The death of [20 Monk] Kymaz (Orc)

in Rugged Hills of the Hearth Valley

from the perspective of [46 Shadowmage] Aram The Resistance (Gnome)

<worn as a badge>    the insignia of swirling feathers and flowing water
<worn on head>       a troll brewer's fez of clarity
<worn in ear>        a glowing jade earring (glowing)
<worn in ear>        a pair of silver earrings with red rubies
<worn on face>       a mask of shadows [superior]
<worn around neck>   a cloak of dragons (glowing) [81%]
<worn around neck>   the necklace of the icecrag royalty [superior]
<worn on body>       the Living Necroplasm (invis)[173h 21m 17s]
<worn about body>    a griffon feather cloak [poor]
<worn about waist>   a mystical blue sash (glowing)
<worn on belt buckle>a glowing quill (glowing)
<attached to belt>   a midnight blue tome with silver bindings (glowing)
<worn on arms>       the sleeves of sorcery (glowing)
<held as shield>     a bloody emerald shield from The Forest City of Aravne
<worn around wrist>  some oddly engraved bracers [superior] [64%]
<worn around wrist>  a bracelet of the earth [superior]
<worn on hands>      a pair of crystalized gloves (glowing) (humming)
<worn on finger>     a wisp of deadly mist
<worn on finger>     a glowing ruby ring
<held>               a long gnarled moorwood staff headed with dwarven skulls (glowing)
<worn on legs>       some pantaloons covered in runes
<worn on feet>       boots of brain golem skin


<map>
Zone: Rogue Plains.
Room: A Corrupted Valley
</map>
A Corrupted Valley
   The rolling, serene hills of the Plains are left behind here,
replaced with a twisted, blackened earth that reeks of death and decay.
This vague trail leads through a series of small foothills that jut
out from the earth in odd, jagged angles, seemingly utterly unnatural.
The path leads east to west along the rotted earth, and each step
the light of day seems to dwindle and fade into nothingness.
Obvious exits: -East  -West 
A tuffle of brown plants grows in the soil here.

< 529h/426H 144v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: A Corrupted Valley
</map>
A Corrupted Valley
   The rolling, serene hills of the Plains are left behind here,
replaced with a twisted, blackened earth that reeks of death and decay.
This vague trail leads through a series of small foothills that jut
out from the earth in odd, jagged angles, seemingly utterly unnatural.
The path leads east to west along the rotted earth, and each step
the light of day seems to dwindle and fade into nothingness.
Obvious exits: -East  -West 

< 529h/426H 142v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: A Change in the Plains
</map>
A Change in the Plains
   The plains change quickly here, from the eastern rolling hills,
barren though still alive, to the west, where the soil itself becomes
decayed and black with rot. The smell of death begins to waft into the
nostrils, forcing gagging, and all the signs point that this trail leads
to somewhere not meant for normal men to go.  Truely, this must be the
reason why the Ebriham horselords have such tight security.
Obvious exits: -North -West 

< 529h/426H 141v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 529h/426H 142v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 529h/426H 142v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Eastern Watchtower
</map>

<map>
Zone: Rogue Plains.
Room: The Eastern Watchtower
</map>
The Eastern Watchtower
   This watchtower looks over the pathway through the valley to the
west and the Rogue Plains in the east.  Manned and constructed by the
Ebriham horselords, the watchtower is just high enough to give the few
sentinels on guard here the ability to scan out over the plains and
keep an alert for danger.  It has been constructed from sturdy timber
imported from Desolate and acts as first defense post from the west.
Obvious exits: -East  -South
A powerful Ebriham sentinel stands guard by the watchtower.
A powerful Ebriham sentinel stands guard by the watchtower.

< 529h/426H 141v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: Edge of the Rogue Plains
</map>
Edge of the Rogue Plains
   Within scanning distance, the Rogue Plains can be seen, spreading
out majesticly with their pronouced, rolling hills. The plains are well
known for the terrain, as they have a quiet, awe-inspiring beauty about
them, even without lush patures or oasis.  The plains themselves are
home to much indiginous wildlife, as well as several nomadic tribes.
Obvious exits: -East  -West 

< 529h/426H 139v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -East  -South -West 

< 529h/426H 138v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -East  -South
A huge buffalo grazes the plains here.

