<worn in ear> a long beast-shaped earring
<worn in ear> a masterly-crafted copper earring
<worn on face> a frogskin mask [superior]
<worn around neck> a humming bone torque
<worn about body> a fur cloak
<worn as quiver> a crude marble quiver
<worn about waist> a tigerskin belt [superior]
<held as shield> an unearthly softwood tower shield
<worn around wrist> a tigerbone bracelet [poor]
<worn around wrist> a trollskin wrist band [superior]
<worn on hands> some unearthly glass gauntlets
<worn on finger> a glittering iron signet
<primary weapon> a tiger thigh bone [superior]
<worn on legs> some boreal hide leggings from Valley of Crushk
<worn on feet> some muddy cloth boots [poor]
Before a Leaning Hut
Obvious exits: -North -East -South
The corpse of a bullywug adult is lying here.
The corpse of a bullywug hunter is lying here.
The corpse of a bullywug hunter is lying here.
An apprentice shaman parades its new-found power for all to see.(Red Aura)
A young bullywug guard stands in mid-air here, fighting YOU!(Red Aura)
< 23h/123H 142v/142V Pos: standing >
< T: Vess TP: sta TC:pretty hurt E: bullywug sta EP: small wounds >
A young adult bullywug enters from the north.
< 23h/123H 142v/142V Pos: standing >
< T: Vess TP: sta TC:pretty hurt E: bullywug sta EP: small wounds >
You attempt to flee...
A Muddy Trail
One of the many muddy trails through the bullywug village, this area is
lined with rotting refuse and stinks of garbage. The swamp and surrounding
jungle swallow almost all trash, but the smell tends to hang in the humid air
for an eternity. Small huts have been built throughout the area, some on
stilts, some clinging to the exposed roots of the large swamp mangroves. None
of the huts is much to look at, if the trees weren't so thick a simple gust of
wind would knock most of them into pieces. A frail hut lies to the east and
the trail continues to the north and south.
Obvious exits: -North -East -South
Fresh blood splatters cover the area.
A young adult bullywug wanders the village.(Red Aura)
A bullywug waddles through town.(Red Aura)
A bullywug shaman wanders the village.(Red Aura)
A young adult bullywug wanders the village.(Red Aura)
A wild horse stands here.
You flee northward!
< 23h/123H 114v/142V Pos: standing >
Before a Leaning Hut
The muddy trail heads north and south here, passing in front of a tilted hut
to the east. The hut was originally built on stilts but the stilts have sunk
into the mud. Unfortunately, the stilts supporting the southern end of the hut
have sunk in further than those to the north making the hut lean noticeably to
one side.
Obvious exits: -North -East -South
Fresh blood splatters cover the area.
The corpse of a bullywug adult is lying here.
The corpse of a bullywug hunter is lying here.
The corpse of a bullywug hunter is lying here.
A young adult bullywug wanders the village.(Red Aura)
An apprentice shaman parades its new-found power for all to see.(Red Aura)
A young bullywug guard watches over the village.(Red Aura)
< 23h/123H 114v/142V Pos: standing >
You dodge a bash from a young bullywug guard, who loses its balance and falls.
A young bullywug guard misses you.
Sorry, you aren't allowed to do that in combat.
< 23h/123H 115v/142V Pos: standing >
< T: Vess TP: sta TC:pretty hurt E: bullywug ass EP: small wounds >
[Damage: 1 ] -=[Your weak bludgeon wounds a young bullywug guard.]=-
< 23h/123H 115v/142V Pos: standing >
< T: Vess TP: sta TC:pretty hurt E: bullywug ass EP: small wounds >
You attempt to flee...
The Southwest Corner
The fence to the south and west marks the boundary of the bullywug
territory. Though bullywugs do often hunt in the jungle itself, the fence
marks the village that they will defend with a ferocity that has prevented all
attacks from the nearby halflings. Muddy trails follow the fence to the west
toward the village gates and to the north along some huts to finally reach the
cliffs that enclose the Rift Vally Jungle.
