<worn as a badge> a badge of the Vistani
<worn on head> the halo of bloodshed
<worn in ear> a durithalite earring shaped like a dagger
<worn in ear> an anti-matter earring
<worn on face> a tribal mask of human skulls
<worn on body> a ghostly shimmering set of armor (glowing)
<worn about waist> a black leather belt fastened by golden buckles
<worn on arms> a set of jagged blood crystal arm plates
<worn around wrist> a pitch-black bracelet
<worn around wrist> a bracer of might
<worn on hands> the hands of the shadowsteel golem
<primary weapon> a fire dagger
<secondary weapon> a bright silver dagger [poor]
<worn on feet> a pair of adamantium warboots
The Grand Tharnadian Way
There are onyx menhirs standing every five feet along the side of the road,
silent sentinels on its journey through the city. Small crimson cobblestones
make up the roadway, each fitted with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
< 153h/410H 191v/196V Pos: standing >
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. There are onyx menhirs standing every
five feet along the side of the road, silent sentinels on its journey through
the city. Small crimson cobblestones make up the roadway, each fitted to its
neighbor through a tongue and groove system. The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
To the north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A large wandering dog is here, growling at you.
A stray tomcat is darting after rodents, here.
A shady looking mercenary stands here, eyeing you with open contempt.
< 153h/410H 190v/196V Pos: standing >
Doctors Office
As this place is run by all of the towns clerics taking shifts, it is
purposely left non-denominational. A cabinet against the wall holds
various worthless herbs, used more as placebos than anything else.
Obvious exits: -East
A bracelet of opal beads lies on the ground.
A cold mace sits on the ground here. (illuminating)
The doctor on duty reads a current medical journal.
< 153h/410H 190v/196V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alas, you cannot go that way. . . .
< 153h/410H 191v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 153h/410H 191v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 153h/410H 192v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 153h/410H 192v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 153h/410H 193v/196V Pos: standing >
Alarm bells sound, signalling an invasion!
You do not have the funds for the exchange.
< 153h/410H 194v/196V Pos: standing >
Score information for Gimples
Level: 56 Race: Gnome Class: Rogue Sex: Male
Hit points: 154(410) Moves: 196(196)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 1104 platinum 0 gold 0 silver 0 copper
Playing time: 0 days / 10 hours/ 58 minutes
Received data: 1.4586 MB this session.
Send data: 0.0066 MB this session.
Compression ratio: none
Title: Leader of The Bearded Clams
Status: Standing.
Epic points(total): 2376(2375) Current task: find runestone of The Forest City of Aravne
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 0
Detecting: Invisible Life Heat
Enchantments: Ultravision Farsee
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse: 11 Spell Pulse: 0.60
Leaderboard Points: 561
Active Spells:
--------------
well-rested bonus (93 minutes)
< 154h/410H 196v/196V Pos: standing >
You get a pile of coins from your large leather backpack.
There were: 1050 platinum coins, 4 gold coins, 5 copper coins.
< 154h/410H 196v/196V Pos: standing >
You give the doctor 28 platinum.
The doctor starts casting a spell.
< 154h/410H 196v/196V Pos: standing >
< 155h/410H 196v/196V Pos: standing >
The doctor completes her spell...
The doctor utters the words 'yjrr pzar'
A torrent of divine energy flows from the doctor into your body, and your wounds begin to heal!
< 407h/410H 196v/196V Pos: standing >
< 407h/410H 196v/196V Pos: standing >
The doctor tells you, 'Here is a listing of the prices for my services.'
Cure critical wounds 14 platinum
Full heal 28 platinum
Benevolent armor 5 platinum, and 6 gold
Blessing of the Gods 5 platinum, and 6 gold
Antidote 33 platinum, and 6 gold
Disease removal 36 platinum, and 4 gold
Curse removal 39 platinum, and 2 gold
Cure of blindness 28 platinum
Accelerated healing 140 platinum
Resurrection 280 platinum
< 407h/410H 196v/196V Pos: standing >
You give the doctor 5 platinum, and 6 gold.