< 529h/426H 137v/149V Pos: standing >
A huge buffalo leaves north.

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -East  -South

< 529h/426H 136v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 136v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -East  -South -West 

< 528h/426H 135v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -East  -South

< 528h/426H 134v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 134v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 135v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -East  -South -West 

< 528h/426H 133v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: A Winding Trail Through the Cliffs
</map>
A Winding Trail Through the Cliffs
   This trail seems to be the only way up the hills that surround
the Rogue Plains.  It is a hard climb, and doesn't seem to be used
very often.  Often along the path rocks will give way underneath ones
feet, sending stones tumbling down the cliff face. The further up
one climbs the thinner the air becomes, which is turn makes the
climb even more difficult.
Obvious exits: -East  -West 

< 528h/426H 132v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: A Winding Trail Through the Cliffs
</map>
A Winding Trail Through the Cliffs
   This trail seems to be the only way up the hills that surround
the Rogue Plains.  It is a hard climb, and doesn't seem to be used
very often.  Often along the path rocks will give way underneath ones
feet, sending stones tumbling down the cliff face. The further up
one climbs the thinner the air becomes, which is turn makes the
climb even more difficult.
Obvious exits: -East  -Up   

< 528h/426H 131v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 132v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: A Winding Trail Through the Cliffs
</map>
A Winding Trail Through the Cliffs
   This trail seems to be the only way up the hills that surround
the Rogue Plains.  It is a hard climb, and doesn't seem to be used
very often.  Often along the path rocks will give way underneath ones
feet, sending stones tumbling down the cliff face. The further up
one climbs the thinner the air becomes, which is turn makes the
climb even more difficult.
Obvious exits: -East  -West 

< 528h/426H 131v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -East  -South -West 

< 528h/426H 130v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -South -West 

< 528h/426H 128v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 129v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 129v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 129v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -West 

< 528h/426H 128v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 128v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 528h/426H 128v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 527h/426H 129v/149V Pos: standing >

<map>
Zone: Rogue Plains.
Room: The Rogue Plains
</map>
The Rogue Plains
   The rolling hills here stretch out far in every direction, the Rogue
Plains, named for dangerous undead assassins that prowl the area, have
been a source of conflict for an ages.  The plains are home to the Ebriham
horselords, a fierce band of humans that settled here hundreds of years
ago. The plains themselves are near devoid of vegetation or landmarks,
and sunbaked earth vibrates constantly with the thumping of hooves of
the horselord patrols, even miles away in the distance.
Obvious exits: -North -East 
A tuffle of brown plants grows in the soil here.

< 527h/426H 127v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 527h/426H 127v/149V Pos: standing >
Alas, you cannot go that way. . . .

< 527h/426H 128v/149V Pos: standing >
You start chanting...

< 527h/426H 131v/149V Pos: standing >
You complete your spell...

<map>
Zone: The Desert City of Venan'Trut.
Room: Smokey Tap Room of the One Armed Dwarf
</map>
Smokey Tap Room of the One Armed Dwarf
   Tables are numerous, chairs are plentiful, customers are everywhere. The
only thing keeping this tavern from becoming great is the quality of the
customers and the location of this business in a desert full of nomads and
tyrants. Stains on top of the tap floor are from either from lousy dancers or
drunk dancers. On the outside of the tap floor are huge cobblestones that have
been embedded into the sand below to allow for stable footing along within the
bar. A huge counter remains in the western corner of the room. Within the
center of the counter an opening opens up for customers to head upstairs to the
rooms for rent, once they have paid of course. Fights often break out here,
which is the reason behind the two burly bouncers standing side by side by
the hearth in the far northern section of the room, however, these fights often
end abruptly as they're tossed out onto the street and onto their asses.
Obvious exits: -West 
A barmaid services a patron under the counter.(Red Aura)
A patron of the bar enjoys the entertainment.(Red Aura)
A patron of the bar enjoys the entertainment.(Red Aura)
(Q)A heavily cloaked figure sits at the bar.(Red Aura)
(Q)Narggle, the bartender, serves drinks.(Red Aura)

< 527h/426H 132v/149V Pos: standing >
You get a small pile of coins from your bottomless bag of the shield dwarves.
There were: 112 platinum coins, 2 gold coins, 3 silver coins, 6 copper coins. 

