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Post by Cockasix on Jun 11, 2019 22:02:53 GMT -5
So I’ve been wondering this for a while, how do you get to the luir dragonthrall cave or the mountain in mantis valley. Figured I would come here to ask.
Add anything like what you would find there.
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jenki
Clueless newb
Posts: 156
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Post by jenki on Jun 12, 2019 0:49:18 GMT -5
So I’ve been wondering this for a while, how do you get to the luir dragonthrall cave or the mountain in mantis valley. Figured I would come here to ask. Add anything like what you would find there. I know of no Luis dragonthrall cave, maybe you mean the blue caverns to the southwest of Luir’s Outpost? It’s haunted by a lich/undead sorcerer and bad things happen to most people who go in there. Staff get alerted when anyone enters and if you’re looking to get a staff animation, this might do it but it might be a lethal one. To find it, head due west out of the southern gates of Luir’s Outpost and then take the first down exit you find, it’s dark and it’s only a few rooms off the north road. To get to the mountains of the mantis valley, go west on the unnamed road that crosses the southern tablelands passing south of the goth Mesa and just north of the mil outpost. The obelisk marks the entrance to the mantis valley. Find the cliffs that mark the northern and western edge of the valley and go up. It can be a dangerous climb so don’t go unless you have a high climb skill or can fly.
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Post by jcarter on Jun 12, 2019 8:16:08 GMT -5
Dragonthrall cave is a different thing. Shalooonsh had a clan that he ran with his ghaati avatar out of there during the apocalypse era. I'd be shocked if that place was still linked, even moreso if it was accessible to PC's outside of the clan.
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Post by Cockasix on Jun 12, 2019 8:37:15 GMT -5
So I’ve been wondering this for a while, how do you get to the luir dragonthrall cave or the mountain in mantis valley. Figured I would come here to ask. Add anything like what you would find there. I know of no Luis dragonthrall cave, maybe you mean the blue caverns to the southwest of Luir’s Outpost? It’s haunted by a lich/undead sorcerer and bad things happen to most people who go in there. Staff get alerted when anyone enters and if you’re looking to get a staff animation, this might do it but it might be a lethal one. To find it, head due west out of the southern gates of Luir’s Outpost and then take the first down exit you find, it’s dark and it’s only a few rooms off the north road. To get to the mountains of the mantis valley, go west on the unnamed road that crosses the southern tablelands passing south of the goth Mesa and just north of the mil outpost. The obelisk marks the entrance to the mantis valley. Find the cliffs that mark the northern and western edge of the valley and go up. It can be a dangerous climb so don’t go unless you have a high climb skill or can fly. . That does sound like the luir cave, but from what I know, it is in the south. It does have invisible demons and ghosts that will try to gruesomely kill you, though the only question is how to get there. Who knows, maybe theres some staff plot going on down there.
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jenki
Clueless newb
Posts: 156
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Post by jenki on Jun 12, 2019 9:11:13 GMT -5
Oh yes the dragon spire where the servants of the dragon operated.... It was inside the sunspire in the middle of the tablelands but it should be all closed off and inaccessible. They only evidence of th Ella Ce is a room inside the spire that can be used to travel from the base to the top to get to the Sun Runner camp. I think the Sunrunners now use it as a storage room but it was once used (just the one time) as a high end holding room for some people the SotD has captured and later killed (Midge of Salarr and someone else).
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kannot
Clueless newb
Posts: 126
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Post by kannot on Jun 12, 2019 10:22:51 GMT -5
Out of curiosity is there still such a huge divide between 1) mundanes that add to the realistic/low-fantasy feel central to the MUD and 2) the high-fantasy magick-ohsocool stuff restricted behind Karma.
Or is the latter a lot more tame?
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Post by shakes on Jun 12, 2019 16:10:35 GMT -5
In my experience, the divide is between what staff will allow their "insiders" access to and what they want the rest of the population to be involved in.
It doesn't have a lot to do with karma, except of course that the insiders tend to have more karma.
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najdorf
Displaced Tuluki
Posts: 265
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Post by najdorf on Jun 13, 2019 10:31:48 GMT -5
enter cave here
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najdorf
Displaced Tuluki
Posts: 265
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Post by najdorf on Jun 13, 2019 10:35:04 GMT -5
and some guidance, careful with these spiders you may die quickly in this gem-trapdoor room
<73/100 128/128 89/90 standing walking riding: none>-l A Narrow, Dead End Canyon [S, U] This narrow dead end of a canyon has been created by a large crack in the great reddish stone escarpment. This canyon is surprisingly devoid of plant life, and few signs of animal activity can be seen here either. The only exit is to return to the plains to the south. Twin obelisks flank the mouth of a dark cave in the northern canyon wall. A war beetle is reclining here.
l obelisk Two tall obelisks of rough brown stone stand on either side of the cave mouth. Each is about ten cords in height and tapers towards its crown.
