<worn around neck> a necklace of the Emissary
<worn around neck> a golden collar studded with sapphires [poor]
<worn on hands> some fine dragonscale talons from Krethik Keep
You clamber to your feet.
< 233h/216H 47v/115V Pos: standing >
Ok.
The vampire of a centaur guardsman says 'I have 869 (834) hits, and 56 (156) movement points.'
The lich of a spoiled elf says 'I have 508 (508) hits, and 50 (150) movement points.'
< 233h/216H 47v/115V Pos: standing >
The lich of a spoiled elf already grouped by you.
The vampire of a centaur guardsman already grouped by you.
No new group members.
< 233h/216H 49v/115V Pos: standing >
The first rays of sunlight signal that day is approaching.
< 233h/216H 51v/115V Pos: standing >
You start chanting...
< 233h/216H 51v/115V Pos: standing >
Casting: vitalize undead
< 233h/216H 53v/115V Pos: standing >
You complete your spell...
Darkness seems to encompass the lich of a spoiled elf, and begins to permeate its rotting flesh!
< 233h/216H 53v/115V Pos: standing >
You start chanting...
< 233h/216H 54v/115V Pos: standing >
Casting: vitalize undead
< 233h/216H 55v/115V Pos: standing >
You complete your spell...
Darkness seems to encompass the vampire of a centaur guardsman, and begins to permeate its rotting flesh!
< 233h/216H 56v/115V Pos: standing >
You start chanting...
< 233h/216H 57v/115V Pos: standing >
You complete your spell...
The lich of a spoiled elf begins to shimmer.
A dark chill from beyond the grave permeates the air around the lich of a spoiled elf.
< 233h/216H 58v/115V Pos: standing >
You start chanting...
< 233h/216H 59v/115V Pos: standing >
You complete your spell...
The vampire of a centaur guardsman begins to shimmer.
A dark chill from beyond the grave permeates the air around the vampire of a centaur guardsman.
< 233h/216H 61v/115V Pos: standing >
You start chanting...
< 233h/216H 62v/115V Pos: standing >
You complete your spell...
You feel protected by powers from beyond the grave.
< 233h/216H 63v/115V Pos: standing >
You sit down and relax.
< 233h/216H 64v/115V Pos: sitting >
You have memorized the following spells:
(10th circle) 1 - raise lich
( 9th circle) 3 - energy drain
1 - dimension door
( 8th circle) 5 - negative concussion blast
( 7th circle) 1 - protect undead
1 - raise wraith
1 - knock
( 6th circle) 3 - cone of cold
1 - vitalize undead
( 5th circle) 2 - teleport
1 - levitate
3 - heal undead
1 - raise spectre
( 4th circle) 1 - strength
1 - wither
6 - life leech
( 3rd circle) 1 - animate dead
6 - dispel magic
1 - embalm
1 - sense follower
( 2nd circle) 6 - chill touch
3 - sleep
1 - vampiric touch
( 1st circle) 2 - minor creation
1 - detect magic
8 - slashing darkness
And you are currently memorizing the following spells:
6 seconds: ( 6th) vitalize undead
12 seconds: ( 6th) vitalize undead
18 seconds: ( 7th) protect undead
25 seconds: ( 7th) protect undead
31 seconds: ( 7th) protect undead
You can memorize no more spells.
You continue your study.
< 233h/216H 65v/115V Pos: sitting >
You start meditating...
< 233h/216H 65v/115V Pos: sitting >
You have finished memorizing vitalize undead.
< 233h/216H 74v/115V Pos: sitting >
Score information for Zloe
Level: 46 Race: Kobold Class: Necromancer / Reaper Sex: Male
Hit points: 233(216) Moves: 81(115)
Coins carried: 2 platinum 16 gold 0 silver 0 copper
Coins in bank: 400 platinum 0 gold 0 silver 0 copper
Playing time: 1 days / 14 hours/ 1 minutes
Received data: 2.0531 MB this session.
Send data: 0.0140 MB this session.
Compression ratio: none
Send data: 0.0140 MB this session.
Followers:
the lich of a spoiled elf
the vampire of a centaur guardsman
Status: Sitting around, resting.