Obvious exits: -North -East
A few drops of fresh blood are scattered around the area.
A bullywug hunter has returned from the jungle.(Red Aura)
You flee southward!
< 23h/123H 93v/142V Pos: standing >
A Muddy Trail
The squelching steps one takes seem loud in the humid confines of the swamp,
but in reality the sound can not travel far. Thick reeds, and trees of every
variety soak up the sound, leaving an eerie silence that can be most
disconcerting at times. Bullywugs travel to and fro, seemingly unconcerned by
intruders. The muddy trail continues to the east and west, a fence lies to the
south and the wall of a small hut blocks the way north.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
An elder bullywug prepares for a hunting trip.(Red Aura)
A wild horse stands here.
A prong-horned antelope stands here.
A wild horse stands here.
A bullywug shaman wanders the village.(Red Aura)
< 23h/123H 94v/142V Pos: standing >
A senior shaman starts casting a spell.
< 23h/123H 95v/142V Pos: standing >
Before a Squat Hut
The mud here is almost dry in spots, it must be at least slightly higher
than in the rest of the village. An open doorway leads into a squat hut to the
north, it appears that this area is heavily traveled, there must be someone or
something within the hut that has been deemed quite important to the villagers.
Muddy trails extend off to the east and west.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
[2] The corpse of a shaman's apprentice is lying here.
The corpse of a young bullywug guard is lying here.
A bullywug hunter has returned from the jungle.(Red Aura)
A bullywug waddles through town.(Red Aura)
< 23h/123H 94v/142V Pos: standing >
A Muddy Trail
One of the many muddy trails through the bullywug village, this area is
lined with rotting refuse and stinks of garbage. The swamp and surrounding
jungle swallow almost all trash, but the smell tends to hang in the humid air
for an eternity. Small huts have been built throughout the area, some on
stilts, some clinging to the exposed roots of the large swamp mangroves. None
of the huts is much to look at, if the trees weren't so thick a simple gust of
wind would knock most of them into pieces.
Obvious exits: -East -West
The corpse of a young bullywug guard is lying here.
The corpse of a bullywug hunter is lying here.
< 23h/123H 93v/142V Pos: standing >
An Intersection of Muddy Path
Gates to this this swampy village can be seen to the south, the only opening
in a lengthy, but rickety fence that surrounds the village. Mud and sticky
moss cling to boots with every step that is taken. Each footfall squelches,
and the gooey sound streaks through the humid air, only to run up against one
of the nearby trees and die. The bullywugs appear to be able to move through
the thick mud with soundless ease, showing that this really is their true
domain. Muddy trails extend to the north and west and the village gates are to
the south.
Obvious exits: -North -South -West
The corpse of a bullywug adult is lying here.
The corpse of a bullywug hunter is lying here.
The corpse of a bullywug adult is lying here.
< 23h/123H 92v/142V Pos: standing >
Before Some Village Gates
This entryway has a certain forbidding quality to it, not due to its
sturdiness but rather the gloomy swamp that lies beyond. Bullywugs have made a
village here, and despite their evil, the nearby halflings are unwilling to
risk fighting them on their own ground. The moist swamp is their true home and
the bullywugs will do anything to defend it. Even without the uneasy truce
with the halflings the rickety gates would likely stand as wide open as they
are now. The gates and fence simply provide markers of what the bullywugs
consider their territory.
Obvious exits: -North -South
Fresh blood splatters cover the area.
[2] The corpse of a thick-haired buffalo is lying here.
The corpse of an elder bullywug guard is lying here.
The corpse of a young bullywug guard is lying here.
[2] The corpse of a wild horse is lying here.
The corpse of a bullywug gate guard is lying here.
The corpse of an elder bullywug guard is lying here.
One of the HighLord protectors stands here protecting the area.(Red Aura)
< 23h/123H 91v/142V Pos: standing >
< 23h/123H 91v/142V Pos: standing >
Before the Gates to a Bullywug Village
Standing wide open, the gates to the north reveal a clear view of the low,
swampy portion of the jungle that the bullywugs have claimed as their own.
