<worn on head> a blood-stained cured leather skull
<worn on body> a full suit of obsidian and steel platemail
<wielding twohanded> a huge double-edged battleaxe [superior]
A hook horror misses you.
A hook horror settles to its knees.
< 35h/126H 95v/97V Pos: sitting >
< T: Beppo TP: sit TC:pretty hurt E: hook kne EP: pretty hurt >
Maybe you should get on your feet first?
< 35h/126H 95v/97V Pos: sitting >
< T: Beppo TP: sit TC:pretty hurt E: hook kne EP: pretty hurt >
Maybe you should get on your feet first?
< 35h/126H 95v/97V Pos: sitting >
< T: Beppo TP: sit TC:pretty hurt E: hook kne EP: pretty hurt >
You clamber to your feet.
< 35h/126H 95v/97V Pos: standing >
< T: Beppo TP: sta TC:pretty hurt E: hook kne EP: pretty hurt >
You attempt to flee...
Inside a Large Mushroom Forest
The great mushroom forest looks like forest found this deep
inside the underdark. The mushrooms range in size from a few
inches to nine feet tall. They appear to have a wide range of
colors but the cavern is dominated by those of white and pinkish
hue. The entire cavern floor is covered with different kinds of
fungi and must grow very fast as very few tracks can be seen
anywhere in the vincinity. The mushroom forest is alive with the
noise from all small creatures that consider this place to be
their home. Every once in awhile complete silence falls upon
this area as some dangerous creature passes through but the
constant tittering soon returns.
Obvious exits: -North -East -South -West
You flee eastward!
< 35h/126H 68v/97V Pos: standing >
You attempt to flee...
Inside a Large Mushroom Forest
The great mushroom forest looks like forest found this deep
inside the underdark. The mushrooms range in size from a few
inches to nine feet tall. They appear to have a wide range of
colors but the cavern is dominated by those of white and pinkish
hue. The entire cavern floor is covered with different kinds of
fungi and must grow very fast as very few tracks can be seen
anywhere in the vincinity. The mushroom forest is alive with the
noise from all small creatures that consider this place to be
their home. Every once in awhile complete silence falls upon
this area as some dangerous creature passes through but the
constant tittering soon returns. A small pool of water has formed
at the base of the wall, partly hidden by the thick fungi
vegetation.
Obvious exits: -North -South -West
A pool of water is here.
You flee northward!
< 35h/126H 41v/97V Pos: standing >
A Reinforced Tunnel
This passage was cut out of pure rock. Large stone pillars support the
tunnel's flanks. Small diamond shaped pavers were inserted into the
floor with extreme precision and craftsmanship. The ceiling is well
over 20 feet in height and the width is a constant 10 feet. An army
of Ogres could march through here with the greatest of ease.
Obvious exits: -North -South
< 36h/126H 45v/97V Pos: standing >
A Gate Room to Khildarak
This passage was cut out of pure rock. Large stone pillars support the
tunnel's flanks. Small diamond shaped pavers were inserted into the
floor with extreme precision and craftsmanship. The ceiling is well
over 20 feet in height and the width is a constant 10 feet. An army
of Ogres could march through here with the greatest of ease.
Obvious exits: -North -South
A duergar guard watches the area intently(Red Aura)
A duergar guard watches the area intently(Red Aura)
A duergar guard watches the area intently(Red Aura)
A duergar guard watches the area intently(Red Aura)
< 36h/126H 45v/97V Pos: standing >
< 43h/126H 85v/97V Pos: standing >
You drop to your belly.
< 45h/126H 92v/97V Pos: on your ass >
< 45h/126H 95v/97V Pos: on your ass >
Sorry, you can't do that while laying around.
< 46h/126H 97v/97V Pos: on your ass >
3rd CIRCLE:
armor
cause light
protection from good
4th CIRCLE:
dispel good
5th CIRCLE:
cause serious
fear
invigorate
6th CIRCLE:
blindness
cause critical
curse
7th CIRCLE:
harm
soulshield
8th CIRCLE:
battle ecstasy
darkness
enervation
wither
9th CIRCLE:
unholy word
10th CIRCLE:
vortex of fear
11th CIRCLE:
apocalypse
energy drain
taint
12th CIRCLE:
bleak foeman
3rd CIRCLE:
armor
cause light
protection from good
4th CIRCLE:
dispel good
5th CIRCLE:
cause serious
fear
invigorate
6th CIRCLE:
blindness
cause critical
curse
7th CIRCLE:
< 50h/126H 97v/97V Pos: on your ass >
You clamber to your feet.