The doctor starts casting a spell.
< 408h/410H 196v/196V Pos: standing >
Alarm bells sound, signalling an invasion!
< 408h/410H 196v/196V Pos: standing >
The doctor completes her spell...
The doctor utters the word 'fido'
You suddenly feel blessed!
< 408h/410H 196v/196V Pos: standing >
Alarm bells sound, signalling an invasion!
< 409h/410H 196v/196V Pos: standing >
You give the doctor 5 platinum, and 6 gold.
The doctor starts casting a spell.
< 409h/410H 196v/196V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 409h/410H 196v/196V Pos: standing >
Alarm bells sound, signalling an invasion!
< 409h/410H 196v/196V Pos: standing >
The doctor completes her spell...
The doctor utters the word 'abrazak'
Bands of magic armor wrap around you!
< 409h/410H 196v/196V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 409h/410H 196v/196V Pos: standing >
You give the doctor 140 platinum.
The doctor starts casting a spell.
< 409h/410H 196v/196V Pos: standing >
The doctor completes her spell...
The doctor utters the words 'aqqzrzfahze pzaruio'
You begin to heal faster.
< 410h/410H 196v/196V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 410h/410H 196v/196V Pos: standing >
Alarm bells sound, signalling an invasion!
Ok.
You put 871 platinum, 2 gold, 0 silver, and 5 copper coins into a large leather backpack.
< 410h/410H 196v/196V Pos: standing >
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. There are onyx menhirs standing every
five feet along the side of the road, silent sentinels on its journey through
the city. Small crimson cobblestones make up the roadway, each fitted to its
neighbor through a tongue and groove system. The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
To the north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A large wandering dog is here, growling at you.
A young man in leather armor seems to be patrolling the area.
A stray tomcat is darting after rodents, here.
< 410h/410H 195v/196V Pos: standing >
The Grand Tharnadian Way
There are onyx menhirs standing every five feet along the side of the road,
silent sentinels on its journey through the city. Small crimson cobblestones
make up the roadway, each fitted with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
A shady looking mercenary stands here, eyeing you with open contempt.
A large wandering dog is here, growling at you.
< 410h/410H 194v/196V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west of here. There are onyx menhirs standing every five feet along
the side of the road, silent sentinels on its journey through the city. Small
crimson cobblestones make up the roadway, each fitted to its neighbor through
a tongue and groove system. The street looks highly traveled, with buildings
flanking the road as far off as the eye can see. To the east of here, the
Great Fountain of Tharnadia sits in a large open area. The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
A piece of fuzzy blue fungus is growing here.
The bloody head of Blig lies here.
< 410h/410H 193v/196V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A vial filled with a brick-colored liquid lies here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
An odd little man, with a shaved head and an orange robe, hums something.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 410h/410H 192v/196V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your east.
A militia guard who is close by to your east.
A shady mercenary who is not far off to your west.
A stray dog who is not far off to your west.
A stray dog who is a brief walk away to your west.
The doctor who is rather far off to your west.
< 410h/410H 193v/196V Pos: standing >
The 'Mighty Anvil'
As you enter this room, you are immediately overwhelmed with the smell
of melting metals, smoke, and sweat. Sparks fly throughout the room as
a towering human hefts a large blacksmithing mallet down upon
an anvil. Various weapons and armor rest upon shelves scattered throught the room.
A bright light fills this area.
Obvious exits: -South -West -Up
An ink-covered steel bracer lies here abandoned.
Some hefty iron boots have been left here. [87%]
The boots of speed lie here.
A pair of blacksteel boots stand here.
A necklace with several polished silver beads lies in a pile.
[2] Some serpentine leggings are on the ground here..
A small ring made from the flesh of an orc rests here.
A tiny silver ring lies here. (glowing)
A tiny ring lies here nearly hidden for its size.
A longsword has been left here, a soft glow emiting from it.
The sword of straunge gurdyls lies here, unused.
A silvery gladius lies here.
An adamantium longsword lays here.
A thin steel sword with a stone hilt lies on the ground here.