Memorizing Meditating
Epic points(total): 77(0)
Epic Bonus: Experience Bonus (0.18%)
Frags: -0.50 Deaths: 31
Detecting: Invisible
Protected from: All but High Circle Spells
Enchantments: Ultravision Fly Haste Invisibility
Bartender Quests Remaining: 4
Combat Pulse: 14 Spell Pulse: 0.60
Leaderboard Points: 405
Active Spells:
--------------
stone skin (9 minutes)
haste (13 minutes)
improved invisibility (20 minutes)
stone skin (4 minutes)
globe of invulnerability (2 minutes)
detect invisibility (21 minutes)
fly (89 minutes)
< 233h/216H 81v/115V Pos: sitting >
You have finished memorizing vitalize undead.
< 233h/216H 84v/115V Pos: sitting >
You stop meditating.
The Site of a Watering Hole
Obvious exits: -South -West
A greyish stone wall is here to the south.
A greyish stone wall is here to the west.
The watering hole is filled with cool water.
*The vampire of a centaur guardsman stands here. (minion)
*The lich of a spoiled elf stands here. (minion)
< 233h/216H 87v/115V Pos: sitting >
You start meditating...
< 233h/216H 90v/115V Pos: sitting >
You have finished memorizing protect undead.
< 233h/216H 94v/115V Pos: sitting >
You have finished memorizing protect undead.
< 233h/216H 103v/115V Pos: sitting >
You have finished memorizing protect undead.
Your studies are complete.
< 233h/216H 113v/115V Pos: sitting >
You clamber to your feet.
< 233h/216H 115v/115V Pos: standing >
Ok.
Something suddenly glows brightly!
The vampire of a centaur guardsman slowly fades out of existence.
Something suddenly glows brightly!
The lich of a spoiled elf slowly fades out of existence.
< 233h/216H 115v/115V Pos: standing >
Underwater in the Clean Pool
The cool waters could knock the breath out of the strongest creature.
The muddy banks of the pool are slick and covered with a thick layer of slime.
The nature of the water causes any light that enters the pool to twirl and
shimmer like some kind of ethereal pulse of energy. The water is rather clear
and clean, unlike many of the rivers near the larger cities of the realms. A
pool this large without any fish or other aquatic life is odd, but that's the
truth of this place. One may travel to the north or up from this point.
Obvious exits: -North -Up
*The lich of a spoiled elf stands here. (minion)
*The vampire of a centaur guardsman stands here. (minion)
< 233h/216H 115v/115V Pos: standing >
You quickly scan the area.
You see nothing.
< 233h/216H 115v/115V Pos: standing >
You begin to hold your breath...
In an Underwater Passage
The water here turns very cold. There appears to be a stone passage here
heading to the north. The water is very dark as no light reaches this region.
There appears to be a large doorway to the north, more than likely to some kind
of subterranean city. The watery cave has an odd and out of place feeling.
The stone walls have been magically sealed together and no mortar has been used
in the construction of this hallway. There is a thick layer of silt formed on
the floor of this passageway. One may travel back to the south to leave this
passageway or north through the gate and into the darkness.
Obvious exits: -North -South
The lich of a spoiled elf swims in from the south.
The vampire of a centaur guardsman swims in from the south.
< 233h/216H 113v/115V Pos: standing >
You quickly scan the area.
You see nothing.
< 233h/216H 113v/115V Pos: standing >
Ok.
The lich of a spoiled elf starts casting a spell.
< 233h/216H 113v/115V Pos: standing >
The lich of a spoiled elf completes its spell...
The lich of a spoiled elf utters the words 'xarr ay ghaiz'
< 233h/216H 113v/115V Pos: standing >
Inside the Dark Passageway
The cold watery passage ends here abruptly. The well crafted walls end
here underneath a medium sized opening above. It is difficult to tell what is
located above, it could just be a continuation of this tunnel. The water is
very dirty here as if someone had deficated here in the water. It seems that
this area is not naturally formed. There is deffinetly signs that the masonry
was done by skilled craftsman, but it seems unlikely that this area underneath
the Black Dog Mountains is inhabited by any 'civilized' group or race. The
feeling of dread grows and grows. There are small rocks and pebbles lying all
over on the ground, as if part of some large object. A thin layer of slime has
formed on the northern wall. One may return to the south or travel up into the
further darkness.
Obvious exits: -South -Up
The vampire of a centaur guardsman swims in from the south.
< 233h/216H 111v/115V Pos: standing >
In an Underwater Passage
The water here turns very cold. There appears to be a stone passage here
heading to the north. The water is very dark as no light reaches this region.
