<worn on head> a dented limestone crown from Vella's Bordello
<worn in ear> an ear clasp of petrified dragon claws (magic) (illuminating)
<worn on body> an unique bronze platemail from Vella's Bordello
<worn as quiver> a boreal hide quiver from Vella's Bordello
<worn around wrist> a sinister bone wristguard from Vella's Bordello
<worn on finger> an exquisite limestone band from Vella's Bordello
<primary weapon> a large mithril battle-axe (magic)
<worn on legs> some masterly-crafted copper pants from Vella's Bordello
Before the Tukluk Village
The savannah has been steadily narrowing, and it is at this point that the
dense jungle trees nearly come together. The natives have taken advantage of
this easily defensible point to create a primitive guardpost of sorts, namely
a pair of platforms in the trees, each platform manned by two spearmen. The
path into the village is not physically blocked, but it would be hard to run
past the guardpost without getting a spear in one's back.
Obvious exits: -North -East -South -West
< 1272h/1272H 210v/214V Pos: standing >
The Tukluk Guardpost
The path leading into the village narrows to perhaps ten feet here, and is
flanked closely by two platforms located maybe fifteen feet off the ground.
Travel to the east or west is made impossible by the insanely dense growth of
the jungle trees. To the south the trail opens up into the Savannah of Broken
Trusts.
Obvious exits: -North -South
A Tukluk warrior guards his village, spear at the ready.(Gold Aura)
A Tukluk warrior guards his village, spear at the ready.(Gold Aura)
There are Barbarian tracks going north.
< 1272h/1272H 212v/214V Pos: standing >
You are knocked to the ground by a Tukluk guard's mighty bash!
A Tukluk guard suddenly attacks YOU!
A Tukluk guard's decent slash grazes you.
A Tukluk guard's slash grazes you.
A Tukluk guard's crude slash grazes you.
< 1262h/1272H 212v/214V Pos: sitting >
< T: Seall TP: sit TC:few scratches E: guard sta EP: excellent >
A Tukluk guard's fine slash grazes you.
A Tukluk guard's fine slash grazes you.
You feel your skin soften and return to normal.
A Tukluk guard's kick hits you in your side.
< 1252h/1272H 212v/214V Pos: sitting >
< T: Seall TP: sit TC:few scratches E: guard sta EP: excellent >
A Tukluk guard's mighty slash strikes you.
A Tukluk guard's powerful slash wounds you.
< 1188h/1272H 212v/214V Pos: sitting >
< T: Seall TP: sit TC:few scratches E: guard sta EP: excellent >
You feel your skin harden to stone.
The spirits of Vella's Bordello grant you their protection.
You miss a Tukluk guard.
You miss a Tukluk guard.
< 1188h/1272H 212v/214V Pos: sitting >
< T: Seall TP: sit TC:few scratches E: guard sta EP: excellent >
You clamber to your feet.
< 1188h/1272H 212v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: guard sta EP: excellent >
But you are a member of no group?!
< 1188h/1272H 212v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: guard sta EP: excellent >
You split a Tukluk guard's skull wide open, causing immediate death!
A Tukluk guard is dead! R.I.P.
As the last bit of blood drips onto the ground, a festively dressed elf suddenly appears in a puff of smoke....
'Ah ha! Being quite Naughty this year aren't we a Tukluk guard? Wait until Santa Claws hears about this!' he cackles as he reaches beneath his coat and pulls out a small parchment and quill.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 1661.
The unmistakable scent of fresh blood can be smelled as a Tukluk guard dies in agony.
< 1188h/1272H 212v/214V Pos: standing >
You dodge a Tukluk guard's vicious attack.
A Tukluk guard's crude slash grazes you.
It appears to be the corpse of a Tukluk guard.
a tribesman's spear
a few coins
< 1186h/1272H 212v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: guard sta EP: excellent >
You're too busy fighting to be pulling things out of bags!
