The death of [54 Enslaver] Grutap Suicide Squad (Githyanki)

in The Path of the Damned

from the perspective of [54 Enslaver] Grutap Suicide Squad (Githyanki)

<worn as a badge>    a beautiful platinum badge
<worn on head>       a prismatic halo of light (magic) (glowing) (humming)
<worn in ear>        an emerald disc fashioned from bone (magic)
<worn in ear>        a tiny mindstone ear clasp (magic)
<worn around neck>   a necklace of orbiting psi-crystals [superior] (humming)
<worn around neck>   some kharma mind beads (magic)
<worn on body>       some platemail of colorless salamander scales (magic)[55h 18m 50s]
<worn about body>    the cloak of multi-colored beads (magic) (glowing)
<worn about waist>   a waistband of rock and stone (magic)
<worn on belt buckle>a severed illithid tentacle [78%]
<worn on arms>       some static dragonscale sleeves from Shady Grove [39%]
<worn around wrist>  a wristband of nothingness [superior] (glowing) (humming)
<worn around wrist>  a bracelet of astrology [superior]
<worn on finger>     a silvery ring with engraved sigils (glowing)
<held>               the black heart of Morklar [poor] (magic)
<worn on legs>       a pair of flayed illithid hide leggings (glowing) [85%]

Obvious exits: -South -Up   #
An orcish shaman is here practicing a new spell.(Red Aura)

< 500h/537H 91v/195V Pos: standing >
The black seems to be closed.

< 500h/537H 91v/195V Pos: standing >
Ok.

< 500h/537H 93v/195V Pos: standing >
The South Gates of the Shady Grove
  A large city dwells before your eyes. Many citizens have made this city
their home.  Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
Obvious exits: -North -East  -West  -Down 
The orc gate guard of the Shady Grove stands here on duty.(Red Aura)
The orc gate guard of the Shady Grove stands here on duty.(Red Aura)
Newly recruited by Shady Grove, a young orc sentinel watches the gates.(Red Aura)
Newly recruited by Shady Grove, a young orc sentinel watches the gates.(Red Aura)
Newly recruited by Shady Grove, a young orc sentinel watches the gates.(Red Aura)
A massive umber hulk stands here chained to the ground.(Red Aura)
The orc gate guard of the Shady Grove stands here on duty.(Red Aura)

< 500h/537H 92v/195V Pos: standing >
Ok.

< 500h/537H 94v/195V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into the Grocers of the Keep.
Obvious exits: -East  -West 
An orcish warrior is here preparing for the next invasion.(Red Aura)

< 500h/537H 93v/195V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a small hut.
Obvious exits: -North -East  -West 

< 500h/537H 92v/195V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a house of commons.
Obvious exits: -North# -East  -West 
An orcish merchant is standing here completing his next transaction.(Red Aura)

< 501h/537H 91v/195V Pos: standing >
You begin to focus your will...

< 501h/537H 94v/195V Pos: standing >
Casting: molecular control 

< 501h/537H 95v/195V Pos: standing >
Your mental manipulations become a reality...
You gain a keener understanding of your molecules!

< 501h/537H 96v/195V Pos: standing >
Your body vibrates as you fan out your molecules.
The First Floor of An Old Stone Tower
  The room here is dark and very damp.  Cool multi-colored stone blocks
form an mosaic on the floor and walls.  Along the north wall, there
is an old bookcase filled with texts and old runes. One the small
table, next to the bookcase, there is an array of preserved organs and
animals in jars. There are stairs rising upward. There is another exit out
leading back to the Way of the Knife.
Obvious exits: -South# -Up   
An orcish assassin prowls the area hunting his new prey.

< 502h/537H 96v/195V Pos: standing >
You sit down and relax.

< 502h/537H 96v/195V Pos: sitting >
You start meditating...

< 502h/537H 96v/195V Pos: sitting >
An orcish assassin floats up.

< 502h/537H 98v/195V Pos: sitting >
Your mana reserves are now full.

< 502h/537H 106v/195V Pos: sitting >
An orcish assassin floats in from above.

< 510h/537H 193v/195V Pos: sitting >
You can't concentrate enough while resting.
You can't do this sitting!

< 513h/537H 195v/195V Pos: sitting >
You do not see that here.

< 513h/537H 195v/195V Pos: sitting >
You clamber to your feet.

< 513h/537H 195v/195V Pos: standing >
You begin to focus your will...

