<worn as a badge> a clump of glowing fuzz [74%]
<worn on head> the helm of the dragonkind of endurance (glowing)
<worn on eyes> the eyes of the High Forest (glowing)
<worn in ear> a bone pick of intelligence
<worn in ear> a tiny lightning enshrouded black earring of regeneration [80%]
<worn on face> the terrifying visage of the great wraith Dranum[225h 12m 39s]
<worn around neck> a necklace of giant strength [superior] (glowing) [82%]
<worn around neck> a string of disembodied hands of damage [51%]
<worn on body> the platemail of might [poor] (glowing)
<worn about body> a long, flowing cape of hellfire of endurance (glowing) [88%]
<worn on tail> Zorobabi's circular stone ring of regeneration [60%]
<worn as quiver> a pantherhide quiver of dexterity (glowing) (illuminating)
<worn about waist> the masters belt of intelligence (glowing)
<worn on belt buckle>a gleaming skull of a Minotaur [superior]
<attached to belt> the wand of the The Ethereal Plane (glowing)
<worn on arms> the pauldrons of the tide of agility (glowing)
<worn around wrist> a steel wire of endurance (glowing)
<worn around wrist> the bracer of Uz's alliance of damage
<worn on hands> the cubes of protection [superior] (humming)
<worn on finger> a ring of regeneration of regeneration (glowing) [72%]
<worn on finger> a glowing band of flowing water [79%]
<primary weapon> Sunblade, longsword of Justice[225h 12m 39s]
<secondary weapon> the granite dagger 'BloodFeast'[225h 12m 39s]
<worn on legs> a haze of swirling green vapor (glowing)[225h 12m 39s]
<worn on feet> a pair of dusty boots of greater dexterity (glowing)
An apprentice starts casting a spell.
< 1056h/1036H 183v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: A Staircase in the Tower of the Guilds
</map>
A Staircase in the Tower of the Guilds
Obvious exits: -U -D
< 1056h/1036H 182v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: A Staircase in the Tower of the Guilds
</map>
A Staircase in the Tower of the Guilds
Obvious exits: -U -D
< 1056h/1036H 181v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: The Entrance to the Tower of the Guilds
</map>
<map>
Zone: The City of Winterhaven.
Room: The Entrance to the Tower of the Guilds
</map>
The Entrance to the Tower of the Guilds
Obvious exits: -E -U
A guard stands here protecting the tower of the guilds.(Gold Aura)
A guard stands here protecting the tower of the guilds.(Gold Aura)
A guard stands here protecting the tower of the guilds.(Gold Aura)
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: The Celestial Bazaar
</map>
The Celestial Bazaar
Obvious exits: -N -E -S -W
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: The Celestial Bazaar
</map>
The Celestial Bazaar
Obvious exits: -N -E -S -W
< 1056h/1036H 181v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: The Celestial Bazaar
</map>
<map>
Zone: The City of Winterhaven.
Room: The Celestial Bazaar
</map>
The Celestial Bazaar
Obvious exits: -N -E -S -W
A street sweeper stands here, cleaning up other people's crap.
One of the local nobles walks around the city.(Gold Aura)
A street performer juggles balls while dancing a jig.
< 1056h/1036H 181v/183V Pos: standing >
A local noble leaves west.
<map>
Zone: The City of Winterhaven.
Room: The Celestial Bazaar
</map>
<map>
Zone: The City of Winterhaven.
Room: The Celestial Bazaar
</map>
The Celestial Bazaar
Obvious exits: -N -E -W
A black crow flaps its wings and caws at you.(Red Aura)
A street sweeper stands here, picking up some garbage.
< 1056h/1036H 182v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Avenue of the Prancing Fawn
</map>
<map>
Zone: The City of Winterhaven.
Room: Avenue of the Prancing Fawn
</map>
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
A street sweeper stands here, cleaning up other people's crap.
A devoted follower eagerly nods his head in agreement.(Gold Aura)
A devoted follower eagerly nods his head in agreement.(Gold Aura)
A devoted follower eagerly nods his head in agreement.(Gold Aura)
A loud and obnoxious man stands here, preaching about religion.(Gold Aura)
A black crow flaps its wings and caws at you.(Red Aura)
< 1056h/1036H 181v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: The Bloodbath Debriefing Room
</map>
The Bloodbath Debriefing Room
Obvious exits: -W
< 1056h/1036H 180v/183V Pos: standing >
Alas, you cannot go that way. . . .
< 1056h/1036H 181v/183V Pos: standing >
Alas, you cannot go that way. . . .
< 1056h/1036H 183v/183V Pos: standing >
Alas, you cannot go that way. . . .
< 1056h/1036H 183v/183V Pos: standing >
Alas, you cannot go that way. . . .
< 1056h/1036H 183v/183V Pos: standing >
Alas, you cannot go that way. . . .