< 1186h/1272H 212v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: guard sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 1186h/1272H 212v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: guard sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 1186h/1272H 212v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: guard sta EP: excellent >
Your slash causes a Tukluk guard to grimace in pain.
A Tukluk guard is incapacitated and will slowly die, if not aided.
A Tukluk guard slumps to the ground.
Your final slash sends a Tukluk guard's head bouncing along the ground.
A Tukluk guard is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 1661.
You feel the bloodlust in your heart as you hear the death cry of a Tukluk guard.
< 1186h/1272H 212v/214V Pos: standing >
It appears to be the corpse of a Tukluk guard.
a tribesman's spear
a few coins
< 1186h/1272H 212v/214V Pos: standing >
You get a few coins from the corpse of a Tukluk guard.
There were: 1 platinum coin, 13 gold coins.
< 1186h/1272H 212v/214V Pos: standing >
Ok.
You put 1 platinum, 13 gold, 0 silver, and 0 copper coins into a large leather backpack.
< 1186h/1272H 212v/214V Pos: standing >
Into what?
< 1186h/1272H 212v/214V Pos: standing >
The Tukluk Guardpost
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
[2] The corpse of a Tukluk guard is lying here.
A festively dressed elf stands here making a note about your actions!
There are Barbarian tracks going north.
< 1188h/1272H 214v/214V Pos: standing >
Your kick passes through a Christmas elf!!
< 1194h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: elf sta EP: excellent >
You dodge a Christmas elf's vicious attack.
A Christmas elf's weak punch grazes you.
You dodge a Christmas elf's vicious attack.
< 1192h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: elf sta EP: excellent >
You dodge a Christmas elf's vicious attack.
< 1192h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: elf sta EP: excellent >
A Christmas elf dodges your futile attack.
Your slash causes a Christmas elf to grimace in pain.
A Christmas elf is incapacitated and will slowly die, if not aided.
You beautifully slash a Christmas elf into two parts - both dead.
A Christmas elf is dead! R.I.P.
You receive your share of experience.
A look of horror and a silent scream are a Christmas elf's last actions in this world.
A Christmas elf dissolves into thin air.
< 1192h/1272H 214v/214V Pos: standing >
It appears to be the corpse of a Tukluk guard.
a tribesman's spear
< 1192h/1272H 214v/214V Pos: standing >
the corpse of a Tukluk guard does not contain the coins.
< 1192h/1272H 214v/214V Pos: standing >
You don't have anything to put in it.
< 1192h/1272H 214v/214V Pos: standing >
You don't have anything to put in it.
< 1192h/1272H 214v/214V Pos: standing >
You get an elven bag of Rare Duris equipment.
Some blood isn't takeable.
The corpse of a Tukluk guard isn't takeable.
The corpse of a Tukluk guard isn't takeable.
< 1201h/1272H 214v/214V Pos: standing >
An elven bag of Rare Duris equipment is closed.
< 1210h/1272H 214v/214V Pos: standing >
As you open the bag, a magical mist explodes covering everything!
When at last it clears the bag is gone, and all that remains is an ear clasp of petrified dragon claws!
< 1214h/1272H 214v/214V Pos: standing >
Character attributes for Seall
Level: 56 Race: Barbarian Class: Mercenary / Brigand
Age: 36 yrs / 1 mths Height: 62 inches Weight: 220 lbs Size: large
Actual (Base) Actual (Base)
Str: 152 ( 98) Pow: 63 ( 90)
Dex: 87 ( 97) Int: 64 ( 91)
Agi: 92 (102) Wis: 86 ( 91)
Con: 170 (103) Cha: 68 ( 91) Luk: 81 ( 90)
Equipped Items: 8 Carried weight: 46
Armor Points: -51 Reduces melee damage taken by 5.1%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 7%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 120%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 8 Damroll: 25
Alignment: 992 (-1000 to 1000)
Saving Throws: PAR[34] FEA[34]
BRE[43] SPE[53]
Load carried: Not a problem
Character attributes for Seall
Level: 56 Race: Barbarian Class: Mercenary / Brigand
Age: 36 yrs / 1 mths Height: 62 inches Weight: 220 lbs Size: large
Actual (Base) Actual (Base)
Str: 152 ( 98) Pow: 63 ( 90)
Dex: 87 ( 97) Int: 64 ( 91)
Agi: 92 (102) Wis: 86 ( 91)
Con: 170 (103) Cha: 68 ( 91) Luk: 81 ( 90)
Equipped Items: 8 Carried weight: 46
Armor Points: -51 Reduces melee damage taken by 5.1%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 7%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 120%
Bloodlust Damage Bonus(vs mob only): 0%
A Lich shouts across the world in common 'Oudh!'
