<worn as a badge> the insignia of the githzerai patrol
<worn on head> a burnt limestone skull from The City of Newhaven
<worn on eyes> a pair of blue-tinted gnomish eyeglasses
<worn in ear> a dangling chain crucifix (glowing)
<worn in ear> an unholy star
<worn on face> a rubber divers mask
<worn around neck> a necklace of human teeth
<worn around neck> an amulet of the forsaken [superior]
<worn on body> some spiked leather armor bearing the emblem of Caer Tannad [superior]
<worn about body> a long flowing robe of the damned [superior]
<worn as quiver> a quiver smeared with blood
<worn about waist> a black githzerai sash of rank
<worn on arms> a pair of silver arm protectors of damage
<worn around wrist> a spiked purple steel bracer
<worn around wrist> a whitestone bracer of regeneration
<worn on hands> the bloodied claws of the warrior bear
<worn on finger> a tarnished bronze ring (glowing)
<worn on finger> an etched obsidian ring
<primary weapon> a black bladed dagger with a silver hilt [poor]
<secondary weapon> a black bladed dagger with a silver hilt [poor]
<worn on legs> the centaurian legplates of honor
Obvious exits: -North -South
< 352h/352H 118v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South
< 352h/352H 117v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -East -South -West
An old wooden sign is posted on a tree.
< 352h/352H 116v/136V Pos: standing >
Alas, you cannot go that way. . . .
< 352h/352H 118v/136V Pos: standing >
Alas, you cannot go that way. . . .
< 352h/352H 119v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: A Crow's Cage On a Long Path
</map>
A Crow's Cage On a Long Path
Here swaying in the cold winds, dangling high above in the branches
of a huge tree, is a cage made of barbed iron. Though the angle here
is poor, what appears to be a human leg is protruding from within the
iron tomb.
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -East -West
< 352h/352H 118v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -East -West
An ugly black crow stands here squawking.
< 352h/352H 117v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -West
A fuzzy black squirrel is sitting here scavenging for some food.
< 352h/352H 116v/136V Pos: standing >
Alas, you cannot go that way. . . .
< 352h/352H 117v/136V Pos: standing >
Alas, you cannot go that way. . . .
< 352h/352H 118v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South
< 352h/352H 119v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South
< 352h/352H 118v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: At a Fallen tree on a Long Path
</map>
At a Fallen tree on a Long Path
A huge tree is here, derooted by some force, and lays across the
path like some type of barricade. The trunk is thick, making this
a rather high wall to scale, but luckily some creature has burrowed
a route underneath it.
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South
< 352h/352H 117v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South
A mountainman is standing here picking his teeth.
< 352h/352H 116v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Path through some Woods
</map>
On a Path through some Woods
The path cuts through the lower region of the Svalich woods. A
mist snakes its way upon the ground of the dense forest which flanks the
trail. A squirrel pops its head up out of the mist occassionly to collect
its bearings. The sound of snapping branches, and the panting of some
creature originate from within the forest. The sounds are only a few feet
away but yet the dense growth in these woods conceal their creators. Though
the mist conceals much of what lay ahead, it is possible to note that
the trail seems to extend quite a ways.
Obvious exits: -North -South
< 352h/352H 115v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
A dark lonely path, shrouded in mist, snakes its way through
the menacing woods of the Svalich region. Animals can be heard
nearby, the types of which can not be identified. Planted firmly
in the ground is a spear with a skull dangling off of it. The skull
seems to have some message etched into it. The trail continues north
from here.
Obvious exits: -North -South
< 352h/352H 114v/136V Pos: standing >
< 352h/352H 115v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
Towering trees, whose tops are lost in heavy gray mist, block
out all save a death-gray light. The tree trunks almost touch. The
thick, damp undergrowth presses in, making it impossible even to
see more than a few steps in any direction. The trail has the silence
of a forgotten grave, yet exude the feeling of an unsounded scream.