< 51h/126H 97v/97V Pos: standing >
Your character lacks the training to enforce his will.
< 52h/126H 97v/97V Pos: standing >
Someone completes her spell...
Someone utters the words 'sfahzqhuai yfaw oag'
< 53h/126H 97v/97V Pos: standing >
You don't have that spell memorized.
< 54h/126H 97v/97V Pos: standing >
You sit down and relax.
< 55h/126H 97v/97V Pos: sitting >
You aren't trained in magic.
< 55h/126H 97v/97V Pos: sitting >
You have no idea how to even begin.
< 57h/126H 97v/97V Pos: sitting >
You don't know how to do that!
< 59h/126H 97v/97V Pos: sitting >
You are carrying: (4/11)
a large two-handed sword
a small leather bag
a two-handed sword
a small bandage
< 62h/126H 97v/97V Pos: sitting >
Githyanki - Last Edited: 2014-10-07 22:40:47 by ashyel
======================================================
Coming from the Astral Plane, this race of evil humanoids were slaves of
the Illithid race millennia ago. The Githyanki broke away from their former
masters after learning many of their mental powers and became pure evil.
Githyanki HATE their former masters more then anything and will instantly
attack them on site! Giths will go out of their way to hunt down and
kill any Illithid they can find. Githyanki do not have a normal hometown
but must start on the Astral Plane in a Githyanki fortress. As a young
adult, Giths venture to the prime plane and make a name for themselves.
Githyanki look much like humans only slightly taller, thinner, and with
faces that resemble a decomposing corpse. They tend to be ruthless and
significantly smarter than humans. While their psychic abilities make them
formidable in battle, this class is especially suscepible to the power of holy Clerics.
One utterance of Holy word can banish Githyanki immediately back to the plane
from whence he came.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Anti-Paladin: Dark Knight, Demonic Rider, Violator
* Cleric : Zealot, Healer, Holyman
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* 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 : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 130
Intelligence: 120
Wisdom : 90
Charisma : 75
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : poor
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift astral
shift prime
*magic resistance
*dayblind
*vulnerable to sun
'*' Designates passive ability.
Githyanki - Last Edited: 2014-10-07 22:40:47 by ashyel
======================================================
Coming from the Astral Plane, this race of evil humanoids were slaves of
the Illithid race millennia ago. The Githyanki broke away from their former
masters after learning many of their mental powers and became pure evil.
Githyanki HATE their former masters more then anything and will instantly
attack them on site! Giths will go out of their way to hunt down and
kill any Illithid they can find. Githyanki do not have a normal hometown
but must start on the Astral Plane in a Githyanki fortress. As a young
adult, Giths venture to the prime plane and make a name for themselves.
Githyanki look much like humans only slightly taller, thinner, and with
faces that resemble a decomposing corpse. They tend to be ruthless and
significantly smarter than humans. While their psychic abilities make them
formidable in battle, this class is especially suscepible to the power of holy Clerics.
One utterance of Holy word can banish Githyanki immediately back to the plane
from whence he came.
==See also==
* Innate
* Races
==Class list==
* Warrior : Swordsman, Guardian
* Psionicist : Pyrokinetic, Enslaver, Psycheporter
* Anti-Paladin: Dark Knight, Demonic Rider, Violator
* Cleric : Zealot, Healer, Holyman
* Sorcerer : Wildmage, Wizard, Shadowmage
* Necromancer : Diabolis, Necrolyte, Reaper
* Conjurer : Air Magus, Water Magus, Fire Magus, Earth Magus
* Rogue : Assassin, Thief
* 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 : 100
Agility : 100
Dexterity : 100
Constitution: 100
Power : 130
Intelligence: 120
Wisdom : 90
Charisma : 75
Luck : 100
Karma : 100
==Racial Traits==
Combat Pulse : poor
Spell Pulse : good
==Innate abilities==
levitate (obtained at level 11)
*ultravision
shift astral
shift prime
*magic resistance
*dayblind
*vulnerable to sun
'*' Designates passive ability.