Autosaving...
< 1237h/1272H 214v/214V Pos: standing >
Pardon?
< 1237h/1272H 214v/214V Pos: standing >
You are carrying: (3/11)
an ear clasp of petrified dragon claws (magic) (illuminating)
a large leather backpack
an engraved scimitar
< 1239h/1272H 214v/214V Pos: standing >
Character attributes for Seall
Level: 56 Race: Barbarian Class: Mercenary / Brigand
Age: 36 yrs / 1 mths Height: 62 inches Weight: 220 lbs Size: large
Actual (Base) Actual (Base)
Str: 152 ( 98) Pow: 63 ( 90)
Dex: 87 ( 97) Int: 64 ( 91)
Agi: 92 (102) Wis: 86 ( 91)
Con: 170 (103) Cha: 68 ( 91) Luk: 81 ( 90)
Equipped Items: 8 Carried weight: 46
Armor Points: -51 Reduces melee damage taken by 5.1%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 7%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 120%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 8 Damroll: 25
Alignment: 992 (-1000 to 1000)
Saving Throws: PAR[34] FEA[34]
BRE[43] SPE[53]
Load carried: Not a problem
Character attributes for Seall
Level: 56 Race: Barbarian Class: Mercenary / Brigand
Age: 36 yrs / 1 mths Height: 62 inches Weight: 220 lbs Size: large
Actual (Base) Actual (Base)
Str: 152 ( 98) Pow: 63 ( 90)
Dex: 87 ( 97) Int: 64 ( 91)
Agi: 92 (102) Wis: 86 ( 91)
Con: 170 (103) Cha: 68 ( 91) Luk: 81 ( 90)
Equipped Items: 8 Carried weight: 46
Armor Points: -51 Reduces melee damage taken by 5.1%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 7%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 120%
Bloodlust Damage Bonus(vs mob only): 0%
The first hint of daylight can be seen on the northern horizon.
Hitroll: 8 Damroll: 25
Alignment: 992 (-1000 to 1000)
Saving Throws: PAR[34] FEA[34]
BRE[43] SPE[53]
Load carried: Not a problem
< 1252h/1272H 214v/214V Pos: standing >
an ear clasp of petrified dragon claws (magic) (illuminating)
A peculiar ear clasp, made from pair of petrified dragon's claws.
It emits a strong magical aura.
An ear clasp of petrified dragon claws is made of iron and appears to be of average quality.
An ear clasp of petrified dragon claws has an item value of 114.
< 1257h/1272H 214v/214V Pos: standing >
You wear an ear clasp of petrified dragon claws on your right ear.
It glows brightly.
