<worn as a badge> a royal badge of Arcium [poor] (illuminating)
<worn on head> a hat of witchcraft
<worn on eyes> some eyes of charming of charisma
<worn in ear> a gnomish ear amplifier (magic)
<worn in ear> a ghastly ruby stud from The Lizardman Swamps of Clavikord
<worn on face> a mask of hades [poor] (magic) (glowing)
<worn around neck> a cloak of woven moonbeams [poor] (illuminating)
<worn on body> a robe of lightning (glowing)
<worn about body> the living oceanic cloak [poor] (magic) (glowing)
<worn on back> a buckskin pack
<worn as quiver> a soldiers quiver of magic detection [poor] made by Daweava
<worn about waist> a diabolical steel girth
<worn on belt buckle>the dark heart of a githyanki (glowing)
<attached to belt> a buckskin key pouch
<worn on arms> sleeves scrolled with intricate runes
<held as shield> an unearthly ivory tower shield from Shairak and Smokeveil Forest
<worn around wrist> a bracelet of dracolich teeth [poor] (magic) (glowing)
<worn around wrist> a bracelet of dracolich teeth [poor] (magic) (glowing)
<worn on hands> some glowing dragonscale talons from Astral Plane, Tiamat
<worn on finger> a ring of shimmering faerie fire [superior] (glowing)
<worn on finger> a ring of barriers of wisdom (magic)
<primary weapon> the glowing stiletto 'Sunfist'
You stop meditating.
Ok.
An air elemental suddenly attacks a lieutenant!
An air elemental snaps into visibility.
< 431h/431H 167v/167V Pos: sitting >
You have finished memorizing identify.
You snap out of your meditative trance, memorization complete.
< 431h/431H 167v/167V Pos: sitting >
An air elemental attacks a lieutenant. [0 hits]
< 431h/431H 167v/167V Pos: sitting >
A lieutenant attacks an air elemental. [1 hits]
< 431h/431H 167v/167V Pos: sitting >
You start meditating...
< 431h/431H 167v/167V Pos: sitting >
A lieutenant assists a lieutenant heroically.
A lieutenant suddenly attacks an air elemental!
< 431h/431H 167v/167V Pos: sitting >
An air elemental attacks a lieutenant. [1 hits]
< 431h/431H 167v/167V Pos: sitting >
A lieutenant attacks an air elemental. [0 hits]
< 431h/431H 167v/167V Pos: sitting >
A lieutenant attacks an air elemental. [2 hits]
< 431h/431H 167v/167V Pos: sitting >
You stop meditating.
You clamber to your feet.
< 431h/431H 167v/167V Pos: standing >
You start chanting...
< 431h/431H 167v/167V Pos: standing >
An air elemental attacks a lieutenant. [1 hits]
< 431h/431H 167v/167V Pos: standing >
You complete your spell...
[Damage: 14 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 14 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 14 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 14 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 14 ] You watch with self-pride as the magic missile hits a lieutenant.
< 431h/431H 167v/167V Pos: standing >
You start chanting...
< 431h/431H 167v/167V Pos: standing >
A lieutenant attacks an air elemental. [1 hits]
< 431h/431H 167v/167V Pos: standing >
You complete your spell...
[Damage: 18 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 18 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 18 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 18 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 18 ] You watch with self-pride as the magic missile hits a lieutenant.
< 431h/431H 167v/167V Pos: standing >
A lieutenant attacks an air elemental. [0 hits]
You start chanting...
< 431h/431H 167v/167V Pos: standing >
An air elemental attacks a lieutenant. [1 hits]
< 431h/431H 167v/167V Pos: standing >
You complete your spell...
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
< 431h/431H 167v/167V Pos: standing >
You start chanting...
< 431h/431H 167v/167V Pos: standing >
You complete your spell...
[Damage: 7 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 7 ] You watch with self-pride as the magic missile hits a lieutenant.
< 431h/431H 167v/167V Pos: standing >
A lieutenant attacks an air elemental. [0 hits]
< 431h/431H 167v/167V Pos: standing >
You feel less like a hawk and more like your normal self.
You feel heavier and stop levitating.