Obvious exits: -South -Up
A forest lurker stands here with a sinister grin.
< 352h/352H 114v/136V Pos: standing >
A forest lurker suddenly attacks YOU!
A forest lurker misses you.
Sorry, you aren't allowed to do that in combat.
< 352h/352H 115v/136V Pos: standing >
< T: Rex TP: sta TC:excellent E: forest sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 352h/352H 117v/136V Pos: standing >
< T: Rex TP: sta TC:excellent E: forest sta EP: excellent >
You attempt to flee...
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
Towering trees, whose tops are lost in heavy gray mist, block
out all save a death-gray light. The tree trunks almost touch. The
thick, damp undergrowth presses in, making it impossible even to
see more than a few steps in any direction. The trail has the silence
of a forgotten grave, yet exude the feeling of an unsounded scream.
Obvious exits: -Up -Down
A horrifying wereboar is here, glaring around it.
You flee upward!
< 352h/352H 96v/136V Pos: standing >
A wereboar suddenly attacks YOU!
A wereboar misses you.
< 352h/352H 96v/136V Pos: standing >
< T: Rex TP: sta TC:excellent E: wereboar sta EP: excellent >
< 352h/352H 96v/136V Pos: standing >
< T: Rex TP: sta TC:excellent E: wereboar sta EP: excellent >
[Damage: 6 ] Your impressive pierce strikes a wereboar.
[Damage: 7 ] Your impressive pierce strikes a wereboar.
[Damage: 7 ] Your impressive pierce strikes a wereboar.
< 352h/352H 96v/136V Pos: standing >
< T: Rex TP: sta TC:excellent E: wereboar sta EP: small wounds >
< 352h/352H 96v/136V Pos: standing >
< T: Rex TP: sta TC:excellent E: wereboar sta EP: small wounds >
You parry a wereboar's lunge at you.
You are knocked to the ground by a wereboar's mighty bash!
< 349h/352H 96v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: small wounds >
Your improved dexterity grants you an additional attack!
[Damage: 7 ] Your impressive pierce strikes a wereboar hard.
[Damage: 6 ] Your impressive pierce strikes a wereboar.
< 349h/352H 96v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: few wounds >
A wereboar's impressive bite strikes you.
A wereboar misses you.
< 338h/352H 96v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: few wounds >
Your improved dexterity grants you an additional attack!
[Damage: 6 ] Your impressive pierce strikes a wereboar hard.
[Damage: 7 ] Your impressive pierce strikes a wereboar hard.
[Damage: 7 ] Your pierce strikes a wereboar very hard.
< 338h/352H 96v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: nasty wounds >
< 338h/352H 96v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: nasty wounds >
You clamber to your feet.
< 338h/352H 96v/136V Pos: standing >
< T: Rex TP: sta TC:few scratches E: wereboar sta EP: nasty wounds >
You attempt to flee...
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
Towering trees, whose tops are lost in heavy gray mist, block
out all save a death-gray light. The tree trunks almost touch. The
thick, damp undergrowth presses in, making it impossible even to
see more than a few steps in any direction. The trail has the silence
of a forgotten grave, yet exude the feeling of an unsounded scream.
Obvious exits: -South -Up
A forest lurker stands here with a sinister grin.
You flee downward!
< 338h/352H 85v/136V Pos: standing >
< 338h/352H 85v/136V Pos: standing >
A forest lurker suddenly attacks YOU!
A forest lurker misses you.
< 338h/352H 85v/136V Pos: standing >
< T: Rex TP: sta TC:few scratches E: forest sta EP: excellent >
< 338h/352H 85v/136V Pos: standing >
< T: Rex TP: sta TC:few scratches E: forest sta EP: excellent >
A Drow Elf enters from the south.
< 338h/352H 85v/136V Pos: standing >
< T: Rex TP: sta TC:few scratches E: forest sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 338h/352H 85v/136V Pos: standing >
< T: Rex TP: sta TC:few scratches E: forest sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 338h/352H 85v/136V Pos: standing >
< T: Rex TP: sta TC:few scratches E: forest sta EP: excellent >
You attempt to flee...