< 70h/126H 97v/97V Pos: sitting >
< 71h/126H 97v/97V Pos: sitting >
Someone completes her spell...
Someone is encased in a solid white aura!
< 72h/126H 97v/97V Pos: sitting >
A Gate Room to Khildarak
Obvious exits: -North -South
A duergar guard watches the area intently(Red Aura)
A duergar guard watches the area intently(Red Aura)
A duergar guard watches the area intently(Red Aura)
A duergar guard watches the area intently(Red Aura)
< 73h/126H 97v/97V Pos: sitting >
Score information for Beppo
Level: 12 Race: Githyanki Class: Anti-Paladin Sex: Male
Hit points: 75(126) Moves: 97(97)
Coins carried: 0 platinum 0 gold 0 silver 9 copper
Coins in bank: 1 platinum 6 gold 0 silver 0 copper
Playing time: 0 days / 3 hours/ 37 minutes
Received data: 0.0609 MB this session.
Send data: 0.0024 MB this session.
Compression ratio: 78%
78%
Status: Sitting around, resting.
Epic points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 8
Consenting: Beppo
Detecting: Evil Good
Enchantments: Ultravision Levitation
Bartender Quests Remaining: 8.
Combat Pulse: 16 Spell Pulse: 0.86
Leaderboard Points: 118
Paladin auras: Protection
Active Spells:
--------------
levitate (4 minutes)
well-rested bonus (123 minutes)
Score information for Beppo
Level: 12 Race: Githyanki Class: Anti-Paladin Sex: Male
Hit points: 75(126) Moves: 97(97)
Coins carried: 0 platinum 0 gold 0 silver 9 copper
Coins in bank: 1 platinum 6 gold 0 silver 0 copper
Playing time: 0 days / 3 hours/ 37 minutes
Received data: 0.0609 MB this session.
Send data: 0.0024 MB this session.
Compression ratio: 78%
78%
Status: Sitting around, resting.
Epic points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 8
Consenting: Beppo
Detecting: Evil Good
Enchantments: Ultravision Levitation
Bartender Quests Remaining: 8.
Combat Pulse: 16 Spell Pulse: 0.86
Leaderboard Points: 118
Paladin auras: Protection
Active Spells:
--------------
levitate (4 minutes)
well-rested bonus (123 minutes)
< 75h/126H 97v/97V Pos: sitting >
You can pray 1 3rd circle spell(s).
< 76h/126H 97v/97V Pos: sitting >
You are already resting.
< 78h/126H 97v/97V Pos: sitting >
You are praying for armor, which will take about 22 seconds.
< 79h/126H 97v/97V Pos: sitting >
You have finished praying for armor.
Your prayers are complete.
< 85h/126H 97v/97V Pos: sitting >
You clamber to your feet.
< 85h/126H 97v/97V Pos: standing >
You start chanting...
< 85h/126H 97v/97V Pos: standing >
You complete your spell...
Bands of magic armor wrap around you!
< 85h/126H 97v/97V Pos: standing >
A Reinforced Tunnel
This passage was cut out of pure rock. Large stone pillars support the
tunnel's flanks. Small diamond shaped pavers were inserted into the
floor with extreme precision and craftsmanship. The ceiling is well
over 20 feet in height and the width is a constant 10 feet. An army
of Ogres could march through here with the greatest of ease.
Obvious exits: -South -West
< 86h/126H 95v/97V Pos: standing >
Alas, you cannot go that way. . . .
< 86h/126H 95v/97V Pos: standing >
A Reinforced Tunnel
This passage was cut out of pure rock. Large stone pillars support the
tunnel's flanks. Small diamond shaped pavers were inserted into the
floor with extreme precision and craftsmanship. The ceiling is well
over 20 feet in height and the width is a constant 10 feet. An army
of Ogres could march through here with the greatest of ease.
Obvious exits: -East -West
< 86h/126H 95v/97V Pos: standing >
A Reinforced Tunnel
This passage was cut out of pure rock. Large stone pillars support the
tunnel's flanks. Small diamond shaped pavers were inserted into the
floor with extreme precision and craftsmanship. The ceiling is well
over 20 feet in height and the width is a constant 10 feet. An army
of Ogres could march through here with the greatest of ease.