There appears to be a large doorway to the north, more than likely to some kind
of subterranean city. The watery cave has an odd and out of place feeling.
The stone walls have been magically sealed together and no mortar has been used
in the construction of this hallway. There is a thick layer of silt formed on
the floor of this passageway. One may travel back to the south to leave this
passageway or north through the gate and into the darkness.
Obvious exits: -North -South
A greyish stone wall is here to the south.
*The lich of a spoiled elf stands here. (minion)
The vampire of a centaur guardsman swims in from the north.
< 233h/216H 109v/115V Pos: standing >
Inside the Dark Passageway
The cold watery passage ends here abruptly. The well crafted walls end
here underneath a medium sized opening above. It is difficult to tell what is
located above, it could just be a continuation of this tunnel. The water is
very dirty here as if someone had deficated here in the water. It seems that
this area is not naturally formed. There is deffinetly signs that the masonry
was done by skilled craftsman, but it seems unlikely that this area underneath
the Black Dog Mountains is inhabited by any 'civilized' group or race. The
feeling of dread grows and grows. There are small rocks and pebbles lying all
over on the ground, as if part of some large object. A thin layer of slime has
formed on the northern wall. One may return to the south or travel up into the
further darkness.
Obvious exits: -South -Up
The lich of a spoiled elf swims in from the south.
The vampire of a centaur guardsman swims in from the south.
< 233h/216H 107v/115V Pos: standing >
Ok.
The lich of a spoiled elf starts casting a spell.
< 233h/216H 107v/115V Pos: standing >
The lich of a spoiled elf completes its spell...
The lich of a spoiled elf utters the words 'xarr ay ghaiz'
< 233h/216H 107v/115V Pos: standing >
There's too much stuff blocking your sight here to scan.
< 233h/216H 107v/115V Pos: standing >
There's too much stuff blocking your sight here to scan.
< 233h/216H 107v/115V Pos: standing >
There's too much stuff blocking your sight here to scan.
< 233h/216H 107v/115V Pos: standing >
There's too much stuff blocking your sight here to scan.
< 233h/216H 107v/115V Pos: standing >
Autosaving...
The Entrance to the Troglodyte Caves
This small and highly defendable room is the entrance to the troglodyte
cave system. This clan of lizard-like humanoids was thought to be some kind of
old myth that parents told their children to scare them. It is, in fact, very
real and very dangerous to anyone foolish enough to intrude. The cave is dark
and filled with many of the vile troglodyte warriors. The troglodytes are a
savage people who crave human flesh and often will raid the surrounding areas
for food and other valuables. This cave is well hidden beneath the Black Dog
Mountains. The entire clan of creatures lives off of the success of their
raiding abillity. The cave smells very bad as the creatures themselves give
off a repelant odor. The gloom that hangs over this place is hard to see very
far into. This is the entrance to the troglodyte caves. One may travel east
or down back into the water.
Obvious exits: -East -Down
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
The lich of a spoiled elf enters from below.
The vampire of a centaur guardsman enters from below.
< 233h/216H 105v/115V Pos: standing >
You quickly scan the area.
A troglodyte female who is close by to your east.
A troglodyte sentinel who is close by to your east.
A troglodyte sentinel who is close by to your east.
A troglodyte sentinel who is close by to your east.
A troglodyte sentinel who is close by to your east.
A troglodyte sentinel who is close by to your east.
< 233h/216H 105v/115V Pos: standing >
Ok.
The lich of a spoiled elf starts casting a spell.
< 232h/216H 107v/115V Pos: standing >
The lich of a spoiled elf completes its spell...
The lich of a spoiled elf utters the words 'xarr ay ghaiz'
< 232h/216H 110v/115V Pos: standing >
You quickly scan the area.
A troglodyte female who is close by to your east.
A troglodyte sentinel who is close by to your east.
A troglodyte sentinel who is close by to your east.
A troglodyte sentinel who is close by to your east.
A troglodyte sentinel who is close by to your east.
< 232h/216H 113v/115V Pos: standing >
In the Dark Troglodyte Caves
This dark and scary cave is inhabited by a race of highly effective and
deadly fighters. The troglodyte race is savage and can easily overcome an
unready opponent. The warriors of the clan are trained from an early age how
to fully use all of their weapons including their long tail. This cave is the
perfect lair for such a race. Because the darkness is so complete, ambushes
can and will happen as one goes further into this place. The advanced eyes of
the troglodyte race has developed a superior form of infravision which allows
them to best take advantage of these surroundings. The smell is horrible,
emitted from their glands and pores as yet another deterrent from this place.