< 514h/537H 195v/195V Pos: standing >
Casting: psychic crush *

< 514h/537H 195v/195V Pos: standing >
Your mental manipulations become a reality...
An orcish assassin suddenly clutches their head, as if trying to shrug off some unknown malady.
[Damage: 59 ] An orcish assassin's eyes briefly cloud over as his entire psyche is wracked with wonderfully intense pain.
An orcish assassin is dead! R.I.P.
You receive your share of experience.
An orcish assassin's death cry reverberates in your head as he falls to the ground.

< 514h/537H 195v/195V Pos: standing >
You get an old bloodied amulet from the corpse of an orcish assassin.
You get a few coins from the corpse of an orcish assassin.
There were: 2 gold coins, 5 silver coins, 9 copper coins. 

< 515h/537H 195v/195V Pos: standing >
Autosaving...

< 519h/537H 195v/195V Pos: standing >
Your flesh softens.

< 536h/537H 195v/195V Pos: standing >
You can no longer absorb energy.

< 537h/537H 195v/195V Pos: standing >
You are already standing.

< 537h/537H 195v/195V Pos: standing >
You begin to focus your will...

< 537h/537H 195v/195V Pos: standing >
Casting: energy containment 

< 537h/537H 195v/195V Pos: standing >
Your mental manipulations become a reality...
You can now absorb some forms of energy.

< 537h/537H 195v/195V Pos: standing >

		Score information for Grutap

Level: 54   Race: Githyanki   Class: Psionicist / Enslaver Sex: Male
Hit points: 537(537)   Mana: 1405(1432)   Moves: 195(195)
Coins carried:    5 platinum    26 gold     5 silver     9 copper
Coins in bank: 24847 platinum  1510 gold    56 silver    84 copper
Playing time: 20 days / 8 hours/ 44 minutes
Received data: 0.0195 MB this session.
Send data:     0.0004 MB this session.
Compression ratio: 78%
Title:  Suicide Squad
Status:  Standing.
Epic points(total): 13708(28708) Current task: find runestone of Pits of Cerberus
Epic Bonus: Epic Points Bonus (11.46%)
Frags:   -0.22   Deaths:   158
Detecting:      Invisible Evil Good Magic Life
Protected from: Fire Cold Lightning Gas Acid All but High Circle Spells
Enchantments:   Inertial-Barrier Ultravision Farsee Fly Aware Haste
Stat Pool timeout: 0:00:00
Bartender Quests Remaining: 4
Combat Pulse:   19 Spell Pulse:  0.90 
Leaderboard Points:  545 

Active Spells:
--------------
energy containment (34 minutes)
molecular control (8 minutes)
intellect fortress (13 minutes)
cannibalize (2 minutes)
inertial barrier (2 minutes)
pantherspeed (14 minutes)
fly (47 minutes)
aura sight (11 minutes)


< 537h/537H 195v/195V Pos: standing >
Drow elf - Last Edited: 2010-08-28 02:32:34 by kitsero
======================================================
Living far beneath the surface, deep within the bowels of the Underdark,
Drow Elves are a swift-moving, crafty, remorselessly wicked people ruled
by a society of priestesses who serve the demonic Spider Queen, Lloth.
The Drow are an extremely intelligent race, and their abilities and
ambition are feared and loathed by races throughout the Realms,
particularly Grey Elves, their distant cousins and blood enemies.

Because of the length of time they spend below the surface, Drow are hurt
by the natural light of the sun  and the light of fire. To compensate,
they have permanent ultravision, allowing them to see in total darkness.
However, they seldom travel to the surface, and never during the daytime.
Drow tend to be weaker and frailer than humans, but are better in most
other areas. Low level Drow are somewhat resistant to magical attacks, but
gain more resistance as they level.

==See also==
* Races


==Class list==
* Warrior     : Swordsman, Guardian, Swashbuckler
* Cleric      : Zealot, Healer, Holyman
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue       : Assassin, Thief
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Reaver      : Ice Reaver, Flame Reaver, Shock Reaver, Earth Reaver
* Illusionist : Magician, Dark Dreamer
* Blighter    : Storm Bringer, Scourge, Ruiner
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 90
Agility     : 130
Dexterity   : 110
Constitution: 90
Power       : 110
Intelligence: 120
Wisdom      : 115
Charisma    : 90
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : average
Spell Pulse  : very good

==Innate abilities==
 levitate (obtained at level 11)
 faerie fire
*ultravision
 globe of darkness (obtained at level 26)
*magic resistance
*dayblind
*vulnerable to sun
*longsword master (obtained at level 11)
'*' Designates passive ability.