< 1056h/1036H 183v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Avenue of the Prancing Fawn
</map>
<map>
Zone: The City of Winterhaven.
Room: Avenue of the Prancing Fawn
</map>
Avenue of the Prancing Fawn
Obvious exits: -N -E -S -W
A street sweeper stands here, cleaning up other people's crap.
A devoted follower eagerly nods his head in agreement.(Gold Aura)
A devoted follower eagerly nods his head in agreement.(Gold Aura)
A devoted follower eagerly nods his head in agreement.(Gold Aura)
A loud and obnoxious man stands here, preaching about religion.(Gold Aura)
A black crow flaps its wings and caws at you.(Red Aura)
< 1056h/1036H 182v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: The Grand Intersection of Merchant's Way and the Prancing Fawn
</map>
<map>
Zone: The City of Winterhaven.
Room: The Grand Intersection of Merchant's Way and the Prancing Fawn
</map>
The Grand Intersection of Merchant's Way and the Prancing Fawn
Obvious exits: -N -E -S -W
A massive statue composed of blue-green water is here. (humming)
A poor commoner walks the streets with empty pockets.(Gold Aura)
A member of the city militia stands here, keeping the peace.(Gold Aura)
A white-clad monk is busy chanting in unison with his group.
< 1056h/1036H 181v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along Merchant's Way
</map>
Along Merchant's Way
Obvious exits: -E -W
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along Merchant's Way
</map>
Along Merchant's Way
Obvious exits: -N -E -S -W
a large sign hangs on the wall to the North.
a weathered sign hangs on the wall to the South.
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along Merchant's Way
</map>
Along Merchant's Way
Obvious exits: -N -E -S -W
a sign made of hammered iron hangs on the wall to the North.
a glass sign hangs on the wall to the South.
< 1056h/1036H 181v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along Merchant's Way
</map>
Along Merchant's Way
Obvious exits: -N -E -S -W
a redwood sign hangs on the wall to the North.
a small sign hangs on the wall to the South.
< 1056h/1036H 181v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along Merchant's Way
</map>
<map>
Zone: The City of Winterhaven.
Room: Along Merchant's Way
</map>
Along Merchant's Way
Obvious exits: -N -E -S -W
a small sign hangs above an entrance to the North.
a pleasant sign hangs on the wall to the South.
(Q)An Ambassador from the Tribal Oasis walks the streets here.
A street performer juggles balls while dancing a jig.
A city mason stands here, examining the road for imperfections.(Gold Aura)
< 1056h/1036H 182v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along Merchant's Way
</map>
<map>
Zone: The City of Winterhaven.
Room: Along Merchant's Way
</map>
Along Merchant's Way
Obvious exits: -E -W
A massive guard is patrolling the city of Winterhaven.
< 1056h/1036H 181v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: A Large Intersection at Merchant's Way
</map>
A Large Intersection at Merchant's Way
Obvious exits: -N -E -S -W
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Inside The Eastern Gates of Winterhaven
</map>
<map>
Zone: The City of Winterhaven.
Room: Inside The Eastern Gates of Winterhaven
</map>
Inside The Eastern Gates of Winterhaven
Obvious exits: -E# -W
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A mighty wizard stands here, guarding Winterhaven from intruders.
A brightly glowing torch floats near a mighty wizard's head. (Illuminating)
< 1056h/1036H 180v/183V Pos: standing >
The gate seems to be closed.
< 1056h/1036H 182v/183V Pos: standing >
The gate seems to be closed.