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
Towering trees, whose tops are lost in heavy gray mist, block
out all save a death-gray light. The tree trunks almost touch. The
thick, damp undergrowth presses in, making it impossible even to
see more than a few steps in any direction. The trail has the silence
of a forgotten grave, yet exude the feeling of an unsounded scream.
Obvious exits: -Up -Down
A horrifying wereboar is here, glaring around it.
You flee upward!
< 338h/352H 72v/136V Pos: standing >
< 338h/352H 72v/136V Pos: standing >
A Drow Elf enters from below.
< 338h/352H 72v/136V Pos: standing >
You are knocked to the ground by a wereboar's mighty bash!
[Damage: 7 ] Your impressive pierce strikes a wereboar very hard.
[Damage: 6 ] Your impressive pierce strikes a wereboar very hard.
< 335h/352H 72v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: nasty wounds >
A wereboar misses you.
< 335h/352H 72v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: nasty wounds >
< 335h/352H 72v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: nasty wounds >
[Damage: 6 ] Your pierce strikes a wereboar very hard.
[Damage: 6 ] Your impressive pierce seriously wounds a wereboar.
< 335h/352H 72v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: pretty hurt >
A Drow Elf starts casting an offensive spell.
< 335h/352H 72v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: pretty hurt >
A wereboar misses you.
A wereboar misses you.
< 335h/352H 72v/136V Pos: sitting >
< T: Rex TP: sit TC:few scratches E: wereboar sta EP: pretty hurt >
A Drow Elf completes his spell...
A Drow Elf utters the words 'warhunso gsfal'
A Drow Elf points at you.
A Drow Elf fires a blast of molten spray at you, causing unbearable pain.
Your improved dexterity grants you an additional attack!
[Damage: 7 ] Your impressive pierce seriously wounds a wereboar.
A wereboar dodges your futile attack.
You score a CRITICAL HIT!!!!!
[Damage: 13 ] Your pierce grievously wounds a wereboar.
< 301h/352H 72v/136V Pos: sitting >
< T: Rex TP: sit TC: small wounds E: wereboar sta EP: bleeding, close to death >
A Drow Elf starts casting an offensive spell.
Sorry, you aren't allowed to do that in combat.
< 301h/352H 72v/136V Pos: sitting >
< T: Rex TP: sit TC: small wounds E: wereboar sta EP: bleeding, close to death >
You clamber to your feet.
< 301h/352H 72v/136V Pos: standing >
< T: Rex TP: sta TC: small wounds E: wereboar sta EP: bleeding, close to death >
Sorry, you aren't allowed to do that in combat.
< 301h/352H 72v/136V Pos: standing >
< T: Rex TP: sta TC: small wounds E: wereboar sta EP: bleeding, close to death >
< 301h/352H 72v/136V Pos: standing >
< T: Rex TP: sta TC: small wounds E: wereboar sta EP: bleeding, close to death >
You are already standing.
< 301h/352H 72v/136V Pos: standing >
< T: Rex TP: sta TC: small wounds E: wereboar sta EP: bleeding, close to death >
A Drow Elf completes his spell...
A Drow Elf utters the words 'warhunso gsfal'
A Drow Elf points at you.
A Drow Elf fires a blast of molten spray at you, causing unbearable pain.
OUCH! That really did HURT!
< 261h/352H 72v/136V Pos: standing >
< T: Rex TP: sta TC: few wounds E: wereboar sta EP: bleeding, close to death >
Your improved dexterity grants you an additional attack!
[Damage: 6 ] Your impressive pierce critically injures a wereboar.
A wereboar is mortally wounded, and will die soon, if not aided.
[Damage: 3 ] Your pierce hits a wereboar.
A wereboar is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a wereboar's gurgling and choking signals his demise.
