The death of [21 Mercenary] Lok (Dwarf)

in The Mother Lode

from the perspective of [21 Mercenary] Lok (Dwarf)

<worn on head>       a pair of devil horns [superior]
<worn in ear>        a well-used dragonscale earring from Krethik Keep
<worn in ear>        an earring of congealed blood
<worn on face>       a stony granite face (magic) (glowing)
<worn around neck>   a black wool cowl stained with blood [superior]
<worn around neck>   a thick and bloodstained cowl
<worn about body>    a light and windy cloak (magic) (glowing)
<worn around wrist>  a burnished couatl-hide bracer (magic)
<worn around wrist>  a burnished couatl-hide bracer (magic)
<worn on hands>      some gloves of rage (magic)
<worn on finger>     the ring of the overfiend
<worn on finger>     the ring of the overfiend [poor] [83%]             
<primary weapon>     the Soulsword (magic) (humming)
<secondary weapon>   a thin steel dagger

Obvious exits: -North -East -South -West

< 63h/296H 71v/116V Pos: standing >
 
   ++^MMMMMM    
  +^^^MMM^DMM   
 ^+^^.M^MMMMM^  
 ^+.^.^^.^MM^^  
 ^+^^..@^^^^^^  
 .+..^^^.^MM^.  
 .+^^^.^^^.^^^  
  +..^^^^...^   
   ^....^^^.    
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 69v/116V Pos: standing >
 
   +^MMMMMMM    
  ^^^MMM^DMM^   
 +^^.M^MMMMM^^  
 +.^.^^.^MM^^^  
 +^^...@^^^^^M  
 +..^^^.^MM^.^  
 +^^^.^^^.^^^.  
  ..^^^^...^.   
   ....^^^.^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 67v/116V Pos: standing >
 
   ^MMMMMMM^    
  ^^MMM^DMM^M   
 ^^.M^MMMMM^^M  
 .^.^^.^MM^^^M  
 ^^...^@^^^^MM  
 ..^^^.^MM^.^M  
 ^^^.^^^.^^^.^  
  .^^^^...^.M   
   ...^^^.^.    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 65v/116V Pos: standing >
 
   MMMMMMM^M    
  ^MMM^DMM^MM   
 ^.M^MMMMM^^MM  
 ^.^^.^MM^^^MM  
 ^...^^@^^^MMM  
 .^^^.^MM^.^MM  
 ^^.^^^.^^^.^^  
  ^^^^...^.M.   
   ..^^^.^..    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 64v/116V Pos: standing >
 
   MMMMMM^MM    
  MMM^DMM^MMM   
 .M^MMMMM^^MMM  
 .^^.^MM^^^MMM  
 ...^^^@^^MMMM  
 ^^^.^.M^.^MMM  
 ^.^^^M^^^.^^^  
  ^^^...^.M..   
   .^^^.^...    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 62v/116V Pos: standing >
 
   MMMMM^MMM    
  MM^DMM^MMMM   
 ^^MMMMM^^MMMM  
 M^.^MM^^MMMMM  
 ..^^^^@^^MMMM  
 ^^.^.M^.^MMMM  
 .^^^M^^^.^^^M  
  ^^...^.M..^   
   ^^^.^...^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 61v/116V Pos: standing >
 
   MMMM^MMMM    
  M^DMM^MMMMM   
 ^MMMMM^^MMMMM  
 ^.^MM^^MMMMMM  
 .^^^^^@^MMMMM  
 ^.^.M^.^MMMMM  
 ^^^M^^^.^^^MM  
  ^...^.M..^^   
   ^^.^...^^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 59v/116V Pos: standing >
 
   ^^^^^MMMM    
  MMMMM^MMMMM   
 MM^DMM^MMMMMM  
 ^MMMMM^^MMMMM  
 ^.^MM^@MMMMMM  
 .^^^^^^^MMMMM  
 ^.^.M^.^MMMMM  
  ^^M^^^.^^^M   
   ...^.M..^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 58v/116V Pos: standing >
 
   MMMM^MMMM    
  M^^^^^MMMMM   
 MMMMMM^MMMMMM  
 MM^DMM^MMMMMM  
 ^MMMMM@^MMMMM  
 ^.^MM^^MMMMMM  
 .^^^^^^^MMMMM  
  .^.M^.^MMMM   
   ^M^^^.^^^    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 56v/116V Pos: standing >
 
