<worn on head> spider silk
<worn in ear> a green Cimmerian earring [poor]
<worn on face> a hallowed Cimmerian mask of Winduin [poor] (glowing)
<worn around neck> an angelic silver medallion
<worn on body> a steel-mesh vest
<worn about body> a superior emerald bodycloak
<worn on back> a big big bag for a little person (illuminating)
<worn on arms> some sandy sleeves
<held as shield> a buckler
<worn around wrist> an exquisite cured leather bracelet
<worn around wrist> the neck-charm of Savannah of Broken Trusts [superior]
<worn on finger> a well-used silver band
<worn on finger> a pitted bone band from Desolate
<primary weapon> a steel warhammer [poor]
<worn on feet> some humming limestone shoes
..^M..^^MM
..^^.MM^^MM
^......^^MM
M.......^^MM
.....M..^^MM
.......^@MM
.......^^MM
.......^^MM
.^...^^MM
^...^MMM
.M^MMMM
Sand Dunes of the Calimshan Desert
Obvious exits: -North -East -South
< 153h/166H 107v/120V Pos: standing >
M.....^^MM
...^M..^^MM
^..^^.MM^^MM
M^......^^MM
M.......^^MM
.....M..@^MM
.......^^MM
.......^^MM
......^^MM
^...^^MM
...^MMM
Sand Dunes of the Calimshan Desert
Obvious exits: -North -East -South -West
< 153h/166H 108v/120V Pos: standing >
.M.....^^MM
^...^M..^^MM
M^..^^.MM^^MM
MM^......^^MM
MM.......^^MM
^.....M.@^^MM
........^^MM
........^^MM
.......^^MM
.^...^^MM
^...^MMM
The Searing Sands of the Calimshan Desert
Obvious exits: -North -East -South -West
< 154h/166H 107v/120V Pos: standing >
A Dusty Highway
Here the route bends south and west. Far to the south mountains
loom thrateningly on the horizon.
Obvious exits: -North -South
< 154h/166H 108v/120V Pos: standing >
Zone Name: Nizari
Average mob level in zone: 18
< 154h/166H 112v/120V Pos: standing >
You utter a quick incantation, calling forth the one-armed bard who softly says 'Your wish is my command, master!'
The one-armed bard starts following you.
< 154h/166H 118v/120V Pos: standing >
The one-armed bard is now a member of your group.
< 154h/166H 120v/120V Pos: standing >
Battle-field tripping is too acrobatic for you to attempt.
< 154h/166H 120v/120V Pos: standing >
Ok.
The one-armed bard starts casting a spell called 'minor creation'.
< 154h/166H 120v/120V Pos: standing >
The one-armed bard completes his spell...
The one-armed bard utters the words 'minor creation'
A steel dagger suddenly appears.
< 154h/166H 120v/120V Pos: standing >
Ok.
The one-armed bard starts casting a spell.
< 154h/166H 120v/120V Pos: standing >
The one-armed bard completes his spell...
The one-armed bard utters the words 'minor creation'
A small round wooden shield suddenly appears.
< 154h/166H 120v/120V Pos: standing >
Ok.
The one-armed bard gets a small round wooden shield.
The one-armed bard gets a steel dagger.
< 154h/166H 120v/120V Pos: standing >
You say in elven 'xxxarmall'
< 154h/166H 120v/120V Pos: standing >
Battle-field tripping is too acrobatic for you to attempt.
< 154h/166H 120v/120V Pos: standing >
Ok.
The one-armed bard starts casting a spell called 'minor creation'.
< 154h/166H 120v/120V Pos: standing >
The one-armed bard completes his spell...
The one-armed bard utters the words 'wuiaf qfzahuai'
A steel dagger suddenly appears.
< 154h/166H 120v/120V Pos: standing >
Ok.
Uh oh. They don't seem to have agreed with that last order.
< 154h/166H 120v/120V Pos: standing >
Ok.
The one-armed bard gets a steel dagger.
< 154h/166H 120v/120V Pos: standing >
A Dusty Highway
Obvious exits: -North -South
(Q)A one-armed bard sings soft love songs in the corner. (minion)
< 154h/166H 120v/120V Pos: standing >
Ok.
The one-armed bard straps a small round wooden shield to his arm.
