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- [Script loaded: infusion.cmd]
- [infusion]: tap third grey claw
- You tap a thick grey lach claw inside your supply satchel.
- >
- [Script loaded: automapper.cmd]
- search
- You search around for a moment.
- Roundtime: 3 sec.
- You find a dirt path!
- R>
- Learned: Perception
- go dirt path
- >
- [Darkmist Moor]
- A strange, meticulously placed line of bones begins here, travelling to the northeast through the tall grass. Comprised of many sizes and shapes, the bones are devoid of rotted flesh or sinew.
- You also see a dirt path.
- Next move: southeast
- Obvious paths: southeast.
- >
- Mapped exits: go dirt path, go bones
- southeast
- You walk southeast.
- [Darkmist Moor, Nightshade Tangle]
- Barren of leaves, wretched trees loom up from the tall grass looking a great deal like upturned claws. A somber mist perpetually hangs in the air, dampening your lungs with its weight.
- Next move: southeast
- Obvious paths: northeast, southeast, northwest.
- southeast
- >
- You walk southeast.
- [Darkmist Moor, Nightshade Tangle]
- Tendrils of blooming nightshade climb high through the dark mists into the vacant claw-like trees, appearing to give the deceased husks some semblance of life, however perverted.
- You also see a rotting alder tree.
- Next move: southwest
- Obvious paths: southeast, northwest.
- > southeast
- You walk southeast.
- [Darkmist Moor, Nightshade Tangle]
- Barren of leaves, wretched trees loom up from the tall grass looking a great deal like upturned claws. A somber mist perpetually hangs in the air, dampening your lungs with its weight.
- Next move: east
- Obvious paths: northeast, southwest, northwest.
- > southwest
- You walk southwest.
- [Darkmist Moor, Nightshade Tangle]
- Sharp shadows cut through the landscape, accenting the twisted silhouettes of the grotesquely haggard trees while concealing the hazards that lie hidden within the patches of tall grass.
- Next move: northeast
- Obvious paths: northeast, east, southwest.
- east
- >
- You run east.
- [Darkmist Moor, Nightshade Tangle]
- Sinuous tendrils of dark purple mist swim through the air, entangling themselves in the deformed limbs of barren trees like ethereal serpents. The dusky scent of nightshade carries over the moor.
- Next move: southeast
- Obvious paths: northeast, west.
- > northeast
- >
- You run northeast.
- [Darkmist Moor, Nightshade Tangle]
- Swaths of dark mist drape the moor in layers of shadow, concealing the source of a malignant rustling that waits in nearby tangles of nightshade.
- Next move: east
- Obvious paths: northeast, southeast, southwest.
- > southeast
- You run southeast.
- [Darkmist Moor, Nightshade Tangle]
- Tall grasses sway under the ebb and flow of the dark purple mists, kissing the verdant blades with icy dew. Patches of colorful nightshade bloom amidst the grasses, a beautiful yet deadly addition to this dark, wild garden.
- Next move: northeast
- Obvious paths: northeast, east, northwest.
- > east
- The sharp sound of rustling feathers shudders from the sky above as you move through the mists...
- You run east.
- [Darkmist Moor, Nightshade Tangle]
- Tendrils of blooming nightshade climb high through the dark mists into the vacant claw-like trees, appearing to give the deceased husks some semblance of life, however perverted.
- Next move: northwest
- Obvious paths: northeast, west.
- > northeast
- You run northeast.
- [Darkmist Moor, Nightshade Tangle]
- The dark mists cast a bluish-lavender pall through the air. The motion of every shadow is magnified, twitching in wait just beyond your field of vision.
- Next move: northeast
- Obvious paths: northeast, southwest, northwest.
- > northwest
- You run northwest.
- [Darkmist Moor, Nightshade Tangle]
- Irregular patches of tall grass and squat shrubs lie beneath a sinuous blanket of dark purple mist. The twisted shadow of an occasional barren tree looms in the foggy distance.
- Next move: southeast
- Obvious paths: northeast, southeast.
- > northeast
- You run northeast.
- [Darkmist Moor, Nightshade Tangle]
- The soft mist makes everything seem muted and far away, disconnected and tinged with the illusion of a dream world.
- Next move: east
- Obvious paths: southeast, southwest.
- > southeast
- You run southeast.
- [Darkmist Moor, Nightshade Tangle]
- Barren of leaves, wretched trees loom up from the tall grass looking a great deal like upturned claws. A somber mist perpetually hangs in the air, dampening your lungs with its weight.
- Next move: climb scraggly tree
- Obvious paths: east, southeast, northwest.
- > east
- You run east.
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Obvious paths: northeast, east, southeast, west.
- >
- Mapped exits: climb scraggly tree
- [automapper]: climb scraggly tree
- [Darkmist Moor, Scraggly Treetop]
- The age-worn tree lofts its branches just above the heavy pall of mist, offering a clear vantage of the surrounding terrain. A simple whitewashed church contrasts starkly against the darkness of the countryside to the east, an odd sight amidst so much gloom.
- You also see the tree's trunk leading downward.
- Obvious paths: none.
- >
- Mapped exits: climb trunk
- Learned: Athletics
- [Script finished (In 9.6945698 seconds): automapper.cmd(182)]
- [infusion]: peer church
- You peer intently over the moor, attempting to trace a trail from the ground below to the church in the distance. After several moments you give up, unable to find a suitable path.
- Roundtime: 9 seconds
- R>
- Learned: Perception
- R>
- You feel fully rested.
- R> [infusion]: climb trunk
- [infusion]: e
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Obvious paths: northeast, east, southeast, west.
- >
- Mapped exits: climb scraggly tree
- Learned: Athletics
- You amble east into the mists.
- You spend many a moment walking, unable to even see the nose on your face through the vaporous shroud. Eventually the mist parts, but you only find yourself back where you started.
- Roundtime: 60 seconds
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Obvious paths: northeast, east, southeast, west.
- R>
- RT with no EXP.
- You feel fully rested.
- R> e
- You amble east into the mists.
- You spend many a moment walking, unable to even see the nose on your face through the vaporous shroud. Eventually the mist parts, but you only find yourself back where you started.
- Roundtime: 60 seconds
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Obvious paths: northeast, east, southeast, west.
- R>
- RT with no EXP.
- R> peer church
- [Usage: PEER (direction|player|creature|object)]
- > climb tree
- [Darkmist Moor, Scraggly Treetop]
- The age-worn tree lofts its branches just above the heavy pall of mist, offering a clear vantage of the surrounding terrain. A simple whitewashed church contrasts starkly against the darkness of the countryside to the east, an odd sight amidst so much gloom.
