The death of [50 Channeler] Aziz The Resistance (Human)

in The Pier

from the perspective of [50 Channeler] Aziz The Resistance (Human)

<worn as a badge>    a wisp of living wind
<worn on head>       the hood of cunning
<worn on eyes>       a magical spyglass (magic)
<worn in ear>        a glowing jade earring of intelligence (glowing)
<worn on face>       mask of the iron bloodhounds (glowing)
<worn around neck>   an amulet of the moon (magic) (glowing)
<worn around neck>   a collar of the pyrobeast
<worn on body>       the robe of the underworld mages [superior] (magic)
<worn about body>    an ancient spidersilk cloak [poor] (magic)
<worn as quiver>     a messenger bag embroidered with mystical sigils (magic) (glowing)
<worn about waist>   an exquisite silk sash [superior] (magic) [84%]
<worn on belt buckle>an arcane spellbook covered with runes
<attached to belt>   an arcane spellbook covered with runes
<held as shield>     a well-polished mithril body shield [superior]
<worn around wrist>  a satanic bracelet (magic)
<worn around wrist>  a bracelet of astrology [poor]
<worn on hands>      a pair of hazy green gloves of endurance (magic) (glowing)
<worn on finger>     a sun ring [superior] (magic) (glowing)
<primary weapon>     the staff of the storm (glowing)
<worn on legs>       a pair of gold linked leggings
<worn on feet>       boots of brain golem skin (magic)

   Apocalypse Castle                             (neutral)       
   The Realm of Barovia Continued                (neutral)       
   The Hall of the Ancients                      (slightly evil) 
   The Bronze Citadel                            (neutral)       
   Ny'Neth's Stronghold Continued                (neutral)       
   Negative Material Plane                       (neutral)       
   Celestial Plane                               (neutral)       
   The 222nd Layer of the Abyss                  (neutral)       
   Castle Ravenloft                              (neutral)       

* = already completed this boot.

< 524h/524H 63v/192V Pos: standing >
                  
      MMMMMS^     
   MMMMMM^....MM  
 MMMMMM..^M.^^MM  
 ^^^...^@...^MMM  
 .^...M...^**MMM  
 .M...M^..*^*MM^  
  ..^..^.****M^   
   ^^^^^^^^*MM    
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 524h/524H 62v/192V Pos: standing >
                  
     MMMMMS^  M   
  MMMMMM^....MMM  
 MMMMM..^M.^^MMM  
 ^^...^.@..^MMM^  
 ^...M...^**MMM^  
 M...M^..*^*MM^^  
  .^..^.****M^*   
   ^^^^^^^*MM^    
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 524h/524H 61v/192V Pos: standing >
                  
    MMMMMS^  MM   
 MMMMMM^....MMM^  
 MMMM..^M.^^MMM^  
 ^...^..@.^MMM^.  
 ...M...^**MMM^^  
 ...M^..*^*MM^^*  
  ^..^.****M^*^   
   ^^^^^^*MM^*    
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 524h/524H 60v/192V Pos: standing >
                  
                  
    MMMMMS^  MMM  
 MMMMMM^....MMM^  
 MMMM..^@.^^MMM^  
 ^...^....^MMM^.  
 ...M...^**MMM^^  
  ..M^..*^*MM^^   
   ..^.****M^*    
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 
A battered, worn sign stands here crookedly.
A hippogryph flies here, beating its wings majestically.

< 524h/524H 60v/192V Pos: standing >
                  
                  
               M  
    MMMMMS^  MMM  
 MMMMMM^@...MMM^  
 MMMM..^M.^^MMM^  
 ^...^....^MMM^.  
  ..M...^**MMM^   
   .M^..*^*MM^    
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 524h/524H 60v/192V Pos: standing >
                  
                  
              MM  
   MMMMMS^  MMMM  
 MMMMM^.@..MMM^^  
 MMM..^M.^^MMM^^  
 ...^....^MMM^..  
  .M...^**MMM^^   
   M^..*^*MM^^    
Northern Valley of Myrabolus
Obvious exits: -North -East  -South -West 