< 527h/426H 136v/149V Pos: standing >
You feel queasy as the Living Necroplasm sends its tendrils deep into your body, harvesting your lifeforce!
You quickly scan the area.
A fat bouncer who is close by to your west.
A burly bouncer who is close by to your west.

< 507h/426H 137v/149V Pos: standing >
No-one by that name here...

< 506h/426H 143v/149V Pos: standing >
Narggle says in common 'Baaaaaah! Finish the quest that you're already on first, then come back!'
If you unable to finish it, go to the quest master and ask him to take you of duty!

< 506h/426H 143v/149V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        (neutral)       
   The Twisting Tunnels of the Durian Underdark  (neutral)       
   Court of the Muse                             (slightly good) 
   The Battlefield                               (neutral)       
  *The Swamp Laboratory of Khul'Lor              (slightly evil) 
   Clan Stoutdorf Settlement                     (neutral)       
   Kobold Settlement                             (neutral)       
  *The High Moor Forest                          (slightly evil) 
   The Stone Tomb of Kelek                       (extremely evil)
   Orrak                                         (neutral)       
   Pits of Cerberus                              (neutral)       
   Myrloch Vale                                  (neutral)       
   Pharr Valley Swamp                            (neutral)       
   Village of Werrun                             (neutral)       
   Nizari                                        (very good)     
   The Dark Stone Tower of the Northern Realms   (neutral)       
   Tower of High Sorcery                         (slightly good) 
   Bloodstone Keep                               (neutral)       
   The Temple of the Sun                         (slightly good) 
   The Elemental Groves                          (neutral)       
   Temple of Flames                              (evil)          
   Drustl's Yerdonia Enslaved                    (neutral)       
   The Obsidian Citadel                          (slightly good) 
   The Ruins of Undermountain                    (neutral)       
   The Mountain of the Banished                  (neutral)       
   Nakral's Crypt                                (neutral)       
   The Outcasts Tower                            (slightly good) 
   Fort Boyard                                   (slightly evil) 
   Crystalspyre Mountains                        (neutral)       
   The Prisons of Carthapia                      (slightly evil) 
   Faerie Realm                                  (good)          
   The Ruins of Tharnadia's Old Quarter          (neutral)       
   The Fields Between                            (neutral)       
   The Githyanki Fortress                        (slightly good) 
   Labyrinth of No Return                        (neutral)       
   The Desert City of Venan'Trut                 (neutral)       
   Rogue Plains                                  (neutral)       
   City of Torrhan                               (neutral)       
   The Lair of the Swamp Troll King              (slightly evil) 
   Zalkapfaan, City of the Headless Horde        (neutral)       
   New Cave city                                 (slightly good) 
   Ice Tower                                     (neutral)       
   Desolate Under Fire                           (neutral)       
   The Citadel                                   (slightly evil) 
   The Twin Keeps of Devastated Tharnadia        (neutral)       
   IceCrag Castle                                (neutral)       
   Prison of Fort Boyard                         (slightly evil) 
   The Ancient Halls of Ironstar                 (neutral)       
   The Jade Empire                               (slightly good) 
   Mazzolin                                      (neutral)       
   Forest of Mir                                 (slightly good) 
   Quintaragon Castle                            (neutral)       
   The Sky City of Ultarium                      (slightly evil) 
   Lair of the Gibberling King                   (neutral)       
   Plane of Air                                  (neutral)       
   The Kingdom of Torg                           (neutral)       
   Tribal Oasis                                  (pure evil)     
   The Para-Elemental Plane of Smoke             (slightly good) 
   Plane of Water                                (slightly evil) 
   Shadamehr Keep                                (neutral)       
   The Temple to Skrentherlog                    (neutral)       
   Alatorin - the Forge City                     (neutral)       
   The Trakkia Mountains                         (slightly evil) 
   The Ethereal Plane                            (neutral)       
  *The Caverns of Armageddon                     (good)          
   The Forest City of Aravne                     (slightly evil) 
   Plane of Fire                                 (slightly evil) 
   Ruined Temple of Tezcatlipoca                 (evil)          
   The Astral Plane                              (slightly evil) 
   Jotunheim                                     (evil)          
   The Transparent Tower                         (slightly good) 
   Krethik Keep                                  (slightly evil) 
   Temple of the Earth                           (neutral)       
   Sea Kingdom                                   (slightly good) 
   Plane of Earth                                (slightly evil) 
   Sevenoaks                                     (neutral)       
   The Keep of Evil                              (slightly good) 
   The Forgotten Mansion                         (neutral)       
   Domain of Lost Souls                          (slightly evil) 
   The Hall of Knighthood                        (evil)          
   The Depths of Duris                           (neutral)       
   Arachdrathos Guilds                           (neutral)       
   Valley of the Snow Ogres                      (neutral)       
   The Great Shaboath                            (neutral)       
   The Tempest Court                             (neutral)       
   Pit of Dragons                                (slightly good) 
   Ny'Neth                                       (neutral)       
   Lost Temple of Tikitzopl                      (slightly evil) 
   The Scorched Valley                           (neutral)       
   The Realm of Barovia                          (neutral)       
   The Royal Mausoleum of Castle IceCrag         (slightly evil) 
   Plane of Fire, Brass                          (evil)          
   Githzerai Stronghold                          (neutral)       
   Ceothia                                       (neutral)       
   Tiamat                                        (neutral)       
   The Fortress of Dreams                        (neutral)       
   Bahamut's Palace                              (neutral)       
   Dragonnia                                     (neutral)       
   The Charcoal Palace                           (neutral)       
   Vecna's Tomb                                  (neutral)       
   Ny'Neth's Stronghold                          (neutral)       
   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (neutral)       
   The Hall of the Ancients                      (neutral)       
   The Bronze Citadel                            (neutral)       
   Ny'Neth's Stronghold Continued                (neutral)       
   Negative Material Plane                       (slightly evil) 
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (neutral)       
   Castle Ravenloft                              (neutral)       

