Current MUD: Final Realms Number of logs: 5178 Number of players: 6013 Moderated by:
Listing log
Title: Attacked by one of my own guildmates...Date: 01.10.2001
Winners:  Hamon Losers:  Zarxirar PPW: 0.70  
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> Zarxirar tries to follow you, but you manage evade him.
scowl
You scowl.
>
Zarxirar grins.

Zarxirar begins to cast a spell.
You are attacked by Zarxirar (Newbie).
Zarxirar hits you harmlessly with his two-handed battle axe.
Zarxirar reaches out and touches you as minor cuts appear on you.
You crush Zarxirar with your Spiked Mace for 4 HPs damage.
HP: 69 GP: 55
n
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
>
Tryrack [ducky]: i put some in vault, amulet of light and a ring
n

Zarxirar (Newbie) arrives from the south.
Zarxirar misses you with his two-handed battle axe.
You hit Zarxirar harmlessly with your Spiked Mace.
> Cult of the Ducky : Acolyte of Ducky Vault

The room is carved from the same white marble which is dominant throughout this
complex. The floor is covered by a large ancient rug of red wool, which
softens your steps as you walk around in the vault. This large, dark chamber
is covered with many rich tapestries embroidered with bloodred runes. Incense,
made from powdered dragonteeth, burns in several niches around the room. Items
of great interest and purpose are stacked neatly or hung from hooks embedded in
the wall. Weapons hang along the lenght of the room's wall and some armours
hang here motionless. Large pieces, such as cloaks, various chainmails and
leather armours are scattered around you, partially building small piles. Some
small chests, filled with rings, amulets and other trinkets, lines the walls.
Here you can deposit weapons, armours and useful items for your brethren.

There are two obvious exits : up and south.
Sign.
>
Zarxirar (Newbie) arrives from the south.
s

Zarxirar begins to cast a spell.
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
>
Zarxirar (Newbie) arrives from the north.
e
Runes of warding flares violently forcing you back !
> Zarxirar hits you harmlessly with his two-handed battle axe.
You hit Zarxirar harmlessly with your Spiked Mace.
w
> Cult of the Ducky : Treasury

This is the treasury of the Ducky Clerics. It is a grand, yet simple room,
where the members pool their resources for the expansion of the guild. A thick
black carpet cover the cold floor, making it somewhat less cold to walk here.
On the walls there are hung large, thick tapestries which muffles the sounds
you make as you move along. There are images woven into the tapestries with
threads gleaming of gold and silver There is also an inscription upon the wall,
written in bloody runes. There is an exit to the east leading back.

There is one obvious exit: east.
> u
The attempt to up didn't really work out.
> g What the fuck
You are hunting Zarxirar (Newbie)

Hamon [ducky]: What the fuck
> e
> u
>
Zarxirar (Newbie) arrives from the east.

Zarxirar begins to cast a spell.
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
> > Cult of the Ducky : Hall of Wisdom

The very floor you stand on pulses with dark power as you gaze at the horror
that is the Ducky's sanctuary. All around you is an eerie silence. The sound
of your own heartbeat seems to ring in your ears. The chamber walls cast off
darkened shadows in hues of black and grey. Around you, silent acolytes 'join'
the guild, 'pray' for new spells, and receive their god's bidding through
'info'. You may 'ask' to see what skills your goddess will teacher, and 'ask
' to learn more about that skill, when ready you may 'train ' to
have your high priestess train you in that skill.
There are two obvious exits : out and gate.
Zhulton the Dark Cultist of Ducky is here.
Altar.
>
Zarxirar (Newbie) arrives from below.
g Zarxirar attacking me
Zarxirar hits you harmlessly with his two-handed battle axe.
You crush Zarxirar with your Spiked Mace for 6 HPs damage.

