Upon first entering the mines, we came across three creatures called
'rippers', previously encountered on Dal'noth island. These purple,
wyrm-like creatures are probably more then a match for your guards,
but our group managed to make quick work of the half dozen or so we
encountered, before seeing the mangled body of Gos'hotha, one of your
miners. Sadly, he was beyond the ability of a moonstone to heal. At
the muddy river, we took a right and entered the section of the mines
near the newly opened portion, where your men first started to
disappear. In this section we encountered several chami cobras,
deadly adders, and of more consequence, sighted three Tok'han. They
appear to be some sort of overgrown, perhaps mutated snake like
creature. The upper body stands upright, and it has two long,
powerful arms and appears to have quite large fangs. Our group was
not quite ready for their strength, and a good deal of us fell.
Quickly we recovered, and went back to challenge these creatures. We
disposed of another half dozen grey/black hued tok'hans fairly easily
after we were acquainted with their fighting style. We then crossed
over the bridge, passing another fallen dwarf, Ha'yr'vok, into unknown
Across the bridge, we encountered an olive colored tok'han, which was
a bit stronger. There was a good assortment of other snakes and
cobras as well, and a few pesty co'acha pests. We also enountered the
first blymoid, a significantly smaller creature, perhaps the size of a
dwarf. They are not too difficult, but can take quite a beating. A
little ways into the tunnel, it forked north and south. We traveled
for a bit down the south tunnel, but saw a tok'han behind us so turned
to face it. A few more appeared towards the north fork, so we ended
up following that direction. Killing several more tok'hans in the
tunnels, we came upon a place where the terrain changed. It appeared
to be darker, rougher, more gravelly. The place it led seemed to
perhaps be their lair? Difficult to say, without more information.
That place will need to be explored. From this point, the tok'han and
cave cobras caused a great deal of difficulty, and the rest of the
time was spent in retreat and attempting to rescue the fallens. I'll
make certain you are kept informed as we find out more information.
It seems interesting that these rippers are here...perhaps these
tunnels connect to Dal'Noth island. Our community would be greatly
interested in exploring them, if so. If any strange, slime-like
creatures are reported by your guards, please, let us know. Tanki.
Please, I've been informed that the barrier has been left open. If
anyone has found new information, please keep the rest of us informed.
I would also suggest that ill-prepared exiles do not venture in these
tunnels looking for a fun, exciting time. There is extreme danger: be
Here's a little more info for the curious about the nature of the
creatures inhabiting the mines:
€ [Grey] Tok'Han: The easiest of the bunch, moves at about 70% exile
speed, easily hittable with about 150 Atkus, hits like an Orga Fury and
takes about as much to brick.
€ [Olive] Tok'Han: Medium strength, hits like an Orga Wrath, with
perhaps a little less damage. Requires roughly 300 Atkus to hit.
€ [Green] Tok'Han: The strongest of the bunch, swings twice as fast as
either of the other two and hits like a Cave Cobra. Haven't seen anyone
bricking them yet. They require 500+ Atkus to hit. So far the only
person I've seen reliably striking them is Aldernon.
Tok'Hans are all called "Tok'Han" and look like upright snakes with
arms. They all move at about 70% exile speed and behave similarly to the
larger Orgas like the Wrath and Hatred.
€ Blymoid (different flavours)? Blymoids are fairly weak, easy to hit
even for healers and don't do much damage when they hit, but have LOADS
of health and moderate troilus, so they may take a while to kill if
you're low on fighter power.
€ Chami and Cave cobras are not unique to this area, but here they are
found in abundancy. Chamis are more abundant, but there are a fair
number of Caves, too.
€ Rippers hit hard and fast and require about 200 Atkus to strike.
€ Co'achas are scavengers. They're easy to hit and brick, but pose a
threat to healers since they hit fairly hard. They don't eat fallens
very badly, not even as badly as rats.
€ Dead dwarves don't pose much of a threat, but they DO inhabit the
mines ;) They usually have something to say about the sudden attack of
the Tok'Han, and it might be a good idea to listen to them.
When exploring the caverns it is best to retreat two sn'ells at a time
if you are forced to back track, since most of the creatures are capable
of following you and appearing while you're still weak and healing up.
It also seems that retreating and then staying near the sn'ell edge
sir Hidden T. Thoom
Knight of the South Farms Empire
and High Priest to Mak'ros
> € [Green] Tok'Han: The strongest of the bunch, swings twice as fast as
> either of the other two and hits like a Cave Cobra. Haven't seen anyone
> bricking them yet. They require 500+ Atkus to hit. So far the only
> person I've seen reliably striking them is Aldernon.
I'll add that these are fairly easy to rod, With J'jh, Larno, and
Warrper help I was able to hold one of these for Natas & Kamik to kill.
They will break away from the rod point and chase down an injured exile though.
Deep in the mines is a hut on a plateau that we where unable to reach.
I'd ceratinly be interested in exploring further if the barriers remain
J'nder - J'Team & Owe
> Deep in the mines is a hut on a plateau that we where unable to reach.
More specifically, this is directly through the east barrier from the
conference room, or south of the second snell if you take the north
> I'd ceratinly be interested in exploring further if the barriers remain
Last night we also found a PF path to a tunnel that leads to a cavern
that was packed with Tok'Han and snakes. It's 2-way, leading from the
cavern you enter after taking the south fork from Snell #3 (the long
rocky passage that leads either to the Tok'Han den or the Blymoid
cavern). We barely made it out with our lives, because the entrance into
the cavern is very narrow at the beginning.
The way we eventually rescued ourselves was waiting for it to clear up
some then having a chainer enter and /pull the nearest exile, then chain
Maybe this newsgroup isn't the place to describe a new area in detail.
> Maybe this newsgroup isn't the place to describe a new area in detail.
When *you* explore something new, you can disseminate the information
however, wherever, and to whoever you want. Whatever a group *I* am
leading finds is made public. I can count exactly two strict-play types
who normally post to this newsgroup who would actively NOT want to hear
what I said, and they're both probably smart enough not to read a thread
entitled "Melabrion's Mines" if they don't want to be spoiled.
> In article <B9391A82.8CAD%co...@mac.com>, Lex <co...@mac.com> wrote:
> > Maybe this newsgroup isn't the place to describe a new area in detail.
> > Lex
> When *you* explore something new, you can disseminate the information
> however, wherever, and to whoever you want. Whatever a group *I* am
> leading finds is made public.
My guess is Lex was referring to the difficulty in conveying what a
snell looks like with text.
Did anyone make a movie, or take some pictures? They might be more
He changed this to say one way for monsters...monsters could get in,
but not out. I can't really think of any monsters that would be on
the outside getting in...but he said it would be two way for exiles.
If there was a fear of it being one way, all exiles would be able to
get out, just not in, he assured me.