attacked by Borgharv!'
Borgharv's thwack decimates you!
You flee from combat!
Fork in the Rails
| The rails here split at an angle running south and east
| into another tunnel. Rows of the humming columns disappear
*-* | into the darkness. Looking around you notice a number
| | of niches in the wall, most of them empty. The rest of
@-* | them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<670/850h 295/1100m 396/402v> <[##########]> <evasive:60 12am (midnight)> <16200>
flee
You aren't fighting anyone.

<670/850h 295/1100m 396/402v> <[##########]> <evasive:58 12am (midnight)> <16200>
n
On the Sharp Curve
| The tunnel here takes a sharp turn south, as the strange
| pair of rails twist to stay in the middle of the floor.
| You notice that the strange, faint humming sound seems
| louder every time you pass the massive columns reinforcing
@-* | the titanic weight of the mountains above your head. The
| | darkness here seems to be thicker than possible, and you
*-* | feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
Borgharv the Holy Shaman is here.
A Blood worm tunnels into the ground here.
A blood worm screams and attacks you!
You parry a blood worm's bite.
A blood worm is in excellent condition.

<670/850h 295/1100m 395/402v> <[##########]> <evasive:58 12am (midnight)> <16200>
e
No way! You are still fighting!
A blood worm is in excellent condition.

<670/850h 295/1100m 395/402v> <[##########]> <evasive:57 12am (midnight)> <16200>
flee
You flee from combat!
Entrance of the Mines
| Entering the sloping tunnel you notice strange metallic columns
| covered with runes supporting the shaft. You can hear a steady
| drip of water somewhere in the distance mixed with a faint
| humming sound which eludes your ears as you vainly attempt
*-@ | to sense its direction. The air is dry, stale, and unmoved
| | for years. The floor drops at a high slope with a strange
*-* | pair of runed rails running in the middle of it. To the east
| | you see a huge stone slab closing off the tunnel with strange
*-*-* | markings in a language unknown to you carved into it. The
---------+ west tunnel disappears into the dark.

[Exits: (slab east) west]
A Blood worm tunnels into the ground here.
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.

<670/850h 295/1100m 394/402v> <[##########]> <evasive:57 12am (midnight)> <16200>
unlock e
*Click*

<670/850h 295/1100m 394/402v> <[##########]> <evasive:56 12am (midnight)> <16200> Borgharv flies in.

<670/850h 295/1100m 394/402v> <[##########]> <evasive:55 12am (midnight)> <16200>
open e

You yell 'Help! I am being attacked by Borgharv!'
You parry Borgharv's thwack.
You awkwardly parry Borgharv's thwack with a loud clang.
You open the slab east of you.
Borgharv is in excellent condition.

<670/850h 295/1100m 394/402v> <[##########]> <evasive:60 12am (midnight)> <16200>
flee
You flee from combat!
By the Smooth Wall
z-z-f-f| You enter a small area between the ominous obelisk to
| | || the east and the towering mountains to the west. Weak
z-f-o| vegetation and small shrubs attempt to make this area
| || their home, failing miserably. Your gaze is drawn helplessly
*-*-@ o| towards the vile stone. It takes an effort to take your
| | || gaze away from its vile surface, and you notice that
*-* z-o-o| a large portion of the mountain wall to the west is strangely
| | || smooth, and it shoots up hundreds of metres into the
*-* o-F| sky. You see the path around the rim of the valley continue
---------+ north. The aura of the godforsaken obelisk can be felt
to the east.

Whew, escaped the trap. Cue the Benny Hill music.

The slab west of you closes.

<670/850h 295/1100m 393/402v> <[##########]> <evasive:59 12am (midnight)> <16200>
s
Southwest Corner of the Valley
z-f-o| The jagged mountains, littered with small stones from
| || avalanches that have fallen in ages past, make a sharp
z o| corner here. To your northeast the black obelisk gropes
| || at your mind and soul, raising the hair on your nape.
@-o-o| You notice steep mountains encasing the valley from
| || the west, and east the walls of the valley close in on
o-F| the black obelisk.
| ||
* f|
---------+

[Exits: north east]
A Blood worm tunnels into the ground here.
The Knight of Valour is here, overseeing the siege.
A Pikeman is leaning against his tall weapon.

<670/850h 295/1100m 391/402v> <[##########]> <evasive:59 12am (midnight)> <16200>
e
Between the Mountains and the Obelisk
z-f-o-f| As you travel your attention is unavoidably drawn towards
| | || the ancient obelisk to your north. Around it the grass
z o-z| has faded black, and even a number of stones on the ground
| | || have taken a dark taint. With the plain mountain wall to
z-@-o-z| your south and no way to distance yourself from this accursed
| | | artifact you are forced to endure its presence as you make
o-F | your way west towards the corner of the valley, or east
| | | to reach the path that will take you to the tower. South
* f | lies a tent surrounded by armed men.
---------+

[Exits: north east south west]

<670/850h 295/1100m 390/402v> <[##########]> <evasive:58 12am (midnight)> <16200>
s
By the War Tent
z o-z| At the corner of the valley, in a section shadowed by
| | || the steeply rising mountain, a mighty war tent has been
z-o-o-z| set up. Huge flags of the Order of Light and Knights
| | | of Valour are flying in the wind around the tent which
@-F | easily stands five metres high. The entrance is guarded
| | | by a pair of armored men, along with archers in the vicinity
* f | and more than a couple of great Knights and paladins
| | of the Order. It is more than obvious that someone of
f-z| great importance resides inside. Looking around you see
---------+ the Tainted valley open up to the north while some sort
of field kitchen has been set up to the east.