The one-armed bard wields a steel dagger.
< 154h/166H 120v/120V Pos: standing >
A Dusty Highway
Obvious exits: -North -South
(Q)A one-armed bard sings soft love songs in the corner. (minion)
< 154h/166H 120v/120V Pos: standing >
Ok.
The one-armed bard starts singing aloud with a beautiful voice.
< 154h/166H 120v/120V Pos: standing >
A Dusty Highway
Here the route bends south and east. Far to the south mountains
loom threateningly on the horizon.
Obvious exits: -North -West
< 154h/166H 118v/120V Pos: standing >
The one-armed bard sings a song to protect him from the world.
The one-armed bard begins to shimmer.
Bands of AMAZINGLY strong armor wrap around you.
< 154h/166H 118v/120V Pos: standing >
A Dusty Highway
The route bends north and east here. Far to the south dark
mountains loom like nightmares. The soil here is a little damper
than the arid desert sands, and large rocks are scattered here
and there.
Obvious exits: -East -West
A young zebra runs through the Savannah here.
< 154h/166H 117v/120V Pos: standing >
A Dusty Highway
Threading west and south, the path is clearly marked by stones.
Looking closer, it seems some of the stones are really bones bleached
by the desert sun. Unaccountably it feels as if the area is overcast
but there is not a cloud in the sky...
Obvious exits: -East -South
< 154h/166H 117v/120V Pos: standing >
A Dusty Highway
A small open area hidden in the dunes, exits are north and east.
Hidden in the desert foliage are pitiful skeletons. The dunes turn
dark and rocky, and the mountains to the south cast shadows over
the soul.
Obvious exits: -North -West
< 154h/166H 118v/120V Pos: standing >
A Dusty Highway
The path leads straight through a mountainous pass, the land
sterile, the earth sandy. To the south, far down the path a
gigantic statue is visible.
Obvious exits: -East -South
< 154h/166H 116v/120V Pos: standing >
The one-armed bard sings a song to protect him from the world.
< 154h/166H 116v/120V Pos: standing >
The Mountain Pass
The path is sandy and windswept. The gorge is so narrow
there is no room to turn around. Far to the south a gigantic
statue is visible. On either side the mountainsides are dark and
dead.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 154h/166H 116v/120V Pos: standing >
The Mountain Pass
The path remains as narrow as it has been, heading unswervingly
to the south.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 155h/166H 116v/120V Pos: standing >
The Mountain Pass
The path is as straight as an arrow, leading to the statue or
back out the mountain pass. On either side of the path the mountains
loom like the memory of a bad dream.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 155h/166H 115v/120V Pos: standing >
The Sphinx Gate
The gigantic stone statue blocks the passage south. The huge,
human head with huge human eyes stares at you. Its lion's body is
sprawled on the path. Between its forelegs are two large double
doors, and a plaque.
Obvious exits: -North -South#
< 155h/166H 114v/120V Pos: standing >
It seems to be locked.
< 156h/166H 119v/120V Pos: standing >
The double seems to be closed.
< 156h/166H 120v/120V Pos: standing >
The Mountain Pass
The path is as straight as an arrow, leading to the statue or
back out the mountain pass. On either side of the path the mountains
loom like the memory of a bad dream.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 157h/166H 118v/120V Pos: standing >
The Mountain Pass
The path remains as narrow as it has been, heading unswervingly
to the south.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 157h/166H 116v/120V Pos: standing >
The Mountain Pass
The path is sandy and windswept. The gorge is so narrow
there is no room to turn around. Far to the south a gigantic
statue is visible. On either side the mountainsides are dark and
dead.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 157h/166H 114v/120V Pos: standing >
A Dusty Highway
The path leads straight through a mountainous pass, the land
sterile, the earth sandy. To the south, far down the path a
gigantic statue is visible.
Obvious exits: -East -South
< 158h/166H 113v/120V Pos: standing >
These are the mystical commands for conjuring:
(conjure stat <number> - reveal statistical properties about this minion.)
(conjure summon <number> - call the minion into existence.)
(conjure remove <number> - permanently remove the minion from your book.)