- You also see the tree's trunk leading downward.
- Obvious paths: none.
- >
- Mapped exits: climb trunk
- Learned: Athletics
- [Script loaded: automapper.cmd]
- [automapper]: climb trunk
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Next move: northeast
- Obvious paths: northeast, east, southeast, west.
- >
- Mapped exits: climb scraggly tree
- Learned: Athletics
- northeast
- You amble northeast into the mists.
- You spend many a moment walking, unable to even see the nose on your face through the vaporous shroud. Eventually the mist parts, but you only find yourself back where you started.
- Roundtime: 60 seconds
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Next move: go country church
- Obvious paths: northeast, east, southeast, west.
- northeast
- R>
- RT with no EXP.
- ...wait 60 seconds.
- R>
- You feel fully rested.
- R>
- *** Retry movement
- northeast
- You amble northeast into the mists.
- You spend many a moment walking, unable to even see the nose on your face through the vaporous shroud. Eventually the mist parts, but you only find yourself back where you started.
- Roundtime: 60 seconds
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Next move: north
- Obvious paths: northeast, east, southeast, west.
- R>
- RT with no EXP.
- R>
- [Script aborted! (Run time: 68 seconds): automapper.cmd]
- R> look
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Obvious paths: northeast, east, southeast, west.
- R>
- [Script paused: infusion.cmd]
- R> go country church
- What were you referring to?
- > climb tree
- [Darkmist Moor, Scraggly Treetop]
- The age-worn tree lofts its branches just above the heavy pall of mist, offering a clear vantage of the surrounding terrain. A simple whitewashed church contrasts starkly against the darkness of the countryside to the east, an odd sight amidst so much gloom.
- You also see the tree's trunk leading downward.
- Obvious paths: none.
- >
- Mapped exits: climb trunk
- Learned: Athletics
- You feel fully rested.
- > peer church
- You peer intently over the moor, attempting to trace a trail from the ground below to the church in the distance. After several moments you manage to spy a suitable path to the southeast.
- Roundtime: 4 seconds
- R>
- Learned: Perception
- R> climb trunk
- [Darkmist Moor, Tamsine's Sorrow]
- The mists grow denser eastward, roiling together into a thick pall that obscures any pathway in the heavy darkness. Spindly bushes barren of leaves randomly claw their way upwards.
- You also see a scraggly tree.
- Obvious paths: northeast, east, southeast, west.
- >
- Mapped exits: climb scraggly tree
- Learned: Athletics
- se
- You amble southeast into the mists.
- [Darkmist Moor, Dirt Road]
- The ground slopes along the sides of a simple dirt road meandering northward from the thin mists. Delightfully earthy smells of dust and wildlife punctuate the crisp fresh air. A small white building sits quietly at the side of an abandoned road.
- Obvious paths: northeast, west.
- > ne
- You walk northeast.
- [Darkmist Moor, Country Church]
- A small rustic church, with an overhanging roof and rough-hewn wooden pillars, watches solemnly over the area. Ivory-white paint is flaking and peeling from its walls, which are embraced by creeping vines of deep green ivy.
- Obvious paths: southwest.
- >
- Mapped exits: go country church
- You feel fully rested.
- >
- [Script resumed: infusion.cmd]
- [AutoMapper] Activating Map: C:\Users\jcrol_000\AppData\Roaming\Genie Client 3\Maps\Map66_STR3.xml
- [Script loaded: automapper.cmd]
- go country church
- [Country Church, Church Foyer]
- Though this narrow vestibule is small, it is crowned by a lovely high ceiling from which dangles the remains of a shattered chandelier. Its walls are lined with old, faded portraits smudged with dirt.
- Next move: go short hallway
- Obvious exits: north, out.
- > north
- You walk north.
- [Country Church, Main Hall]
- One large room comprises the church's sanctuary. Simple pine pews line both sides of a tiny center aisle that leads to an altar to the north. Small stained glass windows depicting woodland scenes adorn the walls on either side of the pews.
- You also see a short hallway.
- Next move: go white door
- Obvious exits: north, south.
- >
- Mapped exits: go short hallway
- go short hallway
- [Country Church, Short Hallway]
- Barely five feet long, this short hallway is separated from the sanctuary by a gracefully carved railing, leading to a narrow alcove at its eastern end.
- You also see a faded white door.
- Next move: go dirt path
- Obvious exits: east, west.
- >
- Mapped exits: go white door
- go white door
- [Country Church, Back Porch]
- Cracked and splintered boards, making a poor excuse for a porch, lead to a faded white door at the back of this forlorn little church. A dirt path runs parallel to the damaged planks, leading northwest toward a cemetery.
- Next move: northeast
- Obvious paths: none.
- >
- Mapped exits: go dirt path, go white door
- go dirt path
- >
- [Country Church, Cemetery Approach]
- A rickety porch nestled in the overgrown grasses of the moor provides entry to the back door of the dilapidated old church. A scraggly dirt path heavily draped with weeds meanders northeast, approaching a long-forgotten cemetery.
- Next move: northeast
- Obvious paths: northeast.
- >
- Mapped exits: go rickety porch
- northeast
- You walk northeast.
- [Country Church, Cemetery Gate]
- Shattered remnants of an ancient iron gate flank the faint dirt pathway to either side, no longer hindering passage into the cemetery. Thick weeds and vines slither into the once intricate latticework, vying for a higher perch on which to bask.
- Next move: east
- Obvious paths: northeast, southwest.
- > northeast
- You walk northeast.
- [Country Church, Cemetery]
- Visible a short distance to the south, a modest mausoleum of grey granite rises out of the grassy moor. The weed-ridden dirt pathway snakes eastward, making a wide arc through the cemetery and around to the structure.
- You also see a cracked headstone.
- Next move: southeast
- Obvious paths: east, southwest.
- > east
- You walk east.
- [Country Church, Cemetery]
- A faint dirt path wends southeast through a morbid garden of weatherworn tombstones. Scraggly grasses push up through the ground above the ancient plots, creeping their way across the path.
- Next move: southwest
- Obvious paths: southeast, west.
- > southeast
- You walk southeast.
- [Country Church, Cemetery]
- The dirt path bends sharply at the foot of a haggard hangman's tree, which bows beneath the weight of the souls it has reaped. Several large stones scattered amidst the weeds and grass form erratic patterns.
- Next move: west
- Obvious paths: southwest, northwest.
- > southwest
- >
- You walk southwest.