<73/100 128/128 89/90 standing walking riding: none>-eq You are using: <on head> a stained beige dujat-chitin helm <around neck> a bloodied gurth shell collar <about throat> a water gourd <slung across back> a finely etched, baobab-handled warhammer <across back> a grey tregil hide backpack <on torso> a bloodied gurth shell and leather vest <over left shoulder> a burned coil of braided rope <on arms> a stained pair of mekillot-hide armguards <around right wrist> a bloodied durrit-claw bracer <around left wrist> a durrit-claw bracer <primary hand> a new tortoiseshell tower shield <as belt> a pouched belt <hung from belt> a thorny, blood-red tendril <hung from belt> a thorny, blood-red tendril <around body> a drab, weathered stormcloak <about waist> a duskhorn scalemail breechguard <on legs> a pair of gurth shell and leather leggings <around right ankle> a small leather pouch <on feet> a stained pair of gurth shell and leather boots
<73/100 128/128 90/90 standing walking riding: none>-l wall A dark cave bores into the northern canyon wall, flanked on either side by tall obelisks of brown stone.
<73/100 128/128 90/90 standing walking riding: none>-exa wall A dark cave bores into the northern canyon wall, flanked on either side by tall obelisks of brown stone.
<73/100 128/128 90/90 standing walking riding: none>-open wall A cave in the canyon wall is not a container.
<73/100 128/128 90/90 standing walking riding: none>-l cave A dark cave bores into the northern canyon wall, flanked on either side by tall obelisks of brown stone.
<73/100 128/128 90/90 standing walking riding: none>-exa pool Under an overhanging rockledge, a small pool of murky, dark water has accumulated. A selection of insect husks float atop the water. It's full of a clear liquid.
<74/100 128/128 90/90 standing walking riding: none>-enter cave You enter a cave in the canyon wall. Winding Cave [U, Leave] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave. Light floods in from the tunnel mouth south of here. <74/100 128/128 90/90 standing walking riding: none>-hunt
The figure in a drab, weathered stormcloak crouches down and looks for tracks.
<74/100 128/128 90/90 standing walking riding: none>-Your concentration falters... You draw a thorny, blood-red tendril.
<74/100 128/128 90/90 resting walking riding: none>-Winding Cave [U, Leave] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave. Light floods in from the tunnel mouth south of here.
<83/100 120/128 90/90 standing walking riding: none>-es torch u You hold your unlit large wooden torch. You light an unlit large wooden torch.
<83/100 120/128 90/90 standing walking riding: none>-The area is filled with a yellow light. Winding Cave [N, D] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave.
<83/100 116/128 90/90 standing walking riding: none>-n The area is enveloped in darkness. The area is filled with a yellow light. Winding Cave [S, U] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave. A dull red gem juts from the southern cave wall.
<85/100 112/128 90/90 standing walking riding: none>-u The area is enveloped in darkness. The area is filled with a yellow light. Winding Cave [N, D] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave.
<87/100 108/128 90/90 standing walking riding: none>-n The area is enveloped in darkness. The area is filled with a yellow light. Winding Cave [S, U] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave.
<87/100 104/128 90/90 standing walking riding: none>- You suffer from use of the Way.
<87/100 104/128 89/90 standing walking riding: none>-u The area is enveloped in darkness. Winding Cave [D, Leave] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave.
<87/100 100/128 89/90 standing walking riding: none>-l d Down below is darkness. [Near] It's completely dark over there.
<89/100 100/128 89/90 standing walking riding: none>-d The area is filled with a yellow light. Winding Cave [S, U] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave.
<91/100 96/128 90/90 standing walking riding: none>-s The area is enveloped in darkness. The area is filled with a yellow light. Winding Cave [N, D] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave.
<91/100 92/128 90/90 standing walking riding: none>-d The area is enveloped in darkness. The area is filled with a yellow light. Winding Cave [S, U] This dusty cave is tall enough to accomodate a stooped human and extremely narrow. Flat surfaces in the rock suggest that the tunnel was bored out of the mountain by crude tools instead of by natural forces. A hot, dry zephyr flows from above, coursing through the cave's twists and turns. Here and there a broken stick or thick deposit of shale rests in the passage, but otherwise little is remarkable about this dry cave. A dull red gem juts from the southern cave wall.