   MMMM^M^M^    
  MMMMM^MMMM^   
 MM^^^^^MMMMMM  
 MMMMMM^MMMMMM  
 MM^DMM@MMMMMM  
 ^MMMMM^^MMMMM  
 ^.^MM^^MMMMMM  
  ^^^^^^^MMMM   
   ^.M^.^MMM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 63h/296H 54v/116V Pos: standing >
 
   ^M^^.^^^^    
  MMMMM^M^M^.   
 MMMMMM^MMMM^.  
 MM^^^^^MMMMMM  
 MMMMMM@MMMMMM  
 MM^DMM^MMMMMM  
 ^MMMMM^^MMMMM  
  .^MM^^MMMMM   
   ^^^^^^MMM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 64h/296H 54v/116V Pos: standing >
 
   ^^^^^....    
  M^M^^.^^^^.   
 MMMMMM^M^M^..  
 MMMMMM^MMMM^.  
 MM^^^^@MMMMMM  
 MMMMMM^MMMMMM  
 MM^DMM^MMMMMM  
  MMMMM^^MMMM   
   ^MM^^MMMM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 64h/296H 52v/116V Pos: standing >
 
   M^^^^^...    
  MM^M^^.^^^^   
 MMMMMMM^M^M^.  
 MMMMMMM^MMMM^  
 MMM^^^@^MMMMM  
 MMMMMMM^MMMMM  
 MMM^DMM^MMMMM  
  ^MMMMM^^MMM   
   .^MM^^MMM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 64h/296H 50v/116V Pos: standing >
 
   MM^^^^^..    
  MMM^M^^.^^^   
 MMMMMMMM^M^M^  
 MMMMMMMM^MMMM  
 MMMM^^@^^MMMM  
 ^MMMMMMM^MMMM  
 ^MMM^DMM^MMMM  
  ^^MMMMM^^MM   
   ^.^MM^^MM    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 64h/296H 48v/116V Pos: standing >
 
   ^MM^^^^^.    
  MMMM^M^^.^^   
 MMMMMMMMM^M^M  
 MMMMMMMMM^MMM  
 MMMMM^@^^^MMM  
 +^MMMMMMM^MMM  
 ^^MMM^DMM^MMM  
  .^^MMMMM^^M   
   M^.^MM^^M    
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West

< 64h/296H 47v/116V Pos: standing >
A Mountain Trail
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -West

< 64h/296H 45v/116V Pos: standing >
The East Gates of Kimordril
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
An elite guard specialist of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.
An elite guard of Kimordril is here, vigilantly watching the gates.

< 64h/296H 44v/116V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -West

< 64h/296H 43v/116V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -West
Fresh blood covers everything in the area.
An elite dwarven guard of Kimordril is here.

< 64h/296H 43v/116V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -West

< 64h/296H 42v/116V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -South -Up

< 64h/296H 41v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 64h/296H 42v/116V Pos: standing >
Pardon?

< 64h/296H 43v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 65h/296H 44v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 65h/296H 44v/116V Pos: standing >
Autosaving...
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -West -Down

< 65h/296H 44v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 65h/296H 44v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 65h/296H 45v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 65h/296H 45v/116V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -West

< 65h/296H 45v/116V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -West
Fresh blood splatters cover the area.
An elite dwarven guard of Kimordril is here.

< 65h/296H 44v/116V Pos: standing >
An Inclined Pathway
   This pathway has been worn into the rock and earth, running down to the
center of town, and up to the western gates. A few buildings line the path,
but they don't become really dense until you get into the heart of the
stronghold. The view is majestic from this trail, overlooking the stronghold
and the rest of the valley. The great peaks of the Rigmorak mountain range
surround Kimordril, keeping it well hidden and safe.
Obvious exits: -East -West

< 65h/296H 43v/116V Pos: standing >
Hint: Pay attention to what your group does. If someone does something you don't understand, ask why.
East Side of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A large dwarf is here, keeping an eye on the area.
A large dwarf is here, keeping an eye on the area.
General Kimordril sits atop a large pony.