The stone would look very black in the light of day, but here everything looks
like darkness. One may travel west or north in the troglodyte cave system.
Obvious exits: -North -West
A troglodyte female wanders around snarling.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
The lich of a spoiled elf enters from the west.
The vampire of a centaur guardsman enters from the west.
< 232h/216H 112v/115V Pos: standing >
Ok.
The lich of a spoiled elf starts casting a spell.
< 232h/216H 114v/115V Pos: standing >
The lich of a spoiled elf completes its spell...
The lich of a spoiled elf utters the words 'xarr ay ghaiz'
< 232h/216H 115v/115V Pos: standing >
Oof! a troglodyte female bumps into a greyish stone wall...
You quickly scan the area.
A troglodyte female who is close by to your north.
A troglodyte sentinel who is a brief walk away to your north.
A troglodyte sentinel who is close by to your west.
A troglodyte sentinel who is close by to your west.
A troglodyte sentinel who is close by to your west.
A troglodyte sentinel who is close by to your west.
A troglodyte sentinel who is close by to your west.
< 232h/216H 115v/115V Pos: standing >
You quickly scan the area.
A troglodyte sentinel who is a brief walk away to your north.
A troglodyte sentinel who is close by to your west.
A troglodyte sentinel who is close by to your west.
A troglodyte sentinel who is close by to your west.
A troglodyte sentinel who is close by to your west.
A troglodyte sentinel who is close by to your west.
< 232h/216H 115v/115V Pos: standing >
In the Dark Troglodyte Caves
The further into the troglodyte caves the more disorienting it becomes.
Even creatures with phenomenal infravision find this place to be a complex and
confusing cave system. The darkness, combined with the horrible smells that
the troglodytes release from their glands, makes the air seem to be thick like
water. The rocks are cold and wet and sound does not seem to carry very well
this far down. Normally there would be an echo, but here there is none. It
is as if a shadow of darkness has stolen all the light and sound from this
place. Even with a torch one cannot see very far ahead. Shadows seem to dance
and merge into the stone. Or perhaps the troglodyte warriors are preparing to
attack. The troglodytes posses an innate ability to change the color and tone
of their flesh to fit in with their surroundings. It is safe to assume that an
adult troglodyte could blend in with the black rock and stand there invisible
to someone who walked by. One may walk north, south or west. The darkness
makes it hard to determine which is the main path.
Obvious exits: -North -South -West
A troglodyte female wanders around snarling.
The lich of a spoiled elf enters from the south.
The vampire of a centaur guardsman enters from the south.
< 232h/216H 113v/115V Pos: standing >
You quickly scan the area.
A troglodyte sentinel who is not far off to your north.
A troglodyte female who is a brief walk away to your north.
A troglodyte female who is close by to your south.
A troglodyte sentinel who is close by to your south.
A troglodyte sentinel who is close by to your south.
A troglodyte sentinel who is close by to your south.
A troglodyte sentinel who is close by to your south.
A troglodyte sentinel who is close by to your south.
A troglodyte berserker who is close by to your west.
A troglodyte mother who is close by to your west.
A troglodyte child who is close by to your west.
A troglodyte child who is close by to your west.
A troglodyte child who is close by to your west.
< 232h/216H 113v/115V Pos: standing >
In the Dark Troglodyte Caves
These dark caves are filled with the entire troglodyte settlement. The
nature of the troglodytes makes living in these caves essential as it is their
only possible habitat. The night is the only time these creatures can come out
of hiding and when they do they search for human flesh. The cave itself is a
natural formation, the stone still in its crude natural state. There may have
been some mining or rock work done, but it was minimal as the troglodytes can
live withouth the luxury of smooth stone. The air is very musty, a smell only
found with large colonies of lizards or troglodytes. The temperature is always
warm, how the caves are kept this warm is a mystery to the outside world. The
caves twist and turn as they travel through this underground labrynth. One may
travel to the north or south from this point in the troglodyte caves.
Obvious exits: -North -South
The lich of a spoiled elf enters from the south.
The vampire of a centaur guardsman enters from the south.
< 232h/216H 111v/115V Pos: standing >
You quickly scan the area.