You have learned the following Mobs:
----------------------------------------------------------------------------
Mob Number Mob Name
400003 a lesser conjured being
----------------------------------------------------------------------------
22229 a fan
----------------------------------------------------------------------------
80195 the one-armed bard
----------------------------------------------------------------------------
22205 a myrabolan traveller
----------------------------------------------------------------------------
22244 a lumberjack
----------------------------------------------------------------------------
< 159h/166H 120v/120V Pos: standing >
You must wait a short time before calling another minion into existence.
< 162h/166H 120v/120V Pos: standing >
The sun hangs low on the southern sky.
< 162h/166H 120v/120V Pos: standing >
The Mountain Pass
The path is sandy and windswept. The gorge is so narrow
there is no room to turn around. Far to the south a gigantic
statue is visible. On either side the mountainsides are dark and
dead.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 163h/166H 118v/120V Pos: standing >
The Mountain Pass
The path remains as narrow as it has been, heading unswervingly
to the south.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 163h/166H 116v/120V Pos: standing >
The Mountain Pass
The path is as straight as an arrow, leading to the statue or
back out the mountain pass. On either side of the path the mountains
loom like the memory of a bad dream.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
< 163h/166H 114v/120V Pos: standing >
The Sphinx Gate
The gigantic stone statue blocks the passage south. The huge,
human head with huge human eyes stares at you. Its lion's body is
sprawled on the path. Between its forelegs are two large double
doors, and a plaque.
Obvious exits: -North -South#
< 164h/166H 113v/120V Pos: standing >
The double is closed.
The doors seem to be made of an unknown material. There are no
handles or keyholes to be seen.
< 165h/166H 118v/120V Pos: standing >
+----------------------------------------+
| |
| None may pass save those who know |
| The secrets of the language |
| Look to your letters; they will show |
| The word you must speak to enter |
| |
| An easy greeting |
| A simple hello |
| Speak the word |
| And go below |
| |
+----------------------------------------+
< 166h/166H 120v/120V Pos: standing >
You say in elven 'hello'
< 166h/166H 120v/120V Pos: standing >
Autosaving...
< 166h/166H 120v/120V Pos: standing >
You say in elven 'hi'
The double begins to hum, then glow brightly.
A magical force unlocks the double.
< 166h/166H 120v/120V Pos: standing >
The Sphinx Gate
Obvious exits: -North -South#
(Q)A one-armed bard sings soft love songs in the corner. (minion)
< 166h/166H 120v/120V Pos: standing >
Ok.
< 166h/166H 120v/120V Pos: standing >
Beneath the Sphinx
The air is chill in this short underground passage. The exit to
the north leads back to the clearing of the Sphinx. To the south,
the air seems heavy and oppressive, heavier than the heat of the
desert should allow. Beyond the tunnel's opening, vast walls of
limestone are visible, and a huge arch.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
(Q)A rat pauses its nibbling on trash to sit up and look around.
(Q)The Nizarine guard watches everything with suspicious eyes.
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A filthy, destitute denizen of Northern Nizari wanders aimlessly around.
< 166h/166H 118v/120V Pos: standing >
It is impossible to discern between the many guards roaming the city. He,
like the others, wears a red bandanna over his nose and mouth. His eyes
watch you carefully, and he is clad in a tight uniform that is completely
black.
A guard of Nizari appears to be Human and is in excellent condition.
He's medium in size.
Through your advanced training, you glean they are a level 35 Warrior.
<primary weapon> a steel scimitar [poor]
< 166h/166H 118v/120V Pos: standing >
A nizarine leaves south.
< 166h/166H 118v/120V Pos: standing >
A guard of Nizari leaves north.
< 166h/166H 118v/120V Pos: standing >
The Sphinx Gate
The gigantic stone statue blocks the passage south. The huge,
human head with huge human eyes stares at you. Its lion's body is
sprawled on the path. Between its forelegs are two large double
doors, and a plaque.
Obvious exits: -North -South
(Q)The Nizarine guard watches everything with suspicious eyes.
< 166h/166H 116v/120V Pos: standing >
Ok.
< 166h/166H 120v/120V Pos: standing >
You start chanting...
The magic gathers, then fades away.
< 166h/166H 120v/120V Pos: standing >
Ok.