< 261h/352H 72v/136V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 14 ] A Drow Elf makes a strange sound as you place a black bladed dagger with a silver hilt [poor] in his back.
< 261h/352H 74v/136V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Drow Elf sta EP: few wounds >
A Drow Elf starts casting an offensive spell.
< 262h/352H 75v/136V Pos: standing >
< T: Rex TP: sta TC: few wounds E: A Drow Elf sta EP: few wounds >
You attempt to flee...
<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
Split in the Dark Trail
Suddenly, the road splits into the forbidding Svalich woods. The
western fork slants down slightly to the west while the upwardly trail
looks to head north. A cold autumn wind whistles down the western
lane, cutting icily through your clothing. Dead brown leaves rush
about. There is no sound other than the wind and leaves.
Obvious exits: -West -Up -Down
A wandering nomad is resting here.
You flee upward!
< 262h/352H 56v/136V Pos: standing >
< 262h/352H 56v/136V Pos: standing >
A Drow Elf points at you.
A Drow Elf fires a blast of molten spray at you, causing unbearable pain.
< 228h/352H 56v/136V Pos: standing >
Someone suddenly attacks YOU!
An ear seeker misses you.
Sorry, you aren't allowed to do that in combat.
< 228h/352H 56v/136V Pos: standing >
< T: Rex TP: sta TC: few wounds E: ear sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 228h/352H 56v/136V Pos: standing >
< T: Rex TP: sta TC: few wounds E: ear sta EP: excellent >
You attempt to flee...
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
The path seems to be lit up, but no light source is visible. Dead
leaves turn spirals about the ground. Dark surging cloads overhead
drizzle constantly. The path has been traveled, but the prints
left behind are not recognizable. Shadows play along the trees in
this part of the Svalich woods. Further down the path looks like
some type of gate.
Obvious exits: -East -Down
You flee westward!
< 228h/352H 40v/136V Pos: standing >
< 228h/352H 40v/136V Pos: standing >
Backstab who?
< 228h/352H 40v/136V Pos: standing >
The wandering nomad enters from the east.
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
The path seems to be lit up, but no light source is visible. Dead
leaves turn spirals about the ground. Dark surging cloads overhead
drizzle constantly. The path has been traveled, but the prints
left behind are not recognizable. Shadows play along the trees in
this part of the Svalich woods. Further down the path looks like
some type of gate.
Obvious exits: -Up -Down
A sparrow stands here, looking for some meat.
A fuzzy black squirrel is sitting here scavenging for some food.
< 228h/352H 38v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
The path seems to be lit up, but no light source is visible. Dead
leaves turn spirals about the ground. Dark surging cloads overhead
drizzle constantly. The path has been traveled, but the prints
left behind are not recognizable. Shadows play along the trees in
this part of the Svalich woods. Further down the path looks like
some type of gate. The path branches to the north from here.
Obvious exits: -North -Up -Down
< 228h/352H 36v/136V Pos: standing >
Backstab who?
< 228h/352H 37v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: The Black Gate
</map>
The Black Gate
The gate is very impressive, standing some thirty feet high. It is made
of an unknown black alloy. The bars on the gate are etched with a foriegn
alphabet. On occassion, a blue electricity pulses though the alloy like
blood through an artery. Cobwebs hang from the dust-covered bars of this
massive barrier. The dust and webs cast strange, moving shadows across
the faces of stone gargoyles squatting motionlessly on the pilars which
support the gate. Beyond its black iron bars can be seen some sort
of glow. There is a key hole on the gate.
Obvious exits: -Up -Down #
< 230h/352H 39v/136V Pos: standing >
Backstab who?
< 230h/352H 40v/136V Pos: standing >
< 232h/352H 45v/136V Pos: standing >
Alas, you cannot go that way. . . .
< 233h/352H 47v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
The path seems to be lit up, but no light source is visible. Dead
leaves turn spirals about the ground. Dark surging cloads overhead
drizzle constantly. The path has been traveled, but the prints
left behind are not recognizable. Shadows play along the trees in
this part of the Svalich woods. Further down the path looks like
some type of gate. The path branches to the north from here.
