The death of [55 Dark Dreamer] Tarru Red Moon Disciples (Gnome)

in Tharnadian Bank

from the perspective of [55 Dark Dreamer] Tarru Red Moon Disciples (Gnome)


An elite guard suddenly attacks a Kobold!
An elite guard's fine punch wounds a Kobold.
An elite guard suddenly attacks a Kobold!
An elite guard's punch wounds a Kobold.
You quickly scan the area.
A large rat who is close by to your east.
A young cleric who is not far off to your east.
A militia guard who is not far off to your east.
A street sweeper who is not far off to your east.
A street sweeper who is close by to your south.
A militia guard who is not far off to your south.

< 15h/331H 152v/152V Pos: standing >
An elite guard suddenly attacks a Kobold!
An elite guard's feeble punch grazes a Kobold.
An elite guard suddenly attacks a Kobold!
An elite guard's fine punch wounds a Kobold.

< 15h/331H 152v/152V Pos: standing >
An elite guard suddenly attacks a Kobold!
An elite guard's punch grazes a Kobold.
An elite guard suddenly attacks a Kobold!
An elite guard's feeble punch grazes a Kobold.

< 16h/331H 152v/152V Pos: standing >
An elite guard assists an elite guard heroically.
An elite guard suddenly attacks a Kobold!
An elite guard's fine punch wounds a Kobold.
An Arch Before the Keeps
Obvious exits: -N -E -S -W
A few drops of fresh blood are scattered around the area.
A Kobold (small) ThE FuRY *-* Bloodlust *-* stands in mid-air here, fighting an elite guard.
An impenetrable globe of darkness floats near a Kobold's head.
A Kobold (small) MuRdErEr  *-* Bloodlust *-* stands in mid-air here, fighting an elite guard.
A young man in leather armor seems to be patrolling the area.
A shady looking mercenary stands here, eyeing you with open contempt.
A stray tomcat is darting after rodents, here.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.
An elite guard stands here, fighting a Kobold.

< 16h/331H 152v/152V Pos: standing >
A Kobold attempts to flee.
A Kobold leaves south.

< 16h/331H 152v/152V Pos: standing >
An elite guard suddenly attacks a Kobold!
An elite guard's punch wounds a Kobold.
An elite guard suddenly attacks a Kobold!
An elite guard's punch wounds a Kobold.

< 16h/331H 152v/152V Pos: standing >
An elite guard suddenly attacks a Kobold!
An elite guard's fine punch wounds a Kobold.

< 16h/331H 152v/152V Pos: standing >
A Kobold attempts to flee.
A Kobold leaves north.
A Kobold enters from the south.

< 16h/331H 152v/152V Pos: standing >
An Arch Before the Keeps
Obvious exits: -N -E -S -W
A few drops of fresh blood are scattered around the area.
A Kobold (small) MuRdErEr  *-* Bloodlust *-* stands in mid-air here.
A young man in leather armor seems to be patrolling the area.
A shady looking mercenary stands here, eyeing you with open contempt.
A stray tomcat is darting after rodents, here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A Kobold leaves east.

< 16h/331H 152v/152V Pos: standing >
A stray cat leaves north.

< 16h/331H 152v/152V Pos: standing >
A shady mercenary glares at you wondering why you are watching him.

< 16h/331H 152v/152V Pos: standing >
A militia guard leaves east.

< 16h/331H 152v/152V Pos: standing >
An Arch Before the Keeps
Obvious exits: -N -E -S -W
A few drops of fresh blood are scattered around the area.
A shady looking mercenary stands here, eyeing you with open contempt.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 16h/331H 152v/152V Pos: standing >
An Arch Before the Keeps
Obvious exits: -N -E -S -W
A few drops of fresh blood are scattered around the area.
A shady looking mercenary stands here, eyeing you with open contempt.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 17h/331H 152v/152V Pos: standing >
You quickly scan the area.
A stray cat who is close by to your north.
A Kobold who is close by to your north.
A militia guard who is close by to your east.
A large rat who is close by to your east.
A militia guard who is not far off to your east.
A Kobold who is not far off to your east.
A young cleric who is not far off to your east.
A street sweeper who is not far off to your east.
A street sweeper who is close by to your south.
A militia guard who is not far off to your south.
Alarm bells sound, signalling an invasion!