A troglodyte sentinel who is close by to your north.
A troglodyte female who is not far off to your north.
A troglodyte female who is close by to your south.
A troglodyte female who is not far off to your south.
A troglodyte sentinel who is not far off to your south.
A troglodyte sentinel who is not far off to your south.
A troglodyte sentinel who is not far off to your south.
A troglodyte sentinel who is not far off to your south.
A troglodyte sentinel who is not far off to your south.
< 232h/216H 111v/115V Pos: standing >
In the Dark Troglodyte Caves
The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings. The cave system is a random, twisting monster that
makes navigation nearly impossible. The cave is a natural occurrence and thus
is bound to no city plan or layout. The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless. In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils. The air is very musty and
warm feeling, an oddity for this far below the surface. There are no markings
or indications as to the correct path to choose. Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
A large and burly troglodyte sentinel stands here dutifully.
The lich of a spoiled elf enters from the south.
The vampire of a centaur guardsman enters from the south.
< 232h/216H 109v/115V Pos: standing >
You quickly scan the area.
A troglodyte female who is close by to your north.
A troglodyte assassin who is close by to your east.
A troglodyte female who is not far off to your south.
A troglodyte female who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
< 232h/216H 110v/115V Pos: standing >
In the Dark Troglodyte Caves
The dark troglodyte caverns continue into the dark stone of the underground
labrynth. The air here is thick with the musty scents of the lizard-like
creatures that live here. The ground is quite rough and painful on unprotected
feet. The sharp edges of the various jutting rocks are deadly and painful.
The ceiling rising aproximately ten feet off of the floor allowing room for
the taller creatures that wander down here. The width of the tunnels is ever
varying and seems to be naturally forming. The creatures that live, flourish
and expand in these caves are a hearty race, legends of the night, hunters of
the fair races. The stories of the troglodyte race are widely though of as a
myth or legend, but the very existence of these caves are proof beyond a shadow
of a doubt. The sounds of shrieking reptiles can be heard in the unending
night of these caves. One may travel to the east or south from this point.
Obvious exits: -East -South
A troglodyte female prowls through the caves here.
The lich of a spoiled elf enters from the south.
The vampire of a centaur guardsman enters from the south.
< 232h/216H 108v/115V Pos: standing >
You quickly scan the area.
A Grey Elf who is close by to your east.
A Gnome who is close by to your east.
A Human who is close by to your east.
A troglodyte sentinel who is close by to your east.
A troglodyte sentinel who is close by to your south.
< 232h/216H 109v/115V Pos: standing >
Alas, you cannot go that way. . . .
< 232h/216H 109v/115V Pos: standing >
In the Dark Troglodyte Caves
The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings. The cave system is a random, twisting monster that
makes navigation nearly impossible. The cave is a natural occurrence and thus
is bound to no city plan or layout. The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless. In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils. The air is very musty and
warm feeling, an oddity for this far below the surface. There are no markings
or indications as to the correct path to choose. Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
A large and burly troglodyte sentinel stands here dutifully.
The lich of a spoiled elf enters from the north.
The vampire of a centaur guardsman enters from the north.
< 232h/216H 108v/115V Pos: standing >
Ok.
The lich of a spoiled elf starts casting a spell.
< 232h/216H 110v/115V Pos: standing >
The lich of a spoiled elf completes its spell...
The lich of a spoiled elf utters the words 'xarr ay ghaiz'
< 232h/216H 113v/115V Pos: standing >
Ok.
The lich of a spoiled elf seems a bit busy at the moment, try later.
< 232h/216H 115v/115V Pos: standing >
Ok.
The lich of a spoiled elf starts casting a spell.
< 232h/216H 115v/115V Pos: standing >
The lich of a spoiled elf completes its spell...
The lich of a spoiled elf utters the words 'xarr ay ghaiz'
< 232h/216H 115v/115V Pos: standing >
You quickly scan the area.
A Human who is close by to your north.
A Human who is close by to your north.
A troglodyte female who is close by to your north.
A troglodyte female who is close by to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
A troglodyte sentinel who is a brief walk away to your south.
< 232h/216H 115v/115V Pos: standing >
In the Dark Troglodyte Caves
The dark troglodyte caverns continue into the dark stone of the underground
labrynth. The air here is thick with the musty scents of the lizard-like
creatures that live here. The ground is quite rough and painful on unprotected
feet. The sharp edges of the various jutting rocks are deadly and painful.