< 166h/166H 120v/120V Pos: standing >
Beneath the Sphinx
The air is chill in this short underground passage. The exit to
the north leads back to the clearing of the Sphinx. To the south,
the air seems heavy and oppressive, heavier than the heat of the
desert should allow. Beyond the tunnel's opening, vast walls of
limestone are visible, and a huge arch.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
(Q)A rat pauses its nibbling on trash to sit up and look around.
(Q)A filthy, destitute denizen of Northern Nizari wanders aimlessly around.
< 166h/166H 118v/120V Pos: standing >
Ok.
< 166h/166H 118v/120V Pos: standing >
You start chanting...
< 166h/166H 118v/120V Pos: standing >
A rat leaves south.
< 166h/166H 119v/120V Pos: standing >
You complete your spell...
Their skin is already hard as a rock!
< 166h/166H 119v/120V Pos: standing >
A rat enters from the south.
< 166h/166H 120v/120V Pos: standing >
You start chanting...
< 166h/166H 120v/120V Pos: standing >
You complete your spell...
The one-armed bard's skin seems to turn to stone.
< 166h/166H 120v/120V Pos: standing >
A nizarine enters from the south.
< 166h/166H 120v/120V Pos: standing >
You utter a quick incantation, calling forth a myrabolan traveller who softly says 'Your wish is my command, master!'
A myrabolan traveller starts following you.
< 166h/166H 120v/120V Pos: standing >
A nizarine leaves south.
< 166h/166H 120v/120V Pos: standing >
Hey! the thief just tried to steal your steel-mesh vest!
You discover that the thief has his hands in your wallet.
< 166h/166H 120v/120V Pos: standing >
A myrabolan traveller is now a member of your group.
< 166h/166H 120v/120V Pos: standing >
It's mild out today.
< 166h/166H 120v/120V Pos: standing >
The nimble thief isn't nimble enough to avoid being seen by you. He is
dressed in a tight black body suit, and has a bag of his tools at his belt.
The thief appears to be Humanoid and is in excellent condition.
He's medium in size.
Through your advanced training, you glean they are a level 15 Rogue.
<primary weapon> a copper dagger
< 166h/166H 120v/120V Pos: standing >
You discover that the thief has his hands in your wallet.
< 166h/166H 120v/120V Pos: standing >
The Camel Yard
This is where the people of the town keep the camels; due to
their stench and offensive habits they are not allowed within the
town walls. The city walls are to the south, and on either side
of the open archway are identical plaques. The air is filled with
dust and the stench of camel dung. From the city walls the guards
are plainly visible, marching back and forth, their pikes flashing
in the sun.
Obvious exits: -North -South
(Q)A filthy, destitute denizen of Northern Nizari wanders aimlessly around.
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A shady rogue with a black diamond tattoo is here.
(Q)The camel snorts and stomps its feet.
(Q)The camel snorts and stomps its feet.
(Q)The camel snorts and stomps its feet.
(Q)The camel snorts and stomps its feet.
(Q)The camel snorts and stomps its feet.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
The Camel Yard
This is where the people of the town keep the camels; due to
their stench and offensive habits they are not allowed within the
town walls. The city walls are to the south, and on either side
of the open archway are identical plaques. The air is filled with
dust and the stench of camel dung. From the city walls the guards
are plainly visible, marching back and forth, their pikes flashing
in the sun.
Obvious exits: -North -South
(Q)A filthy, destitute denizen of Northern Nizari wanders aimlessly around.
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A shady rogue with a black diamond tattoo is here.
(Q)The camel snorts and stomps its feet.
(Q)The camel snorts and stomps its feet.
(Q)The camel snorts and stomps its feet.
(Q)The camel snorts and stomps its feet.
(Q)The camel snorts and stomps its feet.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
< 166h/166H 118v/120V Pos: standing >
Hey! a thief just tried to steal your buckler!
You discover that a thief has his hands in your wallet.
< 166h/166H 118v/120V Pos: standing >
< 166h/166H 118v/120V Pos: standing >
The sun starts to set in the south.
< 166h/166H 118v/120V Pos: standing >
City Entrance on Hyree Road
The heavily guarded gates swarm with people on their way in and
out of the city. The stench of the camel yard is clear and putrid
from the north. To the east and west Hyree Road continues; to the
east turning north up onto the city walls, east between the cramped
passages between the slovenly buildings of the town.