Hamon [ducky]: Zarxirar attacking me
> gate
> You step through the stone into the Cult of Ducky!.
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
>
Zarxirar (Newbie) arrives from elsewhere.
Zarxirar misses you with his two-handed battle axe.
You hit Zarxirar harmlessly with your Spiked Mace.
4 zarxirar
You begin to cast cause serious wounds.
You chant, 'magius selirs harmei'.
You cast Cause Serious Wounds and try to touch Zarxirar, missing.
>
Zarxirar begins to cast a spell.
4 zarxirar
Zarxirar hits you harmlessly with his two-handed battle axe.
Zarxirar reaches out and touches you as minor cuts appear on you.
You hit Zarxirar harmlessly with your Spiked Mace.
HP: 68 GP: 49
You are not calm enough.
> 4 zarxirar

Astra [ducky]: stop killing your own

Zarxirar begins to cast a spell.
You begin to cast cause serious wounds.
> Zarxirar hits you harmlessly with his two-handed battle axe.
Zarxirar reaches out and tries to touch you, missing.
You hit Zarxirar harmlessly with your Spiked Mace.
You chant, 'magius selirs harmei'.
You cast Cause Serious Wounds and touch Zarxirar causing several lashes and
bruises.
stop-fight
Stopping fights, takes some time.
>
Tryrack [ducky]: ??

Zarxirar begins to cast a spell.
u
> Cult of the Ducky : Hall of Wisdom

The very floor you stand on pulses with dark power as you gaze at the horror
that is the Ducky's sanctuary. All around you is an eerie silence. The sound
of your own heartbeat seems to ring in your ears. The chamber walls cast off
darkened shadows in hues of black and grey. Around you, silent acolytes 'join'
the guild, 'pray' for new spells, and receive their god's bidding through
'info'. You may 'ask' to see what skills your goddess will teacher, and 'ask
' to learn more about that skill, when ready you may 'train ' to
have your high priestess train you in that skill.
There are two obvious exits : out and gate.
Zhulton the Dark Cultist of Ducky is here.
Altar.
> You are hunting Zarxirar (Newbie)
You dry up.

Zarxirar (Newbie) arrives from below.
gate
You step through the stone into the Cult of Ducky!.
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
> u
> Cult of the Ducky : Hall of Wisdom

The very floor you stand on pulses with dark power as you gaze at the horror
that is the Ducky's sanctuary. All around you is an eerie silence. The sound
of your own heartbeat seems to ring in your ears. The chamber walls cast off
darkened shadows in hues of black and grey. Around you, silent acolytes 'join'
the guild, 'pray' for new spells, and receive their god's bidding through
'info'. You may 'ask' to see what skills your goddess will teacher, and 'ask
' to learn more about that skill, when ready you may 'train ' to
have your high priestess train you in that skill.
There are two obvious exits : out and gate.
Zarxirar (Newbie) and Zhulton the Dark Cultist of Ducky are here.
Altar.
>
Zarxirar (Newbie) passes through the stone wall as if it wasn't there.

gate

Zarxirar (Newbie) arrives from below.
You step through the stone into the Cult of Ducky!.
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
> u

Zarxirar (Newbie) arrives from elsewhere.
> Cult of the Ducky : Hall of Wisdom

The very floor you stand on pulses with dark power as you gaze at the horror
that is the Ducky's sanctuary. All around you is an eerie silence. The sound
of your own heartbeat seems to ring in your ears. The chamber walls cast off
darkened shadows in hues of black and grey. Around you, silent acolytes 'join'
the guild, 'pray' for new spells, and receive their god's bidding through
'info'. You may 'ask' to see what skills your goddess will teacher, and 'ask
' to learn more about that skill, when ready you may 'train ' to
have your high priestess train you in that skill.
There are two obvious exits : out and gate.
Zhulton the Dark Cultist of Ducky is here.
Altar.
> gate

Zarxirar (Newbie) arrives from below.
Zarxirar hits you harmlessly with his two-handed battle axe.
You miss Zarxirar with your Spiked Mace.
You step through the stone into the Cult of Ducky!.
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
> n

Zarxirar (Newbie) arrives from elsewhere.
> Cult of the Ducky : Acolyte of Ducky Vault

The room is carved from the same white marble which is dominant throughout this
complex. The floor is covered by a large ancient rug of red wool, which
softens your steps as you walk around in the vault. This large, dark chamber
is covered with many rich tapestries embroidered with bloodred runes. Incense,
made from powdered dragonteeth, burns in several niches around the room. Items
of great interest and purpose are stacked neatly or hung from hooks embedded in
the wall. Weapons hang along the lenght of the room's wall and some armours
hang here motionless. Large pieces, such as cloaks, various chainmails and
leather armours are scattered around you, partially building small piles. Some
small chests, filled with rings, amulets and other trinkets, lines the walls.
Here you can deposit weapons, armours and useful items for your brethren.

