<worn as a badge> a badge of promise (glowing)
<worn on head> the troll fez of true clarity
<worn on eyes> a foggy visor
<worn in ear> a long gemstone earring [poor] (glowing)
<worn on face> a magical maple leaf
<worn around neck> a serpentine medallion [superior] (glowing) [83%]
<worn on body> a long flowing black robe [86%]
<worn about body> the robe of Lost Souls[207h 31m 14s]
<worn on back> a large leather backpack
<worn about waist> a belt of fresh blood [78%]
<worn on belt buckle>an enchanted spellbook
<worn on arms> some platinum linked sleeves of life[207h 31m 14s]
<held as shield> a well-polished mithril body shield [poor] (illuminating)
<worn around wrist> a bracelet of finger bones [superior]
<worn around wrist> a glowing emerald bracelet [superior] (glowing) (humming)
<worn on finger> a ring of sandstone [superior]
<held> the writhing soul of a demon lord (humming)
<worn on legs> some bright blue leg plates
<worn on feet> some boots of enchantment [superior] (glowing) [81%]
A Kobold utters the words 'izoahuzz qaijudigguai bragh'
A Kobold's concussion blast rips into you, shattering your soul!
< 787h/986H 47v/115V Pos: standing >
A blue dracolich's fine claw strikes a Githyanki.
A blue dracolich's impressive claw strikes a Githyanki.
< 787h/986H 47v/115V Pos: standing >
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
< 675h/986H 49v/115V Pos: standing >
< T: blue TP: sta TC:excellent E: A Githyanki sta EP: few wounds >
A Kobold looks at you.
< 675h/986H 49v/115V Pos: standing >
< T: blue TP: sta TC:excellent E: A Githyanki sta EP: few wounds >
A blue dracolich's claw strikes a Githyanki.
< 675h/986H 49v/115V Pos: standing >
< T: blue TP: sta TC:excellent E: A Githyanki sta EP: few wounds >
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
You miss a Githyanki.
A Githyanki misses a blue dracolich.
A blue dracolich dodges a Githyanki's attack.
A Githyanki misses a blue dracolich.
Sorry, you aren't allowed to do that in combat.
< 559h/986H 49v/115V Pos: standing >
< T: blue TP: sta TC:excellent E: A Githyanki sta EP: few wounds >
Sorry, you aren't allowed to do that in combat.
< 559h/986H 49v/115V Pos: standing >
< T: blue TP: sta TC:excellent E: A Githyanki sta EP: few wounds >
You attempt to flee...
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
You flee southward!
< 559h/986H 19v/115V Pos: standing >
< 559h/986H 19v/115V Pos: standing >
< 559h/986H 19v/115V Pos: standing >
You kneel.
< 559h/986H 20v/115V Pos: kneeling >
A Githyanki enters from the north.
< 559h/986H 20v/115V Pos: kneeling >
A Githyanki leaves south.
< 559h/986H 20v/115V Pos: kneeling >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
A Kobold (small) sits in mid-air here.
A blue dracolich is here, with flesh hanging off its rotting bones. (minion)
A pelican squaks loudly.
< 559h/986H 17v/115V Pos: kneeling >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East -South -West
A thin steel dagger lays here.
A small post has some words scribbled on it.
A blue dracolich enters from the south.
< 559h/986H 13v/115V Pos: kneeling >
Alas, you cannot go that way. . . .
< 559h/986H 14v/115V Pos: kneeling >
You rise to your feet.
< 559h/986H 15v/115V Pos: standing >
A Massive Warehouse
Wooden boards were used to construct this warehouse. Large cylinder beams
uphold the ceiling and provide for the otherwise stability of this place. The
beems dig deep into the ground, for the ground is mostly sand underneath the
stone slabs that make up the floor of this warehouse. The shady sections of
the warehouse, large barrels of this and that lay undisturbed. Boxes and
crates are however visibly within the immediate area. It isn't obvious what
could be inside of them however, for their labels are barely visible and have
faded throughout the years. The air within this place is rather dusty and
damp. A large boarded up window would allow air to circulate, but it is
however, boarded shut. Spots of blood cover a plank a corner.
Obvious exits: -East -Down
A blue dracolich enters from the east.
< 559h/986H 14v/115V Pos: standing >
Being the ferocious sort, you charge at the enemy!
You miss a blue dracolich.