Nobody has tried to contradict their claim, but then, few would want such land
in the first place. With their moist skins, and bulbous eyes, they are suited
for the jungle swamps, adapted to the moisture and the darkness. The fence
enclosing the village is made up only of thin stakes planted deep into the
moist ground and would be easy enough to knock down. Rather than real
protection, the fence and gates appear to be more of a territorial border, a
claim to what they believe is theirs. The jungle continues to the south,
east, and west, and the gates into the bullywug swamp lie to the north.
Obvious exits: -North -East -South -West
< 24h/123H 90v/142V Pos: standing >
Deep in the Rift Valley Jungle
The simple word 'darkness' has a new meaning here. Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear. Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here. Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
A spectacular quetzel patrols the canopy.
< 24h/123H 88v/142V Pos: standing >
The azurian enters from the west.
< 24h/123H 89v/142V Pos: standing >
Deep in the Rift Valley Jungle
Soft humus pads the steps of every wanderer, both the hunter and the
hunted. Despite the darkness, there is a beauty here, the beauty of nature
and its ability to thrive under any condition, but there is also an ugliness,
a breath of evil that seems to float through the air. Some creatures have
been designed to thrive here in the stinking, moist air, others must simply
make do, and try to avoid becoming something else's next meal. The darkness
that frightens away so many is a cloak of mystery to those brave souls that
come here seeking fame and fortune.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
A white and purple bromeliard sits on the jungle floor.
A giant beetle forages for food.(Red Aura)
< 24h/123H 87v/142V Pos: standing >
Deep in the Rift Valley Jungle
Gloomy darkness and dense, humid air make this jungle almost unbearable.
Trees stretch upward until they fan out, creating a dense canopy that blocks
out almost all light. The little light that does get this far down serves
only to create strange shadows, shadows that can't even be chased away with
bright torches and magical lights. Moist earth is made even softer by the
rotting vegetation, the leaves and branches that have fallen from the trees
above. Few adventurers travel even this far into the jungle, most find the
stench unbearable, and the almost ever-present darkness unnerving. The
trackless jungle continues in every direction.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A mottled green snake slithers past.(Red Aura)
A wild boar is stretched out, sound asleep.
< 24h/123H 84v/142V Pos: standing >
A mottled green snake suddenly attacks YOU!
A mottled green snake misses you.
Sorry, you aren't allowed to do that in combat.
< 24h/123H 85v/142V Pos: standing >
< T: Vess TP: sta TC:pretty hurt E: snake sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 24h/123H 85v/142V Pos: standing >
< T: Vess TP: sta TC:pretty hurt E: snake sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 24h/123H 85v/142V Pos: standing >
< T: Vess TP: sta TC:pretty hurt E: snake sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 24h/123H 85v/142V Pos: standing >
< T: Vess TP: sta TC:pretty hurt E: snake sta EP: excellent >
You attempt to flee...
Deep in the Rift Valley Jungle
The simple word 'darkness' has a new meaning here. Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear. Bards sing tales of lost cities, and great adventures in
places like this, but the tales of this jungle are few, and it is easy to see
why, few are hearty enough to withstand a darkness like this.
Obvious exits: -North -East -South -West
You flee southward!
< 24h/123H 55v/142V Pos: standing >
< 24h/123H 55v/142V Pos: standing >
The Jungle Darkens
Branches above still allow a little bit of sunlight in, but further east
there isn't a scrap of sunlight allowed to hit the ground. Long vines with
purple, red, and yellow flowers hang from the branches above.
Something about the vines, and the flowers, seems ominous but it is hard to
say why. The jungle continues in every direction, though to the south and
east it is hard to predict what one might run into. At rare moments the
halfling scouts might come out this far, but certainly no further.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
A wooden sign has been nailed to one of the trees here.