Obvious exits: -North -East
< 86h/126H 93v/97V Pos: standing >
Alas, you cannot go that way. . . .
< 86h/126H 93v/97V Pos: standing >
A Reinforced Tunnel
This passage was cut out of pure rock. Large stone pillars support the
tunnel's flanks. Small diamond shaped pavers were inserted into the
floor with extreme precision and craftsmanship. The ceiling is well
over 20 feet in height and the width is a constant 10 feet. An army
of Ogres could march through here with the greatest of ease.
Obvious exits: -South -West
< 87h/126H 93v/97V Pos: standing >
A Reinforced Tunnel
This passage was cut out of pure rock. Large stone pillars support the
tunnel's flanks. Small diamond shaped pavers were inserted into the
floor with extreme precision and craftsmanship. The ceiling is well
over 20 feet in height and the width is a constant 10 feet. An army
of Ogres could march through here with the greatest of ease.
Obvious exits: -East -West
A clansdwarf watches the area closely.(Red Aura)
< 87h/126H 92v/97V Pos: standing >
A Reinforced Tunnel
This passage was cut out of pure rock. Large stone pillars support the
tunnel's flanks. Small diamond shaped pavers were inserted into the
floor with extreme precision and craftsmanship. The ceiling is well
over 20 feet in height and the width is a constant 10 feet. An army
of Ogres could march through here with the greatest of ease.
Obvious exits: -East -West
An intent duergar inquisitor searches the town for invaders.(Red Aura)
A clansdwarf sits atop a large steeder.(Red Aura)
< 87h/126H 91v/97V Pos: standing >
The Top Of A Sloping Passage
This passage has been carved from the mountain stone. The walls are
fairly smooth on all sides. The passage slopes steeply downwards to the
west and opens into a wider area to the north. A well made tunnel continues
off to the east.
Obvious exits: -North -East -West
< 87h/126H 90v/97V Pos: standing >
A Sloping Passage
This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East -West
< 87h/126H 88v/97V Pos: standing >
A Sloping Passage
This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East -West
A clansdwarf sits atop a large steeder.(Red Aura)
A clansdwarf watches the area closely.(Red Aura)
< 87h/126H 86v/97V Pos: standing >
A Sloping Passage
This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East -West
A clansdwarf watches the area closely.(Red Aura)
< 87h/126H 85v/97V Pos: standing >
A Sloping Passage
This passage has been carved from the stone of the mountain. The sides
are fairly smooth, differences in the carving give it a rippled affect,
much like the surface of water. The passage has been created at a steep
angle, with the floor dipping at various points to ease the strain of
those progressing upwards. To the west the passage seems to stop its
decent, while it slopes steeply upwards to the east.
Obvious exits: -East -West
A clansdwarf sits atop a large steeder.(Red Aura)
< 88h/126H 84v/97V Pos: standing >
The Base Of A Steep Slope
This passage has been carved from the stone of the mountain. It is
rectangular in shape, all four sides fairly smooth. Carvings adorn the
walls, ceiling and floor, some are crude, some are quite well done. The
pictures seem to depict victories in battles or hunting. It seems that
the inhabitants of this area enjoy sharing their victories and preserving
them for generations to come. The passage continues into darkness to the
south. To the east the entire passage slopes steeply upwards, maintaining
its original dimensions in the climb.
Obvious exits: -East -South
< 88h/126H 82v/97V Pos: standing >
A Carved Passage
This passage is rectangular in shape, carved out of the mountain
stone. The walls are fairly smooth, but differences in depth of carving
give them a rippled appearance. An small slit has been carved into the
south face, constructed to allow numerous defenders to attack anything
that tries to enter. Large stains of blood cover the areas near the slit,
testifying that its defensive design features have been put to use. Some
crude pictures have been carved into the stone walls, ceiling and floor,
most seem to depict victories in battle or hunting. The passage continues
to the north.
Obvious exits: -North -South
< 88h/126H 83v/97V Pos: standing >
A Narrow Passage
The crack narrows to a small slit to the north. All four sides of the
open space seem to close in around you, restricting movement. Stains of
red indicate that some creature has taken advantage of its restrictive
conditions to gain an advantage in battle. The space is made narrower by
several rocks protruding from the walls of the area.
Obvious exits: -North
< 88h/126H 83v/97V Pos: standing >
You don't find anything you didn't see before.