< 559h/986H 15v/115V Pos: standing >
< T: Hamz TP: sta TC: few wounds E: blue sta EP: excellent >
A blue dracolich dodges your futile attack.
You miss a blue dracolich.
< 559h/986H 15v/115V Pos: standing >
< T: Hamz TP: sta TC: few wounds E: blue sta EP: excellent >
You dodge a blue dracolich's vicious attack.
You dodge a blue dracolich's vicious attack.
< 559h/986H 15v/115V Pos: standing >
< T: Hamz TP: sta TC: few wounds E: blue sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 559h/986H 15v/115V Pos: standing >
< T: Hamz TP: sta TC: few wounds E: blue sta EP: excellent >
You have memorized the following spells:
(11th circle) 1 - power word kill
1 - create dracolich
(10th circle) 1 - fly
1 - raise lich
1 - vampiric trance
1 - mass embalm
( 8th circle) 3 - negative concussion blast
( 7th circle) 4 - protect undead
1 - raise wraith
1 - knock
( 6th circle) 3 - cone of cold
4 - vitalize undead
( 5th circle) 3 - teleport
2 - heal undead
( 4th circle) 1 - strength
4 - wither
4 - life leech
( 3rd circle) 1 - animate dead
6 - dispel magic
2 - embalm
1 - sense follower
( 2nd circle) 4 - chill touch
5 - sleep
1 - protection from cold
1 - protection from living
( 1st circle) 4 - minor creation
1 - detect magic
7 - slashing darkness
And you are currently memorizing the following spells:
7 seconds: ( 9th) dimension door
13 seconds: ( 5th) heal undead
20 seconds: ( 8th) negative concussion blast
27 seconds: ( 8th) negative concussion blast
35 seconds: ( 9th) energy drain
42 seconds: ( 9th) energy drain
50 seconds: ( 9th) energy drain
57 seconds: ( 9th) energy drain
63 seconds: ( 5th) heal undead
69 seconds: ( 5th) heal undead
You can memorize no more spells.
< 559h/986H 15v/115V Pos: standing >
< T: Hamz TP: sta TC: few wounds E: blue sta EP: excellent >
You try to fake your own demise..
< 559h/986H 15v/115V Pos: on your ass >
Your blood cools, and you no longer see targets everywhere.
< 360h/787H 15v/115V Pos: on your ass >
You feel your mind recover from the assault.
You feel your skin soften and return to normal.
You feel your skin soften and return to normal.
You feel your skin soften and return to normal.
< 361h/787H 32v/115V Pos: on your ass >
< 362h/787H 45v/115V Pos: on your ass >
You clamber to your feet.
< 362h/787H 46v/115V Pos: standing >
Ok.
A blue dracolich leaves east.
< 362h/787H 46v/115V Pos: standing >
You start chanting...
< 363h/787H 47v/115V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!
< 590h/787H 48v/115V Pos: standing >
You start chanting...
< 590h/787H 48v/115V Pos: standing >
You complete your spell...
< 590h/787H 49v/115V Pos: standing >
You start chanting...
< 590h/787H 51v/115V Pos: standing >
You complete your spell...
You feel the powers of darkness strengthen you!
< 788h/787H 51v/115V Pos: standing >
You sit down and relax.
< 788h/787H 52v/115V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - power word kill
1 - create dracolich
(10th circle) 1 - fly
1 - raise lich
1 - vampiric trance
1 - mass embalm
( 8th circle) 3 - negative concussion blast
( 7th circle) 4 - protect undead
1 - raise wraith
1 - knock
( 6th circle) 3 - cone of cold
3 - vitalize undead
( 5th circle) 3 - teleport
( 4th circle) 1 - strength
4 - wither
4 - life leech
( 3rd circle) 1 - animate dead
6 - dispel magic
2 - embalm
1 - sense follower
( 2nd circle) 4 - chill touch
5 - sleep
1 - protection from cold
1 - protection from living
( 1st circle) 4 - minor creation
1 - detect magic
7 - slashing darkness
And you are currently memorizing the following spells:
2 seconds: ( 9th) dimension door
4 seconds: ( 5th) heal undead
6 seconds: ( 8th) negative concussion blast
8 seconds: ( 8th) negative concussion blast
11 seconds: ( 9th) energy drain
13 seconds: ( 9th) energy drain
16 seconds: ( 9th) energy drain
18 seconds: ( 9th) energy drain
20 seconds: ( 5th) heal undead
22 seconds: ( 5th) heal undead
24 seconds: ( 5th) heal undead
26 seconds: ( 6th) vitalize undead
27 seconds: ( 5th) heal undead
You can memorize no more spells.