< 537h/537H 195v/195V Pos: standing >
Kobold - Last Edited: 2010-08-28 02:37:37 by kitsero
====================================================
A race of small reptilians who are distantly related to dragons but also bear a marked resemblance to
dogs. Kobolds maintain they are draconian in descent but dragons of course claim otherwise. Kobolds
culture consists of mining, hunting, burrowing and killing the good races of Duris, especially Gnomes 
whose deity they blame for luring and confining their God Kurtulmak in a mine using deceit and then
caving it in. Kobolds are known for their trickery and love of traps and ambushes. They are an 
intelligent race who served dragons as slaves for many centuries until their emancipation by 
Kurtulmak.

==See also==
* Innate
* Races


==Class list==
* Warrior     : Swordsman, Guardian
* Cleric      : Zealot, Healer, Holyman
* Shaman      : Elementalist, Spiritualist, Animalist
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer    : Air Magus, Water Magus, Fire Magus, Earth Magus
* Mercenary   : Brigand, Bounty Hunter
* Bard        : Disharmonist, Scoundrel, Minstrel
* Illusionist : Magician, Dark Dreamer
* Ethermancer : Tempest Magus, Frost Magus, Star Magus
* Summoner    : Controller, Mentalist, Naturalist

==Racial Statistics==
Strength    : 90
Agility     : 120
Dexterity   : 110
Constitution: 95
Power       : 95
Intelligence: 125
Wisdom      : 105
Charisma    : 100
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : formidable
Spell Pulse  : incredible

==Innate abilities==
*ultravision
*ud-sneak
*dayvision
*calming
'*' Designates passive ability.


< 537h/537H 195v/195V Pos: standing >
Autosaving...

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >
You can no longer drain your victim!
Your inertial barrier fades away.

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >
You begin to focus your will...

< 537h/537H 195v/195V Pos: standing >
Casting: energy containment 

< 537h/537H 195v/195V Pos: standing >
Your mental manipulations become a reality...

< 537h/537H 195v/195V Pos: standing >
You begin to focus your will...

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >
Casting: cannibalize 

< 537h/537H 195v/195V Pos: standing >
Your mental manipulations become a reality...
You will now drain power from your victim!

< 537h/537H 195v/195V Pos: standing >
You begin to focus your will...

< 537h/537H 195v/195V Pos: standing >
Casting: flesh armor 

< 537h/537H 195v/195V Pos: standing >
Your mental manipulations become a reality...
Your flesh gains a steel-like hardness.

< 537h/537H 195v/195V Pos: standing >
Autosaving...

< 537h/537H 195v/195V Pos: standing >
You begin to focus your will...

< 537h/537H 195v/195V Pos: standing >
Casting: inertial barrier 

< 537h/537H 195v/195V Pos: standing >
Your mental manipulations become a reality...
You feel uneasy, almost as if a headache is coming on.  Almost as if you're slightly in control of reality now.

< 537h/537H 195v/195V Pos: standing >

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< 537h/537H 195v/195V Pos: standing >
Drider - Last Edited: 2010-08-28 02:32:04 by kitsero
====================================================
Driders are a arachnid type race living amongst the Drow Elf.  They are large in size.

==See also==
* Innate
* Races


==Class list==
* Warrior     : Swordsman, Guardian
* Sorcerer    : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Reaver      : Ice Reaver, Flame Reaver, Shock Reaver, Earth Reaver
* Blighter    : Storm Bringer, Scourge, Ruiner

==Racial Statistics==
Strength    : 95
Agility     : 110
Dexterity   : 110
Constitution: 115
Power       : 85
Intelligence: 95
Wisdom      : 85
Charisma    : 70
Luck        : 100
Karma       : 100

==Racial Traits==
Combat Pulse : below average
Spell Pulse  : above average

==Innate abilities==
*ultravision
*magic resistance
*dayblind
*spider body
'*' Designates passive ability.


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< 537h/537H 195v/195V Pos: standing >
Sorry, but there are no help topics that match your search.

< 537h/537H 195v/195V Pos: standing >
Sorry, but there are no help topics that match your search.