< 1265h/1272H 214v/214V Pos: standing >
Character attributes for Seall
Level: 56 Race: Barbarian Class: Mercenary / Brigand
Age: 36 yrs / 1 mths Height: 62 inches Weight: 220 lbs Size: large
Actual (Base) Actual (Base)
Str: 152 ( 98) Pow: 63 ( 90)
Dex: 87 ( 97) Int: 64 ( 91)
Agi: 92 (102) Wis: 86 ( 91)
Con: 170 (103) Cha: 68 ( 91) Luk: 81 ( 90)
Equipped Items: 9 Carried weight: 46
Armor Points: -54 Reduces melee damage taken by 5.4%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 7%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 120%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 11 Damroll: 25
Alignment: 992 (-1000 to 1000)
Saving Throws: PAR[34] FEA[34]
BRE[43] SPE[38]
Load carried: Not a problem
Character attributes for Seall
Level: 56 Race: Barbarian Class: Mercenary / Brigand
Age: 36 yrs / 1 mths Height: 62 inches Weight: 220 lbs Size: large
Actual (Base) Actual (Base)
Str: 152 ( 98) Pow: 63 ( 90)
Dex: 87 ( 97) Int: 64 ( 91)
Agi: 92 (102) Wis: 86 ( 91)
Con: 170 (103) Cha: 68 ( 91) Luk: 81 ( 90)
Equipped Items: 9 Carried weight: 46
Armor Points: -54 Reduces melee damage taken by 5.4%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 7%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 120%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 11 Damroll: 25
Alignment: 992 (-1000 to 1000)
Saving Throws: PAR[34] FEA[34]
BRE[43] SPE[38]
Load carried: Not a problem
< 1270h/1272H 214v/214V Pos: standing >
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. To the south is a guardpost that marks the village entrance.
Obvious exits: -North -East -South -West
< 1272h/1272H 213v/214V Pos: standing >
A Tukluk Hut
This miniscule dwelling is little more than a pile of mud, supported in
strategic places by pieces of the dry wood to be found in the jungle outside.
It is very dim, having no windows and only one narrow doorway. There are
absolutely no furnishings, the Tukluks appearing to sleep directly on the
hard ground.
Obvious exits: -South
A female member of the Tukluk tribe keeps hut here.(Gold Aura)
A Tukluk man is stretched out, sound asleep.(Gold Aura)
< 1272h/1272H 212v/214V Pos: standing >
A Tukluk woman suddenly attacks YOU!
A Tukluk woman's weak punch grazes you.
< 1270h/1272H 213v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: woman sta EP: excellent >
Your kick smashes through a Tukluk woman's leg and into her pelvis, killing her.
A Tukluk woman is dead! R.I.P.
As the last bit of blood drips onto the ground, a festively dressed elf suddenly appears in a puff of smoke....
'Ah ha! Being quite Naughty this year aren't we a Tukluk woman? Wait until Santa Claws hears about this!' he cackles as he reaches beneath his coat and pulls out a small parchment and quill.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 1661.
A look of horror and a silent scream are a Tukluk woman's last actions in this world.
< 1270h/1272H 213v/214V Pos: standing >
It appears to be the corpse of a Tukluk woman.
a few coins
< 1270h/1272H 213v/214V Pos: standing >
You get a few coins from the corpse of a Tukluk woman.
There were: 1 platinum coin, 12 gold coins.
< 1270h/1272H 213v/214V Pos: standing >
Ok.
You put 1 platinum, 12 gold, 0 silver, and 0 copper coins into a large leather backpack.
< 1270h/1272H 213v/214V Pos: standing >
Into what?
< 1270h/1272H 213v/214V Pos: standing >
Only piercing weapons can be used to backstab.
< 1271h/1272H 214v/214V Pos: standing >
Your kick destroys a Tukluk man's arm and caves in one side of his rib cage.
A Tukluk man is dead! R.I.P.
You receive your share of experience.
You have killed 1 of 1 Human(s) for boon # 1661.
The unmistakable scent of fresh blood can be smelled as a Tukluk man dies in agony.
< 1272h/1272H 214v/214V Pos: standing >
Sparkling magic surrounds someone as he begins his chant.
A wild horse snaps into visibility.
< 1272h/1272H 214v/214V Pos: standing >
A wild horse completes his spell...
A wild horse utters the word 'efaoai'
A gigantic red dragon appears from nowhere!
A gigantic red dragon lashes out with his mighty tail!
You nimbly dodge the sweep!
