<worn on head> a hood dusted with sand (magic)
<worn on eyes> a pair of blue-tinted gnomish eyeglasses (magic)
<worn in ear> a twisted clay stud
<worn on face> a mask of leaves and bark
<worn around neck> a string of duergar dwarf ears of endurance
<worn around neck> an unique iron necklace
<worn on body> a pitch black bodycloak (magic) (glowing)
<worn about body> a long flowing robe of fine silk [88%]
<worn on back> a large leather backpack
<worn on arms> some rusty ivory vambraces from The Shadow Forest
<held as shield> a salamander scale shield
<worn around wrist> some lily pads (illuminating)
<worn around wrist> some lily pads (illuminating)
<worn on hands> a pair of sparkled mesh gloves [superior]
<worn on finger> a ring of sand blasting (magic)
<worn on finger> a silver ring embossed with a cresent moon [superior]
<primary weapon> a thin steel dagger
<worn on feet> a pair of forest walking boots [superior]
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sta TC: small wounds E: A Kobold sit EP: few scratches >
A Troll enters from the south.
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sta TC: small wounds E: A Kobold sit EP: few scratches >
A Troll tackles Doo square in the chest knocking the wind out of him!
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
Doo blocks a Kobold's lunge at him.
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
An air elemental snaps into visibility.
An air elemental's weak crush grazes a Kobold.
An air elemental's weak crush grazes a Kobold.
An air elemental misses a Kobold.
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
A wyvern enters from the east.
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
Doo misses a Kobold.
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
C'mon, you are doing it all the time!
< 103h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
A wyvern suddenly attacks YOU!
A wyvern's punch seriously wounds you.
You miss a Kobold.
[Damage: 1 ] Your weak pierce grazes a Kobold.
C'mon, you are doing it all the time!
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
You begin to focus your will...
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
Doo blocks a Troll's lunge at him.
A Troll's powerful pierce strikes Doo.
A Troll's impressive bludgeon wounds Doo.
A Troll's impressive bludgeon wounds Doo.
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
Casting: detonate
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
Doo blocks a Kobold's lunge at him.
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few scratches >
Your mental manipulations become a reality...
[Damage: 33 ] You feel a warm sense of satisfaction as explosions engulf a Kobold.
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: small wounds >
Jov starts casting a spell.
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: small wounds >
An air elemental misses a Kobold.
An air elemental snaps into visibility.
An air elemental's weak crush grazes a Kobold.
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: small wounds >
You begin to focus your will...
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: small wounds >
Jov completes his spell...
Jov utters the words 'ghaiz gtui'
Doo's flesh melds with conjured rocks, turning it to stone.
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: small wounds >
Casting: detonate
< 84h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: small wounds >
A displacer beast enters from the east.
A wyvern's fine punch seriously wounds you.
A wyvern's fine punch seriously wounds you.
A wyvern's fine punch enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
A wyvern's kick hits you in your side.
You wish that your wounds would stop BLEEDING so much!
Doo misses a Kobold.
< 16h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: small wounds >
Your mental manipulations become a reality...
[Damage: 73 ] You feel a warm sense of satisfaction as explosions engulf a Kobold.
A Kobold's a dwarven earring cracks as the tortured body writhes!
You dodge a bash from a displacer beast, who loses its balance and falls.
< 16h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few wounds >
[Damage: 1 ] Your weak pierce grazes a Kobold.
You miss a Kobold.
< 16h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sit EP: few wounds >
Doo blocks a Kobold's lunge at him.
Looking panicked, a Kobold scrambles madly to his feet!
< 16h/276H 144v/150V Pos: standing >
< T: Doo TP: sit TC: small wounds E: A Kobold sta EP: few wounds >
A Kobold attempts to flee.
A Kobold leaves south.
< 16h/276H 144v/150V Pos: standing >
A Troll misses Doo.
A Troll's weak pierce grazes Doo.
A Troll's weak bludgeon grazes Doo.
A Troll misses Doo.
Who should the spell be cast upon? You must specify a target!
Doo clambers to his feet.
Jov sits down in a comfortable spot.
< 16h/276H 144v/150V Pos: standing >
Who should the spell be cast upon? You must specify a target!
Jov opens a midnight blue tome with silver bindings and begins studying it intently.
< 16h/276H 144v/150V Pos: standing >
A Kobold enters from the south.
< 16h/276H 144v/150V Pos: standing >
A Troll attempts to flee.
A Troll leaves south.
A Kobold leaves north.
< 16h/276H 144v/150V Pos: standing >
You attempt to flee...
****M^.^.
^**.*+..^ *
^..^^*+.^^ ...