< 524h/524H 59v/192V Pos: standing >
                  
                  
               M  
              MM  
   MMMMM@^  MMMM  
 MMMMM^....MMM^^  
 MMM..^M.^^MMM^^  
  ..^....^MMM^.   
   M...^**MMM^    
A Sandy Myrabolan Beach
Obvious exits: -North -East  -South -West 
The WaveDancer floats here, ready to ferry passengers.
A strange gnomish contraption stands here, dispensing ferry tickets.
The Sloop Mino Tazi floats here.
The Clipper Floater floats here.
The Yacht Troll King floats here.
The Sloop Landing Zone floats here.
The Sloop Sun's Radiance floats here.
The Ketch yeepee floats here.
The Sloop PoopSLoop floats here.

< 524h/524H 58v/192V Pos: standing >
The headwinds would prove much too great. Ye best find a dock to start from!

< 524h/524H 59v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: A Well Worn Path
</map>
A Well Worn Path
   This path appears to be constantly used. Even now it is being used by both
trade caravans and military transports. Not far north is the city of
Myrabolus, capital of the defending armies. Directly south is No Man's Land.
A wide area where hundreds of thousands have died both attacking and
defending the city. Row after row of crosses systematically flank this road,
proving this could just possibly be the most sought after strategic location
on the continent.
Obvious exits: -North -East  -South -West 

< 524h/524H 65v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: A Newly Built Road
</map>

<map>
Zone: Myrabolus.
Room: A Newly Built Road
</map>
A Newly Built Road
   This road has been built recently to compensate for the heavy
traffic the capital city of Myrabolus has been experiencing over the
last several years.  As a secondary route from and to the city, this
road leads easternly towards the sea.
Obvious exits: -East  -West 
A young Half-Elf wanders the road here.
A common resident of the city travels down the road.

< 524h/524H 64v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: A Wagon Stop
</map>

<map>
Zone: Myrabolus.
Room: A Wagon Stop
</map>
A Wagon Stop
   The path leading east, the newest road out of Myrabolus, indeed
only constructed over the last year, truly begins here, with a large
wagon stop.  Caravans and wagon trains use this area to refill supplies
and equipment for the journey ahead, as well as a rest area for those
coming in.  Just off to the south a small bar has been built for those
seeking rest from travelling.  The road continues on to the north.
Obvious exits: -North -East  -South# -West 
A sleek, well trained, black panther follows her master around the city.
A standard Myrabolan hunter guard keeps peace in the city.

< 524h/524H 63v/192V Pos: standing >
You climb up and ride a black panther.

< 524h/524H 79v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
   The road continues north here, towards the ocean and through the
forested country side.  The great city of Myrabolus can be seen just
to the west, with the tall palace and the city walls rising up beyond
the tree line.  Not far off to the south is a small tavern that is
used by weary travellers nearing the end of the road.
Obvious exits: -North -South
A young Half-Elf wanders the road here.
A small doe stands on the road here, wary of travellers.

< 524h/524H 88v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
   The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area.  The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge.  The citizens and commoners that wander the road are
quite polite and wave hello to others when they cross paths.
Obvious exits: -North -South
A small doe stands on the road here, wary of travellers.
A small doe stands on the road here, wary of travellers.

< 524h/524H 89v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
   The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area.  The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge.  The citizens and commoners that wander the road are
quite polite and wave hello to others when they cross paths.
Obvious exits: -East  -South
A woman shopper travels the city.

< 524h/524H 94v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
   The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area.  The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge.  The citizens and commoners that wander the road are
quite polite and wave hello to others when they cross paths.
Obvious exits: -East  -West 
A young Half-Elf wanders the road here.

< 524h/524H 95v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
   The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area.  The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge.  The path forks to the north here, but the trail is
much less traveled than the main road.  The great ocean can clearly
be seen with just a glance north now.
Obvious exits: -North -East  -West 

< 524h/524H 96v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
   The road continues to wind around the foliage and tall trees that
make up much of the terrain in this area.  The road is quite busy,
and usually many different people of all races and cultures can be
seen wandering towards Myrabolus or to the docks that lie on the north
eastern edge.  The path forks to the north here, but the trail is
much less traveled than the main road.  The great ocean can clearly
be seen with just a glance north now.
Obvious exits: -South -West 

< 524h/524H 97v/192V Pos: standing >
Alas, you cannot go that way. . . .