A gigantic red dragon's claw grazes you.
A gigantic red dragon's weak claw grazes you.
A gigantic red dragon's weak claw grazes you.
A gigantic red dragon breathes fire!
A gigantic red dragon burns you.
< 1226h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: dragon sta EP: excellent >
Your slash wounds a gigantic red dragon.
You miss a gigantic red dragon.
Your decent slash wounds a gigantic red dragon.
< 1226h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: dragon sta EP: few scratches >
A wild horse starts casting an offensive spell.
It appears to be the corpse of a Tukluk man.
a few coins
< 1226h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: dragon sta EP: few scratches >
You're too busy fighting to be pulling things out of bags!
< 1226h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: dragon sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 1226h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: dragon sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 1226h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: dragon sta EP: few scratches >
A wild horse completes his spell...
A wild horse utters the word 'agsplnuahz'
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!
< 1172h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC:few scratches E: dragon sta EP: few scratches >
You gasp for air as a pair of ghostly hands tighten around your throat!
< 1091h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC: small wounds E: dragon sta EP: few scratches >
You gasp for air as a pair of ghostly hands tighten around your throat!
< 1036h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC: small wounds E: dragon sta EP: few scratches >
You feel your skin soften and return to normal.
A gigantic red dragon's claw grazes you.
A gigantic red dragon's impressive claw wounds you.
A gigantic red dragon's impressive claw wounds you.
A wild horse starts casting an offensive spell.
< 984h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC: small wounds E: dragon sta EP: few scratches >
But you are a member of no group?!
< 984h/1272H 214v/214V Pos: standing >
< T: Seall TP: sta TC: small wounds E: dragon sta EP: few scratches >
A wild horse completes his spell...
A wild horse utters the word 'agsplnuahz'
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!
You attempt to flee...
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. To the south is a guardpost that marks the village entrance.
Obvious exits: -North -East -West
You flee southward!
< 897h/1272H 187v/214V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
< 845h/1272H 187v/214V Pos: standing >
You feel your skin harden to stone.
The spirits of Vella's Bordello grant you their protection.
You gasp for air as a pair of ghostly hands tighten around your throat!
< 757h/1272H 187v/214V Pos: standing >
Sparkling magic surrounds a wild horse as he begins his chant.
A wild horse starts casting an offensive spell.
< 758h/1272H 190v/214V Pos: standing >
A wild horse completes his spell...
A wild horse utters the word 'agsplnuahz'
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!
< 700h/1272H 192v/214V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -East -West
A young boy wanders the village here, practicing his spells.(Gold Aura)
There are some tracks heading east.
< 618h/1272H 191v/214V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
< 529h/1272H 192v/214V Pos: standing >
An apprentice to the Tukluk shaman suddenly attacks YOU!
An apprentice to the Tukluk shaman misses you.
< 530h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC: nasty wounds E: apprentice sta EP: excellent >
A wild horse starts casting an offensive spell.
< 530h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC: nasty wounds E: apprentice sta EP: excellent >
An apprentice to the Tukluk shaman enters from the north.
< 530h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC: nasty wounds E: apprentice sta EP: excellent >
A wild horse completes his spell...
A wild horse utters the word 'agsplnuahz'
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!
Pardon?
< 449h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC: nasty wounds E: apprentice sta EP: excellent >
A Tukluk woman enters from the east.
An apprentice to the Tukluk shaman suddenly attacks a wild horse!
An apprentice to the Tukluk shaman misses a wild horse.
You gasp for air as a pair of ghostly hands tighten around your throat!
< 359h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC:pretty hurt E: apprentice sta EP: excellent >
A Tukluk woman suddenly attacks YOU!
A Tukluk woman misses you.
You gasp for air as a pair of ghostly hands tighten around your throat!
< 277h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC:pretty hurt E: apprentice sta EP: excellent >
A wild horse starts casting an offensive spell.
< 277h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC:pretty hurt E: apprentice sta EP: excellent >
A wild horse completes his spell...
