<worn on head> a patched emerald skullcap
<worn on eyes> a pair of blue-tinted gnomish eyeglasses (magic)
<worn in ear> a pair of silver earrings with red rubies
<worn in ear> a diabolical gold earring from The Forest City of Aravne
<worn around neck> a choker with red, white and a blue gems
<worn around neck> a string of gnome feet (magic) (illuminating)
<worn on body> a suit of celestial dragonscale (glowing)
<worn on back> an ermineskin backpack (illuminating)
<worn on arms> a set of steel armplates
<held as shield> a heavy steel tower shield
<worn around wrist> a silver band with blue stones
<worn on hands> a set of steel gauntlets
<worn on finger> an acrobats ring (magic)
<primary weapon> a plain steel spiked mace
<worn on legs> some tattered leggings [superior]
<worn on feet> some boots of enchantment (glowing)
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the north.
Ceref rides in on a huge, furry mountain ram from the north.
Nair enters from the north.
Chak enters from the north.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is close by to your east.
A member of the regular guard who is close by to your east.
A member of the regular guard who is close by to your east.
< 483h/483H 180v/181V Pos: standing >
Nz leaves east.
You follow Nz.
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
A member of the city's regular guard stands here.
A member of the city's regular guard stands here.
A member of the city's regular guard stands here.
Aram enters from the west.
Ceref rides in on a huge, furry mountain ram from the west.
Nair enters from the west.
Chak enters from the west.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
You see nothing.
< 483h/483H 179v/181V Pos: standing >
Nz leaves west.
You follow Nz.
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -North -East
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the east.
Ceref rides in on a huge, furry mountain ram from the east.
Nair enters from the east.
Chak enters from the east.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is close by to your east.
A member of the regular guard who is close by to your east.
A member of the regular guard who is close by to your east.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is close by to your east.
A member of the regular guard who is close by to your east.
A member of the regular guard who is close by to your east.
< 483h/483H 181v/181V Pos: standing >
Nz wants to snuggle.
< 483h/483H 181v/181V Pos: standing >
Nz leaves north.
You follow Nz.
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the south.
Ceref rides in on a huge, furry mountain ram from the south.
Nair enters from the south.
Chak enters from the south.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
An officer of the regular guard who is close by to your east.
A sergeant of the regular guard who is close by to your west.
A member of the regular guard who is close by to your west.
< 483h/483H 180v/181V Pos: standing >
Saving Doo.
Nz leaves west.
You follow Nz.
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
A sergeant of the city's regular guard stands here.
A member of the city's regular guard stands here.
Aram enters from the east.
Ceref rides in on a huge, furry mountain ram from the east.
Nair enters from the east.
Chak enters from the east.
< 483h/483H 179v/181V Pos: standing >
A sergeant of the regular guard leaves east.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
A sergeant of the regular guard who is close by to your east.
An officer of the regular guard who is not far off to your east.
Nz leaves west.
You follow Nz.
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North# -East -South -West #
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the east.
Ceref rides in on a huge, furry mountain ram from the east.
Nair enters from the east.
Chak enters from the east.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is close by to your east.
A sergeant of the regular guard who is not far off to your east.
An officer of the regular guard who is a brief walk away to your east.
A member of the regular guard who is not far off to your south.
A member of the regular guard who is a brief walk away to your south.
A sergeant of the regular guard who is rather far off to your south.
< 483h/483H 181v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is close by to your east.
A sergeant of the regular guard who is not far off to your east.
An officer of the regular guard who is a brief walk away to your east.
A member of the regular guard who is not far off to your south.
A member of the regular guard who is a brief walk away to your south.
A sergeant of the regular guard who is rather far off to your south.
Nz opens the door.
< 483h/483H 181v/181V Pos: standing >
Nz leaves west.
You follow Nz.
Guards Barracks
This room is small, clean, and very spartan. The floor is made from hard
packed earth with a light coating of obsidian powder that keeps the ground
smoothed over with a minumum of maintenance. The walls are made from wooden
planks treated with some sticky brownish substance that appears to protect it
from rot, and acts as a water and air sealant.
Obvious exits: -East -South
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
An officer of the city's regular guard stands here.
Aram enters from the east.
Ceref rides in on a huge, furry mountain ram from the east.
Nair enters from the east.
Chak enters from the east.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is not far off to your east.
A sergeant of the regular guard who is a brief walk away to your east.
An officer of the regular guard who is rather far off to your east.
< 483h/483H 180v/181V Pos: standing >
Nz leaves east.
You follow Nz.
A Paved Obsidian Road
This road appears to be one long piece of obsidian. Upon closer
inspection, it can be determined that the road is made from an unlikely
mixture of obsidian and concrete. The road is flat and even, allowing for
excellent travel along it.
Obvious exits: -North# -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the west.