< 524h/524H 98v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
   The road continues here, but turns to avoid a heavy forest that
must have been to difficult to clear.  The Myrabolan Docks are now
quite close, just off to the east a short distance, while the popular
ziggurat palace of the city can be seen rising up a distance in the
west.  To the south here a faint trail opens up into the forest,
most likely used more for the animals that inhabit the forest than
travellers along the road.
Obvious exits: -North -East 
A playful squirrel hops down the road here.
An elite hunter guard looks to the south intently.

< 524h/524H 99v/192V Pos: standing >
Alas, you cannot go that way. . . .

< 524h/524H 101v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
    The road continues to wind through the forest here, while the
ocean spreads up open to the north.  The docks of Myrabolus are close
by here, and open up to the north with a large gate.  The further
one travels east, the more the foliage thickens and the field out-
side of the city comes to life with vegetation.
Obvious exits: -East  -West 

< 524h/524H 103v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Myrabolan Dock Road
</map>
The Myrabolan Dock Road
    The road continues to wind through the forest here, while the
ocean spreads up open to the north.  The docks of Myrabolus are close
by here, and open up to the north with a large gate.  The further
one travels east, the more the foliage thickens and the field out-
side of the city comes to life with vegetation.
Obvious exits: -East  -West 

< 524h/524H 104v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: Before the Myrabolan Docks
</map>
Before the Myrabolan Docks
    The road continues to wind through the forest here, while the
ocean spreads up open to the north.  The docks of Myrabolus are close
by here, and open up to the north with a large gate.  The further
one travels east, the more the foliage thickens and the field out-
side of the city comes to life with vegetation.  The road forks to
the north here, where the gates of the docks lie.
Obvious exits: -North -East  -West 

< 524h/524H 105v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Gates of the Myrabolan Docks
</map>

<map>
Zone: Myrabolus.
Room: The Gates of the Myrabolan Docks
</map>
The Gates of the Myrabolan Docks
   The small docks of Myrabolus are straight north of here, with
only a single pier.  The guards stationed here protect the guards from
the unwelcome from entering the road to the south.  In case of an
emergency they would sealed the gates here to lock intruders on
the pier.  The gate itself is held up by two large white stone pillars.
Obvious exits: -North# -South
A playful squirrel hops down the road here.
A standard Myrabolan soldier guards the gates.
A standard Myrabolan soldier guards the gates.
A standard Myrabolan soldier guards the gates.

< 524h/524H 110v/192V Pos: standing >
The gates seems to be closed.

< 524h/524H 111v/192V Pos: standing >
The gates seems to be closed.

< 524h/524H 112v/192V Pos: standing >
Ok.

< 524h/524H 120v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: Before the Pier
</map>
Before the Pier
   The long pier of the Myrabolan Docks begins just north of here,
while the large gates, separated by two white stone pillars is just
south.  Though there isn't all that much here, the guards to the
south are always on guard looking out for trouble makers undocking
their ships here.  To the east a small structure has been built
for use for the harbour master.
Obvious exits: -North -East # -South

< 524h/524H 122v/192V Pos: standing >
A slight wind blows a chill into living tissue.

< 524h/524H 123v/192V Pos: standing >
Ok.

< 524h/524H 124v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Pier
</map>

<map>
Zone: Myrabolus.
Room: The Pier
</map>
The Pier
   This is the single pier that makes up the Myrabolan Docks.  Though
no where near as large as the docks in other capital cities, the dock
does serve its purpose well and is able to handle many ships in harbour
at the same time.  Straight south are the gates of the docks that
exit to the road to Myrabolus.
Obvious exits: -North -South
(Q)The famous bounty hunter, Balance, stands here.