< 431h/431H 167v/167V Pos: standing >
An air elemental is dead! R.I.P.
An air elemental's death cry reverberates in your head as it falls to the ground.
An air elemental vanishes into thin air.
An air elemental stops following you.
Your group has been disbanded.
You start chanting...
< 431h/431H 167v/167V Pos: standing >
You complete your spell...
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 22 ] You watch with self-pride as the magic missile hits a lieutenant.
< 431h/431H 167v/167V Pos: standing >
You don't see that here.
< 431h/431H 167v/167V Pos: standing >
You don't see that here.
< 431h/431H 167v/167V Pos: standing >
You don't see that here.
< 431h/431H 167v/167V Pos: standing >
You start chanting...
< 431h/431H 167v/167V Pos: standing >
A lieutenant assists a lieutenant heroically.
You dodge a bash from a lieutenant, who loses his balance and falls.
< 431h/431H 167v/167V Pos: standing >
< T: Flud TP: sta TC:excellent E: lieutenant ass EP: excellent >
A lieutenant attacks you. [1 hits]
< 430h/431H 167v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant ass EP: excellent >
Casting: magic missile
< 430h/431H 167v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant ass EP: excellent >
You complete your spell...
[Damage: 11 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 11 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 11 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 11 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 11 ] You watch with self-pride as the magic missile hits a lieutenant.
You suddenly see a lieutenant's foot in your chest.
A lieutenant attacks you. [2 hits]
< 426h/431H 167v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant ass EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 426h/431H 167v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant ass EP: excellent >
You attempt to flee...
A Corner in the Guards Walk
This room is strategically very important. There are stairs leading up and
down here to the other floors of the castle. Controlling the corners of the
castle was obviously very important to the castle designer considering the
thickness of the iron doors that lead to the perimeter halls. There are arrow
slits cut into the stone in both exterior walls, which are currently covered
by sliding iron doors. A bench sits against the wall next to a water barrel.
Doors lead to the north and to the west.
Obvious exits: -North# -West# -Up
[2] The corpse of a lieutenant is lying here.
Oops, trying to juggle too many loose coins, you drop a few.
You flee downward!
< 426h/431H 137v/167V Pos: standing >
The iron seems to be closed.
< 426h/431H 138v/167V Pos: standing >
Ok.
< 426h/431H 139v/167V Pos: standing >
Southern Guard's Walk, Eastern Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north, and to the south
is an iron door.
Obvious exits: -North -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
Oops, trying to juggle too many loose coins, you drop a few.
< 426h/431H 138v/167V Pos: standing >
Southern Guard's Walk, Eastern Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north and south.
Obvious exits: -North -South
Oops, trying to juggle too many loose coins, you drop a few.
< 426h/431H 138v/167V Pos: standing >
Southern Guard's Walk, Eastern Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north and south.
Obvious exits: -North -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
Oops, trying to juggle too many loose coins, you drop a few.
< 426h/431H 138v/167V Pos: standing >
Northern Guard's Walk, East Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north and south and an
iron door leads west.
Obvious exits: -North -South -West#
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
(Q)A meekly dressed servant of the castle lowers her head in your presence.
Oops, trying to juggle too many loose coins, you drop a few.
< 426h/431H 137v/167V Pos: standing >
A private in the Guard's Walk Patrol gets a small pile of coins.
< 427h/431H 140v/167V Pos: standing >
Ok.
You put 27 platinum, 188 gold, 9 silver, and 1 copper coins into a rugged adventurers satchel.
< 427h/431H 142v/167V Pos: standing >
Northern Guard's Walk, East Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north and south.
Obvious exits: -North -South
A suit of blue and white banded mail stands against the wall.
< 427h/431H 141v/167V Pos: standing >
Northern Guard's Walk, East Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues south and to the north
is an iron door.
Obvious exits: -North# -South
A suit of blue and white banded mail stands against the wall.
< 427h/431H 141v/167V Pos: standing >
You start chanting...
< 428h/431H 144v/167V Pos: standing >
Autosaving...