A steel longsword has been left here.
A bloody bastard sword rests upon the ground here.
A large whitestone broadsword has been left here.
A sharp looking bone lies here upon the ground.
A small sword was abandoned here.
A suit of emerald-green chainmail lies here.
A beautiful suit of green elven chainmail has been dropped here.
A very thick backpack lies here in a heap.
The heart of the demon Abbadon has been dropped here.
A circular marble piece lays here.
A patch of red moss lies off to the side here.
A small red cap lies here, forgotten.
A silver longsword lays here.
Lying in a pool of thick dark blood, the head of Frahzel Thunderfist sits, mouth open.
Pieces of a diamond lay here along the ground (glowing)
A small sphere shimmers with inprisoned life here.
A strong looking arrow lies here undisturbed.
A greenstone on a golden chain lies here winking in the sunlight.
A tiny piece of batskin has been left here.
A huge pair of studded mithril fists are laying here.
An apron has been left here, splattered in food.
A longsword is stuck in the ground here, rusting apart.
A bowl of stew sits here, steaming.
A blood-red scimitar is lying here.
The shattered porcelain from a number of plates and bowls lies here.
A large obsidian kite shield lies here, rejected.
A twisted piece of metal lies here.
Lying here is a disgusting head of some poor mage.
[2] A short adamantium sword lies here.
A thick and crunchy pretzel lies here.
the hide of a doe
A huge wooden crate sits here, collecting a thick layer of dust.
a cup of soft ice cream sits here.
A white mace has been left here. (illuminating)
A clear vial filled with crimson fluid, has been left here.
A canteen made of brushed steel lies here.
A shimmering orb rest here. (humming) (illuminating)
An arrow carved from wood from a twised tree lies here.
A shimmering garment is piled in a heap.
a pitch-black feather from a raven's wing floats to the ground. (illuminating)
A wooden mug has been tossed here.
Someone has left some platemail behind.
A sharp piece of stone rests here.
A stone battle axe has been left here.
A piece of long thin stone lies here.
A larger stone mortar lies here.
A spiked mace has been left upon the ground.
A beautifully cut yellow gem has been dropped here.
A spiked stone mace has been left here.
An unnamed object lies here, looking lonely and forelorn. (glowing) (illuminating)
A well-done orcish arm lies here.
A five-point star sapphire floats in mid-air, pulsing with azure waves of power!
A salamander scale mask rests upon the ground here.
A face stares up at your from a pool of blood.
A unwanted mask lays here.
A mask bearing the sigil of armageddon has been left here.
A face like mask of bark lies here.
An unwanted stone mace sits on the ground here. (illuminating)
A hooded lantern lies here.
a heavy cross-bow lies here.
A highly decorated sceptre has been forgotten here.
A red lobster crawls here snapping its claws.
A longsword with two jagged edges has been left here.
A pair of wormskin sleeves lies here.
Some adamantine sleeves have been discarded here.
A pair of unique brown leather sleeves lies here.
Some fool has left behind some mithril scalemail sleeves.
A large war-hammer made of white steel lies here.
A massive red-bladed mithril battle-axe has been left here.
A hollow mandrake root lies here.
An enchanted scroll of power lies here.
A piece of bread is lying here.
A stiletto has been left here, glowing.
A somewhat worn elk horn rests here along the ground.
a harp made of fine greenwood lays here
A small granite potion has been tossed in the dust.
A tiny ruby lies on the ground here.
A piece of an amulet is laying here.
A heavy suit of tarnished platemail has been tossed here.
A strung piece of ash lies here.
A pelt of red fur lies here.
The Blade of Paladins lies upon the ground here. (illuminating)
A large jug lies here.
A flat dirk made of chipped obsidian lies here.
A pale blue watered silk vest edged with tiny hammered silver disks lies here.
a large cleaver lies here.
A feathered helmet with a visor rests here.
A jester's flute lies here, unplayed and unsung.
A common gemstone lies here.
A sturdy chestguard of bamboo has been left here.