- [Country Church, Cemetery]
- Monstrous gargoyles herald your approach to the granite mausoleum to the northwest, sneering wickedly at those that cross the dusty dirt path. An ornate gold-veined marble tombstone lurches out of the ground just south of the path, marking the resting place of some noble of long ago.
- Next move: go obsidian doors
- Obvious paths: northeast, west.
- > west
- You walk west.
- [Country Church, Before Mausoleum]
- The faint path turns into a round patch of grassless dirt before a pair of great obsidian doors that safeguard entrance to the grey granite mausoleum. Unlike the rest of the pathway, the dirt here is free of the omnipresent weeds and grass, as if recent movement had discouraged their growth. Gargoyles perched within high niches flanking the doors leer ominously down at all below.
- Next move: north
- Obvious paths: east.
- >
- Mapped exits: go obsidian doors
- go obsidian doors
- You cautiously step through the massive double obsidian doors, entering the marble crypt.
- [Mausoleum, Receiving Chamber]
- A gleaming marble tiled hallway stretches into the bowels of the mausoleum, flanked by great pillars of granite that support the structure. Cobwebs drape delicately over tables of empty brass urns. A pair of great obsidian doors in the southern edge of the hall form the exit from the mausoleum.
- Next move: north
- Obvious exits: north.
- >
- Mapped exits: go obsidian doors
- north
- You walk north.
- [Mausoleum, Hallway]
- The great open space of the hall seems muted and claustrophobic, clenched in the presence of something intangible. Tapestries cascade down from the vaulted ceiling along either side of the hallway, wavering like dancing ghosts in the stale, musty air. Through the dim light, a collection of marble biers is visible, lining the northern end of the hallway.
- Obvious exits: north, south.
- >
- Mapped exits: go white tapestry, go black tapestry
- north
- You walk north.
- [Mausoleum, Biers]
- Ten great marble biers are arranged in a fanned semi-circle at the northern end of the hallway. Streaming down from a small hole in the ceiling, a shaft of pale silver starlight falls within their midst. A steel-reinforced ebony coffin rests on one of the marble biers. Several chains hang loosely down along the sides of the bier. Cascading down the eastern wall, a blood red tapestry adds a splash of rich color to the otherwise austere environment.
- Obvious exits: south.
- >
- Mapped exits: go ebony coffin
- [Script finished (In 5.2412742 seconds): automapper.cmd(182)]
- [infusion]: look sun
- I could not find what you were referring to.
- > [infusion]: look star
- The shaft of pale silver starlight falls directly onto the bier displaying the image of the boar.
- > [infusion]: look bier
- Ten marble biers are laid out in a fanned semi-circular arrangement along the northern wall's arc, each engraved upon its face with a different image. Among the engravings you notice a boar, a cat, a cobra, a dolphin, a lion, a panther, a ram, a raven, a wolf, and a wren. A steel-reinforced ebony coffin lies atop the bier bearing the image of the cobra. It is currently closed.
- > [infusion]: turn crank
- You step behind the blood red tapestry and begin to turn the steel crank.
- The rattling of chains fills the air as the ebony coffin begins to rise from the bier it rested on, into the air.
- You step out from behind the tapestry as you finish.
- Roundtime: 45 seconds
- R>
- RT with no EXP.
- You feel fully rested.
- R> [infusion]: s
- You walk south.
- [infusion]: go white tap
- [Mausoleum, Hallway]
- The great open space of the hall seems muted and claustrophobic, clenched in the presence of something intangible. Tapestries cascade down from the vaulted ceiling along either side of the hallway, wavering like dancing ghosts in the stale, musty air. Through the dim light, a collection of marble biers is visible, lining the northern end of the hallway.
- Obvious exits: north, south.
- >
- Mapped exits: go white tapestry, go black tapestry
- > [infusion]: look wheel
- [Mausoleum, Alcove]
- An aura of warm light illuminates the alcove, emanating from dozens of candles held within tall silver sconces mounted on the marble floor. A large wooden wheel has been affixed to the north wall, while rugged steel chains run up into some sort of pulley mechanism on the rafters. A heavy woven rope dangles down from above, fastened to the same contraption.
- Obvious exits: southeast.
- >
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of a shattered egg.
- > [infusion]: pull rope
- You grasp onto the woven rope and heave downward with all your might!
- Roundtime: 8 seconds.
- The sound of rattling chains fills the air as the wheel turns clockwise slightly.
- R>
- RT with no EXP.
- You feel fully rested.
- R> [infusion]: look wheel
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of a charred black stave.
- > [infusion]: pull rope
- You grasp onto the woven rope and heave downward with all your might!
- Roundtime: 9 seconds.
- The sound of rattling chains fills the air as the wheel turns clockwise slightly.
- R>
- RT with no EXP.
- You feel fully rested.
- R> [infusion]: look wheel
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of a longbow.
- > [infusion]: se
- You walk southeast.
- [infusion]: go black tap
- [Mausoleum, Hallway]
- The great open space of the hall seems muted and claustrophobic, clenched in the presence of something intangible. Tapestries cascade down from the vaulted ceiling along either side of the hallway, wavering like dancing ghosts in the stale, musty air. Through the dim light, a collection of marble biers is visible, lining the northern end of the hallway.
- Obvious exits: north, south.
- >
- Mapped exits: go white tapestry, go black tapestry
- [infusion]: look wheel
- [Mausoleum, Alcove]
- Inky black shadows saturate the alcove like a heavy fog, making it hard to discern anything but faint outlines and shapes. A strange wheel nestles up against the north wall, entangled in a thick netting of cobwebs. A snake-like rope dangles down from the darkness above.
- Obvious exits: southwest.
- >
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of an erupting volcano.
- > [infusion]: pull rope
- You yank valiantly on the woven rope dangling from above, but it doesn't budge. You'll have to get a better grip or more leverage.
- Roundtime: 8 seconds
- R>
- RT with no EXP.
- R> [infusion]: pull rope
- You grasp onto the woven rope and heave downward with all your might!
- Roundtime: 10 seconds.
- The sound of rattling chains fills the air as the wheel turns clockwise slightly.
- R>
- RT with no EXP.
- You feel fully rested.
- R> [infusion]: look wheel
- >
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of a cracked mirror.
- > [infusion]: pull rope
- You grasp onto the woven rope and heave downward with all your might!
- Roundtime: 18 seconds.
- The sound of rattling chains fills the air as the wheel turns clockwise slightly.
- R>
- RT with no EXP.
- You feel fully rested.
- R> [infusion]: look wheel
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of a pair of twin crossed swords with jagged blades.
- > [infusion]: pull rope
- You grasp onto the woven rope and heave downward with all your might!
- Roundtime: 11 seconds.