Obvious exits: -North -Up -Down
< 234h/352H 46v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
The path seems to be lit up, but no light source is visible. Dead
leaves turn spirals about the ground. Dark surging cloads overhead
drizzle constantly. The path has been traveled, but the prints
left behind are not recognizable. Shadows play along the trees in
this part of the Svalich woods. Further down the path looks like
some type of gate.
Obvious exits: -Up -Down
A sparrow stands here, looking for some meat.
A fuzzy black squirrel is sitting here scavenging for some food.
< 234h/352H 45v/136V Pos: standing >
< 235h/352H 46v/136V Pos: standing >
Backstab who?
< 235h/352H 47v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
<map>
Zone: Bloodstone Keep.
Room: On a Well Lit Path
</map>
On a Well Lit Path
The path seems to be lit up, but no light source is visible. Dead
leaves turn spirals about the ground. Dark surging cloads overhead
drizzle constantly. The path has been traveled, but the prints
left behind are not recognizable. Shadows play along the trees in
this part of the Svalich woods. Further down the path looks like
some type of gate.
Obvious exits: -East -Down
A wandering nomad is resting here.
< 237h/352H 49v/136V Pos: standing >
< 237h/352H 50v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
Split in the Dark Trail
Suddenly, the road splits into the forbidding Svalich woods. The
western fork slants down slightly to the west while the upwardly trail
looks to head north. A cold autumn wind whistles down the western
lane, cutting icily through your clothing. Dead brown leaves rush
about. There is no sound other than the wind and leaves.
Obvious exits: -West -Up -Down
A Drow Elf (medium) stands in mid-air here, fighting an ear seeker.(Red Aura)
An ear seeker stands here, fighting a Drow Elf.
< 239h/352H 51v/136V Pos: standing >
You attempt to hide yourself.
< 239h/352H 52v/136V Pos: standing >
An ear seeker misses a Drow Elf.
< 242h/352H 59v/136V Pos: standing >
An ear seeker dodges a Drow Elf's attack.
< 243h/352H 61v/136V Pos: standing >
Nul enters from below.
< 244h/352H 65v/136V Pos: standing >
A Drow Elf starts casting an offensive spell.
< 245h/352H 66v/136V Pos: standing >
Nul suddenly attacks a Drow Elf!
Nul misses a Drow Elf.
< 247h/352H 71v/136V Pos: standing >
A Drow Elf completes his spell...
A Drow Elf utters the word 'yrawzmosagh'
A Drow Elf points at Nul.
A flameburst sent from a Drow Elf's outstretched arms collides silently with Nul.
An ear seeker misses a Drow Elf.
< 249h/352H 76v/136V Pos: standing >
A Drow Elf misses an ear seeker.
A Drow Elf starts casting an offensive spell.
< 251h/352H 80v/136V Pos: standing >
< 252h/352H 82v/136V Pos: standing >
A Drow Elf completes his spell...
A Drow Elf utters the word 'yrawzmosagh'
A Drow Elf points at Nul.
A flameburst sent from a Drow Elf's outstretched arms collides silently with Nul.
< 254h/352H 86v/136V Pos: standing >
Nul misses a Drow Elf.
A Drow Elf dodges Nul's attack.
< 255h/352H 88v/136V Pos: standing >
A Drow Elf starts casting an offensive spell.
< 256h/352H 90v/136V Pos: standing >
An ear seeker misses a Drow Elf.
< 257h/352H 93v/136V Pos: standing >
Nul starts casting an offensive spell.
< 257h/352H 94v/136V Pos: standing >
Nul completes his spell...
Nul utters the words 'diesilla barh'
A Drow Elf wavers under the impact of the lightning bolt sent by Nul.
< 259h/352H 98v/136V Pos: standing >
A Drow Elf completes his spell...