A huge warthog wanders the forest looking for food.(Red Aura)
A red flower hangs from a vine here.(Red Aura)
A red flower hangs from a vine here.(Red Aura)
A yellow flower hangs from a vine here.(Red Aura)
A purple flower hangs from a vine here.(Red Aura)
A purple flower hangs from a vine here.(Red Aura)
< 24h/123H 53v/142V Pos: standing >
A Young Jungle
Vines and bushes barely conceal a small building that blocks the way to
the south. It looks as if someone deliberately encouraged the plants to help
conceal the building. A number of flowering vines can be seen hanging from
trees to the east, yet there is something sinister about the way they move.
The jungle continues to the north, east, and west but a small building blocks
the way to the south.
Obvious exits: -North -East -West -Down
< 24h/123H 51v/142V Pos: standing >
Alas, you cannot go that way. . . .
< 24h/123H 52v/142V Pos: standing >
Alas, you cannot go that way. . . .
< 24h/123H 53v/142V Pos: standing >
A Young Jungle
Tales of the dark foreboding nature of the Rift Valley Jungle seem a bit
overblown here, but it must be remembered that this part of the jungle is
quite young. At some time in the past the jungle here must have been cleared
because none to the trees here seems much older than twenty years. Several
brightly colored birds fly overhead, hunting for fruit or insects, and the
loud cries of something becoming an unwilling meal can be heard penetrating
the humid gloom. The jungle continues in every direction.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A golden beetle waits for someone to pick it up.(Red Aura)
A golden beetle waits for someone to pick it up.(Red Aura)
< 24h/123H 50v/142V Pos: standing >
A Young Jungle
White, yellow, and red flowers grow so closely intertwined
here that one would think they were planted deliberately, and a well-
concealed building to the east suggests that this might be the case. The
building itself is fairly plain, it is the thick covering of vines and other
plants that helps conceal the building and make it difficult to detect.
There is no doorway into the building on this side but there is certainly an
exit somewhere. The jungle continues to the north and south, and there is a
clearing to the west.
Obvious exits: -North -South -West
Puddles of fresh blood cover the ground.
A halfling scout keeps the trade path clear.
A halfling logger wanders here looking for good trees.
A yellow flower hangs from a vine here.
A yellow flower hangs from a vine here.
< 24h/123H 48v/142V Pos: standing >
A Young Jungle
Clearings to the east and west help keep this area much lighter and make
it feel a bit more airy. The clearing to the east appears to be some sort of
garden, and to the west there is a wide trade path that has been kept clear
of the encroaching jungle. Though the jungle is a bit lighter here, the
overpowering humidity and stench of rotting vegetation is the same. The
jungle continues to the north and south and there are clearings to the east
and west.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
A golden beetle waits for someone to pick it up.(Red Aura)
A golden beetle waits for someone to pick it up.(Red Aura)
A golden beetle waits for someone to pick it up.(Red Aura)
< 24h/123H 46v/142V Pos: standing >
A Young Jungle
One of the huge cliffs that encloses the rift valley runs in a diagonal
along the southeast blocking passage in those directions. Right now the
jungle appears to be losing its battle against the cliff, and the stones that
have fallen off of it. Over time that may change, but right now enough rocks
have fallen from above to make it difficult for plants to find good spots for
their roots. There is a cleared path to the west, and the jungle continues
to the north.
Obvious exits: -North -West
Fresh blood covers everything in the area.
A bright red snake slithers here.(Red Aura)
A giant snake slithers here.(Red Aura)
< 24h/123H 43v/142V Pos: standing >
Alas, you cannot go that way. . . .
< 24h/123H 43v/142V Pos: standing >
Alas, you cannot go that way. . . .
< 24h/123H 43v/142V Pos: standing >
Alas, you cannot go that way. . . .
< 25h/123H 44v/142V Pos: standing >
Alas, you cannot go that way. . . .