< 17h/331H 152v/152V Pos: standing >

< 17h/331H 152v/152V Pos: standing >

< 17h/331H 152v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
Obvious exits: -E -W
A few drops of fresh blood are scattered around the area.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.

< 17h/331H 151v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
Obvious exits: -N# -E -W
Puddles of fresh blood cover the ground.
A militia guard stands here, fighting a Kobold.
A Kobold (small) MuRdErEr  *-* Bloodlust *-* stands in mid-air here, fighting a militia guard.
A young cleric is standing here, smiling at you warmly.
A street sweeper is cleaning here, singing songs of labor.

< 17h/331H 150v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>
A Bend in the Grand Tharnadian Way
Obvious exits: -N -W
A few drops of fresh blood are scattered around the area.

< 17h/331H 149v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 17h/331H 149v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>
A Bend in the Grand Tharnadian Way
Obvious exits: -N -E -S -W
Fresh blood covers everything in the area.
Shattered bits of ice are scattered about the area.
A militia guard is lying here, incapacitated.

< 17h/331H 151v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Doctors Office
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Doctors Office
</map>
Doctors Office
Obvious exits: -E
A few drops of fresh blood are scattered around the area.
Shattered bits of ice are scattered about the area.
A round disk floats here.
The doctor on duty reads a current medical journal.

< 17h/331H 150v/152V Pos: standing >
You do not have the funds for the exchange.


< 18h/331H 152v/152V Pos: standing >
You quickly scan the area.
A Duergar who is close by to your east.
A militia guard who is close by to your east.
A stray cat who is not far off to your east.
A militia guard who is a brief walk away to your east.
A stray dog who is a brief walk away to your east.

< 18h/331H 152v/152V Pos: standing >

< 18h/331H 152v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Grand Tharnadian Way
</map>
A Bend in the Grand Tharnadian Way
Obvious exits: -N -E -S -W
Fresh blood covers everything in the area.
Shattered bits of ice are scattered about the area.
A militia guard is lying here, incapacitated.

< 18h/331H 151v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
Obvious exits: -N -E -S -W
Fresh blood covers everything in the area.
[2] A steel dagger has been tossed aside here.
A stray tomcat is darting after rodents, here.

< 18h/331H 150v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
Obvious exits: -N -E -W
Puddles of fresh blood cover the ground.
A young man in leather armor seems to be patrolling the area.
A large wandering dog is here, growling at you.

< 18h/331H 149v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
The Great Fountain of Tharnadia
Obvious exits: -N -E -S -W
The corpse of the town crier is lying here.
The corpse of the Tharnadian Quartermaster is lying here.
The corpse of a militia guard is lying here.
The corpse of a stray cat is lying here.
[2] The corpse of a militia guard is lying here.
A crafting recipe lies here collecting dust.
A full bag of rice has been dropped here.
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.

< 18h/331H 148v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
The Tharnadia-Keats Intersection
Obvious exits: -N -E# -S -W
A few drops of fresh blood are scattered around the area.
*A Duergar (medium) MuRdErEr  *-* Bloodlust *-* stands in mid-air here.

< 18h/331H 148v/152V Pos: standing >
The door seems to be closed.

< 18h/331H 148v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
Keats Street
Obvious exits: -N -S -W
A few drops of fresh blood are scattered around the area.
The corpse of a militia guard is lying here.
A large rat is scurrying about here.

< 18h/331H 149v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Keats Intersection
</map>
The Northern Keats Intersection
Obvious exits: -E -S -W -U
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.

< 18h/331H 149v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/331H 149v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Wall Road
</map>
The Northern Wall Road
Obvious exits: -E -S -W
Fresh blood covers everything in the area.
The corpse of a militia guard is lying here.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the walls.
A young man in leather armor seems to be patrolling the area.

< 18h/331H 149v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Wall Road
</map>
The Northern Wall Road
Obvious exits: -N -E -W
Puddles of fresh blood cover the ground.
The corpse of a militia guard is lying here.
A stray tomcat is darting after rodents, here.