< 89h/126H 87v/97V Pos: standing >
You don't find anything you didn't see before.
< 90h/126H 92v/97V Pos: standing >
You don't find anything you didn't see before.
< 91h/126H 96v/97V Pos: standing >
You don't find anything you didn't see before.
< 92h/126H 97v/97V Pos: standing >
a rock
The wall has several rocks that protrude out, making the passage even
more cramped. One rock seems to stand out a bit farther than the rest.
< 93h/126H 97v/97V Pos: standing >
Couldn't find that sleeve.
< 95h/126H 97v/97V Pos: standing >
You vainly try to pull... Oops, where'd they go?
< 96h/126H 97v/97V Pos: standing >
Couldn't find that sleeve.
< 97h/126H 97v/97V Pos: standing >
Autosaving...
< 99h/126H 97v/97V Pos: standing >
< 100h/126H 97v/97V Pos: standing >
A Narrow Passage
Obvious exits: -North -South
< 100h/126H 97v/97V Pos: standing >
You quickly scan the area.
A large steeder who is not far off to your north.
A clansdwarf who is not far off to your north.
< 101h/126H 97v/97V Pos: standing >
A Crack In The Cliff Face
This narrow crack is only a few meters wide and not much taller. The
bottom is fairly smooth and dry, making for good footing. Several rough
rocks stick out from the sides, the wall to the north seems to be smoother
than the than the rest. Looking down a body of water can be seen.
Obvious exits: -Down
< 101h/126H 95v/97V Pos: standing >
You quickly scan the area.
You see nothing.
< 102h/126H 95v/97V Pos: standing >
Score information for Beppo
Level: 12 Race: Githyanki Class: Anti-Paladin Sex: Male
Hit points: 103(126) Moves: 95(97)
Coins carried: 0 platinum 0 gold 0 silver 9 copper
Coins in bank: 1 platinum 6 gold 0 silver 0 copper
Playing time: 0 days / 3 hours/ 39 minutes
Received data: 0.0649 MB this session.
Send data: 0.0025 MB this session.
Compression ratio: 78%
78%
Status: Standing.
Epic points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 8
Consenting: Beppo
Detecting: Evil Good
Enchantments: Ultravision Armor Levitation
Bartender Quests Remaining: 8.
Combat Pulse: 16 Spell Pulse: 0.86
Leaderboard Points: 118
Paladin auras: Protection
Active Spells:
--------------
armor (19 minutes)
levitate (3 minutes)
well-rested bonus (122 minutes)
Score information for Beppo
Level: 12 Race: Githyanki Class: Anti-Paladin Sex: Male
Hit points: 103(126) Moves: 95(97)
Coins carried: 0 platinum 0 gold 0 silver 9 copper
Coins in bank: 1 platinum 6 gold 0 silver 0 copper
Playing time: 0 days / 3 hours/ 39 minutes
Received data: 0.0649 MB this session.
Send data: 0.0025 MB this session.
Compression ratio: 78%
78%
Status: Standing.
Epic points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 8
Consenting: Beppo
Detecting: Evil Good
Enchantments: Ultravision Armor Levitation
Bartender Quests Remaining: 8.
Combat Pulse: 16 Spell Pulse: 0.86
Leaderboard Points: 118
Paladin auras: Protection
Active Spells:
--------------
armor (19 minutes)
levitate (3 minutes)
well-rested bonus (122 minutes)
< 104h/126H 95v/97V Pos: standing >
Below the Khildarak Stronghold
The might of the duergar dwarves unfolds near the heart
of the underdark. A steep ramp rising forty feet is part of the
fortresses defences to make sure that any attacking army will have
trouble with a quick assult. Two large black chains run on either
side of the ramp are used to pull heavy wagons and equipment. What
mechanism that makes these chains run is a well-kept mystery but it
must be something of awesome power. Every six feet there are round
holes in the walls surrounding the ramp and in the tunnel ceiling.
What these holes are for is hard to know but the faint smell of
boiling oil is enough to cause the hair at the back of the neck to
stand on end.
Obvious exits: -East -Up
< 104h/126H 93v/97V Pos: standing >
You quickly scan the area.
You see nothing.