< 524h/524H 126v/192V Pos: standing >
Looks like an exit.
You extend your sights northward.
The Pier
   This is the single pier that makes up the Myrabolan Docks.  Though
no where near as large as the docks in other capital cities, the dock
does serve its purpose well and is able to handle many ships in harbour
at the same time.  Straight south are the gates of the docks that
exit to the road to Myrabolus.
Obvious exits: -North -South
The Yacht Drunk Kathoey floats here.
The Sloop ThE eYe floats here.
The Sloop songwave floats here.
The Sloop Holy Smite floats here.
The Sloop Sloop floats here.
The Ketch Vatatzes floats here.
The Sloop Es'Shoik floats here.
The Sloop -= The Disease =- floats here.
The Ketch Death Star floats here.
The Ketch Godsfury floats here.
The Clipper Fugly's Wet Dream floats here.
The Caravel casablanca floats here.
The Galleon ++Sonic Boom++ floats here.
The Ketch Teakwood Magus floats here.
The Sloop Lanun floats here.
The Caravel ~~Sea*Wolf~~ floats here.
The Caravel Force of Nature floats here.
The Clipper Lil Pony floats here.
The Yacht ROMAN floats here.
The Sloop Teakwood Vitality floats here.
The Sloop Teakwood Ship floats here.
The Yacht Teakwood Mentat floats here.
The Ketch *--[DYNAMITE] floats here.
The Sloop Teakwood Guardian floats here.
The dock master of Myrabolus stands here gazing out at sea.

< 524h/524H 131v/192V Pos: standing >

<map>
Zone: Myrabolus.
Room: The Pier
</map>

<map>
Zone: Myrabolus.
Room: The Pier
</map>
The Pier
   This is the single pier that makes up the Myrabolan Docks.  Though
no where near as large as the docks in other capital cities, the dock
does serve its purpose well and is able to handle many ships in harbour
at the same time.  Straight south are the gates of the docks that
exit to the road to Myrabolus.
Obvious exits: -North -South
The Yacht Drunk Kathoey floats here.
The Sloop ThE eYe floats here.
The Sloop songwave floats here.
The Sloop Holy Smite floats here.
The Sloop Sloop floats here.
The Ketch Vatatzes floats here.
The Sloop Es'Shoik floats here.
The Sloop -= The Disease =- floats here.
The Ketch Death Star floats here.
The Ketch Godsfury floats here.
The Clipper Fugly's Wet Dream floats here.
The Caravel casablanca floats here.
The Galleon ++Sonic Boom++ floats here.
The Ketch Teakwood Magus floats here.
The Sloop Lanun floats here.
The Caravel ~~Sea*Wolf~~ floats here.
The Caravel Force of Nature floats here.
The Clipper Lil Pony floats here.
The Yacht ROMAN floats here.
The Sloop Teakwood Vitality floats here.
The Sloop Teakwood Ship floats here.
The Yacht Teakwood Mentat floats here.
The Ketch *--[DYNAMITE] floats here.
The Sloop Teakwood Guardian floats here.
The dock master of Myrabolus stands here gazing out at sea.

< 524h/524H 147v/192V Pos: standing >

< 524h/524H 154v/192V Pos: standing >
Hull Upgrades
/=================================================================================\
|                 Load Cargo Passenger   Max Total  Weapons   Epic                |
|    Name         Cap.  Cap.      Cap. Speed Armor (F/S/R/P)  Cost   Cost         |
\---------------------------------------------------------------------------------/
 1 ) Sloop           5     1         1   100     9  0/0/0/0           100 platinum
 2 ) Yacht          12     3         2   100    26  1/1/1/1           300 platinum
 3 ) Clipper        55    10         5    88   119  1/2/1/2          1500 platinum
 4 ) Ketch          75    20         8    78   165  1/2/1/2          2500 platinum
 5 ) Caravel       100    35        10    68   218  1/3/1/3          4000 platinum
 6 ) Carrack       130    50        15    58   284  1/3/1/3          8000 platinum
 7 ) Galleon       165    70        20    50   363  2/3/1/3         12000 platinum
 8 ) Corvette       82     0         6    74   213  1/3/1/3          9000 platinum
 9 ) Destroyer     110     0         8    64   285  2/3/1/3         15000 platinum
 10) Frigate       142     0        10    55   370  2/3/2/3         22000 platinum
 11) Cruiser       200     0        15    48   519  2/4/2/4         36000 platinum

To upgrade/downgrade your hull, type 'buy hull <number>'.