< 25h/123H 44v/142V Pos: standing >
A Trade Path Cut From the Jungle
Jungle vegetation of all forms has been cleared away from this point to
create a safer passage into and out of the narrow gorge that rises out of
the valley to the south. This trade path is well-guarded by halfling scouts
and sentries that do there best to keep it safe. The halfling city of
Woodseer is dependant upon the trade that this path provides and pay for all
of its upkeep. The trade path continues to the north along a rock-lined pool
as it heads toward Woodseer, and south where it enters a narrow ravine that
climbs out of the valley. The jungle can be entered to the east, for those
foolish enough to want that type of adventure.
Obvious exits: -North -East -South
< 25h/123H 42v/142V Pos: standing >
On a Trade Path in a Narrow Ravine
Walls of jagged rock surround this narrow ravine and the trade path that
runs through it. Merchants doing business with Woodseer must risk traveling
alongside the jungle in the valley below but that part of the journey is kept
relatively safe by the halfling scouts and sentries that have been posted
along the road. This part of the trip though is somewhat tedious and boring.
Steep rock walls and the surrounding mountains block out the direct sunlight
at all but high noon making the trip gloomy and depressing, however, by the
same token, those same high walls keep the narrow path safe from thieves and
other more dangerous creatures.
Obvious exits: -North -Up
< 25h/123H 42v/142V Pos: standing >
Alas, you cannot go that way. . . .
< 25h/123H 42v/142V Pos: standing >
On a Trade Path in a Narrow Ravine
Imposing rock walls thrust upward along the sides of the narrow path. The
path itself is quite smooth and, though the grade is steep, is relatively
easy to climb. More heavily used than many paths of this type this trade
route is kept relatively safe by the sheer rock walls that surround it. It
is also clear that the mountains that appear so huge from this low vantage
point, must have been created at the same time as the deep valley below. The
trade path continues upward to the south and heads down toward the Rift Valley
Jungle to the north.
Obvious exits: -Up -Down
< 25h/123H 40v/142V Pos: standing >
On a Trade Path in a Narrow Ravine
This steep path seems to plummet downward as it heads into the Rift Valley
Jungle to the north, and makes a steep climb up to the south. Despite the
steep grade of the trade path, it has been kept quite smooth and easy to
travel. It is clear that the halflings that live in Woodseer next to the Rift
Valley Jungle want to insure that traders and merchants can find their way to
their fine city.
Obvious exits: -Up -Down
< 25h/123H 34v/142V Pos: standing >
On a Trade Path in a Narrow Ravine
The small hills that surround this narrow path rise up so steeply that the
path seems trapped within them. Even stranger is the fact that the path drops
down so rapidly that what appear to be small, though rocky, hills from this
point appear to surround a very deep valley that is far, far below. The path
continues its climb upward and heads downward to eventually lead to Woodseer.
Obvious exits: -Up -Down
< 25h/123H 28v/142V Pos: standing >
On a Trade Path in a Narrow Ravine
It is fortunate that this path is well-kept because it is quite steep here
and a poorly kept path could cause problems for merchant carts and wagons.
Steep rocky hills extend upward to the sides of the path, making it seem quite
cramped and uncomfortable, yet also offering a great deal of protection by
making it impossible for thieves to set up any ambushes here. The path
continues down toward a deep valley and heads upward toward a small forest
clearing.
Obvious exits: -Up -Down
< 25h/123H 26v/142V Pos: standing >
A Trade Path Heading into a Ravine
This narrow trade path heads down into a ravine that makes a sharp drop
down into the hills to the north. The steep descent shows that what appear to
be unassuming hills here must become some fairly imposing mountains further to
the north. A number of small juniper bushes and a few small trees dot this
area as the path heads south toward a small forest clearing. Dank, humid air
seems to struggle its way out of the ravine to the north, where the narrow path
makes its steep descent, but otherwise this area is quite peaceful and calm.
Obvious exits: -West -Up -Down
Fresh blood splatters cover the area.
A large wooden sign stands here.
A magnificent white warhorse stands here quietly.
A halfling cleric stands here smiling at everything around her.
One of the few mages in the Woodseer guard helps keep watch here.
< 25h/123H 23v/142V Pos: standing >
Hint: Type toggle group to let others know that you're interested in grouping.
