<worn as a badge> a badge of purity (glowing)
<worn on head> the crown of unholy saints
<worn on face> a chipped skull mask [superior]
<worn around neck> a spotted leopard skin [superior]
<worn around neck> a small cresent moon necklace on a golden chain
<worn on body> some forest green robes
<worn about body> a flowing white robe [superior]
<worn about waist> a long flowing girth of spidersilk (glowing)
<worn on arms> the sleeves of the swamp troll
<held as shield> a spiked buckler [poor]
<worn around wrist> a deep blue braid of rank
<worn around wrist> some lily pads (illuminating)
<worn on hands> some snakeskin gloves
<worn on finger> a static brass ring
<worn on finger> a ring of the hierophant
<worn on legs> a pair of bark leggings
<worn on feet> a pair of bark lined boots
A black rift of swirling mass is here, tearing itself apart.
Oba Durian Addicts (Grey Elf)(medium) stands in mid-air here.
< 561h/561H 135v/147V Pos: standing >
You feel nature's energy flow into your 10th circle of knowledge.
Your communion with nature is now complete...
Oba sneaks north.
< 561h/561H 147v/147V Pos: standing >
The wormhole crumbles to dust and blows away.
< 561h/561H 147v/147V Pos: standing >
You nod.
< 561h/561H 147v/147V Pos: standing >
You say in halfling 'bingo'
< 561h/561H 147v/147V Pos: standing >
^^.^^.**.
^^..^^^**M.
M.**^^*****.^
^.^^++++M++++
.*^*..@****.^
^***.******.^
****.********
**..*******
..*******
The Tropical Forests of Khomani-Khan
Obvious exits: -North -East -South -West
A pool formed of silver-colored liquid is here, slowly dissipating.
< 561h/561H 147v/147V Pos: standing >
You quickly scan the area.
A wandering parasite assassin who is in the distance to your south.
< 561h/561H 147v/147V Pos: standing >
^.^^.**..
^..^^^**M..
.**^^*****.^.
.^^++++M+++++
*^*..*@***.^.
***.******.^^
***.*********
*..********
.********
The Tropical Forests of Khomani-Khan
Obvious exits: -North -East -South -West
< 561h/561H 145v/147V Pos: standing >
^^^..***.
^^.^^.**...
^^..^^^**M..^
.**^^*****.^.
.^^+++@++++++
*^*..*****.^.
***.******.^^
**.********
..*******
A Gravel Path Cuts Through the Dense Forest
Obvious exits: -North -East -South -West
*Ulilard the illithid mindflayer from The Astral Plane.
< 561h/561H 144v/147V Pos: standing >
M^^^..***
M^^.^^.**..
M^^..^^^**M..
M.**^^*****.^
^.^^++@M+++++
.*^*..*****.^
^***.******.^
***.*******
*..******
A Gravel Path Cuts Through the Dense Forest
Obvious exits: -North -East -South -West
< 561h/561H 143v/147V Pos: standing >
MM^^^..**
MM^^.^^.**.
MM^^..^^^**M.
MM.**^^*****.
M^.^^+@+M++++
^.*^*..*****.
.^***.******.
****.******
**..*****
A Gravel Path Cuts Through the Dense Forest
Obvious exits: -North -East -South -West
< 561h/561H 142v/147V Pos: standing >
MMM^^^..*
MMM^^.^^.**
MMM^^..^^^**M
MMM.**^^*****
MM^.^^@++M+++
M^.*^*..*****
^.^***.******
*****.*****
***..****
A Gravel Path Cuts Through the Dense Forest
Obvious exits: -North -East -South -West
< 561h/561H 142v/147V Pos: standing >
A Large Ravine
This huge ravine looks more like a crater. To wander down it would surely
take some time and would tax the most strongest of travelers. The tropical
forest doesn't seem to care of its existence however. Trees and the animals
that reside within them are numerous indeed. Something peculiar sticks out of
the ordinary however, something similar to that of other forests, game trails.
