The death of [ 4 Conjurer] Bufoon (Grey Elf)

in The Ogre's Foot Inn

from the perspective of [ 4 Conjurer] Bufoon (Grey Elf)

<worn around neck>   a light blue scarf
<worn on body>       a shabby alligator skin jerkin
<worn about body>    a soft skin cloak
<worn about waist>   an elfskin belt
<worn on belt buckle>a quill
<held as shield>     a little round wooden shield
<primary weapon>     a thin steel dagger

The Ogre's Foot Inn
Obvious exits: -W -D
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 28h/28H 120v/120V Pos: standing >
It is 8pm, on the Day of the Deception
The 30th Day of the Month of EverFreeze, Year 1764.
Time elapsed since boot-up: 3:05:13
Current time is: Mon Jul 18 06:33:47 2016 (GMT)
                 Mon Jul 18 02:33:47 2016 (EST)

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'hfjz gzzuio'

< 28h/28H 120v/120V Pos: standing >
Owner               Artifact

Meroveus            the sphere of wind
Daq                 Avernus the life stealer
Sen                 a cloak of Elvenkind
Vorador             the mace of light and darkness
Rex                 a gladius called 'Backstabber'
Wash                the holy mace of the efreeti
Om                  the holy flamberge of the efreeti
Oba                 tendrils of shadowy mist
Yans                the Living Necroplasm
Olik                the rod of Dispator
Nauraki             the globe of shadows
Sen                 the Totem of Mastery
Xanan               Tiamat's poison tail stinger
Olik                the mystic axe of the dragonkind
Wash                the platemail of the DragonLord
Kiria               the boots of inertia
Kiria               Illesarus, the Sword of Sharpness
Terru               Lyrical Instrument of Time

       ------Summary------
         Goodies:      12
         Evils:        6
         Total:        18

< 28h/28H 120v/120V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 120v/120V Pos: standing >
Zkl has entered the game.

< 28h/28H 120v/120V Pos: standing >
Zkl gets a small pile of coins from his weathered cast net.

< 28h/28H 120v/120V Pos: standing >
Zkl puts a small pile of coins into a weathered cast net.

< 28h/28H 120v/120V Pos: standing >
Zkl leaves down.

< 28h/28H 120v/120V Pos: standing >
Hint: Knocking your foe down will increase the damage you do to him.

< 28h/28H 120v/120V Pos: standing >
Zkl enters from below.

< 28h/28H 120v/120V Pos: standing >
The innkeeper stores Zkl's stuff in the safe and shows him to his room.

< 28h/28H 120v/120V Pos: standing >
Ruben floats in from below.

< 28h/28H 120v/120V Pos: standing >
The innkeeper stores Ruben's stuff in the safe and shows him to his room.

< 28h/28H 120v/120V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 120v/120V Pos: standing >
Hint: Not sure how tough a monster is? Use the consider command to get a rough idea of the monster's abilities.

< 28h/28H 120v/120V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 28h/28H 120v/120V Pos: standing >
Hint: Your equipment will wear out! Repair it before it becomes useless or is destroyed altogether!

< 28h/28H 120v/120V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 28h/28H 120v/120V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'shadow shield'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 28h/28H 120v/120V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 28h/28H 120v/120V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >
Hint: Some races and classes can cast 'faerie fire', which will hinder rogues from hiding.  It will also increase your ability to hit your foes.

< 28h/28H 120v/120V Pos: standing >
Autosaving...

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 28h/28H 120v/120V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 120v/120V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 28h/28H 120v/120V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 120v/120V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'

< 28h/28H 120v/120V Pos: standing >
Hint: Warriors and other classes can use the 'rescue' command if a mob starts attacking a weaker player.

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 28h/28H 120v/120V Pos: standing >
Hint: If you run across a witch doctor in your journeys, look at the products he offers. His spells last a few days or until you die.

< 28h/28H 120v/120V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.

< 28h/28H 120v/120V Pos: standing >
Autosaving...

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.

< 28h/28H 120v/120V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 28h/28H 120v/120V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 28h/28H 120v/120V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'shadow shield'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 28h/28H 120v/120V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 28h/28H 120v/120V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 28h/28H 120v/120V Pos: standing >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 28h/28H 120v/120V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 28h/28H 120v/120V Pos: standing >
Hint: Fireshield makes you less vulnerable to fire attacks but you will suffer more from cold. Coldshield works in an opposite way.

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type "practice (spell name)".  You can do it if you have another players book in your inventory and type "scribe (spell name)". - Tayna

< 28h/28H 120v/120V Pos: standing >
The receptionist starts to chant in a deep voice.

< 28h/28H 120v/120V Pos: standing >
Hint: The term 'mob' is short for mobile and refers to any computer-controlled monster.

< 28h/28H 120v/120V Pos: standing >
Autosaving...

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >
Hint: Undeads, trolls and trees fear fire. Also any creatures with bark-like skin are vulnerable to fire. You may want to turn your opponent's skin into bark before unleashing your sunrays upon him.

< 28h/28H 120v/120V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 28h/28H 120v/120V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
A tharnadian illusionist looks vitalized.

< 28h/28H 120v/120V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 28h/28H 120v/120V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'spaihaw abrazak'

< 28h/28H 120v/120V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 28h/28H 120v/120V Pos: standing >
Hint: The Priest of Winterhaven will cast beneficial spells upon you if you stay by him.  Sometimes he might not notice you though!

< 28h/28H 120v/120V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 28h/28H 120v/120V Pos: standing >
A rakshasa guard closes the door.

< 28h/28H 120v/120V Pos: standing >
Out of nowhere, a rakshasa guard stabs you in the back.
YIKES!  Another hit like that, and you've had it!!
Out of nowhere, a rakshasa guard stabs you in the back, RIP...
Your light blue scarf was completely destroyed by the massive blow!
Your pair of tight black slippers was completely destroyed by the massive blow!