- The sound of rattling chains fills the air as the wheel turns clockwise slightly.
- R>
- RT with no EXP.
- You feel fully rested.
- R> [infusion]: look wheel
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of a bloodstained stiletto.
- > [infusion]: pull rope
- You grasp onto the woven rope and heave downward with all your might!
- Roundtime: 15 seconds.
- The sound of rattling chains fills the air as the wheel turns clockwise slightly.
- R>
- RT with no EXP.
- You feel fully rested.
- R> [infusion]: look wheel
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of a jagged crystalline blade.
- > [infusion]: pull rope
- You grasp onto the woven rope and heave downward with all your might!
- Roundtime: 17 seconds.
- The sound of rattling chains fills the air as the wheel turns clockwise slightly.
- R>
- RT with no EXP.
- R>
- You feel fully rested.
- R> [infusion]: look wheel
- Ten images have been painted on the rim of the great wooden wheel, spaced at equal intervals. An iron claw points downward from the apparatus the wheel is attached to, indicating the image of a berserking barbarian.
- > [infusion]: sw
- >
- You walk southwest.
- [infusion]: n
- [Mausoleum, Hallway]
- The great open space of the hall seems muted and claustrophobic, clenched in the presence of something intangible. Tapestries cascade down from the vaulted ceiling along either side of the hallway, wavering like dancing ghosts in the stale, musty air. Through the dim light, a collection of marble biers is visible, lining the northern end of the hallway.
- Obvious exits: north, south.
- >
- Mapped exits: go white tapestry, go black tapestry
- You walk north.
- [infusion]: pull lev
- [Mausoleum, Biers]
- Ten great marble biers are arranged in a fanned semi-circle at the northern end of the hallway. Streaming down from a small hole in the ceiling, a shaft of pale silver starlight falls within their midst. A steel-reinforced ebony coffin hangs in the air, suspended by several heavy chains above the biers. Cascading down the eastern wall, a blood red tapestry adds a splash of rich color to the otherwise austere environment.
- Obvious exits: south.
- >
- Mapped exits: go ebony coffin
- You step behind the blood red tapestry and begin to tug on the ironwood lever which slides down toward you with a plaintive *click*.
- The sound of rattling chains fills the air as the ebony coffin suddenly plunges from the air, smashing down on one of the marble biers with a heavy *CRASH*!
- You step back out from behind the tapestry.
- Roundtime: 15 seconds
- R>
- RT with no EXP.
- R> [infusion]: look bier
- [infusion]: look sun
- Ten marble biers are laid out in a fanned semi-circular arrangement along the northern wall's arc, each engraved upon its face with a different image. Among the engravings you notice a boar, a cat, a cobra, a dolphin, a lion, a panther, a ram, a raven, a wolf, and a wren. A steel-reinforced ebony coffin lies atop the bier bearing the image of the boar. It is currently closed.
- >
- I could not find what you were referring to.
- > [infusion]: look star
- The shaft of pale silver starlight falls directly onto the bier displaying the image of the boar.
- > [infusion]: look bier
- Ten marble biers are laid out in a fanned semi-circular arrangement along the northern wall's arc, each engraved upon its face with a different image. Among the engravings you notice a boar, a cat, a cobra, a dolphin, a lion, a panther, a ram, a raven, a wolf, and a wren. A steel-reinforced ebony coffin lies atop the bier bearing the image of the boar. It is currently closed.
- > [infusion]: open coffin
- You open the heavy lid of the ebony coffin.
- > [infusion]: go coffin
- You clamber atop the marble bier and lie down in the ebony coffin.
- [Mausoleum, Inside Coffin]
- Pure white satin padding makes lying in this claustrophobic box a bit more inviting than you would otherwise imagine. A shaft of pale silver starlight streams through a small hole in the ceiling directly above the coffin, striking you squarely in the chest.
- Obvious exits: out.
- P> [infusion]: close coffin
- [Assuming you mean the coffin's lid.]
- You reach up and pull the lid of the coffin down, entombing you within.
- P>
- A plaintive *click* emanates from the coffin's lid.
- P>
- Suddenly a great lurching sensation yanks at your stomach as you find yourself falling through the inky blackness!
- P>
- You continue to plummet wildly downward through the darkness!
- P>
- You lash your hands out in front of you, attempting to grasp onto something. Your flesh meets nothing but cold, smooth granite.
- P>
- Cold air rushes past your face as you fall like a stone through the blackness.
- P>
- You suddenly feel the presence of cold stone beneath you. Slowly, a crushing pain washes up through your body as you crumple to the ground.
- PS> heal
- Your body feels slightly battered.
- Your spirit feels full of life.
- You're stunned!
- PS> [infusion]: stand
- [infusion]: get my claw
- [infusion]: prep bless 46
- You stand back up.
- >
- You get a thick grey lach claw from inside your supply satchel.
- >
- You begin chanting a mantra to invoke the Bless spell.
- >
- You feel fully prepared to cast your spell.
- > [infusion]: cast my claw
- You gesture at a thick grey lach claw.
- A brilliant silver glow surrounds a thick grey lach claw, seeping into it and purging it of the tainted nature that corrupts it. It begins to shine with a soft luminance.
- >
- Learned: Utility, Holy Magic, Attunement
- [Script loaded: automapper.cmd]
- north
- You walk north.
- [Abyssal Seed, Dark Hallway]
- Dark grey stone walls and cold basalt floors stretch far beyond sight through the dimly lit corridors that branch from this central nexus. Two dilapidated pine doors flank the southern passage.
- Next move: north
- Obvious exits: north, east, south, west.
- north
- > Mapped exits: go pine door
- You walk north.
- [Abyssal Seed, Prison Hallway]
- The dark stone floor is uncluttered and swept clean of dust and debris, leaving the impression that something has been here recently. In spite of the lack of rubble, the air smells dank, with a hint of decay.
- You also see a heavy cell door with a small barred window.
- Next move: north
- Obvious exits: north, south.
- >
- Mapped exits: go cell door
- north
- You walk north.
- [Abyssal Seed, Prison Hallway]
- The four hallways converge here, centered around a massive grid of wrought iron that stretches out over a shadow-draped pit sunk deep into the ground. A thick noxious order of decay curls up from the depths of this repugnant cage.
- You also see a thick iron door and a thick steel door.
- Next move: north
- Obvious exits: north, east, south, west.
- >
- Mapped exits: go steel door, go iron door
- north
- You walk north.
- [Abyssal Seed, Prison Hallway]
- The uneven dark stone walls bear strange, ancient etchings that depict gruesome scenes of war. Dark colors outlining some of the carvings have permanently leached into the porous stone.