< 537h/537H 195v/195V Pos: standing >
Spider body - Last Edited: 2010-08-13 16:48:21 by kitsero
=========================================================
Spider body prevents takedowns from players of same size or less.

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< 537h/537H 195v/195V Pos: standing >
Autosaving...

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >
You lose control of your molecules.

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Trample - Last Edited: 2009-06-03 18:55:42 by Blaize
====================================================
Syntax: trample

While mounted, this command will order your steed to "Trample" the victim,
inflicting damage with the possibility of knocking them to the ground. There
is a chance for the mount to buck the rider, however this is mitigated with
very high charisma. Trample is unique because there is a small chance to
overrun any size of victim, unless the victim is of a certain race or
uniqueness. 

Knights are known to trample far better than normal riders.

==See also==
* Cavalier
* Bash
* Demonic Rider
The following character attributes are used in execution of this ability (if any):
Char's Dexterity.
Char's Agility.
Char's Charisma.

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< 537h/537H 195v/195V Pos: standing >
The auras in your vision disappear.

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< 537h/537H 195v/195V Pos: standing >

< 537h/537H 195v/195V Pos: standing >
The winds of time have reclaimed the corpse of an orcish assassin.
The corpse of an orcish assassin crumbles to dust and blows away.

< 537h/537H 195v/195V Pos: standing >
Autosaving...

< 537h/537H 195v/195V Pos: standing >
You begin to focus your will...

< 537h/537H 195v/195V Pos: standing >
Casting: aura sight 

< 537h/537H 195v/195V Pos: standing >
Your mental manipulations become a reality...
Your vision sharpens considerably.

< 537h/537H 195v/195V Pos: standing >

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Your virtual fortress crumbles.

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< 537h/537H 195v/195V Pos: standing >
The First Floor of An Old Stone Tower
Obvious exits: -South# -Up   

< 537h/537H 195v/195V Pos: standing >
You feel less like a panther and more like your normal self.
Experience till level: -27067606

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Chant mastery - Last Edited: 2008-06-06 18:55:48 by Jexni
=========================================================
A magic user trained in the arts of this ancient skill has a chance to incredibly increase
casting speed. When falling into the deepest concentration, the caster becomes a sparkling
blur shortly before initiating the spell.  A black mage in a stone tower can help you learn
this skill.

Allowable Classes:
* Bard
* Conjurer
* Illusionist
* Necromancer
* Sorcerer

==See also==
* Epic
* Epic points
* Epic skills
* Quick Chant
* Skills

< 537h/537H 124v/124V Pos: standing >
Wizard - Last Edited: 2014-07-30 21:58:13 by lohrr
==================================================
An advanced spellcaster in the ways of the Sorcerer, the Wizard can manipulate the
essences of magics as they are tossed through the very air. Many times they are
able to disperse and dispel offensive magics aimed at them and sometimes even take 
the energies and throw the spell back from whence it came. The Wizard always has
their spellbook close at hand and has imbued it with their name, they need only
summon it.

==See also==
* Sorcerer

==Allowed races==
* Human, Drow Elf, Grey Elf, Halfling, Gnome, Orc, Githyanki, Minotaur, Goblin, Githzerai, Drider, Kobold

==Innate abilities==
 summon book (obtained at level 30)
'*' Designates passive ability.

==Skills==
30th Level: arcane block
41st Level: spellweave
51st Level: arcane riposte

==Spells==
11th Circle: anti-magic ray
12th Circle: mordenkainens lucubration


The following help topics also matched your search:
 Wizard Eye


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< 537h/537H 124v/124V Pos: standing >
Autosaving...

< 537h/537H 124v/124V Pos: standing >

< 537h/537H 124v/124V Pos: standing >
Experience till level: -27067606

< 537h/537H 124v/124V Pos: standing >
Zone Name: Shady Grove                   
Average mob level in zone: 25
 
< 537h/537H 124v/124V Pos: standing >

< 537h/537H 124v/124V Pos: standing >
The First Floor of An Old Stone Tower
Obvious exits: -South# -Up   

< 537h/537H 124v/124V Pos: standing >
The marble seems to be closed.

< 537h/537H 124v/124V Pos: standing >
Ok.