++++++P*** ..
^...*.P@..M .
*^^**.^D
***...
*...
.
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
A small round shield has been dropped here.
You flee eastward!
< 16h/276H 120v/150V Pos: standing >
**.*+..^
..^^*+.^^P ..
+++++++***M ..
^...*.P.... .
*^^**.^@
***...
**...
*.
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South
A few drops of fresh blood are scattered around the area.
The corpse of a displacer beast is lying here.
A battered, worn sign stands here crookedly.
An enormous onyx dragon flies here, wings spread wide.(Red Aura)
< 18h/276H 125v/150V Pos: standing >
Alas, you cannot go that way. . . .
< 18h/276H 126v/150V Pos: standing >
Obvious exits:
North- Vast Grasslands Within the DarkPeak Valley
East - The Great Bay of Cyric the Destroyer
South- The Great Bay of Cyric the Destroyer
< 19h/276H 131v/150V Pos: standing >
****M^.^.
^**.*+..^ *
^..^^*P.^^ ...
+++++++***M ..
^...*.P@... .
*^^**.^D
***...
*...
.
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A small round shield has been dropped here.
A large wyvern flies here, screeching and showing its claws.(Red Aura)
< 20h/276H 131v/150V Pos: standing >
A wyvern suddenly attacks YOU!
A wyvern's punch grievously wounds you.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 2h/276H 131v/150V Pos: standing >
< T: Jixan TP: sta TC: awful E: wyvern sta EP: few wounds >
You attempt to flee...
***.+^.*.*
*****M^.^.
*^**.*+..^ **
^..^^*+.^^ ...
++++++P@** ..
^...*.MM..M .
*^^**.^D
**...
...
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East -South -West
You flee northward!
< 2h/276H 109v/150V Pos: standing >
***.+^.**
****.+^.*.*
******M^.^. *
*^**.*+..^ **
^..^^*+@^^ ...
+++P++P*** ..
^...*.+M..M .
^^**.^D
*...
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West
< 2h/276H 110v/150V Pos: standing >
****.+^.**
*****.+^.*.*
*******M^.^.
**^**.*+..^ *
*^..^^*@.^^ ..
++++P++P*** .
*^...*.+M..M .
*^^**.^D
**...
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West
< 2h/276H 108v/150V Pos: standing >
*****.+^.**
******.+^.*.*
********M^.^.
***^**.*+..^
**^..^^@+.^^ .
*+++++P+P***
**^...*.+M..M
**^^**.^D
***...
The Black Marshlands of DarkPeak Valley
Obvious exits: -North -East -South -West
< 2h/276H 108v/150V Pos: standing >
******.+^.*
*******.+^.*.
*********M^.^.
****^**.*+..^
.**^..^@*+.^^
+*++++++PPM**
***^...*.P...M
***^^**.^D
****...
A Rocky Climb Along the DarkPeak Mountains
Obvious exits: -North -East -South -West
< 2h/276H 106v/150V Pos: standing >
******.+^.*
********M^.^.
****^**.*+..^
.**^..^^*+.^^
+*+++++@+PM**
***^...*.P...M
****^^**.^D
*****...
***...
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West
< 2h/276H 105v/150V Pos: standing >
*****.+^.*.
*******M^.^.
***^**.*+..^
**^..^^*+.^^ .
*++++++@P***
**^...*.+...M
***^^**.^D
****...
**...
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West
< 3h/276H 108v/150V Pos: standing >
******M^.^.
**^**.*+..^
**^..^^*+.^^ .
*+++++++P***
**^...*@+...M
***^^**.^D
*****...
***...
**.
Vast Grasslands Within the DarkPeak Valley
Obvious exits: -North -East -South -West
< 3h/276H 107v/150V Pos: standing >
*****M^.^.
*^**.*+..^
*^..^^*+.^^ ..
+++++++P*** .
*^...*.@...M .
**^^**.^D
****...
**...
*.
Along a Coarse Gravel Road in the DarkPeak Valley
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
The skull of a Barbarian is lying here.
The corpse of a Mountain Dwarf is lying here.
< 3h/276H 106v/150V Pos: standing >
Ouside the Gates of Sarmiz'Duul
The solid stone walls of the city stand 15 feet high and extend for
hundreds of feet in either direction. The gates' large oaken double doors
are reinforced with bronze bindings.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
A Troll (large) MuRdErEr *-* Bloodlust *-* stands in mid-air here.(Red Aura)
A globe of darkness floats near a Troll's head.