Ceref rides in on a huge, furry mountain ram from the west.
Nair enters from the west.
Chak enters from the west.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is close by to your east.
A sergeant of the regular guard who is not far off to your east.
An officer of the regular guard who is a brief walk away to your east.
A member of the regular guard who is not far off to your south.
A member of the regular guard who is a brief walk away to your south.
A sergeant of the regular guard who is rather far off to your south.
An officer of the regular guard who is close by to your west.
< 483h/483H 179v/181V Pos: standing >
Nz closes the door.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is close by to your east.
A sergeant of the regular guard who is not far off to your east.
An officer of the regular guard who is a brief walk away to your east.
A member of the regular guard who is not far off to your south.
A member of the regular guard who is a brief walk away to your south.
A sergeant of the regular guard who is rather far off to your south.
< 483h/483H 181v/181V Pos: standing >
Nz closes the door.
< 483h/483H 181v/181V Pos: standing >
You quickly scan the area.
A member of the regular guard who is not far off to your south.
A member of the regular guard who is a brief walk away to your south.
A sergeant of the regular guard who is rather far off to your south.
Nz opens the gate.
< 483h/483H 181v/181V Pos: standing >
Nz leaves north.
You follow Nz.
The Gates to the Royal Docks
This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace. The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
An aging but brawny half-orc stands here enjoying life.
Aram enters from the south.
Ceref rides in on a huge, furry mountain ram from the south.
Nair enters from the south.
Chak enters from the south.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A half-orc shaman who is not far off to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.
A half-orc shaman who is a brief walk away to your east.
A member of the regular guard who is a brief walk away to your south.
A member of the regular guard who is rather far off to your south.
A sergeant of the regular guard who is in the distance to your south.
Nz closes the gate.
< 483h/483H 180v/181V Pos: standing >
A retired soldier leaves east.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A half-orc shaman who is not far off to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.
A retired soldier who is close by to your east.
A half-orc shaman who is a brief walk away to your east.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A half-orc shaman who is not far off to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
An elite bodyguard who is in the distance to your north.
Aria who is in the distance to your north.
A retired soldier who is close by to your east.
A half-orc shaman who is a brief walk away to your east.
< 483h/483H 180v/181V Pos: standing >
Nz leaves north.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
A male commoner stands here.
Aram enters from the south.
Ceref rides in on a huge, furry mountain ram from the south.
Nair enters from the south.
Chak enters from the south.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
A half-orc shaman who is close by to your north.
An elite bodyguard who is rather far off to your north.
An elite bodyguard who is rather far off to your north.
An elite bodyguard who is rather far off to your north.
An elite bodyguard who is rather far off to your north.
Aria who is rather far off to your north.
A commoner who is in the distance to your east.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
A half-orc shaman who is close by to your north.
An elite bodyguard who is rather far off to your north.
An elite bodyguard who is rather far off to your north.
An elite bodyguard who is rather far off to your north.
An elite bodyguard who is rather far off to your north.
Aria who is rather far off to your north.
A commoner who is in the distance to your east.
< 483h/483H 181v/181V Pos: standing >
Nz leaves east.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the west.
Ceref rides in on a huge, furry mountain ram from the west.
Nair enters from the west.
Chak enters from the west.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A commoner who is not far off to your north.
A commoner who is rather far off to your north.
A commoner who is rather far off to your east.
A sleeping commoner who is in the distance to your east.
A sleeping commoner who is in the distance to your east.
A commoner who is close by to your west.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A commoner who is close by to your north.
A commoner who is not far off to your north.
A commoner who is rather far off to your north.
A commoner who is rather far off to your east.
A sleeping commoner who is in the distance to your east.
A sleeping commoner who is in the distance to your east.
A commoner who is close by to your west.
< 483h/483H 180v/181V Pos: standing >
Nz leaves east.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the west.
Ceref rides in on a huge, furry mountain ram from the west.
Nair enters from the west.
Chak enters from the west.
< 483h/483H 179v/181V Pos: standing >
You feel less protected.
You quickly scan the area.
A half-orc mercenary who is a brief walk away to your north.
A commoner who is a brief walk away to your east.
A sleeping commoner who is rather far off to your east.
A sleeping commoner who is rather far off to your east.
A commoner who is not far off to your west.
< 483h/483H 179v/181V Pos: standing >
Nz leaves north.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the south.
Ceref rides in on a huge, furry mountain ram from the south.
Nair enters from the south.
Chak enters from the south.
< 483h/483H 178v/181V Pos: standing >
You quickly scan the area.
A half-orc mercenary who is not far off to your north.
A commoner who is close by to your east.
A commoner who is in the distance to your east.
A commoner who is close by to your west.
A half-orc shaman who is not far off to your west.
A dirty beggar who is a brief walk away to your west.