There are two obvious exits : up and south.
Sign.
> s
u
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
> > Cult of the Ducky : Hall of Wisdom

The very floor you stand on pulses with dark power as you gaze at the horror
that is the Ducky's sanctuary. All around you is an eerie silence. The sound
of your own heartbeat seems to ring in your ears. The chamber walls cast off
darkened shadows in hues of black and grey. Around you, silent acolytes 'join'
the guild, 'pray' for new spells, and receive their god's bidding through
'info'. You may 'ask' to see what skills your goddess will teacher, and 'ask
' to learn more about that skill, when ready you may 'train ' to
have your high priestess train you in that skill.
There are two obvious exits : out and gate.
Zarxirar (Newbie) and Zhulton the Dark Cultist of Ducky are here.
Altar.
>
Zarxirar (Newbie) passes through the stone wall as if it wasn't there.

You are hunting Zarxirar (Newbie)
gate
You step through the stone into the Cult of Ducky!.
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Zarxirar (Newbie) is here.
Bulletin board [ 17 notes ].
> u
> Cult of the Ducky : Hall of Wisdom

The very floor you stand on pulses with dark power as you gaze at the horror
that is the Ducky's sanctuary. All around you is an eerie silence. The sound
of your own heartbeat seems to ring in your ears. The chamber walls cast off
darkened shadows in hues of black and grey. Around you, silent acolytes 'join'
the guild, 'pray' for new spells, and receive their god's bidding through
'info'. You may 'ask' to see what skills your goddess will teacher, and 'ask
' to learn more about that skill, when ready you may 'train ' to
have your high priestess train you in that skill.
There are two obvious exits : out and gate.
Zhulton the Dark Cultist of Ducky is here.
Altar.
>
Zarxirar (Newbie) arrives from below.

Zarxirar begins to cast a spell.
Zarxirar hits you harmlessly with his two-handed battle axe.
Zarxirar reaches out and touches you as minor cuts appear on you.
You hit Zarxirar harmlessly with your Spiked Mace.
HP: 68 GP: 44
g damn it

Hamon [ducky]: damn it
> gate
> You step through the stone into the Cult of Ducky!.
> Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Bulletin board [ 17 notes ].
>
Zarxirar (Newbie) arrives from elsewhere.
Zarxirar hits you harmlessly with his two-handed battle axe.
You hit Zarxirar harmlessly with your Spiked Mace.

Zarxirar begins to cast a spell.
4 zarxirar
You begin to cast cause serious wounds.
You chant, 'magius selirs harmei'.
You cast Cause Serious Wounds and touch Zarxirar causing several lashes and
bruises.
> Zarxirar hits you harmlessly with his two-handed battle axe.
Zarxirar reaches out and touches you as minor cuts appear on you.
You hit Zarxirar harmlessly with your Spiked Mace.
HP: 60 GP: 38

Zarxirar begins to cast a spell.
4 zarxirar
You are not calm enough.
>
[Megiddo enters FR-MUD]
4 zarxirar
You begin to cast cause serious wounds.
> Zarxirar hits you harmlessly with his two-handed battle axe.
Zarxirar reaches out and touches you as minor cuts appear on you.
You hit Zarxirar harmlessly with your Spiked Mace.
You chant, 'magius selirs harmei'.
You cast Cause Serious Wounds and touch Zarxirar causing several lashes and
bruises.
HP: 54 GP: 33

Zarxirar begins to cast a spell.
4 zarxirar
You are not calm enough.
> 4 zarxirar
You begin to cast cause serious wounds.
> Zarxirar hits you harmlessly with his two-handed battle axe.
Zarxirar reaches out and tries to touch you, missing.
You hit Zarxirar harmlessly with your Spiked Mace.
You chant, 'magius selirs harmei'.
You cast Cause Serious Wounds and touch Zarxirar causing several lashes and
bruises.

Zarxirar begins to cast a spell.
4 zarxirar
You are not calm enough.
> 4 zarxirar
You begin to cast cause serious wounds.
> Zarxirar hits you harmlessly with his two-handed battle axe.
Zarxirar reaches out and touches you as minor cuts appear on you.
You crush Zarxirar with your Spiked Mace for 4 HPs damage.
You chant, 'magius selirs harmei'.
You cast Cause Serious Wounds and touch Zarxirar causing several lashes and
bruises.
HP: 50 GP: 21
You dealt the death blow to Zarxirar.