< 1056h/1036H 183v/183V Pos: standing >
Epic Zones -----------------------------------------
Heaven (neutral)
The Twisting Tunnels of the Durian Underdark (neutral)
Arcorar - the Great King Forest (neutral)
Court of the Muse (very good)
The Battlefield (extremely good)
The Swamp Laboratory of Khul'Lor (slightly evil)
Clan Stoutdorf Settlement (slightly evil)
Kobold Settlement (extremely evil)
*The High Moor Forest (pure evil)
The Stone Tomb of Kelek (pure evil)
Orrak (very evil)
Pits of Cerberus (very good)
Myrloch Vale (neutral)
Pharr Valley Swamp (neutral)
Village of Werrun (extremely good)
Nizari (evil)
The Dark Stone Tower of the Northern Realms (neutral)
Tower of High Sorcery (evil)
Bloodstone Keep (slightly evil)
The Temple of the Sun (neutral)
The Elemental Groves (very good)
*Temple of Flames (neutral)
Drustl's Yerdonia Enslaved (slightly evil)
The Obsidian Citadel (neutral)
The Ruins of Undermountain (neutral)
The Mountain of the Banished (slightly good)
Nakral's Crypt (slightly evil)
The Outcasts Tower (good)
Fort Boyard (slightly good)
Crystalspyre Mountains (slightly evil)
The Prisons of Carthapia (neutral)
Faerie Realm (slightly good)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (evil)
The Githyanki Fortress (evil)
Labyrinth of No Return (neutral)
The Desert City of Venan'Trut (evil)
Rogue Plains (neutral)
City of Torrhan (neutral)
The Lair of the Swamp Troll King (slightly evil)
Zalkapfaan, City of the Headless Horde (slightly good)
New Cave city (evil)
Ice Tower (neutral)
Desolate Under Fire (slightly good)
*The Citadel (neutral)
The Twin Keeps of Devastated Tharnadia (neutral)
*IceCrag Castle (good)
Prison of Fort Boyard (slightly evil)
*The Ancient Halls of Ironstar (very evil)
The Jade Empire (neutral)
Mazzolin (neutral)
Forest of Mir (slightly evil)
Quintaragon Castle (slightly evil)
The Sky City of Ultarium (very good)
Lair of the Gibberling King (slightly good)
Plane of Air (slightly evil)
The Kingdom of Torg (slightly evil)
Tribal Oasis (evil)
The Para-Elemental Plane of Smoke (good)
Plane of Water (neutral)
Shadamehr Keep (evil)
The Temple to Skrentherlog (evil)
Alatorin - the Forge City (slightly evil)
The Trakkia Mountains (very evil)
The Ethereal Plane (slightly evil)
The Caverns of Armageddon (slightly evil)
The Forest City of Aravne (neutral)
Plane of Fire (slightly evil)
Ruined Temple of Tezcatlipoca (neutral)
The Astral Plane (neutral)
Jotunheim (extremely evil)
The Transparent Tower (neutral)
Krethik Keep (neutral)
Temple of the Earth (slightly evil)
Sea Kingdom (slightly good)
Plane of Earth (evil)
Sevenoaks (neutral)
The Keep of Evil (neutral)
The Forgotten Mansion (neutral)
Domain of Lost Souls (neutral)
The Hall of Knighthood (slightly evil)
The Depths of Duris (neutral)
Arachdrathos Guilds (evil)
Valley of the Snow Ogres (neutral)
*The Great Shaboath (slightly evil)
The Tempest Court (slightly evil)
Pit of Dragons (very good)
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 (slightly good)
Githzerai Stronghold (neutral)
Ceothia (neutral)
Tiamat (slightly evil)
The Fortress of Dreams (neutral)
Bahamut's Palace (neutral)
Dragonnia (neutral)
*The Charcoal Palace (slightly good)
Vecna's Tomb (neutral)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (neutral)
*The Hall of the Ancients (slightly good)
The Bronze Citadel (slightly good)
Ny'Neth's Stronghold Continued (neutral)
Negative Material Plane (slightly evil)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (neutral)
Castle Ravenloft (neutral)
* = already completed this boot.
< 1056h/1036H 183v/183V Pos: standing >
Ok.
< 1056h/1036H 183v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Outside the Eastern Gates of Winterhaven
</map>
<map>
Zone: The City of Winterhaven.
Room: Outside the Eastern Gates of Winterhaven
</map>
Outside the Eastern Gates of Winterhaven
Obvious exits: -N -E -S -W
A single rose grows out from the ground.
This happy chipmunk is busy looking for food.
This agile swallow flies through the air, searching for food.
< 1056h/1036H 182v/183V Pos: standing >
< 1056h/1036H 182v/183V Pos: standing >
Ok.
< 1056h/1036H 182v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -N -E -S -W
A small hedgehog runs around the forest, bristling with energy.
This bluejay sits gracefully on a branch, chirping out a song.
This happy chipmunk is busy looking for food.
A majestic eagle flies through the air, looking for prey.
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -W -U
A massive oak tree reaches towards the sky.
A shy raccoon sits in the bushes.
A keeper of the forest stands here, taking care of the grounds.
< 1056h/1036H 178v/183V Pos: standing >
Alas, you cannot go that way. . . .
< 1056h/1036H 179v/183V Pos: standing >
Alas, you cannot go that way. . . .
< 1056h/1036H 181v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -E -D
A very large and imposing sign stands in the room.
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -E -W
A Gnome (small) Troll of The Empire stands here.(Red Aura)
< 1056h/1036H 180v/183V Pos: standing >
A Gnome leaves west.
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -E -W
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -E -W
< 1056h/1036H 179v/183V Pos: standing >
M.M****^M
MMM.^^**^^^
MM^^.^***^^
MM+...**^^
^M^@+^***.
MMM.+..*..
MMM++++^.
MMMMM.+^
MMMMM+
Along a Gravel Highway
Obvious exits: -N -E -S -W
< 1056h/1036H 179v/183V Pos: standing >
.M****^M^
MM.^^**^^^^
MM^^.^***^^^
MM+...**^^.