- You also see a heavy cell door with a small barred window.
- Next move: go crystal archway
- Obvious exits: north, south.
- >
- Mapped exits: go cell door
- north
- You walk north.
- [Abyssal Seed, Dark Hallway]
- Vaulting high to the ceiling, a black crystalline archway opens a narrow corridor to the north. A discordant choral chant echoes against the dark stone enclosure, carrying from far away.
- Next move: north
- Obvious exits: east, south, west.
- >
- Mapped exits: go crystal archway
- go crystal archway
- [Abyssal Descent, Entry Hall]
- The exquisite white marble floors are veined with swirls of verdant green forming the shape of a triple-tined claw pointing northward to the worship halls. A great black crystal archway leads south, back to the clergy's quarters.
- Next move: northwest
- Obvious exits: north.
- >
- Mapped exits: go crystal archway
- north
- You walk north.
- [Abyssal Descent, Entry Hall]
- This great hall features vaulted walls of dark crystal and an inlaid floor of green-veined marble. A faint, spiritual chanting converges from every which direction, buoyed by frigid air.
- Next move: northwest
- Obvious exits: northeast, south, northwest.
- > northwest
- You walk northwest.
- [Abyssal Descent, Onyx Corridor]
- High onyx walls line a featureless passageway along whose mirror-like surfaces a shock of light occasionally crackles to show travelers the way.
- Next move: northwest
- Obvious exits: southeast, northwest.
- > northwest
- You run northwest.
- [Abyssal Descent, Onyx Corridor]
- A rusted iron lamp swings precariously from the vaulted onyx ceiling, disturbed by a strong breeze. The erratic flicker cast from above draws ever-shifting apparitions of shadow on the smooth onyx walls, leaving one to wonder what is real and what is illusion.
- Next move: northwest
- Obvious exits: southeast, northwest.
- northwest
- >
- You feel fully rested.
- >
- You run northwest.
- [Abyssal Descent, Onyx Corridor]
- The smooth onyx of the walls is disrupted here, with each wall carved in its own intricate, raised pattern. The shallow illumination flowing from the southeast casts soft shadows from the raised features.
- Next move: northwest
- Obvious exits: southeast, northwest.
- > northwest
- You run northwest.
- [Abyssal Descent, Hall of the Flesh]
- Diffused light from the northwest casts a dull glow against the smooth surface of the onyx walls. The walls feel cold to the touch and no seams mar their perfect symmetry.
- Obvious exits: southeast, northwest.
- > northwest
- You run northwest.
- [Abyssal Descent, Altar of the Flesh]
- The smooth onyx floor has been shattered by thick, muscular roots pushing upward. The roots intertwine into a contorted mass in the center of the hall. The stench of burning flesh rises from the strange altar, yet no fire is visible.
- Obvious exits: northeast, southeast.
- >
- [Script finished (In 4.2979236 seconds): automapper.cmd(182)]
- [infusion]: put claw on altar
- [infusion]: get my claw
- [infusion]: prep bless 46
- You reach out and place the grey lach claw in the palm of the strange root sculpture. Several thin root tendrils suddenly spring to life, coiling firmly about the claw and tethering it to the hand in its proper place -- completing the leftmost talon.
- Several large bubbles suddenly expand and burst in the viscous blood-red liquid held within the altar's basin. A burning pain courses through your veins.
- >
- You get a thick grey lach claw from inside your supply satchel.
- >
- You begin chanting a mantra to invoke the Bless spell.
- >
- You feel fully prepared to cast your spell.
- > [infusion]: cast my claw
- You gesture at a thick grey lach claw.
- A brilliant silver glow surrounds a thick grey lach claw, seeping into it and purging it of the tainted nature that corrupts it. It begins to shine with a soft luminance.
- >
- Learned: Utility, Holy Magic, Attunement
- [Script loaded: automapper.cmd]
- ne
- You walk northeast.
- [Abyssal Descent, Hall of the Flesh]
- Muted light from the southwest casts dark wavering images on the unblemished onyx wall and bounces to the neighboring wall. Further shadows shimmer eerily on the polished floor, resembling writhing bodies caught in the throes of a painful death.
- Next move: northeast
- Obvious exits: northeast, southwest.
- > northeast
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- A wavering torch secured in a solid stone funnel is solidly fused into the glossy onyx wall near the high ceiling. Occasional wafts of air cause the flame to twist slowly, an imitation of an ominous dance of the macabre.
- Next move: northeast
- Obvious exits: northeast, southwest.
- > northeast
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- The smooth, glossy finish of the onyx walls is unbroken. The passage seems brighter to the southwest, where filtered light seeps into the room, reflecting eerie shadows on the polished surface.
- Next move: northeast
- Obvious exits: northeast, southwest.
- > northeast
- >
- You feel fully rested.
- >
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- Surrounded on all sides by smooth lustrous onyx walls, the enclosed environment lends the impression of being entombed in a box of solid rock. Occasionally a glimmer of light will reflect dully across the unblemished surfaces, causing a brief moment of vertigo.
- Next move: south
- Obvious exits: northeast, southwest.
- > northeast
- You walk northeast.
- [Abyssal Descent, Hall of the Soul]
- Sinister frescoes adorn the northern wall of this cavernous hall, where the dichotomy of the silver and onyx hallways merges into one. The ceiling is a sweeping arch of black crystal, supported by pillars of darkly veined jade. A twisting hallway with verdant malachite walls winds to the south.
- Next move: south
- Obvious exits: southeast, south, southwest.
- south
- >
- You walk south.
- [Abyssal Descent, Hall of the Soul]
- Irregular formations of malachite create a treacherous cavern that winds in an erratic serpentine pattern to the south. The air is crisp, cold, and fresh, with no hint of the musty pall draped over the rest of the ancient temple.
- You also see a transparent shylvic and a feral bone mastiff that appears immobilized.
- Next move: south
- Obvious exits: north, south.
- > south
- You walk south.
- [Abyssal Descent, Hall of the Soul]
- The icy air carries the faint tinkling of off-key wind chimes that echoes eerily through the dark malachite tunnel. As one travels southerly down the hall, the temperature seems to drop rapidly.
- Next move: south
- Obvious exits: north, south.
- > south
- You run south.
- [Abyssal Descent, Hall of the Soul]
- A thin layer of frost coats the malachite formations, while slender icicles jab downward into the hall. Vapor crystallizes with every breath, each a wraith of former life captured forever by the cruel clutches of the temple's heart.
- You also see a feral bone mastiff and a transparent shylvic.
- Obvious exits: north, south.