A dirty beggar who is a brief walk away to your west.
A dirty beggar who is a brief walk away to your west.
< 483h/483H 178v/181V Pos: standing >
You quickly scan the area.
A half-orc mercenary who is not far off to your north.
A commoner who is close by to your east.
A commoner who is in the distance to your east.
A commoner who is close by to your west.
The wraith of a war-hardened warrior who is not far off to your west.
The wraith of a war-hardened warrior who is not far off to your west.
The wraith of a war-hardened warrior who is not far off to your west.
A Kobold who is not far off to your west.
A half-orc shaman who is not far off to your west.
A dirty beggar who is a brief walk away to your west.
A dirty beggar who is a brief walk away to your west.
A dirty beggar who is a brief walk away to your west.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
A half-orc mercenary who is not far off to your north.
A commoner who is close by to your east.
A commoner who is in the distance to your east.
A commoner who is close by to your west.
A half-orc shaman who is not far off to your west.
A dirty beggar who is a brief walk away to your west.
A dirty beggar who is a brief walk away to your west.
A dirty beggar who is a brief walk away to your west.
Nz leaves north.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the south.
Ceref rides in on a huge, furry mountain ram from the south.
Nair enters from the south.
Chak enters from the south.
< 483h/483H 179v/181V Pos: standing >
Ceref gets a slab of beef from his bottomless bag of the shield dwarves.
< 483h/483H 180v/181V Pos: standing >
Nz leaves west.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
A male commoner stands here.
Aram enters from the east.
Ceref rides in on a huge, furry mountain ram from the east.
Nair enters from the east.
Chak enters from the east.
< 483h/483H 180v/181V Pos: standing >
< 483h/483H 180v/181V Pos: standing >
Saving Doo.
< 483h/483H 180v/181V Pos: standing >
Ceref puts a slab of beef into a bottomless bag of the shield dwarves.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A commoner who is not far off to your north.
A retired soldier who is a brief walk away to your east.
A commoner who is close by to your south.
A retired soldier who is not far off to your west.
A commoner who is not far off to your west.
< 483h/483H 181v/181V Pos: standing >
Nz leaves east.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the west.
Ceref rides in on a huge, furry mountain ram from the west.
Nair enters from the west.
Chak enters from the west.
< 483h/483H 180v/181V Pos: standing >
You quickly scan the area.
A half-orc mercenary who is close by to your north.
A retired soldier who is not far off to your east.
A commoner who is close by to your west.
A retired soldier who is a brief walk away to your west.
A commoner who is a brief walk away to your west.
< 483h/483H 180v/181V Pos: standing >
Nz leaves west.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
A male commoner stands here.
Aram enters from the east.
Ceref rides in on a huge, furry mountain ram from the east.
Nair enters from the east.
Chak enters from the east.
< 483h/483H 179v/181V Pos: standing >
You quickly scan the area.
A commoner who is a brief walk away to your north.
A retired soldier who is a brief walk away to your east.
A commoner who is close by to your south.
A retired soldier who is not far off to your west.
A commoner who is not far off to your west.
< 483h/483H 180v/181V Pos: standing >
< 483h/483H 181v/181V Pos: standing >
You quickly scan the area.
A commoner who is a brief walk away to your north.
A retired soldier who is a brief walk away to your east.
A commoner who is close by to your south.
A retired soldier who is not far off to your west.
A commoner who is not far off to your west.
< 483h/483H 181v/181V Pos: standing >
Nz leaves west.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the east.
Ceref rides in on a huge, furry mountain ram from the east.
Nair enters from the east.
Chak enters from the east.
< 483h/483H 180v/181V Pos: standing >
< 483h/483H 180v/181V Pos: standing >
< 483h/483H 180v/181V Pos: standing >
Nz leaves south.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
Aram enters from the north.
Ceref rides in on a huge, furry mountain ram from the north.
Nair enters from the north.
Chak enters from the north.
< 483h/483H 179v/181V Pos: standing >
Nz leaves south.
You follow Nz.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
A male commoner stands here.
Aram enters from the north.
Ceref rides in on a huge, furry mountain ram from the north.
Nair enters from the north.
Chak enters from the north.
< 483h/483H 178v/181V Pos: standing >
Nz leaves south.
You follow Nz.
The Gates to the Royal Docks
This gate protects the Royal Docks from most everyday kind of threats to
members of the royalty coming to and from the palace. The wall surrounding
the area looks to be able to easily stave off intruders who might be
interested in assaulting an unprepared member of the royalty, however, the
wall only protects a small area adjacent to the bay, so it is completely
ineffective in repelling a true invasion from the sea.
Obvious exits: -North -East -South# -West
Nz The Resistance (Githzerai)(medium) stands in mid-air here.
