Script started on Thu Jan 19 17:04:48 2012 bash-3.2$ telnet telnet> open (to) darkmists.org 2222 Trying 24.217.21.230... Connected to darkmists.org. Escape character is '^]'. _/ , . , -' ) ( \-------.,') (\_________________________ , ,-/ | /\_) ) \/ ,' _.----------------------,\ ,', /, | / >--. ,) / /\\ / , //|,' /' '\--'\\) /,'##\\ ` ` , / , //#|| ,' (.--^( `') //#####\\ \ ( , //##||,___,-' (___\\ '^^^' //#######\\ , \ //###||--.__ ( \`^--) _____.-'/#########\\ ` >'/####||, ( \|_(\-' ,'###########\\ \, /,'#####|| \ \ / #############\\ (/#######|| \ ) ,'( ####`#####`####\\ , `#######||\ \ ) ,' /_ )################\\ \ ######|| `. `. ,' /( `.\##\#,#\#\,#######\\ , `#####|| (_`. ` .' .' ) `)'############,###\\ ####|| (_ `-v------- ^--v' , ) #################'\\, ####|| ( , _,- / -./ )' `) `###'| ), ,' ' )' ROM Version 2.4 beta ' ; / ,' ,' /,' / / ' / , - --- . Original DikuMUD by \| / ( ,' ' `. Hans Staerfeldt, Katja (' ,' `. " / ,' \ Nyboe, Tom Madsen, ,' \ ,/,' '`) (_ ) Michael Seifert, and / \ , /' , / / Sebastian Hammer . ) , , ' / Based on MERC 2.1 code ) , / by Hatchet, Furey, and . ' `| ,' / Kahn ' | / ,' |\ | < ______,---' ROM 2.4 copyright (c) ` \ ',' ( 1993-1996 Russ Taylor \ ' /(____ ,`-._,-. `. / `._, )---) Welcome to Dark Mists `-------'\ `/ \ (darkmists.org port 2222) Implementor: Xyza, The One True Spell, Goddess of Magic and Wisdom (xyza@darkmists.org) Welcome to the Dark Mists, a medieval fantasy role-playing and PK MUD! Please choose a good name for role-playing. Do not string two names together (SunStarer), use names with multiple capitalization (McNeil), use famous names (Bilbo, Megaman), or string together common words (Dragonslayer, Goddess, Killyouall). DM is anti-multicharring; please do not play with more than one session. By what name do you wish to be known? Traz Password: XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX XX XX XX Hear Ye, Hear Ye! Citizens of Thera pay heed. These are the standing XX XX notices of the land as of 5 September 2010: XX XX XX XX o HELP MULTICHAR has been updated! Read! XX XX XX XX o If you are new to Dark Mists, please use the following commands to XX XX get accustomed to the way the game is run: XX XX XX XX help newbie XX XX help rules XX XX help multichar XX XX XX XX o Visit the Official Dark Mists WebPage at http://www.darkmists.org XX XX XX XX o Use the 'forum' command to register for the Offical Dark Mists Forum XX XX at http://www.darkmists.org/forum XX XX XX XX o Updated maps of major cities are now located on the forum as well. XX XX XX XX o PLEASE NOTE: We do not tolerate racism or discrimination here. XX XX XX [Hit Return to continue] XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX Welcome to Dark Mists. Please do not feed the mobiles. Stone Catacombs The catacombs recede here from kobold diggings to fins workmanship, which is most likely dwarven. Strange runes line the walls here; these are also vaguely reminiscent of dwarven work. Kobold refuse still litters these fine halls. [Exits: north south] A clumsy kobold with cerulean fur grunts as he attempts to learn weapon technique. You have no unread notes. <100%hp 100%mn 100%mv> s Stone Catacombs Kobold yammerings echo strangely through these ancient rune-covered halls. Torches line the walls at regular intervals in scones of blackened iron. The scent of kobold filth recedes at this point, as it is overpowered by the more ancient scent of the musty depths. [Exits: north south] A cerulean-furred kobold clumsily practices here with a weapon. <100%hp 100%mn 97%mv> s The Ancient Catacombs Ageless hieroglyphics depicting short humanoids working, playing, and building are hewn into the stone of these catacombs. The runes surrounding these pictographs are reminiscent of ancient dwarven works. Kobold litter is still present here and there, but these deep caverns are much cleaner by comparison. [Exits: north west] Balefully looking around, a crimson-furred kobold curses under its breath. A kobold taskmaster struts about here, bellowing orders. <100%hp 100%mn 95%mv> w The Ancient Catacombs Ageless hieroglyphics depicting short humanoids working, playing, and building are hewn into the stone of these catacombs. The runes surrounding these pictographs are reminiscent of ancient dwarven works. Kobold litter is still present here and there, but these deep caverns are much cleaner by comparison. [Exits: east south west] <100%hp 100%mn 93%mv> w The Ancient