You continue your study.
< 788h/787H 52v/115V Pos: sitting >
You start meditating...
< 788h/787H 53v/115V Pos: sitting >
You have finished memorizing dimension door.
< 788h/787H 56v/115V Pos: sitting >
You have finished memorizing heal undead.
< 788h/787H 58v/115V Pos: sitting >
You have finished memorizing negative concussion blast.
< 788h/787H 60v/115V Pos: sitting >
You have finished memorizing negative concussion blast.
< 788h/787H 63v/115V Pos: sitting >
You have finished memorizing energy drain.
You stop meditating.
You clamber to your feet.
You abandon your studies.
< 788h/787H 66v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East -South -West
A thin steel dagger lays here.
A small post has some words scribbled on it.
A blue dracolich is here, with flesh hanging off its rotting bones. (minion)
A pelican squaks loudly.
< 788h/787H 66v/115V Pos: standing >
You quickly scan the area.
A seagull who is not far off to your east.
A Kobold who is rather far off to your south.
< 788h/787H 66v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
A blue dracolich enters from the north.
< 788h/787H 65v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
A blue dracolich enters from the north.
< 788h/787H 64v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West#
The corpse of a drunk sailor is lying here.
A blue dracolich enters from the north.
< 788h/787H 63v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
A Kobold (small) sits resting.
A blue dracolich enters from the north.
< 788h/787H 63v/115V Pos: standing >
A blue dracolich already grouped by you.
No new group members.
< 788h/787H 63v/115V Pos: standing >
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
A blue dracolich enters from the west.
< 788h/787H 62v/115V Pos: standing >
Ok.
A blue dracolich leaves east.
< 788h/787H 62v/115V Pos: standing >
Looks like an exit.
You extend your sights eastward.
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
A black rift of swirling mass is here, tearing itself apart. (magic)
A pitch-black gate stands like a pillar here. (magic)
Vaporous haze and fog seems to tug at your mind here. (magic) (glowing)
The Ketch PsiChotic floats here.
The Clipper OMG!! floats here.
The Ketch . . floats here.
The Clipper ZLut floats here.
A blue dracolich is here, with flesh hanging off its rotting bones. (minion)
A Minotaur (large) La Resistance stands in mid-air here.
A Githyanki (medium) La Resistance stands in mid-air here.
An Orc (medium) La Resistance stands in mid-air here. (casting)
Fugly, the gap-toothed and cross-eyed shipwright stands here.
< 788h/787H 63v/115V Pos: standing >
Looks like an exit.
You extend your sights eastward.
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
A black rift of swirling mass is here, tearing itself apart. (magic)
A pitch-black gate stands like a pillar here. (magic)
Vaporous haze and fog seems to tug at your mind here. (magic) (glowing)
The Ketch PsiChotic floats here.
The Clipper OMG!! floats here.
The Ketch . . floats here.
The Clipper ZLut floats here.
A blue dracolich stands in mid-air here, fighting a Githyanki. (minion)
A Minotaur (large) La Resistance stands in mid-air here.
A Githyanki (medium) La Resistance stands in mid-air here.
An Orc (medium) La Resistance stands in mid-air here. (casting)
Fugly, the gap-toothed and cross-eyed shipwright stands here.
< 788h/787H 63v/115V Pos: standing >
You quickly scan the area.
A blue dracolich who is close by to your east.
A Minotaur who is close by to your east.
A Githyanki who is close by to your east.
An Orc who is close by to your east.
Fugly who is close by to your east.
A Kobold who is close by to your west.
< 788h/787H 64v/115V Pos: standing >
You sit down and relax.