< 537h/537H 124v/124V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a house of commons.
Obvious exits: -North -East  -West 
Running about town, this female orc is restocking her low supplies.(Red Aura)
An orc guard of the Black Order is here watching your every action.(Red Aura)

< 537h/537H 123v/124V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into a small hut.
Obvious exits: -North -East  -West 

< 537h/537H 122v/124V Pos: standing >
The Way of the Knife
   This pathway is smaller than the main streets of the Keep.  Many of the
poor and the unfortunate flock to the slums along this pathway.  The Way of
the Knife runs along side the south granite wall of the city. Many vile
citizens of the Keep practice the ways of life infront of the many sentry
posts which can be seen along parts of the wall.  Dark shady thiefs and
meanacing assassins can be slightly seen in the shadows of the many buildings
waiting for the right moment to inflict their will. There are exits east and
west along this pathway and north into the Grocers of the Keep.
Obvious exits: -East  -West 

< 537h/537H 121v/124V Pos: standing >
The South Gates of the Shady Grove
  A large city dwells before your eyes. Many citizens have made this city
their home.  Citizens of the Shady Grove can been seen running about tending
to their tasks at hand. The black obsidian gates closing off the city exit to
the south is here along with many guards protecting it from unlawful entry.
Eyes from above the city wall watch every move. There are exits to the north,
west, and east leading into various parts of the city. The exit beyond the
gate downwards leads to a ramp that descends into a deep moat.
Obvious exits: -North -East  -West  -Down #
An orcish warrior is here preparing for the next invasion.(Red Aura)
The orc gate guard of the Shady Grove stands here on duty.(Red Aura)
The orc gate guard of the Shady Grove stands here on duty.(Red Aura)
Newly recruited by Shady Grove, a young orc sentinel watches the gates.(Red Aura)
Newly recruited by Shady Grove, a young orc sentinel watches the gates.(Red Aura)
Newly recruited by Shady Grove, a young orc sentinel watches the gates.(Red Aura)
A massive umber hulk stands here chained to the ground.(Red Aura)
The orc gate guard of the Shady Grove stands here on duty.(Red Aura)

< 537h/537H 121v/124V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. On the west side
of the pathway, there is a small stone tower rising above the city. On
the east side is the southern branch of the Bank of the Shady.
Obvious exits: -North -East  -South -West 
An orcish warrior is here preparing for the next invasion.(Red Aura)

< 537h/537H 121v/124V Pos: standing >
In the Southern Branch of the Bank of Shady
   Provided as a special service to those of the southern keep, the southern
branch of the Bank of Shady is staffed with a master banker. The floor and
walls of the bank are constructed from wooden planks. A large red elven rug
lies centered in the room. On the south wall of the bank, there is a large
ledge equipped with a few fountain pens. The teller window is located just
opposite this ledge. A small sign is located at this window. The only exit
lies west back to the Path of the Damned.
Obvious exits: -West 
A large wooden counter is here, with a sign posted on it.
A wandering orcish soul, flying about here, is searching for a new victim.(Red Aura)
An orcish elite bank guard stands here protecting the Lord's assets.(Red Aura)
An orcish elite bank guard stands here protecting the Lord's assets.(Red Aura)

< 537h/537H 120v/124V Pos: standing >
You are carrying: (3/11)
an old bloodied amulet
a drowskin backpack
a rotting cloth bag

< 537h/537H 121v/124V Pos: standing >
You are carrying: (3/11)
an old bloodied amulet
a drowskin backpack
a rotting cloth bag

< 537h/537H 122v/124V Pos: standing >
a rotting cloth bag
this rather ugly bag seems to be almost falling apart
A rotting cloth bag is made of cloth and appears to be of average quality.
A rotting cloth bag has an item value of 1.
a rotting cloth bag can hold around 12 pounds, and is about halfway full.
a rotting cloth bag currently contains:
A rotting cloth bag contains:

a crystal-tipped dagger [superior]
a burnt dragonscale coif
a small bandage
a copper dagger

< 537h/537H 123v/124V Pos: standing >

< 537h/537H 124v/124V Pos: standing >
In the Southern Branch of the Bank of Shady
Obvious exits: -West 
A large wooden counter is here, with a sign posted on it.
A wandering orcish soul, flying about here, is searching for a new victim.(Red Aura)
An orcish elite bank guard stands here protecting the Lord's assets.(Red Aura)
An orcish elite bank guard stands here protecting the Lord's assets.(Red Aura)

< 537h/537H 124v/124V Pos: standing >
You get a burnt dragonscale coif from a rotting cloth bag.