A Drow Elf utters the word 'yrawzmosagh'
A Drow Elf points at Nul.
A flameburst sent from a Drow Elf's outstretched arms collides silently with Nul.
< 260h/352H 101v/136V Pos: standing >
Nul starts casting an offensive spell.
< 261h/352H 103v/136V Pos: standing >
< 261h/352H 104v/136V Pos: standing >
A Drow Elf starts casting an offensive spell.
< 262h/352H 105v/136V Pos: standing >
Since your victim is aware of your presence, you are unable to take full advantage of them...
[Damage: 14 ] A Drow Elf makes a strange sound as you place a black bladed dagger with a silver hilt [poor] in his back.
< 263h/352H 107v/136V Pos: standing >
< T: ear TP: sta TC:excellent E: A Drow Elf sta EP: nasty wounds >
A Drow Elf dodges an ear seeker's attack.
< 263h/352H 108v/136V Pos: standing >
< T: ear TP: sta TC:excellent E: A Drow Elf sta EP: nasty wounds >
Nul completes his spell...
Nul utters the words 'diesilla barh'
Nul's spell flows around a Drow Elf, leaving him unharmed!
< 263h/352H 108v/136V Pos: standing >
< T: ear TP: sta TC:excellent E: A Drow Elf sta EP: nasty wounds >
A Drow Elf completes his spell...
A Drow Elf utters the word 'yrawzmosagh'
A Drow Elf points at Nul.
A flameburst sent from a Drow Elf's outstretched arms collides silently with Nul.
Your improved dexterity grants you an additional attack!
A Drow Elf dodges your futile attack.
You miss a Drow Elf.
You miss a Drow Elf.
A Drow Elf dodges your futile attack.
[Damage: 6 ] Your pierce strikes a Drow Elf.
Sorry, you aren't allowed to do that in combat.
< 263h/352H 108v/136V Pos: standing >
< T: ear TP: sta TC:excellent E: A Drow Elf sta EP: nasty wounds >
Sorry, you aren't allowed to do that in combat.
< 263h/352H 108v/136V Pos: standing >
< T: ear TP: sta TC:excellent E: A Drow Elf sta EP: nasty wounds >
Sorry, you aren't allowed to do that in combat.
< 263h/352H 108v/136V Pos: standing >
< T: ear TP: sta TC:excellent E: A Drow Elf sta EP: nasty wounds >
You attempt to flee...
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
Towering trees, whose tops are lost in heavy gray mist, block
out all save a death-gray light. The tree trunks almost touch. The
thick, damp undergrowth presses in, making it impossible even to
see more than a few steps in any direction. The trail has the silence
of a forgotten grave, yet exude the feeling of an unsounded scream.
Obvious exits: -Up -Down
A few drops of fresh blood are scattered around the area.
The corpse of a wereboar is lying here.
You flee downward!
< 263h/352H 99v/136V Pos: standing >
< 263h/352H 99v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
Split in the Dark Trail
Suddenly, the road splits into the forbidding Svalich woods. The
western fork slants down slightly to the west while the upwardly trail
looks to head north. A cold autumn wind whistles down the western
lane, cutting icily through your clothing. Dead brown leaves rush
about. There is no sound other than the wind and leaves.
Obvious exits: -West -Up -Down
Nul Mutinous Legions (Halfling)(small) stands in mid-air here, fighting a Drow Elf. (Casting)
A Drow Elf (medium) stands in mid-air here, fighting an ear seeker. (Casting) (Red Aura)
An ear seeker stands here, fighting a Drow Elf.
< 263h/352H 93v/136V Pos: standing >
You miss a Drow Elf.
< 263h/352H 93v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: nasty wounds >
Nul completes his spell...
Nul utters the words 'yfagh barh'
Nul's spell flows around a Drow Elf, leaving him unharmed!
< 263h/352H 94v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: nasty wounds >
An ear seeker misses a Drow Elf.