* = already completed this boot.

< 506h/426H 149v/149V Pos: standing >
Narggle says in common 'OH NO, you've cost me alot of time and money, but toss me 24 platinum, and 9 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 506h/426H 149v/149V Pos: standing >
Narggle says in common 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 9 gold, and 2 silver.'
You hand over the money.
Narggle gave you the following quest:
Go ask Death in The Forgotten Mansion about the Month of GreatWind.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Narggle says in common 'Remember, you can always type 'quest' to see your current quest.'

< 506h/426H 149v/149V Pos: standing >
Narggle says in common 'OH NO, you've cost me alot of time and money, but toss me 24 platinum, and 9 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 505h/426H 149v/149V Pos: standing >
Narggle says in common 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 9 gold, and 2 silver.'
You hand over the money.
Narggle gave you the following quest:
Go ask Lord Berani in The Valoisian Castle about the Month of GreatWind.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Narggle says in common 'Remember, you can always type 'quest' to see your current quest.'

< 505h/426H 149v/149V Pos: standing >
Narggle says in common 'OH NO, you've cost me alot of time and money, but toss me 24 platinum, and 9 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 505h/426H 149v/149V Pos: standing >
Narggle says in common 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 9 gold, and 2 silver.'
You hand over the money.
Narggle gave you the following quest:
Go kill 2 a zombie cultist (2 left) in Ruined Temple of Tezcatlipoca!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Narggle says in common 'Remember, you can always type 'quest' to see your current quest.'