Catacombs Ageless hieroglyphics depicting short humanoids working, playing, and building are hewn into the stone of these catacombs. The runes surrounding these pictographs are reminiscent of ancient dwarven works. Kobold litter is still present here and there, but these deep caverns are much cleaner by comparison. [Exits: north east] A crimson-furred kobold curses under its breath and looks balefully at you. <100%hp 100%mn 90%mv> w Alas, you cannot go that way. <100%hp 100%mn 90%mv> n Stone Catacombs Kobold yammerings echo strangely through these ancient rune-covered halls. Torches line the walls at regular intervals in scones of blackened iron. The scent of kobold filth recedes at this point, as it is overpowered by the more ancient scent of the musty depths. [Exits: north south] A red kobold utters gibberish from the shadows. <100%hp 100%mn 88%mv> n Stone Catacombs The catacombs recede here from kobold diggings to fine workmanship, which is most likely dwarven. Strange runes line the walls here; these are also vaguely reminiscent of dwarven work. A darkened room lies directly westward. [Exits: north south west] <100%hp 100%mn 86%mv> w A Cluttered Room All manner of kobold junk lies piled high in this room, which probably served its previous inhabitants as a library or room of study, judging from the shelves and desks scattered about. [Exits: east] ( 2) It appears as though some large bird has lost a claw. A bright green potion lies here, waiting to be consumed. A milky white potion rests here. <100%hp 100%mn 84%mv> take claw You get a claw. <100%hp 100%mn 91%mv> wield claw You stop using a pewter practice dagger. You wield a claw. You are zapped by a claw and drop it. <100%hp 100%mn 91%mv> weild dagger Huh? <100%hp 100%mn 91%mv> h hold dagger You wield a pewter practice dagger. You are skilled with a pewter practice dagger. <100%hp 100%mn 91%mv> l A Cluttered Room All manner of kobold junk lies piled high in this room, which probably served its previous inhabitants as a library or room of study, judging from the shelves and desks scattered about. [Exits: east] ( 2) It appears as though some large bird has lost a claw. A bright green potion lies here, waiting to be consumed. A milky white potion rests here. <100%hp 100%mn 91%mv> e Stone Catacombs The catacombs recede here from kobold diggings to fine workmanship, which is most likely dwarven. Strange runes line the walls here; these are also vaguely reminiscent of dwarven work. A darkened room lies directly westward. [Exits: north south west] <100%hp 100%mn 90%mv> n The Kobold Tunnels The tunnel here widens into a natural stone cavern instead of a clawed out earthen pathway. Perhaps the kobolds stumbled onto some ancient dwarven catacombs when they chose the site for their dwelling. An alcove of some sort lies directly southward. [Exits: north south] Crouching in the shadows, a red kobold gibbers. <100%hp 100%mn 88%mv> n A Bend in the Kobold Tunnels The earthen tunnels lead eastward as far as the eye can see. To the immediate south is a separate room clawed out of the earth. Farther south, a wall displaying some type of strange hieroglyphics is present. The gibbering of kobolds echos through the tunnels. [Exits: east south] Crouching in the shadows, a red kobold gibbers. <100%hp 100%mn 85%mv> e The Kobold Tunnels The earthen tunnels of the kobolds are lined with torches, giving all light to see by. The surroundings are cluttered with various findings from the surface world. Most of the objects are complete junk that caught a certain kobold's fancy at the time. [Exits: east west] Hatefully peering about, a crimson kobold curses at you. A scarlet-furred kobold howls disturbingly here. <100%hp 100%mn 83%mv> e A Junction in the Kobold Tunnels The tunnel splits here with an unusual accumulation of junk. To the south lies a relatively quiet, clean tunnel. Westward is a bend to the south, and eastward, the tunnel stretches into another junction and perhaps a bend. [Exits: east south west] <100%hp 100%mn 81%mv> e The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: east west] A cobalt-hued kobold crouches on the ground, muttering. <100%hp 100%mn 85%mv> e The Kobold Tunnels All manner of refuse lines the floor and sides of these tunnels. Ancient discarded weapons, crumbling armor, children's toys, and pieces of wood and stone make up only a fraction of the junk lying about. The kobolds living in these tunnels are obviously avid