A wild horse utters the word 'agsplnuahz'
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!
< 222h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC:pretty hurt E: apprentice sta EP: excellent >
You gasp for air as a pair of ghostly hands tighten around your throat!
You wish that your wounds would stop BLEEDING so much!
< 137h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: apprentice sta EP: excellent >
You gasp for air as a pair of ghostly hands tighten around your throat!
You wish that your wounds would stop BLEEDING so much!
An apprentice to the Tukluk shaman's feeble punch wounds you.
You wish that your wounds would stop BLEEDING so much!
An apprentice to the Tukluk shaman starts casting an offensive spell.
Your lunge at an apprentice to the Tukluk shaman's throat comes up a bit short.
< 79h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: apprentice sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 79h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: apprentice sta EP: excellent >
Your fine slash enshrouds an apprentice to the Tukluk shaman in a mist of blood.
You miss an apprentice to the Tukluk shaman.
Your fine slash enshrouds an apprentice to the Tukluk shaman in a mist of blood.
< 79h/1272H 194v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: apprentice sta EP: awful >
You attempt to flee...
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A miserable Tukluk villager wanders about.(Gold Aura)
A Tukluk warrior guards his village, spear at the ready.(Gold Aura)
A Tukluk warrior guards his village, spear at the ready.(Gold Aura)
There are some tracks heading north.
You flee northward!
You dodge a bash from a Tukluk guard, who loses his balance and falls.
< 79h/1272H 167v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: guard kne EP: excellent >
You withstand a bash from a Tukluk guard, who bounces back and falls.
< 79h/1272H 167v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: guard kne EP: excellent >
You attempt to flee...
A Tukluk Hut
This miniscule dwelling is little more than a pile of mud, supported in
strategic places by pieces of the dry wood to be found in the jungle outside.
It is very dim, having no windows and only one narrow doorway. There are
absolutely no furnishings, the Tukluks appearing to sleep directly on the
hard ground.
Obvious exits: -East
A few drops of fresh blood are scattered around the area.
A female member of the Tukluk tribe keeps hut here.(Gold Aura)
You flee westward!
You withstand a bash from a Tukluk woman, who bounces back and falls.
< 79h/1272H 146v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: woman ass EP: excellent >
You dodge a Tukluk woman's vicious attack.
< 79h/1272H 146v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: woman ass EP: excellent >
You attempt to flee...
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
A miserable Tukluk villager wanders about.(Gold Aura)
A Tukluk guard crouches here.(Gold Aura)
A Tukluk guard crouches here.(Gold Aura)
There are some tracks heading east.
There are Barbarian tracks going north.
You flee eastward!
< 79h/1272H 116v/214V Pos: standing >
A Tukluk woman enters from the south.
< 79h/1272H 117v/214V Pos: standing >
A Tukluk woman suddenly attacks a wild horse!
A Tukluk woman's decent punch grazes a wild horse.
A Tukluk woman is burned severely as she hits a wild horse!
A Tukluk woman is incapacitated and will slowly die, if not aided.
A Tukluk woman slumps to the ground.
< 79h/1272H 118v/214V Pos: standing >
You attempt to flee...
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -South -West
You flee eastward!
< 79h/1272H 96v/214V Pos: standing >
An Abandoned Tukluk Hut
As the Butsus have successfully prosecuted their war against the Tukluks,
the population of this village has shrunken by a terrifying amount. A good
number of the town's huts stand empty, a monument to the tribe's dwindling
population. What possessions may once have rested here have long been taken
by the remaining villagers; the interior of the hut is utterly empty.
Obvious exits: -North
< 80h/1272H 99v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 81h/1272H 100v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 81h/1272H 100v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 81h/1272H 101v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 82h/1272H 101v/214V Pos: standing >
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -South -West
Puddles of fresh blood cover the ground.
There are Barbarian tracks going south.