< 505h/426H 149v/149V Pos: standing >
Narggle says in common 'OH NO, you've cost me alot of time and money, but toss me 24 platinum, and 9 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 505h/426H 149v/149V Pos: standing >
Narggle says in common 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 9 gold, and 2 silver.'
You hand over the money.
Narggle gave you the following quest:
Go kill 7 a haunt (7 left) in The Trakkia Mountains!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Narggle says in common 'Remember, you can always type 'quest' to see your current quest.'

< 505h/426H 149v/149V Pos: standing >
Narggle says in common 'OH NO, you've cost me alot of time and money, but toss me 24 platinum, and 9 silver and I'll take care of your task!'
You dont have that much money...

< 505h/426H 149v/149V Pos: standing >
Narggle says in common 'Baaaaaah! Finish the quest that you're already on first, then come back!'
If you unable to finish it, go to the quest master and ask him to take you of duty!

< 505h/426H 149v/149V Pos: standing >
Ok.
You put 12 platinum, 1 gold, 9 silver, and 6 copper coins into a bottomless bag of the shield dwarves.

< 504h/426H 149v/149V Pos: standing >

< 504h/426H 149v/149V Pos: standing >

< 504h/426H 149v/149V Pos: standing >

< 504h/426H 149v/149V Pos: standing >

< 503h/426H 149v/149V Pos: standing >
You start chanting...

< 503h/426H 149v/149V Pos: standing >

< 503h/426H 149v/149V Pos: standing >
Casting: relocate *

< 503h/426H 149v/149V Pos: standing >
You complete your spell...
You start to become less solid, then fade into nothing!
   ^**^.^MM...    
  M^***..^M^...   
 M^**^*.^^.M^..+  
  *******....M.+  
   *M+**@**.^.^+  
    ^M++++++++++  
   *M+*^*.****.+  
  M^******....^   
   M^***^..MMM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 
Wash  The Resistance (Dwarf)(medium) stands in mid-air here.
You materialize elsewhere!

< 502h/426H 149v/149V Pos: standing >
   ^**^.^MM...    
  M^***..^M^...   
 M^**^*.^^.M^..+  
  *******....M.+  
   *M+**@**.^.^+  
    ^M++++++++++  
   *MM*^*.****.+  
  M^******....^   
   M^***^..MMM    

< 502h/426H 149v/149V Pos: standing >

< 502h/426H 149v/149V Pos: standing >

< 502h/426H 149v/149V Pos: standing >
   ^**^.^MM...    
  M^***..^M^...   
 M^**^*.^^.M^..+  
  *******....M.+  
   *M+**@**.^.^+  
    ^M++++++++++  
   *M+*^*.****.+  
  M^******....^   
   M^***^..MMM    

< 502h/426H 149v/149V Pos: standing >
You thank Wash heartily.

< 502h/426H 149v/149V Pos: standing >
   ^**^.^MM...    
  M^***..^M^...   
 M^**^*.^^.M^..+  
  *******....M.+  
   *M+**@**.^.^+  
    ^M++++++++++  
   *MM*^*.****.+  
  M^******....^   
   M^***^..MMM    

< 502h/426H 149v/149V Pos: standing >

< 502h/426H 149v/149V Pos: standing >
Pardon?

< 502h/426H 149v/149V Pos: standing >
   ^**^.^MM...    
  M^***..^M^...   
 M^**^*.^^.M^..+  
  *******....M.+  
   *M+**@**.^.^+  
    ^M++++++++++  
   *M+*^*.****.+  
  M^******....^   
   M^***^..MMM    

< 502h/426H 149v/149V Pos: standing >

< 502h/426H 149v/149V Pos: standing >

< 502h/426H 149v/149V Pos: standing >
Wash leaves south.

< 502h/426H 149v/149V Pos: standing >
   ^**^.^MM...    
  M^***..^M^...   
 M^**^*.^^.M^..+  
  *******....M.+  
   *M+**@**.^.^+  
    ^M++P+++++++  
   *M+*^*.****.+  
  M^******....^   
   M^***^..MMM    

< 502h/426H 149v/149V Pos: standing >
You start chanting...