Only this can't be a game trail, for no game live within tropical forests,
which leads to one conclusion. Someone else, a humanoid being perhaps, lives
in this forest. A tough task ahead to discern which being it may be lays ahead.
A large cabin is visible just before the ravine, it looks like a some sort of
human construction from the make of it. It could be a mission.
Obvious exits: -North -East -South -West -Up -Down
A large cabin looks abandoned.
There are Grey Elf tracks going down.
< 561h/561H 141v/147V Pos: standing >
The Edge of a River
The river flower smoothly. It is clear that most of the animals in here use
this river as daily refreshment. The trees sprout up all along the river and
their branches hang out over it, with vines dangling loosely over dripping
moisture to the river below. It would be a difficult task to traverse the river
if the need ever did arise, for it must be at least twenty feet deep. Fish
of all sorts must be in the river, which serves as another source of food for
the hawks and other omnivores of the wildlife.
Obvious exits: -East -West
< 561h/561H 140v/147V Pos: standing >
Alas, you cannot go that way. . . .
< 561h/561H 141v/147V Pos: standing >
Alas, you cannot go that way. . . .
< 561h/561H 143v/147V Pos: standing >
Alas, you cannot go that way. . . .
< 561h/561H 144v/147V Pos: standing >
Alas, you cannot go that way. . . .
< 561h/561H 145v/147V Pos: standing >
A Large Ravine
This huge ravine looks more like a crater. To wander down it would surely
take some time and would tax the most strongest of travelers. The tropical
forest doesn't seem to care of its existence however. Trees and the animals
that reside within them are numerous indeed. Something peculiar sticks out of
the ordinary however, something similar to that of other forests, game trails.
Only this can't be a game trail, for no game live within tropical forests,
which leads to one conclusion. Someone else, a humanoid being perhaps, lives
in this forest. A tough task ahead to discern which being it may be lays ahead.
A large cabin is visible just before the ravine, it looks like a some sort of
human construction from the make of it. It could be a mission.
Obvious exits: -North -East -South -West -Up -Down
A large cabin looks abandoned.
There are Grey Elf tracks going down.
< 561h/561H 145v/147V Pos: standing >
Deep Within a Ravine
The tropical tree's sprout up a good forty feet into the air. The animals
sirt restlessly within the thick of the forest's ground. Some of the more
versatile animals fly through the air and land roughly onto other trees. Many
insects buzz through the air and rummage through the ground. Tropical forests
are notorious for their ability to weed out the hardened traveler from those
who just want to play with nature for a few days. It is here that men are
separated from the boys. The ability to withstand a night within this forest
is highly overestimated, for once you've journeyed far and wide into a tropical
forest such as this, you'd be forced to stay the night. It is here that the
ants get you. You might wake up in the morning and find yourself one big
swollen whelp, or you might find that some bat took a scat on your person. Now
snakes are a real threat too, you could also wake up to find some boa wrapped
around you so tightly that you'd be unable to breath. You might wake up and
discover some anaconda has swallowed your friend during the middle of the
the night. Worst case scenario, you might not wake up at all.
Obvious exits: -Up -Down#
< 561h/561H 144v/147V Pos: standing >
The boulder seems to be closed.
< 561h/561H 144v/147V Pos: standing >
The boulder seems to be closed.
< 561h/561H 144v/147V Pos: standing >
Ok.
< 561h/561H 147v/147V Pos: standing >
A Long Narrow Shaft
This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -Up -Down
< 561h/561H 146v/147V Pos: standing >
Ok.
< 561h/561H 146v/147V Pos: standing >
A Long Narrow Shaft
This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -East -West -Up -Down
< 561h/561H 145v/147V Pos: standing >
A Long Narrow Shaft
This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -North -South -West -Up -Down
< 561h/561H 144v/147V Pos: standing >
A Long Narrow Shaft
This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -Up -Down
< 561h/561H 143v/147V Pos: standing >
A Long Narrow Shaft
This vertical tunnel seems to have been naturally formed, though its walls
seem to have been carved with artificial handholds, providing a method of
traversing its length with only moderate difficulty. The simple gray rock is
sparkled with the occasional crystal grain, creating a strange affect when
studied from the right angle. Besides the handholds, the walls are rather
rough and marked, with jagged points which reach out to snag falling debris.