Obvious exits: -North -East -West
(Q)A rat pauses its nibbling on trash to sit up and look around.
(Q)A thief with a malignant look in his eyes is sneaking here.
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
(Q)A Nizarine guard watches with suspicious eyes from his post.
A myrabolan traveller enters from the north.
The one-armed bard enters from the north.
< 166h/166H 116v/120V Pos: standing >
A rat leaves north.
< 166h/166H 118v/120V Pos: standing >
Hyree Road
The cramped road slides between the tall buildings. The stench of
garbage and refuse is hard to ignore. The walls are made of some
sort of dirty stucco material; the blasts of wind that eddy through
the street whirl minute grains of sand around that immediately dive
for the first sand-proof container around and work their way inside.
Obvious exits: -East -West
(Q)A thief with a malignant look in his eyes is sneaking here.
A pathetic beggar with shifty eyes asks for alms here.
A pathetic beggar with shifty eyes asks for alms here.
A myrabolan traveller enters from the west.
The one-armed bard enters from the west.
< 166h/166H 119v/120V Pos: standing >
You discover that a beggar has his hands in your wallet.
< 166h/166H 119v/120V Pos: standing >
Hey! the thief just tried to steal your buckler!
You discover that the thief has his hands in your wallet.
The nimble thief isn't nimble enough to avoid being seen by you. He is
dressed in a tight black body suit, and has a bag of his tools at his belt.
The thief appears to be Humanoid and is in excellent condition.
He's medium in size.
Through your advanced training, you glean they are a level 15 Rogue.
< 166h/166H 119v/120V Pos: standing >
Hyree Road
The stench here is almost unbelievable. There is a pathetic little
plant here that all the dogs in town must visit. Veritable clouds
of flies fill the air, and the cries of the destitute are almost
deafening.
Obvious exits: -East -West
A steaming pile of camel crap sits here.
(Q)A filthy, destitute denizen of Northern Nizari wanders aimlessly around.
A pathetic beggar with shifty eyes asks for alms here.
A pathetic beggar with shifty eyes asks for alms here.
A myrabolan traveller enters from the west.
The one-armed bard enters from the west.
< 166h/166H 118v/120V Pos: standing >
Hey! a beggar just tried to steal your steel warhammer [poor]!
You discover that a beggar has his hands in your wallet.
< 166h/166H 119v/120V Pos: standing >
You discover that a beggar has his hands in your wallet.
< 166h/166H 120v/120V Pos: standing >
You feel your skin soften and return to normal.
< 166h/166H 120v/120V Pos: standing >
< 166h/166H 120v/120V Pos: standing >
T-intersection on Hyree Road
Here the street begins to widen, and a patch of sky is suddenly
visible. For some reason a heavy pall seems to hang over the entire
town. To the north a ramp leads to the top of the city walls, and
Hyree Road continues to the south.
Obvious exits: -North -South -West
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
A myrabolan traveller enters from the west.
The one-armed bard enters from the west.
< 166h/166H 119v/120V Pos: standing >
A nizarine enters from the south.
A nizarine leaves west.
< 166h/166H 119v/120V Pos: standing >
A nizarine leaves south.
< 166h/166H 119v/120V Pos: standing >
T-intersection of Afrit Street and Hyree Road
The tightly cramped buildings open up a bit, exposing a passage
west. Hyree Road continues south here, leading into the shadows.
The air is arid and dry, and a few well fed flies wander leisurely
through the air.
Obvious exits: -North -South -West
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A shady rogue with a black diamond tattoo is here.
(Q)A rat pauses its nibbling on trash to sit up and look around.
A myrabolan traveller enters from the north.
The one-armed bard enters from the north.
< 166h/166H 118v/120V Pos: standing >
A nizarine leaves west.
< 166h/166H 120v/120V Pos: standing >
You do not see that here.
< 166h/166H 120v/120V Pos: standing >
T-intersection of Afrit Street and Hyree Road
Obvious exits: -North -South -West
(Q)A one-armed bard sings soft love songs in the corner. (minion)
A traveller from Myrabolus bickers with a local patrol guard. (minion)
(Q)A rat pauses its nibbling on trash to sit up and look around.
< 166h/166H 120v/120V Pos: standing >
Bend in Hyree Road
The street snakes through the buildings, twisting from the north
to the east. To the north is an intersection, and the street also
continues to the east into darkness.