[Exits: north east south]
The Knight of Valour is here, overseeing the siege.
A footman of Order is stationed here.
An Archer stands here with her crossbow ready.

<670/850h 295/1100m 389/402v> <[##########]> <evasive:57 12am (midnight)> <16200>
s
Inside the Large Tent
z-o-o-z| As you step inside the tent, your eyes skim over the
| | | massive table set up in the middle. Surrounding it are
o-F | a number of makeshift beds and more than a few pieces
| | | of furniture. The table is littered with maps and notes,
@ f | in an impressive state of disarray. Gathering that this
| | must be the tent of whoever is in charge of this small
f-z| army you conclude that perhaps diplomacy should take
|| precedence here. Especially when you consider the amount
z| of armed presence in this room. The entrance flap of
---------+ the tent is north.

[Exits: north]
A massive wooden desk rests in the middle of the room.
A string of beads is here.
An enormous bed covered with furs is set up in the corner.
A Paladin stands here while resting his warhorse.
A Battlemage stands here taking measurements.
The cleric of Light stands here mumbling a prayer.
(White Aura) Fredrick the Grand General of Light broods here.

<670/850h 295/1100m 388/402v> <[##########]> <evasive:57 12am (midnight)> <16200>
n
By the War Tent
z o-z| At the corner of the valley, in a section shadowed by
| | || the steeply rising mountain, a mighty war tent has been
z-o-o-z| set up. Huge flags of the Order of Light and Knights
| | | of Valour are flying in the wind around the tent which
@-F | easily stands five metres high. The entrance is guarded
| | | by a pair of armored men, along with archers in the vicinity
* f | and more than a couple of great Knights and paladins
| | of the Order. It is more than obvious that someone of
f-z| great importance resides inside. Looking around you see
---------+ the Tainted valley open up to the north while some sort
of field kitchen has been set up to the east.

[Exits: north east south]
The Knight of Valour is here, overseeing the siege.
A footman of Order is stationed here.
An Archer stands here with her crossbow ready.
A blood worm walks in.

<670/850h 295/1100m 387/402v> <[##########]> <evasive:56 12am (midnight)> <16200>
e
n
Entrance to the Valley
z o-z-z| The canyon widens here completely opening into the Tainted
| | | | Valley. Masses of withered trees are laid out in the distance
z-o-o-z | alongside the white figures of the Order of Light soldiers
| | | and Knights. In the middle of all this the Faded Tower
o-@ | rises, piercing the clouds with its pinnacle. Around you
| | | a number of squires walk their mighty war-horses towards
* f | the large stables set up in the area. Strangely enough
| | even a large field kitchen is here with men lined up to
f-z | receive the gruel. Perhaps you could even buy some food.
---------+ To the west you hear the sound of flags flapping in the
wind, while the whole valley opens before you to your north.

[Exits: north south west]
A footman of Order is stationed here.
A Squire is tending to his master's horse.
Temor the field cook is handing out the gruel with a giant ladle.

<670/850h 295/1100m 386/402v> <[##########]> <evasive:56 12am (midnight)> <16200> Beginning of the Tower Path
z-f-o-f | Amongst the twisted and withered trees and bushes a small
| | | | ancient trail makes its way towards the foreboding tower.
z o-z-z| The ground of the path is beaten and dry, well established
| | | | over centuries of use by those who choose or were chosen
z-o-@-z | to make the visit to the bastion of evil. Small boulders
| | | litter the area between sparse trees and even less common
o-F | bushes and shrubbery and serve as cover for a number of soldiers
| | | who have laid siege to this citadel for months. Northwest
* f | you see one of the five strange obelisks that pierce the
---------+ valley floor. You can see the mighty tower rise above the
trees to your north, and the steep mountains enclose you from the east and
west.

[Exits: north east south west]
A Paladin stands here while resting his warhorse.
A Pikeman is leaning against his tall weapon.
An Archer stands here with her crossbow ready.

<670/850h 295/1100m 385/402v> <[##########]> <evasive:55 12am (midnight)> <16200>
where
n
Players near you in Tainted Valley:
<PK> Borgharv By the Smooth Wall
<PK> Dogran Entrance of the Mines
<PK> Lumubella Beginning of the Tower Path

<670/850h 295/1100m 385/402v> <[##########]> <evasive:55 12am (midnight)> <16200> On the Path Passing the Obelisk
z-f-f-f-f| As you follow the curved path among the twisted and stunted
| | | | | trees you pass one of the five obelisks to your west. Strangely
z-f-o-f | enough, you pass by a group of armored men. They are oblivious
| | | | to your presence as they look dazed in the vile stone's direction.
z @-z-z| For a moment you consider what months of exposure to this
| | | | sinister presence could do to a man's body and soul. To the
z-o-o-z | north you see the path take many twists and turns as it nears
| | | the tower, and to the east the mountains enclose the valley.
o-F | West is the vile obelisk, while the path continues south
---------+ towards the mouth of the canyon.

[Exits: north east south west]

<670/850h 295/1100m 384/402v> <[##########]> <evasive:54 12am (midnight)> <16200>
n
Closer to the Tower
f-z-f | You follow the path ever closer to the colossal tower.
| | | | It looms in front of you, captivating your attention to
z-f-f-f-f| the point that you don't even feel the presence of the
| | | | | obelisk to your southwest. As you watch, a massive discharge
z-f-@-f | of eerie blue lighting shoots up from the tip of the tower
| | | | towards the sky. You see the Shaldun Hadan to your north,
z o-z-z| stunted trees cover your east and west, while southwards
| | | | the path winds away from the Tower.
z-o-o-z |
---------+

[Exits: north east south west]

<670/850h 295/1100m 383/402v> <[##########]> <evasive:54 12am (midnight)> <16200>
com heal
A warm feeling fills your body.