< 83h/1272H 103v/214V Pos: standing >
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
A young boy wanders the village here, practicing his spells.(Gold Aura)
A Tukluk warrior guards his village, spear at the ready.(Gold Aura)
There are some tracks heading north.
You wish that your wounds would stop BLEEDING so much!
You are knocked to the ground by a Tukluk guard's mighty bash!
< 82h/1272H 103v/214V Pos: sitting >
< T: Seall TP: sit TC: awful E: guard sta EP: excellent >
A Tukluk guard's weak punch strikes you.
You wish that your wounds would stop BLEEDING so much!
A Tukluk guard's weak punch strikes you.
You wish that your wounds would stop BLEEDING so much!
< 77h/1272H 104v/214V Pos: sitting >
< T: Seall TP: sit TC: awful E: guard sta EP: excellent >
An apprentice to the Tukluk shaman suddenly attacks YOU!
An apprentice to the Tukluk shaman's weak punch wounds you.
You wish that your wounds would stop BLEEDING so much!
< 75h/1272H 104v/214V Pos: sitting >
< T: Seall TP: sit TC: awful E: guard sta EP: excellent >
A Tukluk villager enters from the north.
< 75h/1272H 104v/214V Pos: sitting >
< T: Seall TP: sit TC: awful E: guard sta EP: excellent >
A Tukluk villager enters from the north.
< 75h/1272H 104v/214V Pos: sitting >
< T: Seall TP: sit TC: awful E: guard sta EP: excellent >
You miss a Tukluk guard.
You miss a Tukluk guard.
< 75h/1272H 104v/214V Pos: sitting >
< T: Seall TP: sit TC: awful E: guard sta EP: excellent >
An apprentice to the Tukluk shaman's punch wounds you.
You wish that your wounds would stop BLEEDING so much!
An apprentice to the Tukluk shaman starts casting an offensive spell.
A Tukluk guard's punch strikes you.
You wish that your wounds would stop BLEEDING so much!
You feel your skin soften and return to normal.
A Tukluk guard's weak punch strikes you.
You wish that your wounds would stop BLEEDING so much!
< 67h/1272H 104v/214V Pos: sitting >
< T: Seall TP: sit TC: awful E: guard sta EP: excellent >
The first rays of sunlight signal that day is approaching.
< 67h/1272H 104v/214V Pos: sitting >
< T: Seall TP: sit TC: awful E: guard sta EP: excellent >
You miss a Tukluk guard.
Your fine slash causes a Tukluk guard to grimace in pain.
A Tukluk guard is incapacitated and will slowly die, if not aided.
< 67h/1272H 104v/214V Pos: sitting >
<A Tukluk guard slumps to the ground.
You clamber to your feet.
< 67h/1272H 104v/214V Pos: standing >
<Sorry, you aren't allowed to do that in combat.
< 67h/1272H 104v/214V Pos: standing >
<Sorry, you aren't allowed to do that in combat.
< 67h/1272H 104v/214V Pos: standing >
<You attempt to flee...
PANIC! You couldn't escape!
< 67h/1272H 104v/214V Pos: standing >
<But you are a member of no group?!
< 67h/1272H 104v/214V Pos: standing >
<You attempt to flee...
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -South -West
Fresh blood splatters cover the area.
There are Barbarian tracks going south.
You flee southward!
< 67h/1272H 77v/214V Pos: standing >
You attempt to flee...
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
A Tukluk woman is lying here, incapacitated.(Gold Aura)
A Tukluk warrior guards his village, spear at the ready.(Gold Aura)
A Tukluk warrior guards his village, spear at the ready.(Gold Aura)
There are Barbarian tracks going west.
There are Barbarian tracks going north.
You flee westward!
< 67h/1272H 49v/214V Pos: standing >
A Tukluk woman enters from the west.
< 67h/1272H 49v/214V Pos: standing >
You dodge a bash from a Tukluk guard, who loses his balance and falls.
You withstand a bash from a Tukluk woman, who bounces back and falls.