The ceiling rising aproximately ten feet off of the floor allowing room for
the taller creatures that wander down here. The width of the tunnels is ever
varying and seems to be naturally forming. The creatures that live, flourish
and expand in these caves are a hearty race, legends of the night, hunters of
the fair races. The stories of the troglodyte race are widely though of as a
myth or legend, but the very existence of these caves are proof beyond a shadow
of a doubt. The sounds of shrieking reptiles can be heard in the unending
night of these caves. One may travel to the east or south from this point.
Obvious exits: -East -South
A Human (medium) stands, floating here.
A Human (medium) (HardCore) stands, floating here.
A troglodyte female prowls through the caves here.
The lich of a spoiled elf enters from the south.
The vampire of a centaur guardsman enters from the south.
< 232h/216H 113v/115V Pos: standing >
You failed.
< 232h/216H 113v/115V Pos: standing >
In the Dark Troglodyte Caves
This section of the troglodyte caves is very tight and narrow. The walls
and ceiling seem to be constricting on the tunnel opening. The narrow tunnel
is filled with the familiar smells of rot, decay and must. The troglodyte race
is a race of warriors, few of which are ever found dead. The race is extremely
successful in their night time raids, most often targeting the human colonies
located near this region. The troglodyte warriors usually attack the strongest
looking targets first and work their way down, which shows they are a very
intelligent and deliberate band of hunters. The air here is rather stale as
no drafts or currents move through the cold and dark stone. The ground here
is littered with small scraps of flesh and bone. A good deal of commotion can
be heard somewhere deep in the cave system. One may travel further into the
troglodyte cave system by traveling north or west from this point.
Obvious exits: -North -West
Fresh blood splatters cover the area.
[3] The corpse of a troglodyte sentinel is lying here.
A Grey Elf (medium) Almost a Nice Guy stands, floating here (Newbie).
A Gnome (small) Nice Guy stands here.
The lich of a spoiled elf enters from the west.
The vampire of a centaur guardsman enters from the west.
< 232h/216H 111v/115V Pos: standing >
You start chanting...
You snap into visibility.
< 232h/216H 111v/115V Pos: standing >
A Gnome leaves west.
A Grey Elf leaves west.
< 232h/216H 111v/115V Pos: standing >
You abort your spell before it's done!
< 232h/216H 111v/115V Pos: standing >
You failed.
< 232h/216H 112v/115V Pos: standing >
In the Dark Troglodyte Caves
The dark troglodyte caverns continue into the dark stone of the underground
labrynth. The air here is thick with the musty scents of the lizard-like
creatures that live here. The ground is quite rough and painful on unprotected
feet. The sharp edges of the various jutting rocks are deadly and painful.
The ceiling rising aproximately ten feet off of the floor allowing room for
the taller creatures that wander down here. The width of the tunnels is ever
varying and seems to be naturally forming. The creatures that live, flourish
and expand in these caves are a hearty race, legends of the night, hunters of
the fair races. The stories of the troglodyte race are widely though of as a
myth or legend, but the very existence of these caves are proof beyond a shadow
of a doubt. The sounds of shrieking reptiles can be heard in the unending
night of these caves. One may travel to the east or south from this point.
Obvious exits: -East -South
A troglodyte female prowls through the caves here.
The lich of a spoiled elf enters from the east.
The vampire of a centaur guardsman enters from the east.
< 232h/216H 111v/115V Pos: standing >
You failed.
< 232h/216H 111v/115V Pos: standing >
In the Dark Troglodyte Caves
The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings. The cave system is a random, twisting monster that
makes navigation nearly impossible. The cave is a natural occurrence and thus
is bound to no city plan or layout. The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless. In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils. The air is very musty and
warm feeling, an oddity for this far below the surface. There are no markings
or indications as to the correct path to choose. Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
A greyish stone wall is here to the east.
A greyish stone wall is here to the south.
A Grey Elf (medium) Almost a Nice Guy stands, floating here (Newbie).
A Gnome (small) Nice Guy stands here.
A Human (medium) stands, floating here.
A Human (medium) (HardCore) stands, floating here.
A large and burly troglodyte sentinel stands here dutifully.
The lich of a spoiled elf enters from the north.
The vampire of a centaur guardsman enters from the north.
Oof! a Human bumps into a greyish stone wall...