<764/850h 255/1100m 383/402v> <[##########]> <evasive:53 12am (midnight)> <16200>
where
w
Players near you in Tainted Valley:
<PK> Borgharv Beginning of the Tower Path
<PK> Dogran Between the Mountains and the Obelisk
<PK> Lumubella Closer to the Tower

<764/850h 255/1100m 383/402v> <[##########]> <evasive:50 12am (midnight)> <16200> Humming Amongst the Trees
z f-z-f| You enter what used to be a forest, now a mass of withered,
| | | || stunted trees and dead shrubs. Faint, low humming sounds
z-z-f-f-f| prevail throughout the area. It pulsates regularly sending
| | | || your mind adrift. Around you a group of armored men stand,
z-@-o-f| with their eyes empty as they gaze south. Following their
| | || mindless stare you see the crooked figure of one of the
*-z o-z| obelisks in the distance. To your northeast the massive
| | || spike of the Faded Tower shoots up into the sky. You
z-o-o-z| see the withered forest continue north, while east you
---------+ see the beaten path leading to the Tower. You can sense
an evil obelisk somewhere off to the south, while west is the mountainside.


[Exits: north east south west]
A footman of Order is stationed here.
A Squire is tending to his master's horse.

<764/850h 255/1100m 382/402v> <[##########]> <evasive:49 12am (midnight)> <16200>
w
West Side of the Valley
z f-z| You enter a small rocky area. Boulders and rocks are
| | || littering the ground everywhere, giving the Order's archers
z-z-f-f| plenty of cover to snipe at non-existing targets. To
| | || the northeast the jet black spike of the Faded Tower
@-f-o| shoots up into the sky. Surrounding it is a mass of blackened
| || trees and dead shrubs. Directly to the north you see
*-*-z o| another one of the accursed stones, while the path to
| | || the east leads into the stunted trees. Off far to the
*-* z-o-o| south a small path winds between the mountains and another
---------+ obelisk.

[Exits: north east south]
A Pikeman is leaning against his tall weapon.
An Archer stands here with her crossbow ready.

<764/850h 255/1100m 381/402v> <[##########]> <evasive:48 12am (midnight)> <16200>
s
By the Smooth Wall
z-z-f-f| You enter a small area between the ominous obelisk to
| | || the east and the towering mountains to the west. Weak
z-f-o| vegetation and small shrubs attempt to make this area
| || their home, failing miserably. Your gaze is drawn helplessly
*-*-@ o| towards the vile stone. It takes an effort to take your
| | || gaze away from its vile surface, and you notice that
*-* z-o-o| a large portion of the mountain wall to the west is strangely
| | || smooth, and it shoots up hundreds of metres into the
*-* o-F| sky. You see the path around the rim of the valley continue
---------+ north. The aura of the godforsaken obelisk can be felt
to the east.

[Exits: north east south west]
A Blood worm tunnels into the ground here.
A Blood worm tunnels into the ground here.
A Paladin stands here while resting his warhorse.

<764/850h 255/1100m 379/402v> <[##########]> <evasive:48 12am (midnight)> <16200>
w
w
Entrance of the Mines
z-z-f| Entering the sloping tunnel you notice strange metallic
| || columns covered with runes supporting the shaft. You
z-f| can hear a steady drip of water somewhere in the distance
| | mixed with a faint humming sound which eludes your ears
*-@-z | as you vainly attempt to sense its direction. The air
| | | is dry, stale, and unmoved for years. The floor drops
*-* z-o| at a high slope with a strange pair of runed rails running
| || in the middle of it. To the east you see a huge stone
*-*-* o| slab closing off the tunnel with strange markings in
---------+ a language unknown to you carved into it. The west tunnel
disappears into the dark.

[Exits: east west]
A Blood worm tunnels into the ground here.

<764/850h 255/1100m 378/402v> <[##########]> <evasive:47 12am (midnight)> <16200>
w

A blood worm screams and attacks you!
Your shield absorbs the impact of a blood worm's bite easily.
A blood worm is in excellent condition.

<764/850h 255/1100m 378/402v> <[##########]> <evasive:47 12am (midnight)> <16200>
s
No way! You are still fighting!
A blood worm is in excellent condition.

<764/850h 255/1100m 378/402v> <[##########]> <evasive:47 12am (midnight)> <16200> No way! You are still fighting!
A blood worm is in excellent condition.

<764/850h 255/1100m 378/402v> <[##########]> <evasive:46 12am (midnight)> <16200>
s
No way! You are still fighting!
A blood worm is in excellent condition.

<764/850h 255/1100m 378/402v> <[##########]> <evasive:46 12am (midnight)> <16200> No way! You are still fighting!
A blood worm is in excellent condition.