Obvious exits: -North -East
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
A myrabolan traveller enters from the north.
The one-armed bard enters from the north.
< 166h/166H 119v/120V Pos: standing >
T-intersection of Afrit Street and Hyree Road
The tightly cramped buildings open up a bit, exposing a passage
west. Hyree Road continues south here, leading into the shadows.
The air is arid and dry, and a few well fed flies wander leisurely
through the air.
Obvious exits: -North -South -West
(Q)A rat pauses its nibbling on trash to sit up and look around.
A myrabolan traveller enters from the south.
The one-armed bard enters from the south.
< 166h/166H 118v/120V Pos: standing >
Afrit Street
The semi-clean street continues to the east and west here.
The tall buildings on either side of the road seem to loom over
the street like vultures over a dying man in the desert. The air
seems stifled, and it feels almost as if there is some sound in
the air just barely above the frequency human ears can detect. It
is not audible, but the non-sound forms a pressure on the eardrums
that is distinctly uncomfortable.
Obvious exits: -East -West
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A rat pauses its nibbling on trash to sit up and look around.
(Q)A filthy, destitute denizen of Northern Nizari wanders aimlessly around.
(Q)A rat pauses its nibbling on trash to sit up and look around.
A myrabolan traveller enters from the east.
The one-armed bard enters from the east.
< 166h/166H 118v/120V Pos: standing >
T-intersection of Afrit Street and Hyree Road
The tightly cramped buildings open up a bit, exposing a passage
west. Hyree Road continues south here, leading into the shadows.
The air is arid and dry, and a few well fed flies wander leisurely
through the air.
Obvious exits: -North -South -West
(Q)A rat pauses its nibbling on trash to sit up and look around.
A myrabolan traveller enters from the west.
The one-armed bard enters from the west.
< 166h/166H 119v/120V Pos: standing >
T-intersection on Hyree Road
Here the street begins to widen, and a patch of sky is suddenly
visible. For some reason a heavy pall seems to hang over the entire
town. To the north a ramp leads to the top of the city walls, and
Hyree Road continues to the south.
Obvious exits: -North -South -West
(Q)A shady rogue with a black diamond tattoo is here.
A myrabolan traveller enters from the south.
The one-armed bard enters from the south.
< 166h/166H 118v/120V Pos: standing >
The nimble thief isn't nimble enough to avoid being seen by you. He is
dressed in a tight black body suit, and has a bag of his tools at his belt.
A thief appears to be Human and is in excellent condition.
He's medium in size.
Through your advanced training, you glean they are a level 25 Warrior.
<primary weapon> a copper dagger
< 166h/166H 120v/120V Pos: standing >
Hey! a thief just tried to steal your some sandy sleeves!
You discover that a thief has his hands in your wallet.
< 166h/166H 120v/120V Pos: standing >
T-intersection of Afrit Street and Hyree Road
The tightly cramped buildings open up a bit, exposing a passage
west. Hyree Road continues south here, leading into the shadows.
The air is arid and dry, and a few well fed flies wander leisurely
through the air.
Obvious exits: -North -South -West
(Q)A rat pauses its nibbling on trash to sit up and look around.
A myrabolan traveller enters from the north.
The one-armed bard enters from the north.
< 166h/166H 119v/120V Pos: standing >
Bend in Hyree Road
The street snakes through the buildings, twisting from the north
to the east. To the north is an intersection, and the street also
continues to the east into darkness.
Obvious exits: -North -East
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
A myrabolan traveller enters from the north.
The one-armed bard enters from the north.
< 166h/166H 118v/120V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
< 166h/166H 118v/120V Pos: standing >
Hyree Road
A short section in the road that is actually straight, to the east
and west it runs. The air is dank and stale. Small piles of sand
have built up along the sides of the road. To the east the street
curves north; likewise to the west.
Obvious exits: -East -West
(Q)A filthy, destitute denizen of northern Nizari wanders aimlessly around.
(Q)A thief with a malignant look in his eyes is sneaking here.
A myrabolan traveller enters from the west.
The one-armed bard enters from the west.
< 166h/166H 119v/120V Pos: standing >
A rat enters from the east.