< 18h/331H 149v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
A Bend in the Wall Road
Obvious exits: -S -W
A few drops of fresh blood are scattered around the area.
A street sweeper is cleaning here, singing songs of labor.

< 18h/331H 148v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/331H 149v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
A Bend in the Wall Road
Obvious exits: -N -E -S

< 19h/331H 148v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: The Northern Wall Road
</map>
The Northern Wall Road
Obvious exits: -E -W
Puddles of fresh blood cover the ground.
Some rotting meat is here, smelling up the room.
A shady looking youth is standing here, eyeing you with a devious glance.
A stray tomcat is darting after rodents, here.

< 19h/331H 148v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: A Bend in the Wall Road
</map>
A Bend in the Wall Road
Obvious exits: -N# -S -W
Puddles of fresh blood cover the ground.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A cudgel has been dropped here.
[5] A small bandage rests upon the ground here.
A young man in leather armor seems to be patrolling the area.

< 19h/331H 148v/152V Pos: standing >
Alas, you cannot go that way. . . .

< 19h/331H 148v/152V Pos: standing >
The door seems to be closed.

< 19h/331H 149v/152V Pos: standing >
I don't see a bank around here.

< 19h/331H 151v/152V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 19h/331H 152v/152V Pos: standing >
Ok.

< 19h/331H 152v/152V Pos: standing >

<map>
Zone: Tharnadia - City of Humans.
Room: Tharnadian Bank
</map>

<map>
Zone: Tharnadia - City of Humans.
Room: Tharnadian Bank
</map>
Tharnadian Bank
Obvious exits: -S
Fresh blood covers everything in the area.
The corpse of sarn, the banker is lying here.
A spellbook lies here, discarded.
A scroll is lying here.
A piece of parchment damp with water sits here.
An amber-colored metallic rod lies here.
A spellbook has been tossed aside here.
A crafting recipe lies here collecting dust.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[4] A steel long sword has been left here.
[4] A steel short sword lies discarded here.
[6] A steel dagger has been tossed aside here.
[4] A two-handed sword, nearly six feet in length, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[3] A stout cudgel carved from oak wood lies here.
[6] A large wooden torch has been discarded here.
A cudgel has been dropped here.
[15] A small bandage rests upon the ground here.
A large wooden counter is here, with a sign posted on it.

< 19h/331H 151v/152V Pos: standing >
You snap into visibility.
A half-elf merchant dances an acrobatic maneuver in battle, tripping you.

< 19h/331H 151v/152V Pos: sitting >
< T: Tarru TP: sit TC: awful E: a half-elf merchant sta EP: excellent >
 A half-elf merchant parries your futile lunge at him.

< 19h/331H 151v/152V Pos: sitting >
< T: Tarru TP: sit TC: awful E: a half-elf merchant sta EP: excellent >
 Alarm bells sound, signalling an invasion!

< 19h/331H 151v/152V Pos: sitting >
< T: Tarru TP: sit TC: awful E: a half-elf merchant sta EP: excellent >
 A half-elf merchant parries your futile lunge at him.
A half-elf merchant's crude pierce strikes you hard.
You wish that your wounds would stop BLEEDING so much!
A half-elf merchant's pierce strikes you very hard.
You wish that your wounds would stop BLEEDING so much!
A half-elf merchant's pierce seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
A half-elf merchant's decent pierce seriously wounds you.
You wish that your wounds would stop BLEEDING so much!
A half-elf merchant's crude pierce seriously wounds you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
A half-elf merchant's decent pierce enshrouds you in a mist of blood.
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.

< -3h/331H 151v/152V Pos: sitting >
You are in pretty bad shape, unable to do anything!
Sorry, you can't do that while laying around.

< -3h/331H 151v/152V Pos: on your ass >
You are in pretty bad shape, unable to do anything!

< -3h/331H 151v/152V Pos: on your ass >
You are in pretty bad shape, unable to do anything!

< -3h/331H 151v/152V Pos: on your ass >
You feel the swirling shadows around your body dissipate.