Obvious exits: -East -West -Up
< 561h/561H 145v/147V Pos: standing >
Alas, you cannot go that way. . . .
< 561h/561H 145v/147V Pos: standing >
Alas, you cannot go that way. . . .
< 561h/561H 146v/147V Pos: standing >
Among the Cracked Tunnels
Years of compression provide for the tunnels at hand. Centuries undoutably
have gone by to produce these tunnels that so steadily remained uncollasped.
The cavern has moisture in the air and the tunnel's floor remains slick and
treacherous. Water seeps from the tunnels ceiling providing another means
of weathering. Huge cracks lay in the tunnel's walls and it seem that the
weathering has taken its toll. the cavern tunnel has taken the test of time
and lost miserably. The moisture in the air provides means for bacteria and
fungus to grow it seems for the plagues the rims of the stalagmites.
Obvious exits: -East -West
< 561h/561H 146v/147V Pos: standing >
Among the Cracked Tunnels
Years of compression provide for the tunnels at hand. Centuries undoutably
have gone by to produce these tunnels that so steadily remained uncollasped.
The cavern has moisture in the air and the tunnel's floor remains slick and
treacherous. Water seeps from the tunnels ceiling providing another means
of weathering. Huge cracks lay in the tunnel's walls and it seem that the
weathering has taken its toll. the cavern tunnel has taken the test of time
and lost miserably. The moisture in the air provides means for bacteria and
fungus to grow it seems for the plagues the rims of the stalagmites.
Obvious exits: -East -West
< 561h/561H 145v/147V Pos: standing >
Within a Domed Cavern
The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -North -East -South -West
< 561h/561H 144v/147V Pos: standing >
A Treacherous Turning Point
This huge junction of tunnels makes an enormous advantage to whomever would
control its access points. The cavern gives access towards the rest of the
underground. Fungus on the cavern floor makes footing hazardous. Years of
weathering have taken its toll, huge cracks are evident among the huge cavern
floor. Water drips from the stalagmites above. These stalagmites look unstable
and are enormous enough to instantly crush any living thing that it pleases.
Holes and large cracks in the cavern walls make this place an ideal spot for
an ambush.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a duergar assassin is lying here.
< 561h/561H 145v/147V Pos: standing >
A Chamber Filled with Furs
Piles of furs, ranging from bear and boar, to deer and fox, take up most
of this room. Their mere presence seems to add warmth tot he cave, thought this
heat can also be contributed to the nearby cooking pit. Furs have been hung
from several locations along the stone walls, warding off any cold that may
try to seep through from the gray rock. A few broken weapons and tattered
pieces of armor can be seen amongst the furs, remains from those who were
ambushed by the thri-kreens years ago. From the plush surroundings it is
obvious that this area is used for sleeping and relaxation, which is peculiar.
Obvious exits: -East
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 145v/147V Pos: standing >
A Treacherous Turning Point
This huge junction of tunnels makes an enormous advantage to whomever would
control its access points. The cavern gives access towards the rest of the
underground. Fungus on the cavern floor makes footing hazardous. Years of
weathering have taken its toll, huge cracks are evident among the huge cavern
floor. Water drips from the stalagmites above. These stalagmites look unstable
and are enormous enough to instantly crush any living thing that it pleases.
Holes and large cracks in the cavern walls make this place an ideal spot for
an ambush.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a duergar assassin is lying here.