< 232h/216H 109v/115V Pos: standing >
You start chanting...
< 232h/216H 110v/115V Pos: standing >
You complete your spell...
[Damage: 80 ] You drain a Gnome of some of his energy.
A Grey Elf suddenly attacks YOU!
A Grey Elf's weak slash grazes you.
< 236h/216H 123v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
A Gnome starts casting an offensive spell called 'dispel magic'.
A Human leaves north.
A Human leaves north.
< 236h/216H 123v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
A troglodyte sentinel is waving a platinum coin around wanting to make a bet on the outcome.
< 236h/216H 123v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
You start chanting...
< 236h/216H 123v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
Casting: energy drain
< 236h/216H 123v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
You complete your spell...
[Damage: 105 ] You drain a Gnome of some of his energy.
< 237h/216H 144v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
A Gnome completes his spell...
A Gnome utters the words 'eugszr waouq'
< 237h/216H 144v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
A Grey Elf parries your futile lunge at her.
A Grey Elf parries your futile lunge at her.
Sorry, you aren't allowed to do that in combat.
< 237h/216H 144v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
A Grey Elf's weak slash grazes you.
You dodge a Grey Elf's vicious attack.
You start chanting...
< 236h/216H 144v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: few scratches >
The vampire of a centaur guardsman suddenly attacks a Grey Elf!
The vampire of a centaur guardsman snaps into visibility.
The vampire of a centaur guardsman's impressive slash strikes a Grey Elf.
A Gnome attempts to flee.
A Gnome leaves north.
A Human enters from the north.
A Human enters from the north.
A Gnome enters from the north.
< 236h/216H 144v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
A Human starts casting an offensive spell called 'lightning bolt'.
< 236h/216H 144v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You complete your spell...
[Damage: 83 ] You drain a Gnome of some of his energy.
< 237h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
The lich of a spoiled elf suddenly attacks a Grey Elf!
The lich of a spoiled elf snaps into visibility.
The lich of a spoiled elf's punch wounds a Grey Elf.
You duck under a Grey Elf's lame kick.
< 237h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
A Human completes his spell...
A Human utters the words 'diesilla barh'
The globe around your body flares as it bears the brunt of a Human's assault!
You don't have that spell memorized.
< 237h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You don't have that spell memorized.
Oof! a Gnome bumps into a greyish stone wall...
< 237h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You start chanting...
Oof! a Gnome bumps into a greyish stone wall...
< 237h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
A Gnome leaves north.
< 237h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You abort your spell before it's done!
< 237h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
A Grey Elf parries the vampire of a centaur guardsman's lunge at her.
The vampire of a centaur guardsman's slash wounds a Grey Elf.
A Grey Elf's slash grazes you.
You dodge a Grey Elf's vicious attack.
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You failed.
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC! You couldn't escape!
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You failed.
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
The lich of a spoiled elf's weak punch grazes a Grey Elf.
The lich of a spoiled elf's punch grazes a Grey Elf.
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You attempt to flee...
PANIC! You couldn't escape!
A Human leaves north.
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You failed.
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC! You couldn't escape!
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You failed.
< 236h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
A Grey Elf deflects your blow and strikes back at YOU!
A Grey Elf's weak slash grazes you.
You miss a Grey Elf.
A Human leaves north.
< 235h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC! You couldn't escape!
< 235h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
A Grey Elf parries the vampire of a centaur guardsman's lunge at her.
The vampire of a centaur guardsman's fine slash wounds a Grey Elf.
A Grey Elf parries the vampire of a centaur guardsman's lunge at her.
The vampire of a centaur guardsman's eyes glow red as it gazes at a Grey Elf!
A Grey Elf's weak slash grazes you.
You dodge a Grey Elf's vicious attack.
You failed.
< 234h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You attempt to flee...
Oof! You bump into a greyish stone wall...
PANIC! You couldn't escape!
< 234h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
A Grey Elf parries the lich of a spoiled elf's lunge at her.
Sorry, you aren't allowed to do that in combat.
< 234h/216H 149v/115V Pos: standing >
< T: Zloe TP: sta TC:excellent E: A Grey Elf sta EP: small wounds >
You attempt to flee...
In the Dark Troglodyte Caves
The dark troglodyte caverns continue into the dark stone of the underground
labrynth. The air here is thick with the musty scents of the lizard-like
creatures that live here. The ground is quite rough and painful on unprotected
feet. The sharp edges of the various jutting rocks are deadly and painful.
