The City of Salburg: Difference between revisions
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==Area notes== | ==Area notes== | ||
You will need [[ | You will need [[detect traps|detect_traps]] to open the secret passages. A tall oak tree in room 18 on the map; A twisty old tree in room 3 on the map; an old willow tree in room 9 on the map. | ||
Gates to the city (2e, 2ne, 2n) open at 6 am, and presumably close at night fall. You can kill the cityguard easily with a dev thief (magic or nonmagic both | |||
work) to get the key to unlock the gate. | |||
If you go in at night you'll encounter blood lurchers. Seem easy to kill, dev thief works nicely again, magic and nonmagic. Saw me through hide. | |||
Swamps of Morbid Decay Maze | |||
Swamp beasts are stunnable and easy kills. Can multi. They pop thick piece of lizard hides, rough rate so far looks 1 in 3. | |||
Object 'a thick piece of lizard hide' is infused with your magic... | |||
It is a level 30 armor, weight 3. | |||
Locations it can be worn: back | |||
Special properties: none | |||
This armor has a gold value of 0. | |||
Armor class is 15 of 15. | |||
Casts inner warmth on wear | |||
To get out of the swamp, track Zharruk'din. This will put you a few n of the gatekeeper. | |||
Gatekeeper questions I've encountered so far: | |||
You have to TELL him the answer and then he attacks you. | |||
It was killable on 2 neut thieves, just took a while. | |||
What is the name of the witches' village? | |||
-Saminalis | |||
What is Rharef's job? | |||
-the smithy | |||
Who is the high witch? | |||
-Wicedien | |||
Creatures roam the streets of Salburg at night. What are they? | |||
-blood lurchers | |||
The gatekeeper is DEAD!! | |||
The gatekeeper opens the gate. | |||
The gatekeeper says 'You have released me from my contract with Zharr'mak. Perhaps he shall finally let me rest...' | |||
The gatekeeper dissolves into the ethereal plane. | |||
You cannot passdoor through the gate but if you have an alt past the gate they can doorbash/whatever the gate from the other side so you may enter. | |||
However, instead of killing him, we have an alt behind the door. | |||
Quicksand Maze? | |||
The one room I did get to look in was 1u from a dt, and no hidden n/e/s/w exits. However it was safe to recall normally. Seems most likely to just be a DT. | |||
Forest of Despair Maze | |||
Seems to be a static maze. Need to explore it more. | |||
Meldrew found a tree here to detrap. He thinks it has the ancient amulet of dispersal, but we arent sure yet. | |||
[[Image:Salburg2.jpg]] | |||
Latest revision as of 11:31, 29 April 2024
Directions
- General:
8n, ne, w, n, ne, nw, e, ne, n, e, ne, 2n, 2ne, w, 2nw, 3n, ne, e - zMUD:
#8 n;ne;w;n;ne;nw;e;ne;n;e;ne;#2 n;#2 ne;w;#2 nw;#3 n;ne;e - MUSHClient:
# 8n (ne) w n (ne) (nw) e (ne) n e (ne) 2n 2(ne) w 2(nw) 3n (ne) e
Information
- Author(s): RoD
- Credits: Kinux and Selina (Primary Building), Thoric (Original Concept)
- Level Range: 35 - 50
- Repop Message:
A foul wind blows through the city, bringing with it despair and regret. - Approximate Repop Frequency: every ~30 minutes
- Geo: Forgotten Woods Geo
- Astral/Portal Point: Unknown
- Mob and Item List
Description
In ages past, when the Realm was still new, a young ranger relaxed under a large oak, contemplating his work. With much to do he set off into the world, leaving behind his newest creation, the fair City of Salburg. Over time, the city fell into disrepair. The once powerful Duke who ruled over the city vanished, under rumours that a dark mage had taken residence in his keep. Once renowned for its healers, the city turned its back on the village of wise women who lived nearby, shunning them, and labeling them 'witches'. Rumours held that they were in league with the dark mage, teaching him many of their sinister secrets. Time has been unkind to Salburg, and the fair city is but a shadow of its former self. The footprints of the well known ranger have not entirely vanished from its lands, however, and though steeped in despair, a glimmer of hope remains.
Map

Area notes
You will need detect_traps to open the secret passages. A tall oak tree in room 18 on the map; A twisty old tree in room 3 on the map; an old willow tree in room 9 on the map.
Gates to the city (2e, 2ne, 2n) open at 6 am, and presumably close at night fall. You can kill the cityguard easily with a dev thief (magic or nonmagic both work) to get the key to unlock the gate. If you go in at night you'll encounter blood lurchers. Seem easy to kill, dev thief works nicely again, magic and nonmagic. Saw me through hide.
Swamps of Morbid Decay Maze Swamp beasts are stunnable and easy kills. Can multi. They pop thick piece of lizard hides, rough rate so far looks 1 in 3. Object 'a thick piece of lizard hide' is infused with your magic... It is a level 30 armor, weight 3. Locations it can be worn: back Special properties: none This armor has a gold value of 0. Armor class is 15 of 15. Casts inner warmth on wear To get out of the swamp, track Zharruk'din. This will put you a few n of the gatekeeper. Gatekeeper questions I've encountered so far: You have to TELL him the answer and then he attacks you. It was killable on 2 neut thieves, just took a while. What is the name of the witches' village? -Saminalis What is Rharef's job? -the smithy Who is the high witch? -Wicedien Creatures roam the streets of Salburg at night. What are they? -blood lurchers The gatekeeper is DEAD!! The gatekeeper opens the gate. The gatekeeper says 'You have released me from my contract with Zharr'mak. Perhaps he shall finally let me rest...' The gatekeeper dissolves into the ethereal plane. You cannot passdoor through the gate but if you have an alt past the gate they can doorbash/whatever the gate from the other side so you may enter. However, instead of killing him, we have an alt behind the door. Quicksand Maze? The one room I did get to look in was 1u from a dt, and no hidden n/e/s/w exits. However it was safe to recall normally. Seems most likely to just be a DT. Forest of Despair Maze Seems to be a static maze. Need to explore it more. Meldrew found a tree here to detrap. He thinks it has the ancient amulet of dispersal, but we arent sure yet.