Repairs
===================================================================
To repair, type 'repair <armor|internal|sail|weapon> <fore|port|starboard|rear>'.

Rename
===================================================================
To rename your ship for a price, type 'buy rename <new ship name>'.

< 524h/524H 155v/192V Pos: standing >
You are not using it.

< 524h/524H 164v/192V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 524h/524H 172v/192V Pos: standing >
You get a pile of coins from your large leather backpack.
There were: 7386 platinum coins, 19 gold coins, 14 silver coins, 20 copper coins. 

< 524h/524H 173v/192V Pos: standing >
A Troll enters from the south.
A raccoon enters from the south.

< 524h/524H 185v/192V Pos: standing >
A Troll attempts to stab you in the back, but your stone skin quickly absorbs the impact before fading away!
A Troll snaps into visibility.
You snap into visibility.
Out of nowhere, a Troll stabs you in the back.
I'm afraid you aren't quite up to mounted combat.
You stop riding a black panther.

< 523h/524H 189v/192V Pos: standing >
< T: Aziz TP: sta TC:few scratches E: A Troll sta EP: excellent >
 You miss a Troll.
You miss a Troll.
You snap into visibility.
A Troll snaps into visibility.

< 523h/524H 190v/192V Pos: standing >
< T: Aziz TP: sta TC:few scratches E: A Troll sta EP: excellent >
 A raccoon starts casting an offensive spell.
A raccoon snaps into visibility.

< 523h/524H 190v/192V Pos: standing >
< T: Aziz TP: sta TC:few scratches E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
A Troll tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 523h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC:few scratches E: A Troll sta EP: excellent >
 A raccoon completes his spell...
A raccoon utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You snap into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!

< 478h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC:few scratches E: A Troll sta EP: excellent >
 You gasp for air as a pair of ghostly hands tighten around your throat!

< 438h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: small wounds E: A Troll sta EP: excellent >
 You gasp for air as a pair of ghostly hands tighten around your throat!

< 395h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: small wounds E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
You snap into visibility.
A Troll's whip strikes you.
A Troll's slash strikes you.
A Troll's impressive whip strikes you.
A Troll's impressive whip strikes you.
A raccoon starts casting an offensive spell.

< 324h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: few wounds E: A Troll sta EP: excellent >
 You miss a Troll.
You snap into visibility.
A Troll snaps into visibility.

< 324h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: few wounds E: A Troll sta EP: excellent >
 A raccoon completes his spell...
A raccoon utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You snap into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!

< 286h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: few wounds E: A Troll sta EP: excellent >
 You gasp for air as a pair of ghostly hands tighten around your throat!

< 241h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: nasty wounds E: A Troll sta EP: excellent >
 You gasp for air as a pair of ghostly hands tighten around your throat!

< 198h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: nasty wounds E: A Troll sta EP: excellent >
 A raccoon starts casting an offensive spell.

< 198h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: nasty wounds E: A Troll sta EP: excellent >
 A raccoon completes his spell...
A raccoon utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You snap into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!

< 155h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC:pretty hurt E: A Troll sta EP: excellent >
 You gasp for air as a pair of ghostly hands tighten around your throat!

< 108h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC:pretty hurt E: A Troll 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!

< 61h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: awful E: A Troll sta EP: excellent >
 A Troll snaps into visibility.
You snap into visibility.
A Troll's impressive whip strikes you very hard.
You wish that your wounds would stop BLEEDING so much!
A Troll's impressive slash seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
A Troll's impressive whip enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
A Troll's impressive whip enshrouds you in a mist of blood.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 9h/524H 190v/192V Pos: sitting >
< T: Aziz TP: sit TC: awful E: A Troll sta EP: excellent >
 A Troll dodges your futile attack.
You snap into visibility.
A Troll snaps into visibility.
You clamber to your feet.
A raccoon starts casting an offensive spell.
A Troll's exploding headbutt relieves you of your duties in life.
Your dangling batskull earring [superior] was completely destroyed by the massive blow!