scavengers. [Exits: north east west] <100%hp 100%mn 83%mv> n A Muddy Landing The squishy mud here holds countless imprints of clawed feet, along with a few booted ones. The tunnels are well lit, as burning scones line the walls at an interval of every twenty feet. Though the tunnels appear sturdy, refuse and discarded items lie about, all but hiding the foundation and supports. [Exits: south up] <100%hp 100%mn 81%mv> u Before a Landing Just below lies a soft patch of muddy earth. Claw-like footprints are present in the soft earth, which often receives rain from the surface. A burnt-out torch lies in a scone on the northern wall below. The wooden ladder gives out about four feet from the bottom of the shaft. [Exits: up down] A cobalt-hued kobold crouches on the ground, muttering. <100%hp 100%mn 78%mv> y u A Crumbling Tunnel As the tunnel delves deeper into the ground, the temperature drastically cools. A breeze funnels down from the surface above, further lowering the temperature of the earthen pathway. The flimsy ladder of wood continues to provide a way up or down. [Exits: up down] <100%hp 100%mn 76%mv> u A Crumbling Tunnel This tunnel seems to have been clawed straight into the ground by a strong force of many, many workers. A ladder made of flimsy wood provides passage downward into the torch-lit depths. The tunnels below smell of moist earth, and the mutterings of some type of creature echo upward. A large plaque is present in between the rungs of the wooden ladder. [Exits: up down] <100%hp 100%mn 74%mv> u Inside the grove As you walk among the stately oaks of this grove, you feel at peace and in harmony with this beautiful forest. If only the rest of the lands were so tranquil. The trail turns towards the east, leading into the secluded trees of the druids' holy grove, and a path back to the eastern road lies south. A large pile of dirt rises from the center of the knoll here, leading into musty subterranean depths. [Exits: east south down] <100%hp 100%mn 72%mv> s At the edge of the grove You are standing at the entrance of a beautiful grove of trees, and your heart is filled with pure, peaceful thoughts. This looks like a safe place to recover from the wounds of adventuring. A faint path through the grove lies to the north, and you can see the eastern road to the south. [Exits: north south] <100%hp 100%mn 70%mv> s Along the Eastern Road You are traveling down the eastern road between Ethshar and the eastern lands. The road back to Ethshar is west of you while the Eastern Road winds onward to the east. You see a beautiful grove of trees up north, and a dirt path wanders off to the south. [Exits: north east south west] <100%hp 100%mn 69%mv> s Dirt path You are traveling on a dirt path. To the south, you hear the sounds of construction, the yells of construction workers and overseers. Toward the north is the main road and a lovely grove of trees. [Exits: north south] <100%hp 100%mn 68%mv> s Dirt path You are traveling on a dirt path which leads north and south. To the south you see tall twin towers and a gate leading to Glyndane, a walled-in city with high hopes of avoiding the fate which hit old Midgaard. [Exits: north south] <100%hp 100%mn 67%mv> s Outside the North Gate Just south of you is the great northern gate, on either side of which is a tall tower, above which fly the flags of the city. Beyond the towers, running east and west, are the great stone battlements which surround the city and were erected for defense against outside invasion. To the north is a well-worn dirt road. [Exits: north south] <100%hp 100%mn 66%mv> s Inside the North Gate Just north of where you stand is the North Gate of Glyndane, on either side of which (east-west) are high towers, flying the flags of the city. Beyond them are the battlements, a high stone wall to help fortify the city against invasion. You can access the top of the wall by climbing the stone stair just off to the side of the gate. [Exits: north south up] A stolen canvas painting lies here. A young clerical student devoutly practices supplications. <100%hp 100%mn 65%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come faint noises from Market Square. To the north is the great northern gate in the battlements surrounding the city. [Exits: north south] A young clerical student devoutly practices cantrips. <100%hp 100%mn 64%mv> s Bridge Street You are standing just north of the intersection of Bridge Street and Winter