< 428h/431H 144v/167V Pos: standing >
Casting: conjure elemental ***
< 428h/431H 145v/167V Pos: standing >
Casting: conjure elemental **
< 428h/431H 146v/167V Pos: standing >
Casting: conjure elemental
< 429h/431H 148v/167V Pos: standing >
You complete your spell...
A gust of wind solidifies into an air elemental.
An air elemental sulkily says 'Your wish is my command, master!'
An air elemental starts following you.
< 429h/431H 149v/167V Pos: standing >
You start chanting...
< 430h/431H 154v/167V Pos: standing >
Casting: stone skin
< 430h/431H 155v/167V Pos: standing >
You complete your spell...
an air elemental's flesh melds with conjured rocks, turning it to stone.
< 430h/431H 156v/167V Pos: standing >
An air elemental fades from your mortal viewing...
An air elemental is now a member of your group.
< 431h/431H 158v/167V Pos: standing >
Ok.
An air elemental says in orc 'I have 255 (255) hits, and 144 (144) movement points.'
< 431h/431H 159v/167V Pos: standing >
A lieutenant enters from the south.
< 431h/431H 160v/167V Pos: standing >
A lieutenant suddenly attacks YOU!
< 430h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: excellent >
Score information for Flud
Level: 29 Race: Orc Class: Conjurer Shaman Sex: Male
Hit points: 430(431) Moves: 160(167)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 880 platinum 2746 gold 0 silver 0 copper
Playing time: 1 days / 21 hours/ 5 minutes
Received data: 1.1224 MB this session.
Send data: 0.0652 MB this session.
Compression ratio: 79%
79%
Followers:
an air elemental
Status: Standing, fighting a lieutenant.
Epic points(total): 12(12)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 2
Detecting: Invisible Evil Good Magic
Protected from: Evil Good Fire Acid Undead
Enchantments: Ultravision Farsee Armor Aware Waterbreathing
Bartender Quests Remaining: 4
Combat Pulse: 18 Spell Pulse: 1.00
Leaderboard Points: 291
Active Spells:
--------------
stone skin (1 minute)
pantherspeed (16 minutes)
agility (3 minutes)
strength (3 minutes)
spirit armor (2 minutes)
< 430h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: excellent >
You start chanting...
< 430h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: excellent >
A lieutenant attacks you. [1 hits]
< 428h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: excellent >
Casting: magic missile
< 428h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: excellent >
An air elemental says in orc 'I must assist my master!'
An air elemental suddenly attacks a lieutenant!
An air elemental snaps into visibility.
< 428h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few scratches >
You complete your spell...
[Damage: 13 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 13 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 13 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 13 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 13 ] You watch with self-pride as the magic missile hits a lieutenant.
< 428h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: small wounds >
You start chanting...
< 428h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: small wounds >
You complete your spell...
[Damage: 12 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 12 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 12 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 12 ] You watch with self-pride as the magic missile hits a lieutenant.
[Damage: 12 ] You watch with self-pride as the magic missile hits a lieutenant.
< 428h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
An air elemental attacks a lieutenant. [3 hits]
A lieutenant's kick parts your hair but does little else.
A lieutenant attacks you. [1 hits]
You don't have that spell memorized.
< 427h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
You attack a lieutenant. [0 hits]
< 427h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
You start chanting...
< 427h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
Casting: lightning bolt *
< 427h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
An air elemental attacks a lieutenant. [1 hits]
< 427h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
A lieutenant attacks you. [1 hits]
< 425h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
You complete your spell...
[Damage: 52 ] The lightning bolt hits a lieutenant with full impact.
< 425h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
You attack a lieutenant. [0 hits]
< 425h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
You start chanting...
< 425h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: few wounds >
You complete your spell...
[Damage: 82 ] The lightning bolt hits a lieutenant with full impact.
< 425h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
An air elemental attacks a lieutenant. [1 hits]
< 425h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
A lieutenant attacks you. [1 hits]
You start chanting...
< 424h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
Casting: lightning bolt
< 424h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
You complete your spell...
[Damage: 70 ] The lightning bolt hits a lieutenant with full impact.
< 424h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
An air elemental attacks a lieutenant. [1 hits]
< 424h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
Ok.