A beaker of bubbly, yellow ichor lies here.
A mysterious crumpled note rest here gathering dust.
The bloody leg of a goat lies here.
A silverish cutlass has been left here. (glowing)
A tanned doeskin has been discarded here.
A sharp miners pickaxe has been left here.
A dwarven battle-axe has been left here.
An alligator steak has been dropped here.
An old sphere sits on the ground here.
A large two handed battle axe has been left upon the ground.
a glossy riding saddle has been placed carefully in the bin.
A rune covered wand lies here. (glowing)
a red diamond
A heart carved from coral lies here. (glowing)
A small wooden mace lies here.
A murky looking potion lies on the ground
A thick tattered book has been forgotten here.
A jodani wood sheaf arrow has fallen here.
The flask contains a thin, dark green liquid with odd black chunks.
A potion is laying here.
A magical adamantium warhammer lies on the floor.
A silvery sword lies discarded here. (glowing)
A vicious looking sword was dropped here.
A glowing longsword lies here. (illuminating)
A soft leather jacket has been discarded here.
A suit of spiked leather armor lies here.
A small wooden shield is lying on the ground.
A book is layinger here discarded.
A full suit of bloodmail lies here. (glowing)
A high collar made from a triceratops frill lies here. (humming)
Jodnan, the blacksmith stands here working his metals.
< 410h/410H 194v/196V Pos: standing >
You get a clear vial of crimson liquid.
< 410h/410H 196v/196V Pos: standing >
You get a granite potion.
< 410h/410H 196v/196V Pos: standing >
As you quaff a granite potion, the vial disappears in a bright flash of light!
You feel your skin harden to stone.
Shadowy phantoms blur your image to the outside!
< 410h/410H 196v/196V Pos: standing >
You drop a clear vial of crimson liquid.
< 410h/410H 196v/196V Pos: standing >
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A vial filled with a brick-colored liquid lies here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
An odd little man, with a shaved head and an orange robe, hums something.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 410h/410H 195v/196V Pos: standing >
Score information for Gimples
Level: 56 Race: Gnome Class: Rogue Sex: Male
Hit points: 410(410) Moves: 195(196)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 1104 platinum 0 gold 0 silver 0 copper
Playing time: 0 days / 10 hours/ 59 minutes
Received data: 1.4840 MB this session.
Send data: 0.0068 MB this session.
Compression ratio: none
Title: Leader of The Bearded Clams
Status: Standing.
Epic points(total): 2376(2375) Current task: find runestone of The Forest City of Aravne
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 0
Detecting: Invisible Life Heat
Enchantments: Ultravision Farsee Armor
Stat pool timeout: none
Bartender Quests Remaining: 2
Combat Pulse: 11 Spell Pulse: 0.60
Leaderboard Points: 561
Active Spells:
--------------
phantom armor (15 minutes)
stone skin (4 minutes)
accelerated healing (42 minutes)
armor (20 minutes)
bless (30 minutes)
well-rested bonus (93 minutes)
< 410h/410H 195v/196V Pos: standing >
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
Fresh blood covers everything in the area.
[2] The corpse of a militia guard is lying here.
The corpse of a Minotaur is lying here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
< 410h/410H 194v/196V Pos: standing >
You quickly scan the area.
A street sweeper who is close by to your north.
A militia guard who is close by to your north.
The shady youth who is not far off to your north.
A homeless child who is a brief walk away to your south.
A slutty whore who is a brief walk away to your south.
A militia guard who is in the distance to your south.
A religious zealot who is close by to your west.
The Tharnadian Quartermaster who is close by to your west.
A shady mercenary who is a brief walk away to your west.
A stray dog who is a brief walk away to your west.
A stray dog who is rather far off to your west.
A stray cat who is rather far off to your west.
The doctor who is in the distance to your west.
< 410h/410H 194v/196V Pos: standing >
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason none of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
< 410h/410H 195v/196V Pos: standing >
You quickly scan the area.
A militia guard who is close by to your north.
A militia guard who is close by to your north.
A street sweeper who is not far off to your north.