< 561h/561H 146v/147V Pos: standing >
Within a Domed Cavern
The ceiling of this spacious cavern stretches far above, easily a hundred
feet from the rough stone floor below. It is shaped like a dome, the center
being much higher than the edges. The gray stone ceiling is rather smooth,
lacking the stalactites that decorate most of the Underdark. Most of the walls
within this cavern are bare, save for the occasional crack or crude drawing
from unorthodox being. Patches of blackish moss seem to grow from some of these
cracks and in small clumps along the floor.
Obvious exits: -North -East -South
< 561h/561H 145v/147V Pos: standing >
Alas, you cannot go that way. . . .
< 561h/561H 145v/147V Pos: standing >
A slimy mold oozes in from the east.
< 561h/561H 146v/147V Pos: standing >
A Treacherous Turning Point
This huge junction of tunnels makes an enormous advantage to whomever would
control its access points. The cavern gives access towards the rest of the
underground. Fungus on the cavern floor makes footing hazardous. Years of
weathering have taken its toll, huge cracks are evident among the huge cavern
floor. Water drips from the stalagmites above. These stalagmites look unstable
and are enormous enough to instantly crush any living thing that it pleases.
Holes and large cracks in the cavern walls make this place an ideal spot for
an ambush.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a duergar assassin is lying here.
< 561h/561H 146v/147V Pos: standing >
A Chamber Filled with Furs
Piles of furs, ranging from bear and boar, to deer and fox, take up most
of this room. Their mere presence seems to add warmth tot he cave, thought this
heat can also be contributed to the nearby cooking pit. Furs have been hung
from several locations along the stone walls, warding off any cold that may
try to seep through from the gray rock. A few broken weapons and tattered
pieces of armor can be seen amongst the furs, remains from those who were
ambushed by the thri-kreens years ago. From the plush surroundings it is
obvious that this area is used for sleeping and relaxation, which is peculiar.
Obvious exits: -East
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 145v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 146v/147V Pos: standing >
You quickly scan the area.
You see nothing.
< 561h/561H 147v/147V Pos: standing >
< 561h/561H 147v/147V Pos: standing >
You are carrying: (1/12)
a rugged adventurers satchel (illuminating)
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
You quickly scan the area.
You see nothing.
< 561h/561H 147v/147V Pos: standing >
Hint: Be sure to have a raft or canoe handy in case you need to cross water.
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
You quickly scan the area.
You see nothing.
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
You quickly scan the area.
You see nothing.
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen enters from the east.
< 561h/561H 147v/147V Pos: standing >
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You can't carry any more.
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen jumps in surprise!! EEK!
You drop 11 mushroom(s).
< 561h/561H 147v/147V Pos: standing >
You smile happily.
< 561h/561H 147v/147V Pos: standing >
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You can't carry any more.
< 561h/561H 147v/147V Pos: standing >
You drop 11 mushroom(s).
< 561h/561H 147v/147V Pos: standing >
Autosaving...
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen leaves east.
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen enters from the east.
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
[22] Some fool has dropped a magic mushroom here (glowing)
A Thri-Kreen (medium) stands here.
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
< 561h/561H 147v/147V Pos: standing >
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You can't carry any more.
< 561h/561H 147v/147V Pos: standing >
You drop 11 mushroom(s).
< 561h/561H 147v/147V Pos: standing >
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You can't carry any more.
< 561h/561H 147v/147V Pos: standing >
You drop 11 mushroom(s).
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
[33] Some fool has dropped a magic mushroom here (glowing)
A Thri-Kreen (medium) stands here.
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
You quickly scan the area.
You see nothing.
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
< 561h/561H 147v/147V Pos: standing >
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You get a Magical Green Mushroom from the Sylvan Woods from a rugged adventurers satchel.
You can't carry any more.
< 561h/561H 147v/147V Pos: standing >
You drop 11 mushroom(s).
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
[34] Some fool has dropped a magic mushroom here (glowing)
A Thri-Kreen (medium) stands here.
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
You quickly scan the area.
You see nothing.
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
[14] Some fool has dropped a magic mushroom here (glowing)
A Thri-Kreen (medium) stands here.
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
Fongg gets a Magical Green Mushroom from the Sylvan Woods.