< 166h/166H 119v/120V Pos: standing >
Hey! the thief just tried to steal your buckler!
You discover that the thief has his hands in your wallet.
< 166h/166H 119v/120V Pos: standing >
A guard of Nizari enters from the east.
< 166h/166H 119v/120V Pos: standing >
The nimble thief isn't nimble enough to avoid being seen by you. He is
dressed in a tight black body suit, and has a bag of his tools at his belt.
The thief appears to be Humanoid and is in excellent condition.
He's medium in size.
Through your advanced training, you glean they are a level 15 Rogue.
< 166h/166H 119v/120V Pos: standing >
It is impossible to discern between the many guards roaming the city. He,
like the others, wears a red bandanna over his nose and mouth. His eyes
watch you carefully, and he is clad in a tight uniform that is completely
black.
A guard of Nizari appears to be Human and is in excellent condition.
He's medium in size.
Through your advanced training, you glean they are a level 35 Warrior.
<primary weapon> a steel scimitar [poor]
< 166h/166H 119v/120V Pos: standing >
You quickly scan the area.
A nizarine who is close by to your west.
< 166h/166H 119v/120V Pos: standing >
The taste of blood slowly fades from your body.
< 166h/166H 119v/120V Pos: standing >
You discover that the thief has his hands in your wallet.
< 166h/166H 120v/120V Pos: standing >
You don't have that spell memorized.
< 166h/166H 120v/120V Pos: standing >
You sit down and relax.
< 166h/166H 120v/120V Pos: sitting >
a large leather backpack appears to be empty.
< 166h/166H 120v/120V Pos: sitting >
You have to write quit - no less, to quit!
< 166h/166H 120v/120V Pos: sitting >
You have memorized the following spells:
( 6th circle) 1 - teleport
( 5th circle) 2 - fireshield
1 - coldshield
2 - contain being
( 4th circle) 6 - lightning bolt
1 - wall of force
( 3rd circle) 2 - shocking grasp
1 - acidimmolate
1 - agility
( 2nd circle) 2 - burning hands
5 - chill touch
1 - sleep
( 1st circle) 1 - minor creation
7 - magic missile
1 - detect magic
And you are currently memorizing the following spells:
9 seconds: ( 3rd) acidimmolate
14 seconds: ( 1st) magic missile
23 seconds: ( 3rd) agility
36 seconds: ( 6th) stone skin
45 seconds: ( 3rd) acidimmolate
59 seconds: ( 7th) cone of cold
73 seconds: ( 7th) cone of cold
82 seconds: ( 3rd) shocking grasp
89 seconds: ( 2nd) chill touch
101 seconds: ( 5th) coldshield
114 seconds: ( 6th) stone skin
127 seconds: ( 6th) stone skin
You can memorize no more spells.
You continue your study.
You have memorized the following spells:
( 6th circle) 1 - teleport
( 5th circle) 2 - fireshield
1 - coldshield
2 - contain being
( 4th circle) 6 - lightning bolt
1 - wall of force
( 3rd circle) 2 - shocking grasp
1 - acidimmolate
1 - agility
( 2nd circle) 2 - burning hands
5 - chill touch
1 - sleep
( 1st circle) 1 - minor creation
7 - magic missile
1 - detect magic
And you are currently memorizing the following spells:
9 seconds: ( 3rd) acidimmolate
14 seconds: ( 1st) magic missile
< 166h/166H 120v/120V Pos: sitting >
You start meditating...
< 166h/166H 120v/120V Pos: sitting >
A young zebra snaps into visibility.
< 166h/166H 120v/120V Pos: sitting >
A young zebra completes his spell...
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH! That really did HURT!
< 91h/166H 120v/120V Pos: sitting >
You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES! Another hit like that, and you've had it!!
< 36h/166H 120v/120V Pos: sitting >
Everything suddenly goes black as a pair of ghostly hands choke the life out of you...
Your gleaming copper gorget from the Surface Realm of Duris was completely destroyed by the massive blow!
Your some fragile emerald greaves was completely destroyed by the massive blow!
Your diamond earring [superior] was completely destroyed by the massive blow!
Your hallowed Cimmerian sash [superior] was completely destroyed by the massive blow!
Your hardened cured leather badge was completely destroyed by the massive blow!