< 3h/276H 105v/150V Pos: standing >
Inside the Gates of Sarmiz'Duul
Here, a short entryway is flanked by tall stone walls. Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger. The noises of the
city are muffled here, sounding like a dull roar underlying the day. The
road continues north and south.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
< 4h/276H 106v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West
< 4h/276H 105v/150V Pos: standing >
Alas, you cannot go that way. . . .
< 4h/276H 106v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
< 5h/276H 107v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
< 6h/276H 109v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East
< 6h/276H 110v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -West
< 7h/276H 112v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
< 8h/276H 114v/150V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 9h/276H 115v/150V Pos: standing >
A Commoners Dwelling
This is a simple commoners dwelling. All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself. Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -West
< 9h/276H 117v/150V Pos: standing >
< 10h/276H 119v/150V Pos: standing >
< 10h/276H 119v/150V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
< 10h/276H 119v/150V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 10h/276H 119v/150V Pos: standing >
< 10h/276H 119v/150V Pos: standing >
< 11h/276H 121v/150V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 11h/276H 121v/150V Pos: standing >
You quickly scan the area.
A sleeping commoner who is close by to your east.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
Aria who is a brief walk away to your south.
< 11h/276H 122v/150V Pos: standing >
< 12h/276H 125v/150V Pos: standing >
You quickly scan the area.
A sleeping commoner who is close by to your east.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
Aria who is a brief walk away to your south.
< 13h/276H 129v/150V Pos: standing >
< 14h/276H 133v/150V Pos: standing >
A Cobblestone Road
Obvious exits: -North -East -South -West
< 15h/276H 133v/150V Pos: standing >
You quickly scan the area.
A sleeping commoner who is close by to your east.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
Aria who is a brief walk away to your south.
< 15h/276H 135v/150V Pos: standing >
< 16h/276H 137v/150V Pos: standing >
A Commoners Dwelling
This is a simple commoners dwelling. All the modern half-orc conveniences
are available in this modest dwelling, including a small slab and bucket
affair for relieving oneself. Small, thick glassed windows allow sunlight
to come in without making the home too lit.
Obvious exits: -East
< 16h/276H 138v/150V Pos: standing >
You quickly scan the area.
A sleeping commoner who is not far off to your east.
< 17h/276H 140v/150V Pos: standing >
< 17h/276H 141v/150V Pos: standing >
< 18h/276H 144v/150V Pos: standing >
< 18h/276H 146v/150V Pos: standing >
< 18h/276H 147v/150V Pos: standing >
< 19h/276H 147v/150V Pos: standing >
You begin to focus your will...
< 20h/276H 150v/150V Pos: standing >
< 20h/276H 150v/150V Pos: standing >
Casting: flesh armor *
< 21h/276H 150v/150V Pos: standing >
Your mental manipulations become a reality...
Your flesh gains a steel-like hardness.
< 22h/276H 150v/150V Pos: standing >
< 22h/276H 150v/150V Pos: standing >
You attempt to bandage yourself.
< 22h/276H 150v/150V Pos: standing >
< 24h/276H 150v/150V Pos: standing >
You continue bandaging yourself.
< 32h/276H 148v/150V Pos: standing >
< 33h/276H 148v/150V Pos: standing >
You continue bandaging yourself.
< 42h/276H 145v/150V Pos: standing >
< 42h/276H 145v/150V Pos: standing >
You continue bandaging yourself.
< 51h/276H 143v/150V Pos: standing >
You continue bandaging yourself.
< 61h/276H 140v/150V Pos: standing >
< 63h/276H 147v/150V Pos: standing >
You continue bandaging yourself.
< 70h/276H 145v/150V Pos: standing >
Score information for Jixan
Level: 32 Race: Githzerai Class: Psionicist / Psycheporter Sex: Male
Hit points: 72(276) Mana: 261(638) Moves: 150(150)
Coins carried: 27 platinum 0 gold 0 silver 0 copper
Coins in bank: 924 platinum 50 gold 222 silver 74 copper
Playing time: 1 days / 10 hours/ 51 minutes
Received data: 0.1927 MB this session.
Send data: 0.0033 MB this session.
Compression ratio: 85%
Title: Vigilante of - The Resistance
Group Leader: Jov
Status: Standing.
Epic points(total): 96(96)
Epic Bonus: Experience Bonus (0.04%)
Frags: +0.44 Deaths: 14
Consenting: Jov
Detecting: Invisible Evil Good Magic Life
Protected from: Fire
Enchantments: Ultravision Fly Armor Aware Levitation Tower of Iron Will
Bartender Quests Remaining: 8
Combat Pulse: 19 Spell Pulse: 0.90
Leaderboard Points: 361
Active Spells:
--------------
flesh armor (24 minutes)
tower of iron will (3 minutes)
intellect fortress (11 minutes)
adrenaline control (10 minutes)
aura sight (22 minutes)
combat mind (8 minutes)
enhance agility (5 minutes)
enhance dexterity (5 minutes)
enhance constitution (5 minutes)
enhance strength (5 minutes)
fly (37 minutes)
levitate (5 minutes)
< 72h/276H 150v/150V Pos: standing >
< 72h/276H 150v/150V Pos: standing >
You continue bandaging yourself.