<764/850h 255/1100m 378/402v> <[##########]> <evasive:46 12am (midnight)> <16200>
flee
You flee from combat!
On the Sharp Curve
z-z| The tunnel here takes a sharp turn south, as the strange
|| pair of rails twist to stay in the middle of the floor.
z| You notice that the strange, faint humming sound seems
|| louder every time you pass the massive columns reinforcing
@-*-z| the titanic weight of the mountains above your head. The
| || darkness here seems to be thicker than possible, and you
*-* z| feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<764/850h 255/1100m 377/402v> <[##########]> <evasive:45 12am (midnight)> <16200>
s
Fork in the Rails
z| The rails here split at an angle running south and east
|| into another tunnel. Rows of the humming columns disappear
*-*-z| into the darkness. Looking around you notice a number
| || of niches in the wall, most of them empty. The rest of
@-* z| them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<764/850h 255/1100m 376/402v> <[##########]> <evasive:44 12am (midnight)> <16200>
s
e
The Intersection
*-*-z| Tunnels intersect here from all directions, their rails
| || meeting in the middle at a strange circular plate. The
*-* z| sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<764/850h 255/1100m 375/402v> <[##########]> <evasive:44 12am (midnight)> <16200> The East Dig
*-*-z | You come to another mining area. The walls are lined with
| | | veins of the same strange metal that was used for the rails
*-* z | and columns. Shivers run down your spine as you notice yet
| | another set of the weird niches, with more than a few of
*-*-@ | the armored figures on a silent vigil. For some odd reason
| | you get the feeling that they are watching, waiting and
*-*-* | hoping you will drop your guard. Even the dark runes on
| their armored bodies are strangely dull as if to give every
| appearance of inertness and ignorance. You can back out
---------+ of this room to the west..

[Exits: west]
A blood filled crystal skull lies here.
A golem, its armor rippling with dark oils.

<764/850h 255/1100m 374/402v> <[##########]> <evasive:43 12am (midnight)> <16200>
get skull
w
You get a crystal skull filled with dark red blood.
You have picked up a cabal holy item... beware!

<764/850h 255/1100m 374/402v> <[##########]> <evasive:42 12am (midnight)> <16200> The Intersection
*-*-z| Tunnels intersect here from all directions, their rails
| || meeting in the middle at a strange circular plate. The
*-* z| sparkling metallic color of the rails and columns is gone
| | here. Dull and faded black runes cover the rail's surface
*-@-* | and seem to squirm and move in malignant ways. Familiar
| | niches line the wall here, but even the armored statues
*-*-*| in them were not immune to the depraved magic that saturates
| these halls. The darkness seems to flow and curl like
| smoke, the evil aura of this place sending shivers down
---------+ your back.

[Exits: north east south west]
A helmet fashioned into the likeness of a dragon skull is here.
A pair of dragonblood light gauntlets of maiming is here.
A Golem Tainted with sinister forces of the valley comes to life.

<764/850h 255/1100m 373/402v> <[##########]> <evasive:42 12am (midnight)> <16200>
n
n
Fork in the Rails
z| The rails here split at an angle running south and east
|| into another tunnel. Rows of the humming columns disappear
*-*-z| into the darkness. Looking around you notice a number
| || of niches in the wall, most of them empty. The rest of
@-* z| them contain what would seem to be ancient suits of strange
| | armor, covered with dull runes, and inches of dust. As
*-*-* | you turn away, you could swear that one of them twitched
| | with an almost silent clank of metal. The aura of foreboding
*-*-*| evil grows stronger here, things taking on a darker and
---------+ more sinister taint.

[Exits: north east south]
A Ward golem comes to life as you enter.

<764/850h 255/1100m 372/402v> <[##########]> <evasive:42 12am (midnight)> <16200>
n
On the Sharp Curve
z-z| The tunnel here takes a sharp turn south, as the strange
|| pair of rails twist to stay in the middle of the floor.
z| You notice that the strange, faint humming sound seems
|| louder every time you pass the massive columns reinforcing
@-*-z| the titanic weight of the mountains above your head. The
| || darkness here seems to be thicker than possible, and you
*-* z| feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<764/850h 255/1100m 371/402v> <[##########]> <evasive:41 12am (midnight)> <16200>
flee
Alas, you cannot go that way.

<783/850h 278/1100m 402/402v> <[##########]> <evasive:41 1am (night)> <16200> You aren't fighting anyone.

<783/850h 278/1100m 402/402v> <[##########]> <evasive:40 1am (night)> <16200>
e
Entrance of the Mines
z-z-f| Entering the sloping tunnel you notice strange metallic
| || columns covered with runes supporting the shaft. You
z-f| can hear a steady drip of water somewhere in the distance
| | mixed with a faint humming sound which eludes your ears
*-@-z | as you vainly attempt to sense its direction. The air
| | | is dry, stale, and unmoved for years. The floor drops
*-* z-o| at a high slope with a strange pair of runed rails running
| || in the middle of it. To the east you see a huge stone
*-*-* o| slab closing off the tunnel with strange markings in
---------+ a language unknown to you carved into it. The west tunnel
disappears into the dark.

[Exits: east west]
A Blood worm tunnels into the ground here.
A blood worm screams and attacks you!
You parry a blood worm's bite.
A blood worm is in excellent condition.

<783/850h 278/1100m 401/402v> <[##########]> <evasive:40 1am (night)> <16200>
e
No way! You are still fighting!
A blood worm is in excellent condition.

<783/850h 278/1100m 401/402v> <[##########]> <evasive:39 1am (night)> <16200>
s
No way! You are still fighting!
You parry a blood worm's bite with an easy flourish.
A blood worm is in excellent condition.

<783/850h 278/1100m 401/402v> <[##########]> <evasive:39 1am (night)> <16200>
flee
You couldn't escape!
A blood worm is in excellent condition.