< 65h/296H 42v/116V Pos: standing >
Northeast Corner of the Guild Square
   Guilds and their shops surround this large square, clusters crowding
together at each corner. There are bricks inlaid here, perfectly set and
making travel through here easy. All of the main roads in this section
of Kimordril meet here, at the center of the square. A massive peak towers
above the square to the east, with one of the roads leading into the side
of it. To the south is a large stone building with many windows.
Obvious exits: -North -East -South -West

< 65h/296H 43v/116V Pos: standing >
The Mother Lode
   Small round tables, chairs, barstools and a long bar fill this room. A
huge fireplace is in the northern wall, big enough to hold a good sized log.
Mugs and small kegs are lined up on shelves behind the bar, and not one
trace of dust can be found upon them, suggesting that they get replaced
rather quickly. The walls here are made of stone and have bas reliefs of
dwarves fighting dragons, goblins, orcs and other evil creatures.
Obvious exits: -East -South -Up
Fresh blood covers everything in the area.
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
A mighty board stands here held up by great swords reading 'Flame Board.'
A gully dwarf wanders around, collecting garbage.
A brutish bartender serves drinks to his patrons here.

< 66h/296H 42v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 66h/296H 42v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 66h/296H 43v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 66h/296H 43v/116V Pos: standing >
Reception Room
   A large desk is here with a large open book atop it for guests to be
recorded in. A long hallway leads into the side of a hill to the north,
lined with doors on each side, leading to different rooms for rent. A
stairway leads to the tavern below.
Obvious exits: -Down
Fresh blood covers everything in the area.
An elite dwarven guard of Kimordril is here.
An elite dwarven guard of Kimordril is here.

< 66h/296H 42v/116V Pos: standing >

< 66h/296H 43v/116V Pos: standing >
The Mother Lode
   Small round tables, chairs, barstools and a long bar fill this room. A
huge fireplace is in the northern wall, big enough to hold a good sized log.
Mugs and small kegs are lined up on shelves behind the bar, and not one
trace of dust can be found upon them, suggesting that they get replaced
rather quickly. The walls here are made of stone and have bas reliefs of
dwarves fighting dragons, goblins, orcs and other evil creatures.
Obvious exits: -East -South -Up
Fresh blood covers everything in the area.
[5] A small bandage rests upon the ground here.
A large two-handed sword has been left here.
[2] A large wooden torch has been discarded here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
A mighty board stands here held up by great swords reading 'Flame Board.'
A gully dwarf wanders around, collecting garbage.
A brutish bartender serves drinks to his patrons here.

< 66h/296H 43v/116V Pos: standing >
You get a small bandage.

< 66h/296H 45v/116V Pos: standing >
You attempt to bandage yourself.

< 67h/296H 47v/116V Pos: standing >
A gully dwarf leaves south.

< 68h/296H 51v/116V Pos: standing >
You continue bandaging yourself.

< 74h/296H 49v/116V Pos: standing >
You continue bandaging yourself.

< 81h/296H 52v/116V Pos: standing >
You continue bandaging yourself.

< 88h/296H 54v/116V Pos: standing >
You continue bandaging yourself.

< 95h/296H 57v/116V Pos: standing >
You continue bandaging yourself.

< 102h/296H 60v/116V Pos: standing >
You continue bandaging yourself.

< 109h/296H 63v/116V Pos: standing >
You continue bandaging yourself.

< 114h/296H 65v/116V Pos: standing >
You can't bandage any more with this bandage.

< 115h/296H 71v/116V Pos: standing >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!

< 120h/296H 99v/116V Pos: standing >

< 122h/296H 107v/116V Pos: standing >

< 122h/296H 107v/116V Pos: standing >
Owner               Artifact

Goli                the sphere of wind
Znar                the icecrown of the frost revenants
Marakel             tendrils of shadowy mist
Nib                 the holy flamberge of the efreeti
Znar                Sunblade, longsword of Justice
Ksek                the mystic axe of the dragonkind
Rip                 Doombringer, the sword of chaos
Znar                the mystical longsword of Volo the Traveler
Hodoh               the rod of Dispator
Corae               the Living Necroplasm
Nul                 a pair of pale, misty gloves
Athena              Krindors Incredible Device
Nauraki             the globe of shadows
Nib                 the platemail of the DragonLord
Laz                 a cloak of Elvenkind
Athena              the dagger of Wind
Lazder              Avernus the life stealer
Norabi              the blackened staff of Netheril
Doddz               Illesarus, the Sword of Sharpness
Nazz                a mystical warhammer
Okita               the holy mace of the efreeti

       ------Summary------
         Goodies:      7
         Evils:        14
         Total:        21