< 788h/787H 64v/115V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - power word kill
1 - create dracolich
(10th circle) 1 - fly
1 - raise lich
1 - vampiric trance
1 - mass embalm
( 9th circle) 1 - energy drain
1 - dimension door
( 8th circle) 5 - negative concussion blast
( 7th circle) 4 - protect undead
1 - raise wraith
1 - knock
( 6th circle) 3 - cone of cold
3 - vitalize undead
( 5th circle) 3 - teleport
1 - heal undead
( 4th circle) 1 - strength
4 - wither
4 - life leech
( 3rd circle) 1 - animate dead
6 - dispel magic
2 - embalm
1 - sense follower
( 2nd circle) 4 - chill touch
5 - sleep
1 - protection from cold
1 - protection from living
( 1st circle) 4 - minor creation
1 - detect magic
7 - slashing darkness
And you are currently memorizing the following spells:
2 seconds: ( 9th) energy drain
5 seconds: ( 9th) energy drain
7 seconds: ( 9th) energy drain
9 seconds: ( 5th) heal undead
11 seconds: ( 5th) heal undead
12 seconds: ( 5th) heal undead
14 seconds: ( 6th) vitalize undead
16 seconds: ( 5th) heal undead
You can memorize no more spells.
You continue your study.
< 788h/787H 65v/115V Pos: sitting >
You start meditating...
< 788h/787H 65v/115V Pos: sitting >
A Minotaur enters from the east.
< 788h/787H 66v/115V Pos: sitting >
You have finished memorizing energy drain.
< 788h/787H 68v/115V Pos: sitting >
A Minotaur suddenly attacks YOU!
You abandon your studies.
-=[A Minotaur's crude slash grazes you.]=-
< 783h/787H 69v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Minotaur sta EP: excellent >
You feel up to faking your death again...
< 783h/787H 70v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Minotaur sta EP: excellent >
A Githyanki enters from the east.
< 783h/787H 70v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Minotaur sta EP: excellent >
You feel a brief bit of anger, but it passes.
A Minotaur deflects your blow and strikes back at YOU!
-=[A Minotaur's crude slash grazes you.]=-
You clamber to your feet.
< 779h/787H 70v/115V Pos: standing >
< T: Hamz TP: sta TC:few scratches E: A Minotaur sta EP: excellent >
You attempt to flee...
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
You flee westward!
< 779h/787H 45v/115V Pos: standing >
Alas, you cannot go that way. . . .
< 779h/787H 45v/115V Pos: standing >
Alas, you cannot go that way. . . .
< 779h/787H 45v/115V Pos: standing >
< 779h/787H 45v/115V Pos: standing >
< 779h/787H 45v/115V Pos: standing >
Alas, you cannot go that way. . . .
< 779h/787H 45v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West#
The corpse of a drunk sailor is lying here.
A Kobold (small) sits resting.
< 779h/787H 45v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
< 779h/787H 44v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
< 779h/787H 43v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -East -South -West
A thin steel dagger lays here.
A small post has some words scribbled on it.
A pelican squaks loudly.
< 779h/787H 42v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South
< 779h/787H 42v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East -South
< 779h/787H 41v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -South -West#
The corpse of a drunk sailor is lying here.
A Minotaur (large) La Resistance stands in mid-air here.
A Kobold (small) sits resting.
< 779h/787H 41v/115V Pos: standing >
You start chanting...
A Kobold clambers to his feet.
< 779h/787H 41v/115V Pos: standing >
Casting: raise lich
< 779h/787H 42v/115V Pos: standing >
You complete your spell...
You breathe life into the corpse of a drunk sailor with the awesome power of your art.
The lich of a drunk sailor starts following you.
< 779h/787H 43v/115V Pos: standing >
A Minotaur suddenly attacks YOU!
-=[A Minotaur's crude slash grazes you.]=-
< 775h/787H 43v/115V Pos: standing >
< T: Hamz TP: sta TC:few scratches E: A Minotaur sta EP: excellent >
A Kobold starts casting an offensive spell called 'energy drain'.
< 775h/787H 43v/115V Pos: standing >
< T: Hamz TP: sta TC:few scratches E: A Minotaur sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 775h/787H 43v/115V Pos: standing >
< T: Hamz TP: sta TC:few scratches E: A Minotaur sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 775h/787H 43v/115V Pos: standing >
< T: Hamz TP: sta TC:few scratches E: A Minotaur sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 775h/787H 43v/115V Pos: standing >
< T: Hamz TP: sta TC:few scratches E: A Minotaur sta EP: excellent >
You attempt to flee...
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
The lich of a drunk sailor enters from the north.
You flee southward!
< 775h/787H 15v/115V Pos: standing >
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
The lich of a drunk sailor enters from the west.