An air elemental fails miserably in its attempt to rescue you.
< 424h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
You feel your skin soften and return to normal.
You suddenly see a lieutenant's foot in your chest.
A lieutenant attacks you. [2 hits]
< 416h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
You attack a lieutenant. [0 hits]
< 416h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: nasty wounds >
An air elemental attacks a lieutenant. [1 hits]
< 416h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
A lieutenant attacks you. [2 hits]
Ok.
An air elemental fails miserably in its attempt to rescue you.
< 404h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
An air elemental attacks a lieutenant. [0 hits]
< 404h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
You attack a lieutenant. [0 hits]
< 404h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC:few scratches E: lieutenant sta EP: pretty hurt >
An air elemental attacks a lieutenant. [0 hits]
A lieutenant attacks you. [2 hits]
< 386h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant sta EP: pretty hurt >
You start chanting...
< 386h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant sta EP: pretty hurt >
Casting: stone skin *
< 386h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant sta EP: pretty hurt >
An air elemental attacks a lieutenant. [1 hits]
< 386h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant sta EP: pretty hurt >
You complete your spell...
Your flesh melds with conjured rocks, turning it to stone.
< 386h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant sta EP: pretty hurt >
You dodge a bash from a lieutenant, who loses his balance and falls.
A lieutenant attacks you. [1 hits]
< 385h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant ass EP: pretty hurt >
You start chanting...
< 385h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant ass EP: pretty hurt >
Casting: lightning bolt *
< 385h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant ass EP: pretty hurt >
An air elemental attacks a lieutenant. [1 hits]
< 385h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant ass EP: pretty hurt >
You complete your spell...
[Damage: 84 ] The lightning bolt hits a lieutenant with full impact.
< 385h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant ass EP: awful >
A lieutenant attacks you. [0 hits]
You start chanting...
< 385h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant ass EP: awful >
Casting: lightning bolt
An air elemental attacks a lieutenant. [2 hits]
< 385h/431H 160v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant ass EP: awful >
You complete your spell...
[Damage: 70 ] Your lightning bolt shatters a lieutenant to pieces.
A lieutenant is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of a lieutenant cause a sickening chill to run up your spine.
You have killed 1 of 1 Humanoid(s) for boon # 1386.
< 385h/431H 160v/167V Pos: standing >
It appears to be the corpse of a lieutenant.
a small pile of coins
< 385h/431H 160v/167V Pos: standing >
You get a small pile of coins from the corpse of a lieutenant.
There were: 29 platinum coins, 12 gold coins.
< 385h/431H 160v/167V Pos: standing >
Into what?
< 385h/431H 160v/167V Pos: standing >
Ok.
You put 29 platinum, 12 gold, 0 silver, and 0 copper coins into a rugged adventurers satchel.
< 385h/431H 160v/167V Pos: standing >
Northern Guard's Walk, East Wall
Obvious exits: -North# -South
A few drops of fresh blood are scattered around the area.
The corpse of a lieutenant is lying here.
A suit of blue and white banded mail stands against the wall.
An air elemental is here looking like a small living tornado. (minion)
< 385h/431H 160v/167V Pos: standing >
Northern Guard's Walk, East Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north and south.
Obvious exits: -North -South
A suit of blue and white banded mail stands against the wall.
An air elemental enters from the north.
< 385h/431H 161v/167V Pos: standing >
An air elemental fades from your mortal viewing...
< 385h/431H 162v/167V Pos: standing >
Northern Guard's Walk, East Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north and south and an
iron door leads west.
Obvious exits: -North -South -West#
(Q)A meekly dressed servant of the castle lowers her head in your presence.
An air elemental enters from the north.
< 385h/431H 162v/167V Pos: standing >
Southern Guard's Walk, Eastern Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north and south.
Obvious exits: -North -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
An air elemental enters from the north.
< 386h/431H 163v/167V Pos: standing >
Southern Guard's Walk, Eastern Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north and south.
Obvious exits: -North -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
An air elemental enters from the north.
< 386h/431H 164v/167V Pos: standing >
Southern Guard's Walk, Eastern Wall
This section of the guard's walk runs north/south along the eastern wall.
