> 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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