< 775h/787H 14v/115V Pos: standing >
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
A pitch-black gate stands like a pillar here. (magic)
Vaporous haze and fog seems to tug at your mind here. (magic) (glowing)
The Ketch PsiChotic floats here.
The Clipper OMG!! floats here.
The Ketch . . floats here.
The Clipper ZLut floats here.
A Githyanki (medium) La Resistance stands in mid-air here.
An Orc (medium) La Resistance stands in mid-air here.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
A blue dracolich stands in mid-air here, fighting a Githyanki. (minion)
An Orc (medium) La Resistance stands in mid-air here.
Fugly, the gap-toothed and cross-eyed shipwright stands here.
The lich of a drunk sailor enters from the west.
< 775h/787H 14v/115V Pos: standing >
The headwinds would prove much too great. Ye best find a dock to start from!
< 775h/787H 14v/115V Pos: standing >
An Orc starts casting a spell.
< 775h/787H 14v/115V Pos: standing >
An Orc says 'whus hot 2500 gor me'
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
The lich of a drunk sailor enters from the east.
< 775h/787H 13v/115V Pos: standing >
Along the Beach
Large gray blocks of stone make up this road, that runs along Lake
Alester's western shore. Used as the main travel route between Venan Trut's
three docking areas, this road is almost always packed to capacity. Sailors
and merchants alike push along the wide road, making their way to or from one
of the countless ships that are moored nearby. Massive buildings line this
road, from warehouses to filthy ale rooms. Most are in a poor condition,
having long since succumbed to graffiti and corrosion. Those owned by powerful
merchants appear to be well cared for however, still clean and guarded around
the clock by armed mercenaries. It would be unwise to enter these docks, simply
because they've been given orders to chase off anyone who is foolish enough to
approach. These mercenaries could care less if they're forced to kill, all
that matters to them is getting paid, and they'll do anything have that happen.
Obvious exits: -North -East
The lich of a drunk sailor enters from the east.
< 775h/787H 12v/115V Pos: standing >
A Minotaur enters from the north.
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
The lich of a drunk sailor enters from the west.
< 775h/787H 12v/115V Pos: standing >
On the Merchant Dock
Water splashes up upon the deck for the deck is only four or five feet
higher than the waterfront. Slime and other various plant life such as algae
builds upon the beams of wood that uphold the deck, making it very slippery and
uncomfortable to look at. The lumber boards used to create the deck remain in
near perfect condition however, for they are washed and maintained regularly.
This vantage point it is possible to look towards the horizon over the ocean.
It seems as though a good storm could bring these docks splashing down into
the sea, for the lumber is very rotted.
Obvious exits: -North -East -West
A pitch-black gate stands like a pillar here. (magic)
Vaporous haze and fog seems to tug at your mind here. (magic) (glowing)
The Ketch PsiChotic floats here.
The Clipper OMG!! floats here.
The Ketch . . floats here.
The Clipper ZLut floats here.
A Githyanki (medium) La Resistance stands in mid-air here, fighting a blue dracolich.
An Orc (medium) La Resistance stands in mid-air here.
A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
A blue dracolich stands in mid-air here, fighting a Githyanki. (minion)
An Orc (medium) La Resistance stands in mid-air here.
Fugly, the gap-toothed and cross-eyed shipwright stands here.
The lich of a drunk sailor enters from the west.
< 775h/787H 12v/115V Pos: standing >
You are briefly surrounded by a red aura!
You are knocked to the ground by a Drow Elf's mighty bash!
< 774h/787H 12v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
An Orc leaps at you only to realize you are down already.
< 774h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
An Orc sneaks west.
< 774h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
A pitch-black gate dissolves in a swirl of colors and is gone.
< 774h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
A Drow Elf parries your futile lunge at him.
An Orc sneaks in from the west.
< 774h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
A blue dracolich's weak claw grazes a Githyanki.
A blue dracolich's weak claw grazes a Githyanki.
< 774h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
A Minotaur enters from the west.
A Kobold enters from the west.
An Orc disembarks from the Ketch . ..
< 774h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
-=[An Orc's weak bludgeon grazes you.]=-
-=[An Orc's weak pierce grazes you.]=-
-=[An Orc's weak pierce grazes you.]=-
An Orc starts casting an offensive spell.
A Githyanki attempts to flee.
A Githyanki leaves west.
< 771h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
A Minotaur suddenly attacks YOU!