< 537h/537H 124v/124V Pos: standing >

This item is from the zone: Heaven.
'a burnt dragonscale coif'
Weight 4, Item type: ARMOR
Item is: NOREPAIR FLOAT 
AC-apply is 30
This item will also affect your SV_FEAR positively.
A burnt dragonscale coif has an item value of 125.
A burnt dragonscale coif is made of dragonscale and appears to be of average quality.
A burnt dragonscale coif has an item value of 125.

< 537h/537H 124v/124V Pos: standing >
Ok.

< 537h/537H 124v/124V Pos: standing >
In the Southern Branch of the Bank of Shady
Obvious exits: -West 
A large wooden counter is here, with a sign posted on it.
A wandering orcish soul, flying about here, is searching for a new victim.(Red Aura)
An orcish elite bank guard stands here protecting the Lord's assets.(Red Aura)
An orcish elite bank guard stands here protecting the Lord's assets.(Red Aura)

< 537h/537H 124v/124V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. On the west side
of the pathway, there is a small stone tower rising above the city. On
the east side is the southern branch of the Bank of the Shady.
Obvious exits: -North -East  -South -West 
An orcish street sweeper is here cleaning the city from rubbish.(Red Aura)
An orcish warrior is here preparing for the next invasion.(Red Aura)

< 537h/537H 123v/124V Pos: standing >
An orcish warrior leaves north.

< 537h/537H 123v/124V Pos: standing >
An orcish guard enters from the west.

< 537h/537H 123v/124V Pos: standing >
You begin to focus your will...

< 537h/537H 123v/124V Pos: standing >
Casting: psychic crush *

< 537h/537H 123v/124V Pos: standing >
Your mental manipulations become a reality...
An orcish street sweeper suddenly clutches their head, as if trying to shrug off some unknown malady.
[Damage: 22 ] An orcish street sweeper's eyes briefly cloud over as his entire psyche is wracked with wonderfully intense pain.
An orcish street sweeper is dead! R.I.P.
You receive your share of experience.
You feel the bloodlust in your heart as you hear the death cry of an orcish street sweeper.

< 537h/537H 123v/124V Pos: standing >
You get 3 coins from the corpse of an orcish street sweeper.
There were: 1 silver coin, 2 copper coins. 

< 537h/537H 123v/124V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path and a small
scribers shop to the east.
Obvious exits: -North -East  -South
Crawling about, this baby orc is crying loudly.
An orcish warrior is here preparing for the next invasion.(Red Aura)
An orc guard of the Black Order is here watching your every action.(Red Aura)

< 537h/537H 123v/124V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. The Guard Barracks
of the Black Order of Orcs is located just to the west with the Shady
Jewelers to the east.
Obvious exits: -North -East  -South -West 

< 537h/537H 122v/124V Pos: standing >
The Entry to the Barracks of the Black Order
   A large barracks is located just ahead.  The structure appears large
and constructed of stone slabs and mortar. Around the large iron gates,
there are inscriptions in an old cryptic language.  There are also reliefs
showing the life and achievements of the Black Order. The structure
ahead is the training ground for many of the initiates and experienced of
the Black Order.  The barracks here also house the jail and other related
items.  The sounds of swords clashing can be hears emanating from the
practice ground ahead. There are two exits leading in and away from the
barracks.
Obvious exits: -East  -West #
An orcish elite searches the area here for any signs of problems.(Red Aura)
A wild horse stands here.
A prong-horned antelope stands here.
A wild horse stands here.
An orcish shaman is here practicing a new spell.(Red Aura)
Crawling about, this baby orc is crying loudly.
The orc gate guard of the Shady Grove stands here on duty.(Red Aura)
The orc gate guard of the Shady Grove stands here on duty.(Red Aura)

< 537h/537H 121v/124V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. The Guard Barracks
of the Black Order of Orcs is located just to the west with the Shady
Jewelers to the east.
Obvious exits: -North -East  -South -West 

< 537h/537H 122v/124V Pos: standing >
The Shady Jewelers
  The room here is small and is constructed of wood. Light from a large
shines up all in this store. The room here sparkles from the defracted
light of the display case. Within the display case many jewls of the Shady
Grove are on display for sale. There is one exit leading out.
Obvious exits: -West 
Khazar, the jeweler of the Grove, stands here ready to serve you.(Red Aura)