< 502h/426H 149v/149V Pos: standing >
Casting: relocate *
Wash enters from the south.

< 501h/426H 149v/149V Pos: standing >
   ^**^.^MM...    
  M^***..^M^...   
 M^**^*.^^.M^..+  
  *******....M.+  
   *MM**@**.^.^+  
    ^M++++++++++  
   *M+*^*.****.+  
  M^******....^   
   M^***^.M^MM    

< 501h/426H 149v/149V Pos: standing >
Casting: relocate 

< 501h/426H 149v/149V Pos: standing >
You complete your spell...
You start to become less solid, then fade into nothing!
   MM^M^^.^.^.    
  MMM^MM++++M++   
  MMM^^^........  
  MMMM^.P.^..***  
  MMM^^.@^..****  
   MMM^^....M***  
   MMM^^^.....**  
    MM^^.^^....   
    MMM^......    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East  -South -West 
Zloin  The Resistance (Gnome)(small) stands here.(Red Aura)
You materialize elsewhere!

< 501h/426H 149v/149V Pos: standing >
   MM^M^^.^.^.    
  MMM^MM++++M++   
  MMM^^^P.......  
  MMMM^.^.^..***  
  MMM^^.@^..****  
   MMM^^....M***  
   MMM^^^.....**  
    MM^^.^^....   
    MMM^......    

< 501h/426H 149v/149V Pos: standing >
   MM^M^^.^.^.    
  MMM^MM++++M++   
  MMM^^^........  
  MMMM^.P.^..***  
  MMM^^.@^..****  
   MMM^^....M***  
   MMM^^^.....**  
    MM^^.^^....   
    MMM^......    
You feel less feeble.
You feel less feeble.
You feel like a potion could do you good once again.
Zloin leaves north.

< 501h/426H 149v/149V Pos: standing >
   MM^M^^.^.^.    
  MMM^MM++++M++   
  MMM^^^........  
  MMMM^.P.^..***  
  MMM^^.@^..****  
   MMM^^....M***  
   MMM^^^.....**  
    MM^^.^^....   
    MMM^......    

< 501h/426H 149v/149V Pos: standing >
   MM^M^^.^.^.    
  MMM^MM+++M+++   
  MMM^^^........  
  MMMM^.P.^..***  
  MMM^^.@^..****  
   MMM^^....M***  
   MMM^^^.....**  
    MM^^.^^....   
    MMM^......    

< 501h/426H 149v/149V Pos: standing >

< 501h/426H 149v/149V Pos: standing >
You failed.

< 501h/426H 149v/149V Pos: standing >
You failed.

< 501h/426H 149v/149V Pos: standing >
   MM^.^^MMMMM    
  MMM^M^^.^.^..   
  MMM^MM+++M++++  
  MMM^^^........  
  MMMM^.@.^..***  
  MMM^^..^..****  
   MMM^^....M***  
   MMM^^^.....*   
    MM^^.^^...    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East  -South -West 
Zloin  The Resistance (Gnome)(small) stands here, fighting an Orc. (casting) (Red Aura)
An Orc (medium) stands here, fighting Zloin. (Non-Fraggable)(Red Aura)

< 501h/426H 147v/149V Pos: standing >
You start chanting...
You snap into visibility.

< 501h/426H 147v/149V Pos: standing >
Zloin completes his spell...
Zloin utters the words 'izoahuzz qaijudigguai bragh'
Zloin's concussion blast rips into an Orc, shattering his soul!
   MM^.^^MMMMM    
  MMM^M^^.^.^..   
  MMM^MM++M+++++  
  MMM^^^........  
  MMMM^.@.^..***  
  MMM^^..^..****  
   MMM^^....M***  
   MMM^^^.....*   
    MM^^.^^...    

< 501h/426H 147v/149V Pos: standing >
You complete your spell...
[Damage: 91 ] Your mighty fist smashes into an Orc's body, killing him instantly!
An Orc's chipped polished bone collar [poor] was completely destroyed by the massive blow!
An Orc is dead! R.I.P.
You receive your share of experience.