< 105h/126H 97v/97V Pos: standing >
Nearing the Khildarak Stronghold
The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
Obvious exits: -East -South -West
< 106h/126H 96v/97V Pos: standing >
You quickly scan the area.
You see nothing.
< 107h/126H 96v/97V Pos: standing >
An Outpost on the Road to the Khildarak Stronghold
This room has been chiseled out of the rocky wall with great
care. The walls are perfectly smooth without any flaws or marks.
A large stone table has been cut out from the rock and is actually
apart of the floor itself. Along the west and south walls are
three pedestals with bowls of glowing fungi that cast a
soft light on the surroundings.
Obvious exits: -North -East -South
< 110h/126H 95v/97V Pos: standing >
You quickly scan the area.
You see nothing.
< 111h/126H 97v/97V Pos: standing >
A Soaring Mushroom Cavern
This area is in sharp contrast to the perfect order of the
rest of the tunnel system. The walls are rough and jagged and
this small cave gives the impression of being a natural one
rather than chiseled out anything living. The cavern floor is
filled with small violet and blue fungi that give off a sweet
but not entirely unpleasant smell. The chamber soars upwards
and there seems to be nothing to limit it. At times one might
even claim to see a tiny spek of light thousands of feet above
but most would laugh at such a statement. Sometimes the flutter
of wings can be heard coming from far above but perhaps that
was also vivid imagination playing tricks. An enormous mushroom
some twenty feet tall grows in the middle of the chamber and
it is probably the largest speciment ever.
Obvious exits: -North -Down
< 112h/126H 96v/97V Pos: standing >
You quickly scan the area.
You see nothing.
< 112h/126H 96v/97V Pos: standing >
MM....MM
,,M.oM..MM
,,....oMM,
M.oo@.o.M,
MM..ooo..,M
MM..oo.M,,
MMMM.MMM
A Shaft Beneath a Soaring Mushroom Cavern
Obvious exits: -North -East -South -West -Up
< 113h/126H 94v/97V Pos: standing >
,MM....MM
,,M.oM..MM
,,....oMM
M.o@^.o.M
MM..ooo..,
MM..oo.M,
MMMM.MM
A Mushroom Forest Covered in Spider Webs
Obvious exits: -North -East -South -West
< 113h/126H 95v/97V Pos: standing >
,,MM....M
,,M.oM..M
,,....oM
M.@o^.o.
MM..ooo..
MM..oo.M
MMMM.M
A Mushroom Forest Covered in Spider Webs
Obvious exits: -North -East -South -West
< 113h/126H 92v/97V Pos: standing >
, MMM,,,
M,,MM....MM
,,M.oM..M
,,@...oM
M.oo^.o.
MM..ooo..
MM..oo.
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East -South -West
< 114h/126H 92v/97V Pos: standing >
,, MMM,,
MM,,MM....M
,,M.oM..
,@....o
M.oo^.o
MM..ooo.
MM..oo
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East -South -West
< 114h/126H 92v/97V Pos: standing >
M,, MMM,
MM,,MM....
,,M.oM.
@,....
M.oo^.
MM..ooo
MM..o
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East -South
< 114h/126H 90v/97V Pos: standing >
,M M
M,, MMM,,
MM,,MM....
,@M.oM.
,,....
M.oo^.
MM..oo
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East -South -West
< 115h/126H 90v/97V Pos: standing >
,M M
M,, MMM,
MM,,MM...
@,M.oM
,,...
M.oo^
MM..o
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East
< 115h/126H 91v/97V Pos: standing >
,MM
,M M
M,, MMM,
MM,@MM...
,,M.oM
,,...
M.oo
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -East -South -West
< 116h/126H 90v/97V Pos: standing >
Alas, you cannot go that way. . . .
< 116h/126H 92v/97V Pos: standing >
,MM
,M M
M,, MMM
MM@,MM..
,,M.o
,,..
M.o
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East -West
< 116h/126H 92v/97V Pos: standing >
M ,,MM
M ,MM
,M M
M,@ MMM
MM,,MM..
,,M.o
,,.
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -South -West
< 117h/126H 93v/97V Pos: standing >
MM ,,MM
MM ,MM
,M M
M@, MM
MM,,MM.
,,M.
,,
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East -South -West
< 117h/126H 92v/97V Pos: standing >
,,,,MM
MMM ,,MM
MM ,MM
@M M
M,, MM
MM,,MM.