< 67h/1272H 50v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: guard kne EP: excellent >
A Tukluk guard suddenly attacks YOU!
A Tukluk guard's fine punch seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
< 50h/1272H 50v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: guard kne EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 50h/1272H 50v/214V Pos: standing >
< T: Seall TP: sta TC: awful E: guard kne EP: excellent >
You attempt to flee...
A Cleared Area in the Jungle
The stamping of many feet over many years has created a broad pathway
within the Tukluk village. Small huts of mud and grass have been constructed
here and there, though no real order can be made out of any of it. Tukluk
tribespeople wander from place to place, some with urgent business, most
without. One can leave the village to the southwest, should one tire of
these folk.
Obvious exits: -North -South -West
Fresh blood covers everything in the area.
There are some tracks heading south.
You flee eastward!
< 50h/1272H 29v/214V Pos: standing >
An Abandoned Tukluk Hut
As the Butsus have successfully prosecuted their war against the Tukluks,
the population of this village has shrunken by a terrifying amount. A good
number of the town's huts stand empty, a monument to the tribe's dwindling
population. What possessions may once have rested here have long been taken
by the remaining villagers; the interior of the hut is utterly empty.
Obvious exits: -North
Fresh blood covers everything in the area.
There are Barbarian tracks going north.
< 50h/1272H 32v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/1272H 33v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/1272H 33v/214V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/1272H 34v/214V Pos: standing >
You attempt to hide yourself.
You find a particulary good spot.
< 55h/1272H 43v/214V Pos: standing >
You feel your skin harden to stone.
The spirits of Vella's Bordello grant you their protection.
< 84h/1272H 102v/214V Pos: standing >
An apprentice to the Tukluk shaman enters from the north.
< 98h/1272H 131v/214V Pos: standing >
A wild horse snaps into visibility.
< 100h/1272H 136v/214V Pos: standing >
An apprentice to the Tukluk shaman suddenly attacks a wild horse!
An apprentice to the Tukluk shaman misses a wild horse.
< 102h/1272H 138v/214V Pos: standing >
A wild horse completes his spell...
A wild horse utters the words 'gpaeax gsaxi'
< 102h/1272H 139v/214V Pos: standing >
A wild horse's crush causes an apprentice to the Tukluk shaman to grimace in pain.
An apprentice to the Tukluk shaman is incapacitated and will slowly die, if not aided.
An apprentice to the Tukluk shaman slumps to the ground.
< 106h/1272H 147v/214V Pos: standing >
A wild horse attempts to flee.
A wild horse leaves north.
< 108h/1272H 150v/214V Pos: standing >
A wild horse sneaks in from the north.
< 119h/1272H 174v/214V Pos: standing >
A wild horse starts casting an offensive spell.
< 120h/1272H 175v/214V Pos: standing >
A wild horse completes his spell...
A wild horse utters the words 'gpaeax gsaxi'
< 122h/1272H 179v/214V Pos: standing >
A wild horse starts casting a spell.
< 126h/1272H 188v/214V Pos: standing >
A wild horse completes his spell...
A wild horse utters the words 'urrjguaiabral xarr'
< 129h/1272H 193v/214V Pos: standing >
The vortex splits open and horrific nightmares explode into the room!
An apprentice to the Tukluk shaman is dead! R.I.P.
The last gasps of an apprentice to the Tukluk shaman cause a sickening chill to run up your spine.
The nightmare is too much for an apprentice to the Tukluk shaman, whose eyes close!
The nightmare scares the bejesus out of an apprentice to the Tukluk shaman!
Maddening visions from your worst nightmares sweep over you!
You wish that your wounds would stop BLEEDING so much!
The nightmare is too much and you close your eyes!
You have been blinded!
< 70h/1272H 197v/214V Pos: standing >
Someone completes his spell...
Someone utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
Everything suddenly goes black as a pair of ghostly hands choke the life out of you...
Your something was completely destroyed by the massive blow!