<783/850h 278/1100m 401/402v> <[##########]> <evasive:38 1am (night)> <16200>
flee
You flee from combat!
On the Sharp Curve
z-z| The tunnel here takes a sharp turn south, as the strange
|| pair of rails twist to stay in the middle of the floor.
z| You notice that the strange, faint humming sound seems
|| louder every time you pass the massive columns reinforcing
@-*-z| the titanic weight of the mountains above your head. The
| || darkness here seems to be thicker than possible, and you
*-* z| feel uneasy about continuing in these strange mines, powered
| | by magic long forgotten.
*-*-* |
---------+

[Exits: east south]
A Blood worm tunnels into the ground here.

<783/850h 278/1100m 400/402v> <[##########]> <evasive:37 1am (night)> <16200>
flee
flee
You aren't fighting anyone.

<783/850h 278/1100m 400/402v> <[##########]> <evasive:37 1am (night)> <16200>
e
You aren't fighting anyone.

<783/850h 278/1100m 400/402v> <[##########]> <evasive:36 1am (night)> <16200>
e
Entrance of the Mines
z-z-f| Entering the sloping tunnel you notice strange metallic
| || columns covered with runes supporting the shaft. You
z-f| can hear a steady drip of water somewhere in the distance
| | mixed with a faint humming sound which eludes your ears
*-@-z | as you vainly attempt to sense its direction. The air
| | | is dry, stale, and unmoved for years. The floor drops
*-* z-o| at a high slope with a strange pair of runed rails running
| || in the middle of it. To the east you see a huge stone
*-*-* o| slab closing off the tunnel with strange markings in
---------+ a language unknown to you carved into it. The west tunnel
disappears into the dark.

[Exits: east west]
A Blood worm tunnels into the ground here.

<783/850h 278/1100m 399/402v> <[##########]> <evasive:36 1am (night)> <16200>
Rimath the trader auctions 'Place yer bids! a suit of granite platemail is being auctioned for 15000 gold!'
A blood worm screams and attacks you!
You parry a blood worm's bite with an easy flourish.
A blood worm is in excellent condition.

<783/850h 278/1100m 399/402v> <[##########]> <evasive:36 1am (night)> <16200> No way! You are still fighting!
A blood worm is in excellent condition.

<783/850h 278/1100m 399/402v> <[##########]> <evasive:36 1am (night)> <16200>
flee
You flee from combat!
By the Smooth Wall
z-z-f-f| You enter a small area between the ominous obelisk to
| | || the east and the towering mountains to the west. Weak
z-f-o| vegetation and small shrubs attempt to make this area
| || their home, failing miserably. Your gaze is drawn helplessly
*-*-@ o| towards the vile stone. It takes an effort to take your
| | || gaze away from its vile surface, and you notice that
*-* z-o-o| a large portion of the mountain wall to the west is strangely
| | || smooth, and it shoots up hundreds of metres into the
*-* o-F| sky. You see the path around the rim of the valley continue
---------+ north. The aura of the godforsaken obelisk can be felt
to the east.

[Exits: north east south west]
A Blood worm tunnels into the ground here.
A Blood worm tunnels into the ground here.
A Paladin stands here while resting his warhorse.

<783/850h 278/1100m 398/402v> <[##########]> <evasive:35 1am (night)> <16200>
s
Southwest Corner of the Valley
z-f-o| The jagged mountains, littered with small stones from
| || avalanches that have fallen in ages past, make a sharp
*-*-z o| corner here. To your northeast the black obelisk gropes
| | || at your mind and soul, raising the hair on your nape.
*-* @-o-o| You notice steep mountains encasing the valley from
| | || the west, and east the walls of the valley close in on
*-* o-F| the black obelisk.
| | ||
* * f|
---------+

[Exits: north east]
Borgharv the Holy Shaman is here.
A Blood worm tunnels into the ground here.
The Knight of Valour is here, overseeing the siege.
A Pikeman is leaning against his tall weapon.

<783/850h 278/1100m 396/402v> <[##########]> <evasive:35 1am (night)> <16200>
e
You yell 'Help! I am being attacked by Borgharv!'
Borgharv's thwack decimates you!
Borgharv's thwack mauls you.
Borgharv is in excellent condition.

<734/850h 278/1100m 396/402v> <[##########]> <evasive:60 1am (night)> <16200> No way! You are still fighting!
Borgharv is in excellent condition.

<734/850h 278/1100m 396/402v> <[##########]> <evasive:60 1am (night)> <16200>
e
No way! You are still fighting!
Borgharv is in excellent condition.

<734/850h 278/1100m 396/402v> <[##########]> <evasive:60 1am (night)> <16200>
flee
You flee from combat!
Between the Mountains and the Obelisk
z-f-o-f| As you travel your attention is unavoidably drawn towards
| | || the ancient obelisk to your north. Around it the grass
*-z o-z| has faded black, and even a number of stones on the ground
| | || have taken a dark taint. With the plain mountain wall to
z-@-o-z| your south and no way to distance yourself from this accursed
| | | artifact you are forced to endure its presence as you make
o-F | your way west towards the corner of the valley, or east
| | | to reach the path that will take you to the tower. South
* f | lies a tent surrounded by armed men.
---------+

[Exits: north east south west]

<734/850h 278/1100m 395/402v> <[##########]> <evasive:60 1am (night)> <16200>
s
By the War Tent
*-z o-z| At the corner of the valley, in a section shadowed by
| | || the steeply rising mountain, a mighty war tent has been
z-o-o-z| set up. Huge flags of the Order of Light and Knights
| | | of Valour are flying in the wind around the tent which
@-F | easily stands five metres high. The entrance is guarded
| | | by a pair of armored men, along with archers in the vicinity
* f | and more than a couple of great Knights and paladins
| | of the Order. It is more than obvious that someone of
f-z| great importance resides inside. Looking around you see
---------+ the Tainted valley open up to the north while some sort
of field kitchen has been set up to the east.