^M^+@^***.^
MMM.+..*..^
MMM++++^..
MMMMM.+^.
MMMMM++
Along a Gravel Highway
Obvious exits: -N -E -S -W
< 1056h/1036H 180v/183V Pos: standing >
M****^M^^
M.^^**^^^^^
MM^^.^***^^^.
MM+...**^^.^
^M^++@***.^^
MMM.+..*..^.
MMM++++^...
MMMMM.+^.^
MMMMM++M
Foothills of a Lush Mountain Valley
Obvious exits: -N -E -S -W
< 1056h/1036H 180v/183V Pos: standing >
.M****^M^
MM.^^**^^^^
MM^^.^***^^^
MM+...**^^.
^M^+@^***.^
MMM.+..*..^
MMM++++^..
MMMMM.+^.
MMMMM++
Along a Gravel Highway
Obvious exits: -N -E -S -W
< 1056h/1036H 180v/183V Pos: standing >
M.M****^M
MMM.^^**^^^
MM^^.^***^^
MM+...**^^
^M^@+^***.
MMM.+..*..
MMM++++^.
MMMMM.+^
MMMMM+
Along a Gravel Highway
Obvious exits: -N -E -S -W
< 1056h/1036H 181v/183V Pos: standing >
< 1056h/1036H 182v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -E -W
< 1056h/1036H 182v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -E -W
< 1056h/1036H 180v/183V Pos: standing >
Backstab who?
< 1056h/1036H 180v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -E -W
< 1056h/1036H 179v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -E -D
A very large and imposing sign stands in the room.
< 1056h/1036H 179v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -W -U
A massive oak tree reaches towards the sky.
A shy raccoon sits in the bushes.
A keeper of the forest stands here, taking care of the grounds.
< 1056h/1036H 178v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
<map>
Zone: The City of Winterhaven.
Room: Along a Gravel Highway
</map>
Along a Gravel Highway
Obvious exits: -N -E -S -W
A small hedgehog runs around the forest, bristling with energy.
This bluejay sits gracefully on a branch, chirping out a song.
This happy chipmunk is busy looking for food.
A majestic eagle flies through the air, looking for prey.
< 1056h/1036H 178v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Outside the Eastern Gates of Winterhaven
</map>
<map>
Zone: The City of Winterhaven.
Room: Outside the Eastern Gates of Winterhaven
</map>
Outside the Eastern Gates of Winterhaven
Obvious exits: -N -E -S -W
A single rose grows out from the ground.
This happy chipmunk is busy looking for food.
This agile swallow flies through the air, searching for food.
< 1056h/1036H 178v/183V Pos: standing >
<map>
Zone: The City of Winterhaven.
Room: Inside The Eastern Gates of Winterhaven
</map>
<map>
Zone: The City of Winterhaven.
Room: Inside The Eastern Gates of Winterhaven
</map>
Inside The Eastern Gates of Winterhaven
Obvious exits: -E -W
A Gnome (small) Troll of The Empire stands here.(Red Aura)
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A massive warrior stands here, protecting the city of Winterhaven.
A mighty wizard stands here, guarding Winterhaven from intruders.
A brightly glowing torch floats near a mighty wizard's head. (Illuminating)
< 1056h/1036H 177v/183V Pos: standing >
You snap into visibility.
[Damage: 68 ] A Gnome makes a strange sound as you place the granite dagger 'BloodFeast' in his back.
< 1056h/1036H 179v/183V Pos: standing >
< T: Cerif TP: sta TC:excellent E: A Gnome sta EP: few wounds >
A Gnome attempts to flee.
A Gnome tries to flee, but can't make it out of here!
Sorry, you aren't allowed to do that in combat.
< 1056h/1036H 181v/183V Pos: standing >
< T: Cerif TP: sta TC:excellent E: A Gnome sta EP: few wounds >
You snap into visibility.
You tackle a Gnome square in the chest knocking the wind out of him!
< 1056h/1036H 181v/183V Pos: standing >
< T: Cerif TP: sta TC:excellent E: A Gnome sit EP: few wounds >
Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
You snap into visibility.
[Damage: 43 ] [Damage: 18 ] [Damage: 21 ] [Damage: 20 ] [Damage: 23 ] [Damage: 20 ] -=[You attack a Gnome.]=- [6 Hits]
< 1056h/1036H 181v/183V Pos: standing >
< T: Cerif TP: sta TC:excellent E: A Gnome sit EP: awful >
You snap into visibility.
-=[A Gnome attacks you.]=- [0 Hits]
< 1056h/1036H 181v/183V Pos: standing >
< T: Cerif TP: sta TC:excellent E: A Gnome sit EP: awful >
Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
You snap into visibility.
[Damage: 30 ] A Gnome is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!