- > south
- You run south.
- [Abyssal Descent, Altar of the Soul]
- The ice-laden floor suddenly gives way to an enormous chasm to the south. Tendrils of intricate silver writhe out from the dusky malachite walls, intertwining to form a strange altar just before the lip of the gaping chasm. Far in the distance to the south, a glimmering crystalline dais hovers inexplicably over the great pit.
- Obvious exits: north.
- >
- [Script finished (In 3.1498863 seconds): automapper.cmd(182)]
- [infusion]: put claw on altar
- You carefully place the grey lach claw in the vacant socket of the sculpture, between the two molded silver claws.
- An icy blue sheen begins to crackle along the surface of the silver altar, illuminating the completed claw brightly. Your spirit chills.
- >
- [Script loaded: automapper.cmd]
- north
- You run north.
- [Abyssal Descent, Hall of the Soul]
- A thin layer of frost coats the malachite formations, while slender icicles jab downward into the hall. Vapor crystallizes with every breath, each a wraith of former life captured forever by the cruel clutches of the temple's heart.
- You also see a feral bone mastiff and a transparent shylvic.
- Next move: north
- Obvious exits: north, south.
- > north
- You run north.
- [Abyssal Descent, Hall of the Soul]
- The icy air carries the faint tinkling of off-key wind chimes that echoes eerily through the dark malachite tunnel. As one travels southerly down the hall, the temperature seems to drop rapidly.
- Next move: north
- Obvious exits: north, south.
- > north
- You walk north.
- [Abyssal Descent, Hall of the Soul]
- Irregular formations of malachite create a treacherous cavern that winds in an erratic serpentine pattern to the south. The air is crisp, cold, and fresh, with no hint of the musty pall draped over the rest of the ancient temple.
- You also see a transparent shylvic and a feral bone mastiff that appears immobilized.
- Next move: southwest
- Obvious exits: north, south.
- north
- >
- You walk north.
- [Abyssal Descent, Hall of the Soul]
- Sinister frescoes adorn the northern wall of this cavernous hall, where the dichotomy of the silver and onyx hallways merges into one. The ceiling is a sweeping arch of black crystal, supported by pillars of darkly veined jade. A twisting hallway with verdant malachite walls winds to the south.
- Next move: southwest
- Obvious exits: southeast, south, southwest.
- > southwest
- You walk southwest.
- [Abyssal Descent, Onyx Corridor]
- Surrounded on all sides by smooth lustrous onyx walls, the enclosed environment lends the impression of being entombed in a box of solid rock. Occasionally a glimmer of light will reflect dully across the unblemished surfaces, causing a brief moment of vertigo.
- Next move: southwest
- Obvious exits: northeast, southwest.
- > southwest
- You walk southwest.
- [Abyssal Descent, Onyx Corridor]
- The smooth, glossy finish of the onyx walls is unbroken. The passage seems brighter to the southwest, where filtered light seeps into the room, reflecting eerie shadows on the polished surface.
- Next move: southwest
- Obvious exits: northeast, southwest.
- > southwest
- You run southwest.
- [Abyssal Descent, Onyx Corridor]
- A wavering torch secured in a solid stone funnel is solidly fused into the glossy onyx wall near the high ceiling. Occasional wafts of air cause the flame to twist slowly, an imitation of an ominous dance of the macabre.
- Next move: southwest
- Obvious exits: northeast, southwest.
- > southwest
- You run southwest.
- [Abyssal Descent, Hall of the Flesh]
- Muted light from the southwest casts dark wavering images on the unblemished onyx wall and bounces to the neighboring wall. Further shadows shimmer eerily on the polished floor, resembling writhing bodies caught in the throes of a painful death.
- Obvious exits: northeast, southwest.
- > southwest
- >
- You run southwest.
- [Abyssal Descent, Altar of the Flesh]
- The smooth onyx floor has been shattered by thick, muscular roots pushing upward. The roots intertwine into a contorted mass in the center of the hall. The stench of burning flesh rises from the strange altar, yet no fire is visible.
- Obvious exits: northeast, southeast.
- >
- [Script finished (In 3.9904094 seconds): automapper.cmd(182)]
- [infusion]: get my claw
- [infusion]: prep bless 46
- You get a thick grey lach claw from inside your supply satchel.
- >
- You feel intense strain as you try to manipulate the mana streams to form this pattern, and you are not certain that you will have enough mental stamina to complete it.
- You begin chanting a mantra to invoke the Bless spell.
- >
- You feel fully prepared to cast your spell.
- > [infusion]: cast my claw
- You gesture at a thick grey lach claw.
- You strain, but are too mentally fatigued to finish the pattern, and it slips away.
- >
- [Script loaded: automapper.cmd]
- ne
- You walk northeast.
- [Abyssal Descent, Hall of the Flesh]
- Muted light from the southwest casts dark wavering images on the unblemished onyx wall and bounces to the neighboring wall. Further shadows shimmer eerily on the polished floor, resembling writhing bodies caught in the throes of a painful death.
- Next move: northeast
- Obvious exits: northeast, southwest.
- > northeast
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- A wavering torch secured in a solid stone funnel is solidly fused into the glossy onyx wall near the high ceiling. Occasional wafts of air cause the flame to twist slowly, an imitation of an ominous dance of the macabre.
- Next move: northeast
- Obvious exits: northeast, southwest.
- northeast
- >
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- The smooth, glossy finish of the onyx walls is unbroken. The passage seems brighter to the southwest, where filtered light seeps into the room, reflecting eerie shadows on the polished surface.
- Next move: northeast
- Obvious exits: northeast, southwest.
- > northeast
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- Surrounded on all sides by smooth lustrous onyx walls, the enclosed environment lends the impression of being entombed in a box of solid rock. Occasionally a glimmer of light will reflect dully across the unblemished surfaces, causing a brief moment of vertigo.
- Next move: southeast
- Obvious exits: northeast, southwest.
- northeast
- >
- You walk northeast.
- [Abyssal Descent, Hall of the Soul]
- Sinister frescoes adorn the northern wall of this cavernous hall, where the dichotomy of the silver and onyx hallways merges into one. The ceiling is a sweeping arch of black crystal, supported by pillars of darkly veined jade. A twisting hallway with verdant malachite walls winds to the south.
- Next move: southeast
- Obvious exits: southeast, south, southwest.
- > southeast
- You walk southeast.
- [Abyssal Descent, Silver Corridor]
- Smooth and deathly cold to the touch, the silver walls are free of any markings. A pale luminance from the northwest seems to beckon the unwary traveler.