Fongg grabs a Magical Green Mushroom from the Sylvan Woods.
< 561h/561H 147v/147V Pos: standing >
This thri-kreen is ready to tuck his fellows in for a long slumber. All one has
to do is rent and he'll leave this realm for a while, and when they're ready
to return, so be it.
Fongg appears to be Thri-Kreen and is in excellent condition.
It's medium in size.
It seems to be moving much faster than normal..
<held> a Magical Green Mushroom from the Sylvan Woods (glowing)
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
A Thri-Kreen gets a Magical Green Mushroom from the Sylvan Woods.
< 561h/561H 147v/147V Pos: standing >
You chuckle politely.
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
[3] Some fool has dropped a magic mushroom here (glowing)
A Thri-Kreen (medium) stands here.
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
Stay tuned, a Thri-Kreen will be right back.
< 561h/561H 147v/147V Pos: standing >
The innkeeper stores a Thri-Kreen's stuff in the safe and shows him to his room.
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
Now where did that chicken go?
< 561h/561H 147v/147V Pos: standing >
A Chamber Filled with Furs
Obvious exits: -East
[3] Some fool has dropped a magic mushroom here (glowing)
A sleeping thri-kreen is stretched out, sound asleep.
A sleeping thri-kreen is stretched out, sound asleep.
Fongg, the receptionist, is ready to tuck you in.
< 561h/561H 147v/147V Pos: standing >
You are carrying: (1/12)
a rugged adventurers satchel (illuminating)
< 561h/561H 147v/147V Pos: standing >
A rugged adventurers satchel contains:
some sandy sleeves
[18] a Magical Green Mushroom from the Sylvan Woods (glowing)
[195] a green herb
an unearthly brass quarterstaff
a small pile of coins
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen has entered the game.
< 561h/561H 147v/147V Pos: standing >
Hint: Mobs starting to get boring when you kill them? The more often you kill the same mob, the less experience you will gain. Type "trophy" to look at which areas you have spent time in, and how much you can still stand to learn from them.
< 561h/561H 147v/147V Pos: standing >
A Thri-Kreen suddenly attacks YOU!
A Thri-Kreen misses you.
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: excellent >
A sleeping thri-kreen awakens.
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: excellent >
You start chanting...
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: excellent >
Casting: sunray
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: excellent >
You complete your spell...
[Damage: 121 ] You unleash light in a focused, searing ray at a Thri-Kreen!
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: few wounds >
You miss a Thri-Kreen.
You miss a Thri-Kreen.
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: few wounds >
You dodge a Thri-Kreen's vicious attack.
You block a Thri-Kreen's lunge at you.
You start chanting...
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: few wounds >
A sleeping thri-kreen awakens.
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: few wounds >
Casting: sunray
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: few wounds >
You complete your spell...
[Damage: 153 ] You unleash light in a focused, searing ray at a Thri-Kreen!
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: pretty hurt >
Your improved dexterity grants you an additional attack!
You miss a Thri-Kreen.
You miss a Thri-Kreen.
A Thri-Kreen leaps into the air, avoiding your attack.
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: pretty hurt >
You start chanting...
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: pretty hurt >
A sleeping thri-kreen clambers to its feet.
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: pretty hurt >
Casting: sunray
< 561h/561H 147v/147V Pos: standing >
< T: Krok TP: sta TC:excellent E: A Thri-Kreen sta EP: pretty hurt >
You complete your spell...
[Damage: 110 ] You unleash light in a focused, searing ray at a Thri-Kreen!
A Thri-Kreen is mortally wounded, and will die soon, if not aided.
< 561h/561H 147v/147V Pos: standing >
<[Damage: 2 ] Your punch grievously wounds a Thri-Kreen.
A Thri-Kreen is mortally wounded, and will die soon, if not aided.
[Damage: 2 ] You hit a Thri-Kreen in the throat, he chokes, gasps and dies.
A Thri-Kreen is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!