Through arrow slits that have been left open in some places, the surface of
the cliffs can be seen extending eastward toward even higher peaks in the
mountains. The corridor is wide, but has a low ceiling which gives it a
cramped feeling. Numerous torch sconces light the way through the hall and
leave not one shadow to lurk in. There is a path in the center of the hall
worn dull by so many feet walking it over and over. The walls are flat stone
as is the ceiling, and both are remarkably unremarkable. The hall is
completely devoid of decoration. The hall continues north, and to the south
is an iron door.
Obvious exits: -North -South
A private in the Guard's Walk Patrol marches back and forth.(Red Aura)
An air elemental enters from the north.
< 386h/431H 164v/167V Pos: standing >
A Corner in the Guards Walk
This room is strategically very important. There are stairs leading up and
down here to the other floors of the castle. Controlling the corners of the
castle was obviously very important to the castle designer considering the
thickness of the iron doors that lead to the perimeter halls. There are arrow
slits cut into the stone in both exterior walls, which are currently covered
by sliding iron doors. A bench sits against the wall next to a water barrel.
Doors lead to the north and to the west.
Obvious exits: -North -West# -Up
A small pile of coins lies here.
[2] The corpse of a lieutenant is lying here.
An air elemental enters from the north.
< 386h/431H 164v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 387h/431H 164v/167V Pos: standing >
You get a small pile of coins.
There were: 39 platinum coins.
< 387h/431H 167v/167V Pos: standing >
Southeast Corner In the Guard's Walk, 2nd Floor
The north/south and east/west sections of the guards walk meet here in the
corner. A wide arrow slit is placed in both the east and south walls, covered
by sliding iron hatches. Two large torches are hung from the ceiling by thin
iron chains. Large iron doors lead north and west, and a stairwell leads
downward to the ground floor. A second newer set of stairs rises into what
appears to be a corner tower.
Obvious exits: -North -West# -Down
A lieutenant in the Guard's Walk Patrol is here protecting the stairway.(Red Aura)
An air elemental enters from below.
< 387h/431H 166v/167V Pos: standing >
You dodge a bash from a lieutenant, who loses his balance and falls.
< 387h/431H 166v/167V Pos: standing >
< T: Flud TP: sta TC: small wounds E: lieutenant kne EP: awful >
An air elemental snaps into visibility.
You are rescued by an air elemental, you are confused, but grateful!
A lieutenant attacks an air elemental. [0 hits]
< 387h/431H 166v/167V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 387h/431H 166v/167V Pos: standing >
An air elemental attacks a lieutenant. [0 hits]
< 387h/431H 166v/167V Pos: standing >
You start chanting...
< 387h/431H 166v/167V Pos: standing >
A lieutenant attacks an air elemental. [0 hits]
< 387h/431H 166v/167V Pos: standing >
Casting: ice missile
< 387h/431H 166v/167V Pos: standing >
You complete your spell...
You point at a lieutenant.
[Damage: 9 ] Your ice missile slams into a lieutenant with a soft thud.
[Damage: 9 ] Your ice missile slams into a lieutenant with a soft thud.
[Damage: 9 ] Your ice missile slams into a lieutenant with a soft thud.
[Damage: 9 ] Your ice missile slams into a lieutenant with a soft thud.
A lieutenant is mortally wounded, and will die soon, if not aided.
< 387h/431H 166v/167V Pos: standing >
An air elemental fades from your mortal viewing...
< 387h/431H 166v/167V Pos: standing >
You start chanting...
< 387h/431H 166v/167V Pos: standing >
Casting: ice missile
< 387h/431H 166v/167V Pos: standing >
You complete your spell...
You point at a lieutenant.
[Damage: 9 ] With a soft thud, the ice missile terminates the life of a lieutenant.
A lieutenant is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a lieutenant dies in agony.
You have killed 1 of 1 Humanoid(s) for boon # 1386.
< 387h/431H 166v/167V Pos: standing >
It appears to be the corpse of a lieutenant.
a few coins
< 387h/431H 166v/167V Pos: standing >
You get a few coins from the corpse of a lieutenant.