The ceiling rising aproximately ten feet off of the floor allowing room for
the taller creatures that wander down here. The width of the tunnels is ever
varying and seems to be naturally forming. The creatures that live, flourish
and expand in these caves are a hearty race, legends of the night, hunters of
the fair races. The stories of the troglodyte race are widely though of as a
myth or legend, but the very existence of these caves are proof beyond a shadow
of a doubt. The sounds of shrieking reptiles can be heard in the unending
night of these caves. One may travel to the east or south from this point.
Obvious exits: -East -South
Fresh blood splatters cover the area.
You flee northward!
< 234h/216H 126v/115V Pos: standing >
In the Dark Troglodyte Caves
Obvious exits: -East -South
Fresh blood splatters cover the area.
< 234h/216H 126v/115V Pos: standing >
In the Dark Troglodyte Caves
The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings. The cave system is a random, twisting monster that
makes navigation nearly impossible. The cave is a natural occurrence and thus
is bound to no city plan or layout. The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless. In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils. The air is very musty and
warm feeling, an oddity for this far below the surface. There are no markings
or indications as to the correct path to choose. Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
Puddles of fresh blood cover the ground.
A greyish stone wall is here to the east.
A greyish stone wall is here to the south.
The vampire of a centaur guardsman stands in mid-air here, fighting a Grey Elf. (minion)
The lich of a spoiled elf stands in mid-air here, fighting a Grey Elf. (minion)
A Grey Elf (medium) Almost a Nice Guy stands, floating here (Newbie).
A large and burly troglodyte sentinel stands here dutifully.
< 234h/216H 124v/115V Pos: standing >
In the Dark Troglodyte Caves
The dark troglodyte caverns continue into the dark stone of the underground
labrynth. The air here is thick with the musty scents of the lizard-like
creatures that live here. The ground is quite rough and painful on unprotected
feet. The sharp edges of the various jutting rocks are deadly and painful.
The ceiling rising aproximately ten feet off of the floor allowing room for
the taller creatures that wander down here. The width of the tunnels is ever
varying and seems to be naturally forming. The creatures that live, flourish
and expand in these caves are a hearty race, legends of the night, hunters of
the fair races. The stories of the troglodyte race are widely though of as a
myth or legend, but the very existence of these caves are proof beyond a shadow
of a doubt. The sounds of shrieking reptiles can be heard in the unending
night of these caves. One may travel to the east or south from this point.
Obvious exits: -East -South
Fresh blood splatters cover the area.
< 234h/216H 122v/115V Pos: standing >
In the Dark Troglodyte Caves
This section of the troglodyte caves is very tight and narrow. The walls
and ceiling seem to be constricting on the tunnel opening. The narrow tunnel
is filled with the familiar smells of rot, decay and must. The troglodyte race
is a race of warriors, few of which are ever found dead. The race is extremely
successful in their night time raids, most often targeting the human colonies
located near this region. The troglodyte warriors usually attack the strongest
looking targets first and work their way down, which shows they are a very
intelligent and deliberate band of hunters. The air here is rather stale as
no drafts or currents move through the cold and dark stone. The ground here
is littered with small scraps of flesh and bone. A good deal of commotion can
be heard somewhere deep in the cave system. One may travel further into the
troglodyte cave system by traveling north or west from this point.
Obvious exits: -North -West
Fresh blood splatters cover the area.
[3] The corpse of a troglodyte sentinel is lying here.
A Gnome (small) Nice Guy stands here.
A Human (medium) (HardCore) stands, floating here.
A troglodyte female prowls through the caves here.
< 234h/216H 120v/115V Pos: standing >
You start chanting...
< 234h/216H 120v/115V Pos: standing >
A Human gives an order to his followers.
< 234h/216H 120v/115V Pos: standing >
A Human starts casting a spell.
< 234h/216H 120v/115V Pos: standing >
You complete your spell...
[Damage: 88 ] Your concussion blast rips into a Gnome, shattering his soul!
< 234h/216H 120v/115V Pos: standing >
You start chanting...
< 234h/216H 120v/115V Pos: standing >
You complete your spell...
[Damage: 75 ] Your blast shatters a Gnome into a million pieces!
A Gnome's bloody crystal stud was disintegrated by the negative energy!
A Gnome is dead! R.I.P.
You receive your share of experience.