[Exits: north east south]
A Blood worm tunnels into the ground here.
The Knight of Valour is here, overseeing the siege.
A footman of Order is stationed here.
An Archer stands here with her crossbow ready.

<734/850h 278/1100m 394/402v> <[##########]> <evasive:59 1am (night)> <16200>
e
Entrance to the Valley
z o-z-z| The canyon widens here completely opening into the Tainted
| | | | Valley. Masses of withered trees are laid out in the distance
z-o-o-z | alongside the white figures of the Order of Light soldiers
| | | and Knights. In the middle of all this the Faded Tower
o-@ | rises, piercing the clouds with its pinnacle. Around you
| | | a number of squires walk their mighty war-horses towards
* f | the large stables set up in the area. Strangely enough
| | even a large field kitchen is here with men lined up to
f-z | receive the gruel. Perhaps you could even buy some food.
---------+ To the west you hear the sound of flags flapping in the
wind, while the whole valley opens before you to your north.

[Exits: north south west]
(ANATHEMA) (INVADER) Dogran the Sinister Minister is here.
A footman of Order is stationed here.
A Squire is tending to his master's horse.
Temor the field cook is handing out the gruel with a giant ladle.

<734/850h 278/1100m 393/402v> <[##########]> <evasive:59 1am (night)> <16200>
s
s
Rear Guard
z-o-o-z | The canyon widens here as it opens up towards the valley.
| | | You look at what was once a lush forest and grassland,
o-F | reduced to stunted trees and withered shrubbery. In the
| | | distance the great Tower rises, its surface jet black.
* @ z| Looking at your more immediate surroundings you notice
| || that this area serves as a rear guard for the Order of
f-z z| Light. A large encampment of soldiers is set up here
| || behind a defensive barbican from which sharp spikes protrude,
*-z-z-z-z| with archers and foot soldiers set up behind them. Months
---------+ of the siege has left these men in a relaxed posture,
and they eye you warily as you pass by. You glimpse the entrance to the valley
north of here, but dense vegetation obscures the trail south.

[Exits: north south]
A Paladin stands here while resting his warhorse.
A footman of Order is stationed here.
An Archer stands here with her crossbow ready.

<734/850h 278/1100m 392/402v> <[##########]> <evasive:58 1am (night)> <16200> Ambush!
o-F *| Looking around as you enter the smooth part of the canyon,
| | || you notice the many cracks and crevices in the walls around
* f z| you. Hidden eyes seem to look over you, and your back itches
| || at the strange premonition. The ground here is clear of any
@-z z| tracks, and some vegetation has spread slowly into the area
| || from the valley. Ahead of you, the opening of the canyon into
*-z-z-z-z| the valley is covered with strange bushes and vegetation, but
| | you can sense the breeze and the light filtering into the shadowy
z | canyon. The walls widen north of here, as the trail gets closer
---------+ to the valley. The canyon makes a sharp turn east of here obscuring
any details.

[Exits: north east]

<734/850h 278/1100m 391/402v> <[##########]> <evasive:58 1am (night)> <16200>
e
Sharp Turn in the Canyon
o-F * | You are passing around a sharp turn in the path, quite unnatural
| | | | for a canyon. An enormous granite formation rises from deep below
* f z-x| the ground, forced up by titanic pressures ages ago. The stream
| | | that formed the canyon over the centuries has curved around this
f-@ z | resilient stone and formed the sharp turn in the path. As you
| | | consider this, you notice the quite distinct marks in the ground.
z-z-z-z | Footprints, still fresh. The ground turns muddy south of here,
| | and the canyon completes a sharp curve to the west.
z |
---------+

[Exits: south west]

<734/850h 278/1100m 390/402v> <[##########]> <evasive:57 1am (night)> <16200>
s
Muddy Ground
f z-x| In a stark contrast to the rest of the canyon, the ground
| | | here is slippery and moist. Your boots sink deep into the
f-z z | soft ground, making sucking noises as you struggle not to
| | | lose them. To the east you see a small trail, cut in the
z-z-@-z | walls of the canyon by a tiny trickle of water running from
| | somewhere off to the east. The canyon seems to continue north
z | and west.
| |
+-+-+ |
---------+

[Exits: north east west]

<734/850h 278/1100m 388/402v> <[##########]> <evasive:57 1am (night)> <16200>
w
w
Small Avalanche
f z| A large collection of stones and gravel lie about. In between
| || them you notice more tracks and prints, as if a large party
f-z z| of man on foot and horses traveled through here before
| || the avalanche fell. Once again considering the possibility
*-z-@-z-z| of an armed presence you ponder your future action. In
| | the half-light you can only see the walls of the canyon
z | continuing west and east.
| |
+-+-+-+ |
---------+

[Exits: east west]

<734/850h 278/1100m 386/402v> <[##########]> <evasive:56 1am (night)> <16200>
s
Deeper in the Canyon
f | The canyon takes a sharp turn here, continuing at a slight
| | slope to the east. You notice a large number of tracks
f-z| in the dry ground, footprints and deeper imprints of
|| hoofs, and wheels. You wonder what sort of beings would
*-*-@-z-z| frequent this area and ponder on what may lay ahead.
| | Looking northwards you see what appears to be a small
z | niche in the canyon wall. In the strange half-light of
| | the canyon you can only see the ground slowly sloping
+-+-+-+-+| off to your east.
---------+

[Exits: east south west]
There is a small niche in the north wall.