There were: 3 platinum coins, 15 gold coins.
< 387h/431H 166v/167V Pos: standing >
Into what?
< 387h/431H 166v/167V Pos: standing >
Ok.
You put 42 platinum, 15 gold, 0 silver, and 0 copper coins into a rugged adventurers satchel.
< 387h/431H 166v/167V Pos: standing >
You are almost ready to attain your next level!
< 387h/431H 167v/167V Pos: standing >
A Corner in the Guards Walk
This room is strategically very important. There are stairs leading up and
down here to the other floors of the castle. Controlling the corners of the
castle was obviously very important to the castle designer considering the
thickness of the iron doors that lead to the perimeter halls. There are arrow
slits cut into the stone in both exterior walls, which are currently covered
by sliding iron doors. A bench sits against the wall next to a water barrel.
Doors lead to the north and to the west.
Obvious exits: -North -West -Up
[2] The corpse of a lieutenant is lying here.
A Human (medium) AnGEr Of The Honoured stands in mid-air here.(Gold Aura)
*A Grey Elf (small) AnGEr Of The Honoured stands in mid-air here.(Gold Aura)
*A Thri-Kreen (medium) AnGEr Of The Honoured stands in mid-air here.(Gold Aura)
An air elemental enters from above.
< 387h/431H 166v/167V Pos: standing >
A Thri-Kreen closes the iron.
< 388h/431H 166v/167V Pos: standing >
A Human starts casting an offensive spell.
< 388h/431H 166v/167V Pos: standing >
A Thri-Kreen snaps into visibility.
You are knocked to the ground by a Thri-Kreen's mighty bash!
< 387h/431H 166v/167V Pos: sitting >
< T: Flud TP: sit TC: small wounds E: A Thri-Kreen sta EP: excellent >
A Thri-Kreen snaps into visibility.
You feel your skin soften and return to normal.
Your eyes of charming of charisma was damaged from the massive blow!
A Thri-Kreen's attack causes you to gush blood!
OUCH! That really did HURT!
Your skin-wrapped dragonscale shoes from the City of Winterhaven was damaged from the massive blow!
A Thri-Kreen attacks you. [13 hits]
< 285h/431H 124v/167V Pos: sitting >
< T: Flud TP: sit TC: few wounds E: A Thri-Kreen sta EP: excellent >
A Grey Elf starts casting an offensive spell.
A Grey Elf snaps into visibility.
< 285h/431H 124v/167V Pos: sitting >
< T: Flud TP: sit TC: few wounds E: A Thri-Kreen sta EP: excellent >
A Thri-Kreen snaps into visibility.
You attack a Thri-Kreen. [0 hits]
< 285h/431H 124v/167V Pos: sitting >
< T: Flud TP: sit TC: few wounds E: A Thri-Kreen sta EP: excellent >
A Human completes his spell...
A Human utters the word 'cyclone'
A Human's cyclone hammers at your body!
OUCH! That really did HURT!
< 230h/431H 124v/167V Pos: sitting >
< T: Flud TP: sit TC: few wounds E: A Thri-Kreen sta EP: excellent >
A private in the Guard's Walk Patrol enters from the north.
A Grey Elf snaps into visibility.
< 230h/431H 124v/167V Pos: sitting >
< T: Flud TP: sit TC: few wounds E: A Thri-Kreen sta EP: excellent >
A Grey Elf completes her spell...
A Grey Elf utters the words 'qpaahuq fussrz'
A Grey Elf's magic rips the fabric of reality causing ChAoTiC energies to pour in.
A blast of cold sent by a Grey Elf strikes you dead on, freezing up your limbs! BRRR.
OUCH! That really did HURT!
Ripples of ChAoTiC energy slam into you as reality comes crashing down.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Darkness flows from the rift encasing you in an impenetrable shell!
You have been blinded!
A tentacle of solified mist coils itself around you
tossing you to the ground.
Ripples of ChAoTiC energy engulf you
blasting the life from your body.
Your something was completely destroyed by the massive blow!
Your something was completely destroyed by the massive blow!
Your something was completely destroyed by the massive blow!