Zarxirar dies, and his weapons eerily fall from his limp hands and drop to the
floor.
scowl

Zarxirar grins.
You scowl.
> 3 me
Zarxirar looks at you.
You begin to cast cure light wounds.
> You chant, 'magius elis curis'.
You cure some of your minor wounds.
HP: 52 GP: 19
ga
You start getting some stuff from corpse of Zarxirar (Newbie).
}
[Metyl enters FR-MUD]
You get a black shell necklace, a Plain brass ring, 22 platinum, 20 gold, 2
electrum, 27 silver and 25 copper coins, a silver bracers, a winged helmet, a
backpack, a Watchful Eye of Ducky, a medium shield, a Goblin boots, a nose
ring, a Ring of Asiralc, a mace and an elfin cloak from corpse of Zarxirar
(Newbie).
You cannot lift a Silver Fullplate.
>
[Megiddo left the MUD]
say WTF was that for
You say: WTF was that for
> l

Zarxirar [ducky]: muhaaa
Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Ghost of Zarxirar (Newbie) is here.
Corpse of Zarxirar (Newbie).
Two-handed battle axe.
Bulletin board [ 17 notes ].
> take axe
You start getting some stuff.
> You get a two-handed battle axe.
> 3 me
You begin to cast cure light wounds.
> You chant, 'magius elis curis'.
You cure some of your minor wounds.
HP: 58 GP: 18

Zarxirar [ducky]: you shall die hamon
g You attack me

Hamon [ducky]: You attack me
> l corpse
This is the dead body of Zarxirar (Newbie).
corpse of Zarxirar (Newbie) contains:
Silver Fullplate.
> i

Zarxirar [ducky]: well dont loot my corpse
Wielding : a Spiked Mace.
Holding : a large shield.
Wearing : a Talisman of Seeliy, a gauntlets, a clerical robe, a Black
Skullcap, a Platemail, a Pair of Heavy Boots, a Ring of Asiralc, a
pair of trousers, a Black obsidian ring , an amulet, a red shell
necklace and a Watchful Eye of Ducky.
Carrying: Two-handed battle axe.
Elfin cloak.
Mace.
Ring of Asiralc.
Nose ring.
Goblin boots.
Medium shield.
Watchful Eye of Ducky.
Backpack.
Winged helmet.
Silver bracers.
Plain brass ring.
Black shell necklace.
Holy Sceptre.
Your purse contains 23 platinum, 35 gold, 3 electrum, 162 silver and 27 copper
coins.
>
Astra [ducky]: what is going on here?
g He attacked me

Zarxirar [ducky]: need eq

Hamon [ducky]: He attacked me
>
Ghost of Zarxirar (Newbie) leaves up.

g Want the log?

Hamon [ducky]: Want the log?
> l
Cult of the Ducky : Council Room

This is the council room for the dreaded Cult of Ducky. There are scribblings
and messages in various handwritings, upon the bulletin board. The rest of the
room is bare of creature comforts. There is only the board and a council table
here. A small glowing orb provides what light there is in the room.

There are five obvious exits : up, north, south, west and east.
Corpse of Zarxirar (Newbie).
Bulletin board [ 17 notes ].
> l corpse
This is the dead body of Zarxirar (Newbie).
corpse of Zarxirar (Newbie) contains:
Silver Fullplate.
> i
Wielding : a Spiked Mace.
Holding : a large shield.
Wearing : a Talisman of Seeliy, a gauntlets, a clerical robe, a Black
Skullcap, a Platemail, a Pair of Heavy Boots, a Ring of Asiralc, a
pair of trousers, a Black obsidian ring , an amulet, a red shell
necklace and a Watchful Eye of Ducky.
Carrying: Two-handed battle axe.
Elfin cloak.
Mace.
Ring of Asiralc.
Nose ring.
Goblin boots.
Medium shield.
Watchful Eye of Ducky.
Backpack.
Winged helmet.
Silver bracers.
Plain brass ring.
Black shell necklace.
Holy Sceptre.
Your purse contains 23 platinum, 35 gold, 3 electrum, 162 silver and 27 copper
coins.
>
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