,,M
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East -South
< 117h/126H 93v/97V Pos: standing >
MM
,,,,,MM
MMM ,,MM
MM @MM
,M M
M,, MM
MM,,MM
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East -South
< 118h/126H 91v/97V Pos: standing >
MMM
,,,,,MM
MMM ,@MM
MM ,MM
,M M
M,, M
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East -South -West
< 118h/126H 89v/97V Pos: standing >
M
MMMM
M,,,,,MM
MMMM @,MM
MM ,MM
,M
M,,
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East
< 118h/126H 90v/97V Pos: standing >
A lich necromancer snaps into visibility.
Out of nowhere, a lich necromancer stabs you in the back.
OUCH! That really did HURT!
You feel unholy power coursing through your limbs!
< 90h/126H 91v/97V Pos: standing >
< T: Beppo TP: sta TC: few wounds E: a lich necromancer sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 90h/126H 92v/97V Pos: standing >
< T: Beppo TP: sta TC: few wounds E: a lich necromancer sta EP: excellent >
You score a CRITICAL HIT!!!!!
[Damage: 6 ] Your fine slash grazes a lich necromancer.
< 90h/126H 92v/97V Pos: standing >
< T: Beppo TP: sta TC: few wounds E: a lich necromancer sta EP: few scratches >
You attempt to flee...
MM
MMMM
M,,,,@MM
MMMM M,MM
MM ,MM
,M
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -East -South -West
You flee northward!
< 90h/126H 62v/97V Pos: standing >
A lich necromancer's impressive slash strikes you very hard.
< 78h/126H 62v/97V Pos: standing >
< T: Beppo TP: sta TC: few wounds E: a lich necromancer sta EP: few scratches >
You dodge a lich necromancer's vicious attack.
You parry a lich necromancer's lunge at you.
You dodge a lich necromancer's vicious attack.
A lich necromancer's impressive slash strikes you very hard.
< 66h/126H 62v/97V Pos: standing >
< T: Beppo TP: sta TC: few wounds E: a lich necromancer sta EP: few scratches >
With unbelievable speed, a lich necromancer's Katzbalger intercepts your attack, and then a lich necromancer steps wide to deliver a graceful counter-attack!
A lich necromancer's impressive slash seriously wounds you.
OUCH! That really did HURT!
A lich necromancer's slash seriously wounds you.
You miss a lich necromancer.
Sorry, you aren't allowed to do that in combat.
< 40h/126H 62v/97V Pos: standing >
< T: Beppo TP: sta TC: nasty wounds E: a lich necromancer sta EP: few scratches >
You miss a lich necromancer.
< 40h/126H 62v/97V Pos: standing >
< T: Beppo TP: sta TC: nasty wounds E: a lich necromancer sta EP: few scratches >
A lich necromancer's impressive slash seriously wounds you.
You parry a lich necromancer's lunge at you.
A lich necromancer's impressive slash enshrouds you in a mist of blood.
OUCH! That really did HURT!
Sorry, you aren't allowed to do that in combat.
< 16h/126H 62v/97V Pos: standing >
< T: Beppo TP: sta TC: awful E: a lich necromancer sta EP: few scratches >
You attempt to flee...
M
MMMM
M,,,,MMM
MMMM @,MM
MM ,MM
,M
M,,
A Long Tunnel Adorned with Mantol-Derith Scriptures
Obvious exits: -North -East
Puddles of fresh blood cover the ground.
You flee southward!
< 16h/126H 38v/97V Pos: standing >
Out of nowhere, a lich necromancer stabs you in the back.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
You feel unholy power coursing through your limbs!
< -1h/126H 39v/97V Pos: standing >
< T: Beppo TP: sta TC: awful E: a lich necromancer sta EP: few scratches >
You miss a lich necromancer.
< -1h/126H 39v/97V Pos: standing >
< T: Beppo TP: sta TC: awful E: a lich necromancer sta EP: few scratches >
A lich necromancer misses you.
You parry a lich necromancer's lunge at you.
A lich necromancer misses you.
A lich necromancer's impressive slash hits you.
Your a ragged cloak [poor] was completely destroyed by the massive blow!
Your filthy hide loincloth [superior] was completely destroyed by the massive blow!