< 537h/537H 121v/124V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Shady Grove. The road here is
roughly thirty feet wide.  A variety of shoppes and taverns can be found
on this pathway. Running along side of the many buildings, innocent
citizens can be seen moving from shop to shop conducting their business.
This road also serves home to many various stray animals and beggars.
There are exits to the north and south along this path. The Guard Barracks
of the Black Order of Orcs is located just to the west with the Shady
Jewelers to the east.
Obvious exits: -North -East  -South -West 

< 537h/537H 121v/124V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path and there is an exit east to the shopping district
of the city.
Obvious exits: -North -East  -South
Running about town, this female orc is restocking her low supplies.(Red Aura)
An orcish elite in mid-air sits atop a large warhorse.(Red Aura)

< 537h/537H 121v/124V Pos: standing >
The Path of the Damned
   Lined with stones of all shapes and sizes, the Path of the Damned serves
as the main north-south road through the Grove. The road here is roughly
thirty feet wide.  A variety of shoppes and taverns can be found on this
pathway. Running along side of the many buildings, innocent citizens can be
seen moving from shop to shop conducting their business. This road also serves
home to many various stray animals and beggars. There are exits to the north
and south along this path, west into an alley, and east to the bakery.
Obvious exits: -North -East  -South -West 
An orcish street sweeper is here cleaning the streets from rubbish.
(Q)An old orcish woman cries over the loss of her spouse.(Red Aura)

< 537h/537H 121v/124V Pos: standing >
Obvious exits:
    North- The Path of the Damned
    East - The Bakery of the Shady Grove
    South- The Path of the Damned
    West - A Small Side Street of the Grove

< 537h/537H 121v/124V Pos: standing >
You begin to focus your will...

< 537h/537H 124v/124V Pos: standing >
An orcish assassin enters from the north.

< 537h/537H 124v/124V Pos: standing >
Casting: psychic crush *

< 537h/537H 124v/124V Pos: standing >
Your mental manipulations become a reality...
An orcish street sweeper suddenly clutches their head, as if trying to shrug off some unknown malady.
[Damage: 22 ] An orcish street sweeper's eyes briefly cloud over as his entire psyche is wracked with wonderfully intense pain.
An orcish street sweeper is dead! R.I.P.
You receive your share of experience.
You feel the bloodlust in your heart as you hear the death cry of an orcish street sweeper.

< 537h/537H 124v/124V Pos: standing >
An orcish elite rides in on a large warhorse from the south.

< 537h/537H 124v/124V Pos: standing >
An orcish elite leaves west riding on a large warhorse.

< 537h/537H 124v/124V Pos: standing >
A wild ettercap sneaks west.

< 537h/537H 124v/124V Pos: standing >
A wild ettercap starts casting an offensive spell.
A wild ettercap snaps into visibility.

< 537h/537H 124v/124V Pos: standing >
A wild ettercap completes his spell...
A wild ettercap utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!

< 490h/537H 124v/124V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 444h/537H 124v/124V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 403h/537H 124v/124V Pos: standing >
A wild ettercap starts casting an offensive spell.

< 403h/537H 124v/124V Pos: standing >
A wild ettercap completes his spell...
A wild ettercap utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!

< 362h/537H 124v/124V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 320h/537H 124v/124V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 278h/537H 124v/124V Pos: standing >
A wild ettercap starts casting an offensive spell.

< 278h/537H 124v/124V Pos: standing >
A wild ettercap completes his spell...
A wild ettercap utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You resist the effects of a wild ettercap's spell!

< 278h/537H 124v/124V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 231h/537H 124v/124V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 183h/537H 124v/124V Pos: standing >
A wild ettercap starts casting an offensive spell.

< 183h/537H 124v/124V Pos: standing >
An orcish assassin leaves west.

< 183h/537H 124v/124V Pos: standing >
A wild ettercap completes his spell...
A wild ettercap utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
Your pair of flayed illithid hide leggings was damaged from the massive blow!

< 133h/537H 124v/124V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!

< 87h/537H 124v/124V Pos: standing >
You gasp for air as a pair of ghostly hands tighten around your throat!
You wish that your wounds would stop BLEEDING so much!

< 44h/537H 124v/124V Pos: standing >
An orcish guard enters from the east.
A wild ettercap starts casting an offensive spell.

< 44h/537H 124v/124V Pos: standing >
A wild ettercap completes his spell...
A wild ettercap utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
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/537H 124v/124V Pos: standing >