< 122h/296H 108v/116V Pos: standing >
Owner               Unique

Kesk                the crown of Aramus
Golis               a sword of the whirlwinds
Sgan                the terrifying visage of the great wraith Dranum
Ricklo              the mace of the earth
Teis                'Einjar' the titan shield of purity
Lrt                 the three-pronged totem of the Naga Queen
Kroth               the orb of elemental fire
Laz                 the oaken staff of the woodlands
Znar                the cloak of the stalker
Lrt                 the mask of wildmagic
Pilt                a belt of iron solidarity
Marakel             a death ring of Tezcatlipoca
Ekimensio           a blood red sword named 'Death Rider'
Kroth               the totem of Mox
Goli                the eyes of the mindflayer
Teis                a lightning rod composed of pure magic
Bardo               the instrument of lyrical mastery
Golis               the wicked-looking scimitar of Demogorgon
Rip                 a large gold-rimmed church door
Doddz               an obsidian buckle named "Rage"
Nil                 the dark heart of Dreggan Wood
Ath                 some platinum linked sleeves of life
Trix                the glittering cloak of the sprite queen, Faelarae
Nul                 the granite dagger 'BloodFeast'
Szin                Bahamut's mask of vigor
Kobie               some fingerless gloves of su-monster skin
Ath                 the orb of the sea
Elduce              a carved dragonbone longbow called "Eternity"
Kobie               the wailing face of a drow banshee
Athena              a haze of swirling green vapor
Ath                 Utgard-Loki's crystal ball
Kesk                a cold saber called 'icicle'
Nib                 the boots of inertia
Teis                Tsunami, the trident of storms
Nom                 a swirling staff of air conjuration
Jubek               some platemail of colorless salamander scales

       ------Summary------
         Goodies:      12
         Evils:        24
         Total:        36

< 122h/296H 110v/116V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 123h/296H 114v/116V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.

< 135h/296H 116v/116V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.

< 150h/296H 116v/116V Pos: standing >
Autosaving...

< 165h/296H 116v/116V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.

< 165h/296H 116v/116V Pos: standing >
The taste of blood slowly fades from your body.

< 180h/296H 116v/116V Pos: standing >
Hint: You can turn off room descriptions with 'toggle brief', but you might miss some zone clues.

< 180h/296H 116v/116V Pos: standing >
Hint: At level 30 you get the option to adopt a class specialization if you choose.  Check the help files for your class to see what's available.

< 195h/296H 116v/116V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 209h/296H 116v/116V Pos: standing >
Alarm bells sound, signalling an invasion!

< 209h/296H 116v/116V Pos: standing >
Alarm bells sound, signalling an invasion!

< 209h/296H 116v/116V Pos: standing >
Alarm bells sound, signalling an invasion!

< 209h/296H 116v/116V Pos: standing >
Alarm bells sound, signalling an invasion!

< 210h/296H 116v/116V Pos: standing >
Alarm bells sound, signalling an invasion!

< 210h/296H 116v/116V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 210h/296H 116v/116V Pos: standing >
Hint: Highlord Protectors mark safe zones for new goodrace players.  If you find a Highlord Protector corpse, you'd best be on the look out!

< 210h/296H 116v/116V Pos: standing >
At the sight of your nemesis the hatred of old generations BURN in your blood!

< 210h/296H 116v/116V Pos: standing >
An Orc snaps into visibility.
You are briefly surrounded by a red aura!
You are knocked to the ground by an Orc's mighty bash!

< 210h/296H 116v/116V Pos: sitting >
< T: Lok TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
-=[An Orc's mighty slash enshrouds you in a mist of blood.]=-
OUCH!  That really did HURT!
-=[An Orc's slash strikes you very hard.]=-
-=[An Orc's impressive slash seriously wounds you.]=-
-=[An Orc's fine slash strikes you.]=-
-=[An Orc's slash critically injures you.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 15h/296H 116v/116V Pos: sitting >
< T: Lok TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc deflects your blow and strikes back at YOU!
An Orc misses you.
An Orc snaps into visibility.

< 15h/296H 116v/116V Pos: sitting >
< T: Lok TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
-=[An Orc's slash grievously wounds you.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your upper body is disconnected from your legs as an Orc slashes you.
Your suit of pitch-black platemail armor was completely destroyed by the massive blow!
Your armplates of armageddon was completely destroyed by the massive blow!
Your legendary copper shoes from Vella's Bordello was completely destroyed by the massive blow!
Your the eye of the ogre [superior] was completely destroyed by the massive blow!
Your daemonic serpentine insignia was completely destroyed by the massive blow!