< 78h/276H 147v/150V Pos: standing >
< 78h/276H 147v/150V Pos: standing >
Ok.
You put 27 platinum, 0 gold, 0 silver, and 0 copper coins into a grounds bag.
< 80h/276H 147v/150V Pos: standing >
A Commoners Dwelling
Obvious exits: -East
< 80h/276H 148v/150V Pos: standing >
You can't bandage any more with this bandage.
< 81h/276H 149v/150V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 82h/276H 149v/150V Pos: standing >
< 82h/276H 149v/150V Pos: standing >
You quickly scan the area.
A sleeping commoner who is close by to your east.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
Aria who is a brief walk away to your south.
< 82h/276H 149v/150V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
< 83h/276H 148v/150V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
< 84h/276H 149v/150V Pos: standing >
< 86h/276H 149v/150V Pos: standing >
A Kobold enters from the north.
A Kobold enters from the north.
< 87h/276H 149v/150V Pos: standing >
A Kobold leaves south.
A Kobold leaves south.
< 87h/276H 149v/150V Pos: standing >
< 88h/276H 149v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
< 88h/276H 148v/150V Pos: standing >
< 88h/276H 148v/150V Pos: standing >
< 89h/276H 148v/150V Pos: standing >
< 89h/276H 149v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -West
Fresh blood splatters cover the area.
< 89h/276H 148v/150V Pos: standing >
< 92h/276H 150v/150V Pos: standing >
< 93h/276H 150v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
Obvious exits: -East -West
Fresh blood splatters cover the area.
< 94h/276H 150v/150V Pos: standing >
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East
Fresh blood covers everything in the area.
< 95h/276H 149v/150V Pos: standing >
You quickly scan the area.
You see nothing.
< 95h/276H 149v/150V Pos: standing >
< 96h/276H 149v/150V Pos: standing >
< 97h/276H 149v/150V Pos: standing >
A Kobold enters from the east.
A Kobold enters from the east.
A Kobold enters from the east.
< 98h/276H 149v/150V Pos: standing >
< 98h/276H 149v/150V Pos: standing >
< 98h/276H 149v/150V Pos: standing >
< 99h/276H 149v/150V Pos: standing >
< 99h/276H 149v/150V Pos: standing >
Alas, you cannot go that way. . . .
< 99h/276H 149v/150V Pos: standing >
A Kobold suddenly attacks YOU!
A Kobold misses you.
< 99h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: nasty wounds E: A Kobold sta EP: small wounds >
A Kobold starts casting an offensive spell.
< 99h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: nasty wounds E: A Kobold sta EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 99h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: nasty wounds E: A Kobold sta EP: small wounds >
A Kobold completes his spell...
A Kobold utters the word 'yufzbarr'
You resist the effects of a Kobold's spell!
Sorry, you aren't allowed to do that in combat.
< 99h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: nasty wounds E: A Kobold sta EP: small wounds >
A Kobold starts casting an offensive spell.
< 99h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: nasty wounds E: A Kobold sta EP: small wounds >
Pardon?
< 99h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: nasty wounds E: A Kobold sta EP: small wounds >
A Kobold starts casting an offensive spell.
< 99h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: nasty wounds E: A Kobold sta EP: small wounds >
You attempt to flee...
PANIC! You couldn't escape!
< 99h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: nasty wounds E: A Kobold sta EP: small wounds >
A Kobold completes his spell...
A Kobold utters the words 'yaftze diesilla'
Giant bolts of forked lightning hit you square in the chest, sending you reeling.
Giant bolts of forked lightning hit you square in the chest, sending you reeling.
Giant bolts of forked lightning hit you square in the chest, sending you reeling.
< 36h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: awful E: A Kobold sta EP: small wounds >
A Kobold misses you.
A Kobold misses you.
< 36h/276H 149v/150V Pos: standing >
< T: Jixan TP: sta TC: awful E: A Kobold sta EP: small wounds >
A Kobold completes his spell...
A Kobold utters the word 'yufzbarr'
You are enveloped in flames from a fireball sent by a Kobold - OUCH!
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.
< -5h/276H 149v/150V Pos: on your ass >