A militia guard who is not far off to your north.
The shady youth who is a brief walk away to your north.
A militia guard who is not far off to your east.
A human merchant who is not far off to your east.
A Goblin who is in the distance to your east.
A homeless peasant who is in the distance to your east.
A large rat who is in the distance to your east.
An elite guard who is in the distance to your east.
A homeless child who is not far off to your south.
A slutty whore who is not far off to your south.
A militia guard who is rather far off to your south.
< 410h/410H 195v/196V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city. The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a militia guard is lying here.
< 410h/410H 194v/196V Pos: standing >
The Center of the Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. This part of the market is
the only place where you can walk without bumping into people. The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a Human is lying here.
A militia guard is posted here, keeping watch over the bazaar.
< 410h/410H 193v/196V Pos: standing >
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
Fresh blood covers everything in the area.
A wooden stall stands here, goods displayed upon its counter.
A human merchant from another town stands here, perusing Tharnadia.
< 410h/410H 192v/196V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
< 410h/410H 195v/196V Pos: standing >
You attempt to stab a Goblin in the back, but their stone skin quickly absorbs the impact before fading away!
[Damage: 1 ] A Goblin makes a strange sound as you place a fire dagger in his back.
You are briefly surrounded by a red aura!
< 410h/410H 195v/196V Pos: standing >
< T: Gimples TP: sta TC:excellent E: A Goblin sta EP: excellent >
A Goblin's skin seems to turn to stone.
< 410h/410H 196v/196V Pos: standing >
< T: Gimples TP: sta TC:excellent E: A Goblin sta EP: excellent >
A militia guard enters from the west.
Sorry, you aren't allowed to do that in combat.
< 410h/410H 196v/196V Pos: standing >
< T: Gimples TP: sta TC:excellent E: A Goblin sta EP: excellent >
A militia guard suddenly attacks a Goblin!
A militia guard misses a Goblin.
Sorry, you aren't allowed to do that in combat.
< 410h/410H 196v/196V Pos: standing >
< T: Gimples TP: sta TC:excellent E: A Goblin sta EP: excellent >
You are knocked to the ground by a Goblin's mighty bash!
< 409h/410H 196v/196V Pos: sitting >
< T: Gimples TP: sit TC:few scratches E: A Goblin sta EP: excellent >
A Goblin deflects your blow and strikes back at YOU!
A Goblin's weak bludgeon grazes you.
[Damage: 1 ] Your weak pierce grazes a Goblin.
< 407h/410H 196v/196V Pos: sitting >
< T: Gimples TP: sit TC:few scratches E: A Goblin sta EP: excellent >
A Goblin's bludgeon grazes you.
A Goblin's bludgeon grazes you.
A Goblin's feeble bludgeon grazes you.
A Goblin's feeble bludgeon grazes you.
< 401h/410H 196v/196V Pos: sitting >
< T: Gimples TP: sit TC:few scratches E: A Goblin sta EP: excellent >
A Goblin parries a militia guard's lunge at him.
A militia guard misses a kick at a Goblin due to his small size.
< 401h/410H 196v/196V Pos: sitting >
< T: Gimples TP: sit TC:few scratches E: A Goblin sta EP: excellent >
Your improved dexterity grants you an additional attack!
A Goblin parries your futile lunge at him.
A Goblin parries your futile lunge at him.
A Goblin slams aside your attack and counters!
A Goblin's decent bludgeon wounds you.
A Goblin's bludgeon wounds you.
< 390h/410H 196v/196V Pos: sitting >
< T: Gimples TP: sit TC:few scratches E: A Goblin sta EP: excellent >
A Goblin's feeble bludgeon grazes you.
A Goblin's a massive spiked demon mace of the tanar'ri enchanted by Whorap turns midnight black and spews a torrent of foul evil at you.
The room goes dark!
You have been blinded!
Someone's impressive bludgeon strikes you.
You feel your skin soften and return to normal.
Someone's impressive bludgeon strikes you.
Someone's impressive bludgeon strikes you.