< 25h/123H 24v/142V Pos: standing >
.....^^^M
....M.^^^MM
......^^MMM
+++M+@^MMM^
...*^^MMMM^
..**^MMM^^^
**^^MMM^^
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 25h/123H 24v/142V Pos: standing >
......^^^
.....M.^^^M
.......^^MM
++++M@+^MMM
....*^^MMMM
...**^MMM^^
***^^MMM^
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 26h/123H 23v/142V Pos: standing >
.......^^
M.....M.^^^
........^^M
+++++@++^MM
.....*^^MMM
....**^MMM^
.***^^MMM
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
An elite Tharnadian warrior stands here, poised and ready for combat.
< 26h/123H 22v/142V Pos: standing >
.......**
........^^^
M.....M.^^^
.....@..^^M
MP+++M++^MM
.....*^^MMM
...**^MMM
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 26h/123H 22v/142V Pos: standing >
< 26h/123H 24v/142V Pos: standing >
You drop to your belly.
< 26h/123H 25v/142V Pos: on your ass >
You drift off to sleep.
< 26h/123H 25v/142V Pos: on your ass >
You wake up.
< 27h/123H 32v/142V Pos: on your ass >
You clamber to your feet.
< 27h/123H 34v/142V Pos: standing >
You sit down and relax.
< 27h/123H 35v/142V Pos: sitting >
You have memorized the following spells:
( 3rd circle) 6 - acid blast
( 2nd circle) 4 - burning hands
( 1st circle) 8 - magic missile
And you are currently memorizing the following spells:
12 seconds: ( 2nd) burning hands
24 seconds: ( 2nd) burning hands
36 seconds: ( 2nd) burning hands
You can memorize 3 4th circle spell(s).
You continue your study.
< 27h/123H 36v/142V Pos: sitting >
You start meditating...
< 27h/123H 38v/142V Pos: sitting >
Nizz rides in on the mount from the south.
< 27h/123H 42v/142V Pos: sitting >
Nizz looks at you.
< 28h/123H 48v/142V Pos: sitting >
Nizz leaves south riding on the mount.
< 28h/123H 50v/142V Pos: sitting >
< 28h/123H 51v/142V Pos: sitting >
You have finished memorizing burning hands.
< 29h/123H 55v/142V Pos: sitting >
You have finished memorizing burning hands.
A githyanki traveler looks at you.
< 30h/123H 74v/142V Pos: sitting >
You have finished memorizing burning hands.
Your studies are complete.
< 33h/123H 110v/142V Pos: sitting >
< 34h/123H 117v/142V Pos: sitting >
< 39h/123H 142v/142V Pos: sitting >
< 43h/123H 142v/142V Pos: sitting >
Hint: Type toggle group to let others know that you're interested in grouping.
< 45h/123H 142v/142V Pos: sitting >
< 49h/123H 142v/142V Pos: sitting >
< 50h/123H 142v/142V Pos: sitting >
< 51h/123H 142v/142V Pos: sitting >
< 52h/123H 142v/142V Pos: sitting >
< 54h/123H 142v/142V Pos: sitting >
< 54h/123H 142v/142V Pos: sitting >
< 55h/123H 142v/142V Pos: sitting >
< 55h/123H 142v/142V Pos: sitting >
Autosaving...
< 56h/123H 142v/142V Pos: sitting >
< 56h/123H 142v/142V Pos: sitting >
A barbarian mercenary enters from the north.
< 57h/123H 142v/142V Pos: sitting >
A barbarian mercenary leaves east.
< 59h/123H 142v/142V Pos: sitting >
Hint: Type 'terrain' to see what kind of terrain you are in. Druids benefit from Forest or Field terrain.
< 65h/123H 142v/142V Pos: sitting >
< 65h/123H 142v/142V Pos: sitting >
< 66h/123H 142v/142V Pos: sitting >
< 67h/123H 142v/142V Pos: sitting >
< 69h/123H 142v/142V Pos: sitting >
A barbarian mercenary enters from the east.