-=[A Minotaur's crude slash grazes you.]=-
< 766h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
A Githyanki enters from the west.
< 766h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
An Orc starts casting an offensive spell called 'electrical execution'.
< 766h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
-=[A Drow Elf's feeble slash grazes you.]=-
You feel your skin soften and return to normal.
-=[A Drow Elf's feeble slash grazes you.]=-
-=[A Drow Elf's slash grazes you.]=-
A Kobold starts casting an offensive spell.
< 763h/787H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
Your instincts force you into a BloodLust!
An Orc completes his spell...
An Orc utters the word 'gurunsoqz'
You feel your voice soften slightly!
< 956h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
A Kobold completes his spell...
A Kobold utters the words 'unsozfol efaui'
You feel less energetic as a Kobold drains you.
Your life energy was drained, leaving you a bit shaken.
An Orc completes his spell...
An Orc utters the words 'electrical execution'
A huge shower of arcing electricity from an Orc engulfs you.
A Drow Elf parries your futile lunge at him.
< 799h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
An Orc starts casting a spell.
< 799h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
-=[An Orc's crush grazes you.]=-
-=[An Orc's feeble slash grazes you.]=-
-=[An Orc's crude slash grazes you.]=-
-=[An Orc's feeble crush grazes you.]=-
-=[An Orc's feeble crush grazes you.]=-
-=[An Orc's feeble crush grazes you.]=-
-=[An Orc's crush grazes you.]=-
-=[An Orc's feeble crush grazes you.]=-
-=[An Orc's feeble crush grazes you.]=-
-=[An Orc's feeble slash grazes you.]=-
< 786h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
A Kobold starts casting an offensive spell called 'energy drain'.
< 786h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
An Orc starts casting an offensive spell.
< 786h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
The lich of a drunk sailor suddenly attacks a Drow Elf!
The lich of a drunk sailor snaps into visibility.
The lich of a drunk sailor's punch grazes a Drow Elf.
< 786h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
The magic protecting your body shatters as a Minotaur slashes you!
-=[A Minotaur's powerful slash strikes you.]=-
-=[A Minotaur's impressive slash wounds you.]=-
-=[A Minotaur's slash wounds you.]=-
-=[A Minotaur's impressive slash wounds you.]=-
-=[A Minotaur's impressive slash wounds you.]=-
-=[A Minotaur's slash wounds you.]=-
-=[An Orc's fine bludgeon grazes you.]=-
-=[An Orc's pierce grazes you.]=-
-=[An Orc's decent pierce grazes you.]=-
< 654h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
A Kobold completes his spell...
A Kobold utters the words 'unsozfol efaui'
You feel less energetic as a Kobold drains you.
Your life energy was drained, leaving you a bit shaken.
That last attack was particularly invasive, and you feel your collective intelligence decrease.
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
< 450h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
The electrical arcs turn your exposed flesh black!
< 407h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
An Orc completes his spell...
An Orc utters the word 'yafbueeaiqz'
An Orc sends forth a strange energy into the room.
An Orc completes his spell...
An Orc utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from an Orc engulfs you.
< 336h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
-=[A Drow Elf's decent slash wounds you.]=-
-=[A Drow Elf's crude slash wounds you.]=-
-=[A Drow Elf's crude slash wounds you.]=-
-=[A Drow Elf's slash wounds you.]=-
< 316h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
A Kobold starts casting an offensive spell.
< 316h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
A Drow Elf parries your futile lunge at him.
< 316h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC: nasty wounds E: A Drow Elf sta EP: excellent >
As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.
OUCH! That really did HURT!
< 204h/980H 13v/115V Pos: sitting >
< T: Hamz TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
A Kobold completes his spell...
A Kobold utters the words 'izoahuzz qaijudigguai bragh'
A Kobold's concussion blast rips into you, shattering your soul!
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's fine crush strikes you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's decent slash strikes you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's fine slash strikes you hard.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's crush strikes you hard.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's impressive crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's fine crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's fine crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's fine crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's impressive slash causes you to grimace in pain.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's fine crush causes you to grimace in pain.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[An Orc's decent slash hits you.]=-
Your consciousness begins to fade in and out as your mortality slips away.....
< -10h/980H 13v/115V Pos: sitting >
You are in pretty bad shape, unable to do anything!
< -10h/980H 13v/115V Pos: sitting >