<734/850h 278/1100m 384/402v> <[##########]> <evasive:56 1am (night)> <16200>
s
s
Entrance to the Canyon
f-z| You stand at the entrance of a mighty canyon. The walls easily
|| ascend hundreds of meters, with roots of unseen vegetation piercing
*-*-z-z-z| the walls at odd intervals. In the strange half-light you look
| | up to see a miniature slice of sky high above, and noticing multitudes
@ | of small stones on the ground, strongly decide against making
| | any kind of loud noise. You see an exit from the canyon to the
+-+-+-+-+| south, and the canyon continues north. There seems to be some
| | 'writing' chiselled into the canyon wall.
+ |
---------+

[Exits: north south]
A Blood worm tunnels into the ground here.

<734/850h 278/1100m 382/402v> <[##########]> <evasive:55 1am (night)> <16200>
w
A wilderness trail
*-*-z-z-z| A worn gravel path is here, that seems to have been at one
| | point widely traveled. Now it seems all, but abandoned. Run
z | down buildings stand as best they can on either side of you
| | and you see the occasional wanderings of a wild boar here
+-+-@-+-+| and there. The road is very mountainous but maintains the grassy
| | terrain.
+ |
| |
+-+ |
---------+

[Exits: north east west]

<734/850h 278/1100m 381/402v> <[##########]> <evasive:55 1am (night)> <16200>
w
Alas, you cannot go that way.

<734/850h 278/1100m 381/402v> <[##########]> <evasive:54 1am (night)> <16200> A wilderness trail
*-*-*-z-z| A worn gravel path is here, that seems to have been at one
| | point widely traveled. Now it seems all, but abandoned.
z | Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild boar
+-@-+-+| here and there. The road is very mountainous but maintains
| | the grassy terrain.
+ |
| |
+-+-+ |
---------+

[Exits: east west]

<734/850h 278/1100m 380/402v> <[##########]> <evasive:54 1am (night)> <16200>
s
The open plains
*-*-z| A worn gravel path is here, that seems to have been at
|| one point widely traveled. Now it seems all, but abandoned.
z| Run down buildings stand as best they can on either side
|| of you and you see the occasional wanderings of a wild
@-+-+| boar here and there. The road is very mountainous but maintains
| | the grassy terrain.
+ |
| |
+-+-+-+ |
---------+

[Exits: east south]

<734/850h 278/1100m 379/402v> <[##########]> <evasive:54 1am (night)> <16200>
s
The open plains
z| A worn gravel path is here, that seems to have been at
|| one point widely traveled. Now it seems all, but abandoned.
+-+-+| Run down buildings stand as best they can on either side
| | of you and you see the occasional wanderings of a wild
@ | boar here and there. The road is very mountainous but maintains
| | the grassy terrain.
+-+-+-+ |
| |
+ |
---------+

[Exits: north south]

Safe!

give skull tini
a crystal skull filled with dark red blood glowers with anger.
You give a crystal skull filled with dark red blood to Tinieblas the stablemaster.
Tinieblas the stablemaster says 'You have done well.'
Tinieblas the stablemaster bows before you.
[KNIGHT] Tinieblas the stablemaster: 'Lumubella has secured a crystal skull filled with dark red blood!'
You receive 280 royals of [KNIGHT].

Victory!

Comments

  1. Wait im confused, you managed to take the legion item by yourself?
    1. Correct
    [reply to Chul]
  2. Wtf I thought Abellyith was a Warlord?

    I can't believe you made it out of the locked door lol. Nice one Lumubella.
    1. What does meh being a warlord havva do wid dis?? I have meh own personal agenda which meh did NOT invade any cabals. Meh just tryna armor. Nobody seeing deh stream where rhoa dunks meh in guild issue?? No more honor from deh Knights so meh taken fings a little personal wid dat.
    [reply to hamsandwich]
  3. In all honestly I don't know why you guys don't just go full stupid. Whatever rp kali and ilromie have cooked up is just to have unfair fights vs their target. Ocelia is obviously just an opportunist looking for a kill with ZERO reason to be involved in any fight. And now you guys have a new friendly paladin eager to take on the the Toland/baloth role. So why don't you all say fuck it team up and first eliminate the easiest threat with is Abellyith. Invade the warlord cabal wait for him to defend and just destroy him. Then move on together to the justice cabal since their are only two of us, kill us both and then finally move onto legion. Because this half assed excuse for rp from Ilromie Kali and ocelia is just getting tiring.
    1. Read the other log. Other than killing you the one time, they pretty much lose and die every other time out. The RP is there.
    2. Chul
      0 , 0 , 1 .
      Its a bit strange that Lunaia and Ocelia only seem to be around when Kali and Ilromie are carrying on with this stupidity. The rp isn't there in my opinion because 2 of the 4 are scholars. Are they all chaotic law hating individuals who would break the law regardless the alignment of a justice? Of course not. So now these guys are acting like Eradicator elf paladins because they have 4 people to fight 1 guy, that is my problem with this situation. Kali and ilromie have just formed a ingame permagroup because of their "love". If you look at the logs I posted Kali worded out and left Ilromie to die, eq>love then eventually just suicided by cop which made no sense at all. Their rp individually doesn't match their rp collectively. And the only reason I have survived these idiotic ganks is sheer luck that one of them didn't role a warrior or a berserker.
    3. Think again, Chul. Although I don't like to bring stuff outside the game, I will say this... I had my reasons for fighting you which can be justified to the Immortals and they are NOT what you claim. Also, Abellyith threatened Nobles in a note after Rhoa killed him (prior to even attacking me, which gives me reason to fight regardless). Also, as you can see here Dogran is anathema, so there were three people I had reasons to be fighting.
    4. Chul basically everything you’ve said is nonsense. We wouldn’t utilize the strategy you suggested because we are not a roaming murder squad just trying to kill as many people as possible. Just because you play the game to rack up kills doesn’t mean everybody is playing that way.