- Next move: southeast
- Obvious exits: southeast, northwest.
- > southeast
- You run southeast.
- [Abyssal Descent, Silver Corridor]
- Silver walls, their smooth surface polished to a glossy finish, refract the dim light invading menacingly from the southeast. Odd reflections bounce between the polished surfaces, causing a moment of dizziness that quickly passes.
- Next move: southeast
- Obvious exits: southeast, northwest.
- > southeast
- You run southeast.
- [Abyssal Descent, Silver Corridor]
- An old lantern, its finish blackened from years of use, hangs from a silver hook embedded in the passageway's ceiling. Nefarious shadows, resembling malformed beings, flitter gruesomely on the silver walls as subtle air currents cause the lantern to sway ominously.
- Next move: southeast
- Obvious exits: southeast, northwest.
- > southeast
- You run southeast.
- [Abyssal Descent, Hall of the Mind]
- Dim light filtering eerily from the southeast allows enough luminance to see that the passage continues. The silvery walls are slick and cold to the touch.
- Obvious exits: southeast, northwest.
- > southeast
- You run southeast.
- [Abyssal Descent, Altar of the Mind]
- The silver walls take on a brilliant emerald hue, painted by the light emanating from a makeshift altar formed from a massive block of green crystal set upon two egg-shaped stones. The faint murmuring of foreign prayers echoes on the edge of aural perception, yet nags incessantly at your mind. The alcove is barren of embellishments, accentuating the austerity of its reflective walls.
- Obvious exits: southwest, northwest.
- >
- [Script finished (In 3.7359616 seconds): automapper.cmd(182)]
- [infusion]: put claw on altar
- You carefully place the grey lach claw in the vacant socket in the face of the crystal altar so that its point spires toward the ceiling.
- Suddenly a ghostly apparition begins to rise from the altar's surface, bringing the static etching of the claw to life as a strange mist completes the image. A faint throb of pain pulses briefly through your mind.
- >
- [Script loaded: automapper.cmd]
- southwest
- You walk southwest.
- [Abyssal Descent, Hall of the Mind]
- Faint light from the northeast casts grim shadows on the glossy silver walls, illuminating the dark passage slightly. The polished mirror-like surface of each wall reflects distorted impressions of the moving images it captures.
- Next move: southwest
- Obvious exits: northeast, southwest.
- southwest
- >
- You walk southwest.
- [Abyssal Descent, Silver Corridor]
- Silver walls, shrouded with lines of faint luminance from the southwest, stretch upwards to a smooth metallic ceiling. This refracted light seems to move of its own volition, converging into long, silvery tendrils that creep deeply into the darker recesses of the wide corridor.
- Next move: southwest
- Obvious exits: northeast, southwest.
- > southwest
- You walk southwest.
- [Abyssal Descent, Silver Corridor]
- A sputtering torch is nested securely in a conical silver bracket attached to a corner near the ceiling. The reflected image of the torch is mirrored upon two of the glossy silver walls and ceiling, its wavering likeness shimmering unendingly against the polished surface.
- Next move: southwest
- Obvious exits: northeast, southwest.
- > southwest
- You walk southwest.
- [Abyssal Descent, Silver Corridor]
- Smooth silver walls, with an identical ceiling and floor, form a glossy passageway to greet the unwary traveler. Random echoes of light glaze the shiny surfaces like skeletal hands scraping long bony fingers across a polished mirror.
- Next move: northwest
- Obvious exits: northeast, southwest.
- > southwest
- You run southwest.
- [Abyssal Descent, Entry Hall]
- This great hall features vaulted walls of dark crystal and an inlaid floor of green-veined marble. A faint, spiritual chanting converges from every which direction, buoyed by frigid air.
- Next move: northwest
- Obvious exits: northeast, south, northwest.
- > northwest
- You run northwest.
- [Abyssal Descent, Onyx Corridor]
- High onyx walls line a featureless passageway along whose mirror-like surfaces a shock of light occasionally crackles to show travelers the way.
- Next move: northwest
- Obvious exits: southeast, northwest.
- > northwest
- >
- With a gutteral howl, a feral bone mastiff charges into view!
- >
- The bone mastiff begins to advance on you!
- The bone mastiff advances from nearby and is closing steadily.
- >
- You can't do that while engaged!
- > retreat
- You retreat from combat.
- > northwest
- You run northwest.
- [Abyssal Descent, Onyx Corridor]
- A rusted iron lamp swings precariously from the vaulted onyx ceiling, disturbed by a strong breeze. The erratic flicker cast from above draws ever-shifting apparitions of shadow on the smooth onyx walls, leaving one to wonder what is real and what is illusion.
- Next move: northwest
- Obvious exits: southeast, northwest.
- > northwest
- You run northwest.
- [Abyssal Descent, Onyx Corridor]
- The smooth onyx of the walls is disrupted here, with each wall carved in its own intricate, raised pattern. The shallow illumination flowing from the southeast casts soft shadows from the raised features.
- Next move: northwest
- Obvious exits: southeast, northwest.
- northwest
- >
- You run northwest.
- [Abyssal Descent, Hall of the Flesh]
- Diffused light from the northwest casts a dull glow against the smooth surface of the onyx walls. The walls feel cold to the touch and no seams mar their perfect symmetry.
- Obvious exits: southeast, northwest.
- > northwest
- You run northwest.
- [Abyssal Descent, Altar of the Flesh]
- The smooth onyx floor has been shattered by thick, muscular roots pushing upward. The roots intertwine into a contorted mass in the center of the hall. The stench of burning flesh rises from the strange altar, yet no fire is visible.
- Obvious exits: northeast, southeast.
- >
- [Script finished (In 4.0622163 seconds): automapper.cmd(182)]
- Waiting for the bridge
- >
- [Script loaded: automapper.cmd]
- ne
- You walk northeast.
- [Abyssal Descent, Hall of the Flesh]
- Muted light from the southwest casts dark wavering images on the unblemished onyx wall and bounces to the neighboring wall. Further shadows shimmer eerily on the polished floor, resembling writhing bodies caught in the throes of a painful death.
- Next move: northeast
- Obvious exits: northeast, southwest.
- northeast
- >
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- A wavering torch secured in a solid stone funnel is solidly fused into the glossy onyx wall near the high ceiling. Occasional wafts of air cause the flame to twist slowly, an imitation of an ominous dance of the macabre.
- Next move: northeast
- Obvious exits: northeast, southwest.
- > northeast
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- The smooth, glossy finish of the onyx walls is unbroken. The passage seems brighter to the southwest, where filtered light seeps into the room, reflecting eerie shadows on the polished surface.