*The wraith of a war-hardened warrior stands here. (minion) (Red Aura)
*The wraith of a war-hardened warrior stands here. (minion) (Red Aura)
*The wraith of a war-hardened warrior stands here. (minion) (Red Aura)
*A Kobold (small) DreadLord *-* Bloodlust *-* stands, floating here.(Red Aura)
Aram enters from the north.
Ceref rides in on a huge, furry mountain ram from the north.
Nair enters from the north.
Chak enters from the north.
< 483h/483H 177v/181V Pos: standing >
Nz leaves south.
You follow Nz.
The gate seems to be closed.
A Kobold snaps into visibility.
A Kobold is knocked to the ground by Chak's skillful bash!
The wraith of a war-hardened warrior suddenly attacks Chak!
The wraith of a war-hardened warrior snaps into visibility.
The wraith of a war-hardened warrior misses Chak.
< 483h/483H 177v/181V Pos: standing >
Nair's weak pierce grazes a Kobold.
The wraith of a war-hardened warrior suddenly attacks Nair!
The wraith of a war-hardened warrior snaps into visibility.
The wraith of a war-hardened warrior misses Nair.
< 483h/483H 178v/181V Pos: standing >
Chak parries a Kobold's lunge at him.
< 483h/483H 178v/181V Pos: standing >
[Damage: 1 ] Your bludgeon grazes a Kobold.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:excellent E: A Kobold sit EP: few scratches >
Ceref dismounts a huge, furry mountain ram.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:excellent E: A Kobold sit EP: few scratches >
The wraith of a war-hardened warrior suddenly attacks YOU!
The wraith of a war-hardened warrior snaps into visibility.
The wraith of a war-hardened warrior misses you.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:excellent E: A Kobold sit EP: few scratches >
Nair's weak crush grazes a Kobold.
Nair suffers from contact with the aura about a Kobold.
Nair's weak pierce grazes a Kobold.
Nair's weak crush grazes a Kobold.
Nair's titan warhammer, 'Purelight' explodes in white light as it slams into a Kobold.
A beam of pure holy wrath is called down on a Kobold by Nair!
A blanketing shroud of negative energy coalesces around a Kobold...
Nair's weak crush grazes a Kobold.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:excellent E: A Kobold sit EP: small wounds >
Nz enters from the south.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:excellent E: A Kobold sit EP: small wounds >
Aram starts casting an offensive spell.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:excellent E: A Kobold sit EP: small wounds >
The wraith of a war-hardened warrior misses Chak.
Chak dodges the wraith of a war-hardened warrior's attack.
Chak's bludgeon grazes a Kobold.
Chak's crude bludgeon grazes a Kobold.
Chak suffers from contact with the aura about a Kobold.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:few scratches E: A Kobold sit EP: small wounds >
Tiny explosions wrack a Kobold's body with pain!
Nair dodges the wraith of a war-hardened warrior's attack.
The wraith of a war-hardened warrior misses Nair.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:few scratches E: A Kobold sit EP: few wounds >
Aram completes his spell...
Aram utters the words 'buoblg qrunsoqpze yugh'
Aram's fist beats the life out of a Kobold, blood pours from his body!
Chak blocks a Kobold's lunge at him.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:few scratches E: A Kobold sit EP: nasty wounds >
You dodge the wraith of a war-hardened warrior's vicious attack.
You block the wraith of a war-hardened warrior's lunge at you.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:few scratches E: A Kobold sit EP: nasty wounds >
Aram starts casting an offensive spell.
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:few scratches E: A Kobold sit EP: nasty wounds >
[Damage: 1 ] Your weak bludgeon grazes a Kobold.
[Damage: 1 ] Your weak bludgeon grazes a Kobold.
[Damage: 1 ] Your weak bludgeon grazes a Kobold.
Nair's weak crush grazes a Kobold.
Nair's weak pierce grazes a Kobold.
Nair's weak crush grazes a Kobold.
Nair's crush grazes a Kobold.
Nair's titan warhammer, 'Purelight' explodes in white light as it slams into a Kobold.
A beam of pure holy wrath is called down on a Kobold by Nair!
You don't know that spell!
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:few scratches E: A Kobold sit EP: nasty wounds >
Tiny explosions wrack a Kobold's body with pain!
< 483h/483H 179v/181V Pos: standing >
< T: Chak TP: sta TC:few scratches E: A Kobold sit EP: pretty hurt >
Aram completes his spell...
Aram utters the words 'buoblg qrunsoqpze yugh'
Aram's magic fist punches a Kobold into so much pulp!
A Kobold's ring of the EarthMother was completely destroyed by the massive blow!
The wraith of a war-hardened warrior stops following a Kobold.
The wraith of a war-hardened warrior stops following a Kobold.
The wraith of a war-hardened warrior stops following a Kobold.
A Kobold is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!