Someone's fine bludgeon strikes you.
< 303h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: few wounds E: someone sta EP: excellent >
Someone anticipates your attack and masterfully parries your blow.
Someone parries your futile lunge at him.
< 303h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: few wounds E: someone sta EP: excellent >
Someone's fine bludgeon strikes you.
Someone's crude bludgeon wounds you.
Someone's fine bludgeon strikes you.
Someone's fine bludgeon strikes you.
Someone's decent bludgeon wounds you.
< 260h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: few wounds E: someone sta EP: excellent >
Someone parries someone's lunge at him.
< 260h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: few wounds E: someone sta EP: excellent >
Someone says in common 'Hmmm, Where can a man go to have a good time?'
< 260h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: few wounds E: someone sta EP: excellent >
Your improved dexterity grants you an additional attack!
Someone parries your futile lunge at him.
Someone's bludgeon strikes you.
Someone's bludgeon wounds you.
Someone's fine bludgeon strikes you.
Someone parries your futile lunge at him.
You clamber to your feet.
< 221h/410H 196v/196V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP: excellent >
You are already standing.
< 221h/410H 196v/196V Pos: standing >
< T: someone TP: sta TC: few wounds E: someone sta EP: excellent >
You attempt to flee...
You can't see a damn thing, you're blinded!
You flee southward!
< 221h/410H 188v/196V Pos: standing >
You attempt to flee...
You can't see a damn thing, you're blinded!
You flee northward!
< 221h/410H 182v/196V Pos: standing >
You can't see a damn thing, you're blinded!
< 223h/410H 183v/196V Pos: standing >
You can't see a damn thing, you're blinded!
< 223h/410H 183v/196V Pos: standing >
The red aura around you flashes blue and is gone.
You can't see a damn thing, you're blinded!
< 224h/410H 182v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 224h/410H 183v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 225h/410H 183v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 226h/410H 184v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 226h/410H 185v/196V Pos: standing >
You can't see a damn thing, you're blinded!
< 227h/410H 184v/196V Pos: standing >
You can't see a damn thing, you're blinded!
< 227h/410H 184v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 228h/410H 184v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 228h/410H 185v/196V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alas, you cannot go that way. . . .
< 229h/410H 186v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 229h/410H 186v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 230h/410H 187v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 231h/410H 187v/196V Pos: standing >
Alarm bells sound, signalling an invasion!
Alas, you cannot go that way. . . .
< 231h/410H 188v/196V Pos: standing >
Alarm bells sound, signalling an invasion!
Alas, you cannot go that way. . . .
< 232h/410H 189v/196V Pos: standing >
Alas, you cannot go that way. . . .
< 232h/410H 189v/196V Pos: standing >
Sorry, but you cannot do that here!
< 233h/410H 190v/196V Pos: standing >
You do not see or have the bp.
< 235h/410H 192v/196V Pos: standing >
Alarm bells sound, signalling an invasion!
< 236h/410H 193v/196V Pos: standing >
You are briefly surrounded by a red aura!
You are knocked to the ground by someone's mighty bash!
< 237h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: few wounds E: someone sta EP: excellent >
Someone's impressive bludgeon strikes you hard.
Someone's fine bludgeon strikes you.
Someone's decent bludgeon strikes you.
Someone's bludgeon enshrouds you in a mist of blood.
OUCH! That really did HURT!
Someone's bludgeon strikes you very hard.
Someone's bludgeon causes you to grimace in pain.
YIKES! Another hit like that, and you've had it!!
< 56h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: awful E: someone sta EP: excellent >
Hint: Save money and buy a boat! There's a whole world out there waiting for you! Use help ship to learn how.
< 56h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: awful E: someone sta EP: excellent >
Someone parries your futile lunge at him.
Someone parries your futile lunge at him.
< 56h/410H 196v/196V Pos: sitting >
< T: someone TP: sit TC: awful E: someone sta EP: excellent >
Someone's impressive bludgeon enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
Someone's bludgeon seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
Someone's bludgeon enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
You are bludgeoned to death by someone.