<91/100 88/128 90/90 standing walking riding: none>-break gem What do you want to break?
<91/100 88/128 90/90 standing walking riding: none>-get gem A dull red gem slides into the wall as you touch it. There is a scraping sound as the northern wall slides open. You open the stonedoor.
<91/100 88/128 90/90 standing walking riding: none>-emo startles The figure in a drab, weathered stormcloak startles.
<92/100 88/128 90/90 standing walking riding: none>-l w You see nothing special.
<92/100 88/128 90/90 standing walking riding: none>-exit Visible exits: North - Darkness South - Darkness Up - Darkness
<93/100 88/128 90/90 standing walking riding: none>-l s To the south is darkness. [Near] It's completely dark over there.
<93/100 88/128 90/90 standing walking riding: none>-l n A stonedoor to the north leads to darkness. [Near] It's completely dark over there.
<94/100 88/128 90/90 standing walking riding: none>-emo moves through the stonedoor with heavy steps The figure in a drab, weathered stormcloak moves through the stonedoor with heavy steps.
<96/100 88/128 90/90 standing walking riding: none>-n The area is enveloped in darkness. The area is filled with a yellow light. Chamber of the Wyvern [S, U, Quit] Hewn out of the black stone of this mountain, this gloomy, circular chamber is about twenty cords in diameter and is covered in webs. Dominating the center of the room is a massive obsidian statue of a wyvern in full flight, maw raised in a bestial roar. Thick webbing drapes the statue, but its overall form is still discernable. Otherwise the chamber is devoid of feature, save for a few deep holes bored into the walls at regular intervals along the room's circumference. The obsidian statue of a great wyvern perches upon a pedestal, wings outstretched. A bulbous spider with a shiny grey carapace climbs here, mandibles gnashing. A bulbous spider with a shiny grey carapace climbs here, mandibles gnashing.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 13, 2019 20:34:37 GMT -5
There is a glyph on that statue that just begs to be touched.
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Post by triskelion on Jun 15, 2019 22:17:10 GMT -5
I'm pretty sure that cave is no longer accessible.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 15, 2019 23:38:35 GMT -5
I've been to most of the rooms in the canyon of wastes. The map says there are three levels. I've found the underground tunnel, but havent found a single room you can climb up in, unless you are counting the gated stables room in Mal Krian.
Anyone know how to get "up" in the canyon of wastes, even if the only way is a fly spell or effect?
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delerak
GDB Superstar
PK'ed by jcarter
"When you want to fool the world, tell the truth." - Otto Von Bismarck
Posts: 1,670
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Post by delerak on Jun 16, 2019 12:57:07 GMT -5
I've been to most of the rooms in the canyon of wastes. The map says there are three levels. I've found the underground tunnel, but havent found a single room you can climb up in, unless you are counting the gated stables room in Mal Krian. Anyone know how to get "up" in the canyon of wastes, even if the only way is a fly spell or effect?
Back in the day there was some kind of spire you could climb. It was only 3-4 rooms I think but the top had a big bird nest and egg sometimes? The staff could choose or not choose to load a gargantuan Roc NPC that would fuck you up pretty bad. If I remember correctly someone did manage to tame it at some point and rode it around a bit. There was flying mounts I think if you're mounted and type fly it should say "This mount can't fly." Or something to that effect.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 16, 2019 14:32:00 GMT -5
I've been to most of the rooms in the canyon of wastes. The map says there are three levels. I've found the underground tunnel, but havent found a single room you can climb up in, unless you are counting the gated stables room in Mal Krian. Anyone know how to get "up" in the canyon of wastes, even if the only way is a fly spell or effect?
Back in the day there was some kind of spire you could climb. It was only 3-4 rooms I think but the top had a big bird nest and egg sometimes? The staff could choose or not choose to load a gargantuan Roc NPC that would fuck you up pretty bad. If I remember correctly someone did manage to tame it at some point and rode it around a bit. There was flying mounts I think if you're mounted and type fly it should say "This mount can't fly." Or something to that effect. Thanks!
The spire and nest is still there. It does not link to any other rooms.
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Post by shakes on Jun 16, 2019 15:31:06 GMT -5
There's a lot of cool shit over by that roc nest. There's a multi-level plateau where there's water and gurth and caves and a set of ledges that overlook a giant whirling pool of silt.
It's a cool place to go hang out and twink your mage skills, I suppose. There's stuff to fight and eat and water to drink but you're going to get pretty lonely. Hardly anyone ever goes back there.
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