< 263h/352H 94v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: nasty wounds >
Nul starts casting an offensive spell.
< 263h/352H 94v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: nasty wounds >
A Drow Elf completes his spell...
A Drow Elf utters the word 'yrawzmosagh'
A Drow Elf points at Nul.
A flameburst sent from a Drow Elf's outstretched arms collides silently with Nul.
< 263h/352H 94v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: nasty wounds >
You attempt to flee...
PANIC! You couldn't escape!
< 263h/352H 94v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: nasty wounds >
Nul completes his spell...
Nul utters the word 'yfaghbuhz'
A Drow Elf wails in agony as Nul's biting cold freezes his exposed skin!
A Drow Elf sags, apparently weakened from the frigid cold!
A Drow Elf starts casting an offensive spell.
< 263h/352H 94v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: pretty hurt >
You score a CRITICAL HIT!!!!!
[Damage: 12 ] Your powerful pierce enshrouds a Drow Elf in a mist of blood.
[Damage: 6 ] Your impressive pierce seriously wounds a Drow Elf.
A Drow Elf dodges your futile attack.
A Drow Elf dodges your futile attack.
< 263h/352H 94v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: awful >
You attempt to flee...
<map>
Zone: Bloodstone Keep.
Room: On a Dark Trail
</map>
On a Dark Trail
Towering trees, whose tops are lost in heavy gray mist, block
out all save a death-gray light. The tree trunks almost touch. The
thick, damp undergrowth presses in, making it impossible even to
see more than a few steps in any direction. The trail has the silence
of a forgotten grave, yet exude the feeling of an unsounded scream.
Obvious exits: -Up -Down
A few drops of fresh blood are scattered around the area.
The corpse of a wereboar is lying here.
You flee downward!
< 263h/352H 85v/136V Pos: standing >
< 263h/352H 85v/136V Pos: standing >
<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
<map>
Zone: Bloodstone Keep.
Room: Split in the Dark Trail
</map>
Split in the Dark Trail
Suddenly, the road splits into the forbidding Svalich woods. The
western fork slants down slightly to the west while the upwardly trail
looks to head north. A cold autumn wind whistles down the western
lane, cutting icily through your clothing. Dead brown leaves rush
about. There is no sound other than the wind and leaves.
Obvious exits: -West -Up -Down
Shattered bits of ice are scattered about the area.
Nul Mutinous Legions (Halfling)(small) stands in mid-air here, fighting a Drow Elf. (Casting)
A Drow Elf (medium) stands in mid-air here, fighting an ear seeker.(Red Aura)
An ear seeker stands here, fighting a Drow Elf.
< 263h/352H 79v/136V Pos: standing >
Nul's spell flows around a Drow Elf, leaving him unharmed!
< 263h/352H 79v/136V Pos: standing >
A Drow Elf dodges an ear seeker's attack.
[Damage: 6 ] Your impressive pierce seriously wounds a Drow Elf.
< 263h/352H 80v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: awful >
A Drow Elf starts casting an offensive spell.
< 263h/352H 81v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: awful >
Nul completes his spell...
Nul utters the word 'yfaghbuhz'
Nul's spell flows around a Drow Elf, leaving him unharmed!
< 263h/352H 81v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: awful >
A Drow Elf completes his spell...
A Drow Elf utters the word 'yrawzmosagh'
A Drow Elf points at you.
The globe around your body flares as it bears the brunt of a Drow Elf's assault!
< 263h/352H 81v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: awful >
A Drow Elf dodges Nul's attack.
A Drow Elf dodges Nul's attack.
< 263h/352H 81v/136V Pos: standing >
< T: ear TP: sta TC:few scratches E: A Drow Elf sta EP: awful >
A Drow Elf is hit by an intense blast of frost, sending shards of ice flying through the room.
A Drow Elf is mortally wounded, and will die soon, if not aided.
[Damage: 5 ] Your fine pierce hits a Drow Elf.
A Drow Elf is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!