      I absolutely do not value eq over Ilromie. I 100% thought she would get out of there safely. I was hoping to get some healing so I could come right back into the fight. Starting without sanc really set me back. If I really cared about eq do you think I would suicide every time Ilromie dies? Especially knowing nothing will be returned every time. I was shocked to get eq back this last time - I certainly wasn’t expecting it.
    5. Also, Chul, just so you know - the Kali/Ilromie rp was definitely not planned ooc at all. It developed spontaneously over time through in game IC interactions. It never would have ever occurred to me to plan something like that ooc to have an excuse for fighting with someone else. Obviously it has occurred to you though. Also we aren’t the deadliest duo to have ever been seen....I think we have been last and second last place in the ratings at all times.
    6. The mistake I made here was sticking around to see if Zanward would be able to find me. I should have just teleported out when I saw chul come back to the scene but at the time I believed I could get through the void quick to make the escape. Kali was right to expect me to get out of there on my own and I should have.

      If the goodies had taken your advice and started with the warlord cabal, there would be a whole different meltdown on the logboard, totally justified. Abby has thrown his hat into the ring to instigate against the Knights, but there was no reason whatsoever to bother invading on him when there is Legion/Anathema and a noble-murderer running amok.

      What I'm getting pretty tired of is your line that scholars are supposed to sit back and watch the world go by. Getting into PK and politics is the lifeblood of the Consortium.
    7. 'COTERIE'

      In contrast to openly militant CABALS, coteries are organizations whose
      purposes are primarily social and scholarly. Joining a coterie gives one a
      greater sense of belonging and purpose, as well as providing friends with
      common interests to accompany one in an often dangerous world.
      Several coteries exist:

      Coteries are not required to be aggressive, unlike Serin's military cabals,
      and there are far fewer demands placed upon their members in terms of combat.
      Coteries may start fights, but must never declare war or invade cabals. Note
      that joining cabals with these titles is not allowed.
    8. Chul
      0 , 0 , 1 .
      So then what is your purpose? The anti Chul? Dogran has killed Ilromie, he is anathema why am I so special? LOL
    9. Come on, its a perfectly good log, quit shitting on it on the boards with this bs.
    10. Make a wasteland post on the forums or something.
    11. actually this was all pretty bogus and you wasted all of our time. Instead of us being able to join the greater battle going on. You just kept invading on the legions and than running away at quite a few wounds(P.S. this is easy to do as a healer) No death logs are boring. Maybe if you actually rallied your side we could have had an actual amazing all out war. Overall I was pretty disappointed, last night could have been alot more fun for everyone.
    12. the first ten minutes was awesome. where everyone was in Valour all out crazy battle. You ruined that with your antics. For future reference, You should have gathered your troops and put forth a defense. You should have been leading it. That is your job as a knight.
    13. They don't have an RP reason to attack you Lanadrah, they aren't a murdering death squad. I honestly expected their focus to shift from me to you all, but that wasn't the case. After Lania was apprehended, good job by the way Zanward and Abellyith, Ocelia paid off the flag and just sat out. So all that left was Kali and Ilromie, so then if they went in on legion they would have 3 goodies vs 6 people and they weren't going to do that. So they were hoping to split Zanward and I up and Lumubella would just invade rather than defend and die.
    14. Who were you again? Oh yeah, the level 42 dark-knight with no prior involvement in any of the goings on. Hanging out with Uncle Dogran and friends trying to get your gangbang on so you can vulture some loot? Easy to run around on a healer against four and capture an item and not recalling once, been rolling a lot of healers have you? Tell me which ones in the graveyard and ill give you the golf clap. Stayed around once it was 2v1 and you were getting reamed out? No? There was a lot more going on than red team versus blue team and your lack of involvement in any of it really doesnt give you any skin in the game to be talking about it.
    15. In fact, help coterie says "Coteries may start fights". Maybe you should read to the end of what you post in support of your argument...
    16. Honestly dude thats like saying soda is good for you because it has water in it, what is the primary role of a coterie, your primary role seems to create chaos and get people killed
    17. Here is the thing, Ilromie's primary goal is to have fun. Coterie allows what she is doing or she would be booted already. As Dogran I hate Ilromie, as the player behind Dogran she is fantastic, keep it up, ill dance on your tombstone soon enough, I mean there can't be that many lives left can there?
    18. Hahaha your a chump who posts boring no death logs. Maybe kill someone kid. When I delete I'll wave my dick infront of you. Dont worry
    19. I didn't read the log, and I should probably post a complaint in game, (but likely no time to play tonight) but I was curious as to why someone whos name is HARD ANAL backwards made it so long without people complaining? Is this cool these days?
    20. lol and i thought alucard was obvious
    21. There is a process and a place for reporting names and this isn't it. In fact, its against the rules of the logboard to put that here. If it had been reported, then it would've been addressed. We don't need drama about it. I'm more tired of our call-out culture than an occasional name violation.
    [reply to Chul]

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