< 69h/123H 142v/142V Pos: sitting >
A barbarian mercenary leaves south.
< 70h/123H 142v/142V Pos: sitting >
< 74h/123H 142v/142V Pos: sitting >
< 74h/123H 142v/142V Pos: sitting >
< 75h/123H 142v/142V Pos: sitting >
< 77h/123H 142v/142V Pos: sitting >
Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.
< 85h/123H 142v/142V Pos: sitting >
.......**
........^^^
........^^^
.....@..^^M
+++++MM+^MM
.....*^^MMM
...**^MMM
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 92h/123H 142v/142V Pos: sitting >
The snow is coming down faster now.
< 92h/123H 142v/142V Pos: sitting >
< 99h/123H 142v/142V Pos: sitting >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.
< 105h/123H 142v/142V Pos: sitting >
< 106h/123H 142v/142V Pos: sitting >
< 106h/123H 142v/142V Pos: sitting >
< 108h/123H 142v/142V Pos: sitting >
< 109h/123H 142v/142V Pos: sitting >
< 110h/123H 142v/142V Pos: sitting >
< 112h/123H 142v/142V Pos: sitting >
< 114h/123H 142v/142V Pos: sitting >
< 115h/123H 142v/142V Pos: sitting >
< 117h/123H 142v/142V Pos: sitting >
< 120h/123H 142v/142V Pos: sitting >
< 120h/123H 142v/142V Pos: sitting >
< 120h/123H 142v/142V Pos: sitting >
.......**
........^^^
........^^^
.....@..^^M
+++++MM+^MM
.....*^^MMM
...**^MMM
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 123h/123H 142v/142V Pos: sitting >
< 123h/123H 142v/142V Pos: sitting >
Hint: Most commands have help files. Type 'help (command)' to learn how to use game commands.
< 123h/123H 142v/142V Pos: sitting >
< 123h/123H 142v/142V Pos: sitting >
< 123h/123H 142v/142V Pos: sitting >
< 123h/123H 142v/142V Pos: sitting >
Autosaving...
< 123h/123H 142v/142V Pos: sitting >
< 123h/123H 142v/142V Pos: sitting >
< 123h/123H 142v/142V Pos: sitting >
The first hint of daylight can be seen on the northern horizon.
< 123h/123H 142v/142V Pos: sitting >
< 123h/123H 142v/142V Pos: sitting >
< 123h/123H 142v/142V Pos: sitting >
You are already awake...
< 123h/123H 142v/142V Pos: sitting >
You clamber to your feet.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
A githyanki traveler sizes you up with a quick glance.
< 123h/123H 142v/142V Pos: standing >
The first rays of sunlight signal that day is approaching.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
A barbarian mercenary enters from the north.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
A barbarian mercenary leaves west.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
Hint: Agility affects your armor class, how often you abort your spells, and how often you dodge attacks.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding. It will also increase your ability to hit your foes.
< 123h/123H 142v/142V Pos: standing >
A barbarian mercenary enters from the south.
< 123h/123H 142v/142V Pos: standing >
Autosaving...
< 123h/123H 142v/142V Pos: standing >
The sun rises over the northern horizon.
< 123h/123H 142v/142V Pos: standing >
Hint: Try 'toggle battle' before your next fight. It displays attacks a little more vividly.
< 123h/123H 142v/142V Pos: standing >
You are already awake...
< 123h/123H 142v/142V Pos: standing >
You are already standing.
< 123h/123H 142v/142V Pos: standing >
.^......*
........***
.........^^^M
.........^^^M
......@..^^MM
++++++M+M^MMM
......*^^MMMM
....**^MMM^
.***^^MMM
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
A well trained barbarian mercenary has been hired to guard the countryside from evil.
< 123h/123H 142v/142V Pos: standing >
A barbarian mercenary leaves west.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
The day has begun.
< 123h/123H 142v/142V Pos: standing >
Hint: You gain much more experience when you heal a person engaged in melee combat.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.