Square, a noisy place, and yet the noise from farther south at Market Square is still audible. The cobblestones beneath your feet are encrusted with dirt and grime. Beyond to the north the street continues, and to the east and west are buildings, the entrances to which do not open to this street. [Exits: north south] <100%hp 100%mn 63%mv> s Winter Square You are standing at the intersection of Bridge Street and Winter Road. The street intersection is busy here, but the real noise comes from farther to the south at Market Square. The cobblestones beneath your feet are dirty, with hard-packed dirt and grime between the stones. In the back of your mind you realize that this dirt was probably there since before the fall of Arcana. [Exits: north east south west] A young clerical student devoutly practices cantrips. A young clerical student devoutly practices supplications. <100%hp 100%mn 62%mv> s Bridge Street You are standing on Bridge Street, a grime-covered cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the east and west are walls to buildings whose entrances do not face this street. [Exits: north south] A large cockroach scuttles across the ground. <100%hp 100%mn 61%mv> s Bridge Street You are standing on Bridge Street, a dirty cobblestone road which runs north-south through the city. From the south come noises from Market Square. To the west you see a plain building with a sign over the open entrance. To the east is a building with more decorative stone work, above its open entrance a silver plaque. [Exits: north east south west] <100%hp 100%mn 61%mv> The day has begun. <100%hp 100%mn 81%mv> A filthy cockroach has arrived. <100%hp 100%mn 81%mv> z You attempt to hide. <100%hp 100%mn 81%mv> A very tall cloaked figure has arrived. A disgusting troll warrior has arrived. A disgusting troll warrior has arrived. <100%hp 100%mn 81%mv> A very tall cloaked figure leaves east. A disgusting troll warrior leaves east. A disgusting troll warrior leaves east. <100%hp 100%mn 81%mv> A very tall cloaked figure has arrived. A disgusting troll warrior has arrived. A disgusting troll warrior has arrived. <100%hp 100%mn 88%mv> A very tall cloaked figure leaves north. A disgusting troll warrior leaves north. A disgusting troll warrior leaves north. <100%hp 100%mn 88%mv> The sun rises in the east. You are thirsty. <100%hp 100%mn 100%mv> drink 5 6.bladder You step out of the shadows. You drink ale from a bladder. <100%hp 100%mn 100%mv> drink 6.bladder You drink ale from a bladder. Your thirst is quenched. <100%hp 100%mn 100%mv> z You attempt to hide. <100%hp 100%mn 100%mv> x You attempt to move silently. You begin sneaking. <100%hp 100%mn 100%mv> s Bridge Street You are standing on Bridge Street, a cobblestone road which runs north-south through the city. Just south is noisy Market Square. To the east is a building with the sign: Pet Shop ----->. To the west is a building bearing a sign: <--- Ye Olde Bakery. [Exits: north south] <100%hp 100%mn 99%mv> s Market Square You are standing in Market Square, a dirty intersection in the cobblestone roadway equidistant from four of the main shops in town. Main Street extends eastward and westward, while Bridge Street stretches on towards the north and south. A stone stair off to the side leads upward. Along the side of the stone stair is a bronze plaque. A tree off to the side bears a news scroll. The weathered parchment is crudely nailed to the trunk of the tree with metallic nails. A second scroll, much newer than the first, is carefully attached to a low limb so as not to harm the tree. [Exits: north east south west] The road sweeper keeps the roads clean. A cityguard stoutly stands vigil against lawlessness in Glyndane. <100%hp 100%mn 98%mv> Quenton has arrived. <100%hp 100%mn 100%mv> Quenton leaves north. <100%hp 100%mn 100%mv> You are sober. <100%hp 100%mn 100%mv> You are sober. <100%hp 100%mn 100%mv> You are sober. <100%hp 100%mn 100%mv> A small bird has arrived. You are sober. A very tall cloaked figure yells, 'Help! I am being attacked by a disgusting troll warrior!' <100%hp 100%mn 100%mv> You are sober. <100%hp 100%mn 100%mv> The sky gets very cloudy and a calmness begins here. <100%hp 100%mn 100%mv> A small lantern flickers. <100%hp 100%mn 100%mv> A small lantern flickers. You disappear into the void. Alas, all good things must come to an end. Connection closed by foreign host. bash-3.2$ exit exit Script done on Fri Jan 20 07:59:01 2012