- Next move: northeast
- Obvious exits: northeast, southwest.
- > northeast
- You walk northeast.
- [Abyssal Descent, Onyx Corridor]
- Surrounded on all sides by smooth lustrous onyx walls, the enclosed environment lends the impression of being entombed in a box of solid rock. Occasionally a glimmer of light will reflect dully across the unblemished surfaces, causing a brief moment of vertigo.
- Next move: south
- Obvious exits: northeast, southwest.
- > northeast
- You walk northeast.
- [Abyssal Descent, Hall of the Soul]
- Sinister frescoes adorn the northern wall of this cavernous hall, where the dichotomy of the silver and onyx hallways merges into one. The ceiling is a sweeping arch of black crystal, supported by pillars of darkly veined jade. A twisting hallway with verdant malachite walls winds to the south.
- Next move: south
- Obvious exits: southeast, south, southwest.
- > south
- You walk south.
- [Abyssal Descent, Hall of the Soul]
- Irregular formations of malachite create a treacherous cavern that winds in an erratic serpentine pattern to the south. The air is crisp, cold, and fresh, with no hint of the musty pall draped over the rest of the ancient temple.
- You also see a transparent shylvic and a feral bone mastiff.
- Next move: south
- Obvious exits: north, south.
- > south
- You walk south.
- [Abyssal Descent, Hall of the Soul]
- The icy air carries the faint tinkling of off-key wind chimes that echoes eerily through the dark malachite tunnel. As one travels southerly down the hall, the temperature seems to drop rapidly.
- You also see a transparent shylvic.
- Next move: south
- Obvious exits: north, south.
- > south
- You run south.
- [Abyssal Descent, Hall of the Soul]
- A thin layer of frost coats the malachite formations, while slender icicles jab downward into the hall. Vapor crystallizes with every breath, each a wraith of former life captured forever by the cruel clutches of the temple's heart.
- You also see a feral bone mastiff which appears dead.
- Obvious exits: north, south.
- > south
- You run south.
- [Abyssal Descent, Altar of the Soul]
- The ice-laden floor suddenly gives way to an enormous chasm to the south. Tendrils of intricate silver writhe out from the dusky malachite walls, intertwining to form a strange altar just before the lip of the gaping chasm. Far in the distance to the south, a glimmering crystalline dais hovers inexplicably over the great pit.
- You also see a transparent shylvic.
- Obvious exits: north.
- >
- [Script finished (In 2.9841841 seconds): automapper.cmd(182)]
- [infusion]: go bridge
- >
- What were you referring to?
- >
- A transparent shylvic chants a discordant hymn, pointing a frosted ethereal falchion at you.
- Your vision fails you, filled with brief, primal visions of writhing, undescribable horrors. As your brain struggles with their defiance of reality, you are left petrified with only the certainty that what you saw should never have been glimpsed.
- >
- A transparent shylvic traces a sigil in the air, leaving a pattern of frost hanging briefly in air.
- The shylvic's eyes flash with an intense green light, shattering the apparition!
- The transparent shylvic begins to advance on you!
- The transparent shylvic advances from nearby and is closing steadily.
- >
- The transparent shylvic closes to melee range on you!
- > reterat
- Please rephrase that command.
- > retre
- You don't seem to be able to move to do that.
- >
- You manage to repress the horror and impossibility of what you have glimpsed, allowing yourself to move again.
- >
- A transparent shylvic hisses menacingly, its frosty breath collecting in a cloud before it.
- Sparkling crystals of ice appear and coalesce into a scythe of frost which flies through the air at you!
- The scythe slices along your chest, forcing the skin to part and curl back from the wound.
- You are lightly stunned!
- The scythe swiftly melts away.
- S>
- Learned: Evasion, Defending, Light Armor, Chain Armor, Brigandine, Plate Armor
- A transparent shylvic traces a sigil in the air, leaving a pattern of frost hanging briefly in air.
- The shylvic's eyes flash with an intense green light, shattering the apparition!
- * A transparent shylvic slices a frosted ethereal falchion at you. You fail to block with a polished steel parry stick.
- The falchion lands a very heavy hit that scratches the right bicep (But another battle scar for your collection!).
- [You're badly hurt, cold, very badly balanced with opponent overwhelming you.]
- S>
- Learned: Evasion, Parry Ability, Brawling, Defending, Light Armor, Chain Armor, Brigandine, Plate Armor
- >
- The silver altar glistens brilliantly as tendrils of ghostly blue electricity begin to arc among the three claws!
- The cacophonous wailing of a discordant, ghostly choir echoes through the halls.
- Two parallel lines of ghostly blue-white flame suddenly materialize over the abyss, a translucent spiritual bridge forming between them and paving a road to the crystalline dais.
- >
- * A transparent shylvic chops a frosted ethereal falchion at you. You fail to evade.
- The falchion lands a very heavy hit that cuts deeply into your right tricep, stunning you.
- [You're smashed up, cold, very badly balanced with opponent overwhelming you.]
- S!>
- Learned: Evasion, Parry Ability, Brawling, Defending, Light Armor, Chain Armor, Brigandine, Plate Armor
- S!> reteat
- Please rephrase that command.
- S!> [infusion]: look
- S!>
- [Abyssal Descent, Altar of the Soul]
- The ice-laden floor suddenly gives way to an enormous chasm to the south. Tendrils of intricate silver writhe out from the dusky malachite walls, intertwining to form a strange altar just before the lip of the gaping chasm. Far in the distance to the south, a glimmering crystalline dais hovers inexplicably over the great pit.
- You also see a spiritual bridge extending to the crystalline dais and a transparent shylvic.
- Obvious exits: north.
- S!>
- A transparent shylvic hisses menacingly, its frosty breath collecting in a cloud before it.
- Sparkling crystals of ice appear and coalesce into a scythe of frost which flies through the air at you!
- Shrieking like Asketi's frozen North Wind, the scythe shreds your chest to bloody ribbons that fall to the ground in a spray of blood and gore.
- The scythe swiftly melts away.
- avoid all
- Your death cry echoes in your brain as it quickly dawns on you that you have just died! Already, you feel the tug of eternity upon your soul and you struggle to remain tied to this world.
- A chill takes the seat of your soul as your remaining spiritual strength bleeds away steadily. However, you are comforted that you have curried the favor of your god, which will greatly improve the course of your resurrection or reincarnation.
- Your body will decay beyond its ability to hold your soul in 23 minutes.
- DEAD>
- All AVOID options cleared.
- DEAD>
- A transparent shylvic sweeps to the north, a trail of frost lingering in its wake.
- DEAD>
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