< 123h/123H 142v/142V Pos: standing >
Hint: Agility affects your armor class, how often you abort your spells, and how often you dodge attacks.
< 123h/123H 142v/142V Pos: standing >
The snow is coming down faster now.
< 123h/123H 142v/142V Pos: standing >
Autosaving...
< 123h/123H 142v/142V Pos: standing >
Nort enters from the north.
< 123h/123H 142v/142V Pos: standing >
Nort leaves south.
< 123h/123H 142v/142V Pos: standing >
Hint: Did you die? Don't despair! Death is a great part of this game. Learn to avoid making the same mistakes.
< 123h/123H 142v/142V Pos: standing >
< 123h/123H 142v/142V Pos: standing >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.
< 123h/123H 142v/142V Pos: standing >
The sun hangs low on the southern sky.
< 123h/123H 142v/142V Pos: standing >
Hint: You can sell equipment for money at shops. However, most stores only purchase certain types of equipment. Shop around!
< 123h/123H 142v/142V Pos: standing >
Hint: In certain rooms, you can heal at an advanced rate! In others, you won't heal at all!
< 123h/123H 142v/142V Pos: standing >
Autosaving...
< 123h/123H 142v/142V Pos: standing >
The sun starts to set in the south.
< 123h/123H 142v/142V Pos: standing >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.
< 123h/123H 142v/142V Pos: standing >
It's snowing very hard.
< 123h/123H 142v/142V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
< 123h/123H 142v/142V Pos: standing >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.
< 123h/123H 142v/142V Pos: standing >
The sun vanishes behind the southern horizon.
< 123h/123H 142v/142V Pos: standing >
Hint: Beware of guards! Some guards will come to the aid of your victims!
< 123h/123H 142v/142V Pos: standing >
The night has begun.
< 123h/123H 142v/142V Pos: standing >
Hint: Fireshield makes you less vulnerable to fire attacks but you will suffer more from cold. Coldshield works in an opposite way.
< 123h/123H 142v/142V Pos: standing >
Autosaving...
< 123h/123H 142v/142V Pos: standing >
Hint: Type "score" to get some information about your character.
< 123h/123H 142v/142V Pos: standing >
Hint: Things in your inventory weighing you down? Wearing or holding your containers may ease the load.
< 123h/123H 142v/142V Pos: standing >
The snow is coming down faster now.
< 123h/123H 142v/142V Pos: standing >
A rakshasa guard dances an acrobatic maneuver in battle, tripping you.
< 123h/123H 142v/142V Pos: sitting >
< T: Vess TP: sit TC:excellent E: a rakshasa guard sta EP: excellent >
A rakshasa guard parries your futile lunge at him.
< 123h/123H 142v/142V Pos: sitting >
< T: Vess TP: sit TC:excellent E: a rakshasa guard sta EP: excellent >
-=[A rakshasa guard's decent pierce strikes you.]=-
-=[A rakshasa guard's impressive pierce strikes you very hard.]=-
OUCH! That really did HURT!
< 99h/123H 142v/142V Pos: sitting >
< T: Vess TP: sit TC: small wounds E: a rakshasa guard sta EP: excellent >
-=[A rakshasa guard's pierce causes you to grimace in pain.]=-
OUCH! That really did HURT!
-=[A rakshasa guard's pierce enshrouds you in a mist of blood.]=-
OUCH! That really did HURT!
-=[A rakshasa guard's pierce enshrouds you in a mist of blood.]=-
OUCH! That really did HURT!
-=[A rakshasa guard's impressive pierce grievously wounds you.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 0h/123H 142v/142V Pos: sitting >
< T: Vess TP: sit TC: awful E: a rakshasa guard sta EP: excellent >
Sparks... flashing lights... you cannot concentrate!
You miss a rakshasa guard.
< 0h/123H 142v/142V Pos: sitting >
< T: Vess TP: sit TC: awful E: a rakshasa guard sta EP: excellent >
-=[A rakshasa guard's decent pierce causes you to grimace in pain.]=-
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.