<floating about head>a LARGE green ioun stone[175h 9m 37s]
<worn as a badge> a elven rune of restoration of regeneration (glowing)
<worn on head> a crown of burning flames of agility
<worn in ear> an anti-matter earring of power [30%]
<worn in ear> a golden scale dangling from a platinum chain of precision
<worn on face> the terrifying visage of the great wraith Dranum[175h 9m 37s]
<worn on body> some bandedmail bearing a cloak and dagger crest of endurance
<worn about body> a silk cloak of Alatorin royalty of endurance [70%]
<worn on back> a buckskin pack (illuminating) [38%]
<worn as quiver> the ancient sheath of *-* Clan BloodLust *-* (glowing)
<worn about waist> the ceinture of giant strength [74%]
<worn on belt buckle>A swirling mass of black smoke and hot ash of agility (humming)
<attached to belt> a potion of bubbling goo (glowing)
<attached to belt> a potion of bubbling goo (glowing) [64%]
<worn on arms> lengths of pure eldrich fire of health (glowing)
<worn around wrist> a bracelet of purple mist [superior]
<worn around wrist> a wisp of the deadly fog of constitution
<worn on hands> the sacred stone claws of Aan of endurance
<worn on finger> ring of the past of constitution (glowing)
<worn on finger> Zorobabi's circular stone ring of damage
<primary weapon> the sword of fire and flame (glowing)[175h 9m 37s]
<secondary weapon> the unholy avenger named 'Bloodlust' (glowing)[175h 9m 37s]
<worn on legs> a pair of vapor leggings of regeneration
<worn on feet> the boots of a MaDMaN of dexterity (glowing)
You find traces of tracks leading south.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
< 781h/781H 279v/281V Pos: standing >
The day has begun.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 781h/781H 280v/281V Pos: standing >
You quickly scan the area.
A Sarmiz'Duul peacekeeper who is close by to your north.
A Sarmiz'Duul peacekeeper who is close by to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
Aria who is not far off to your north.
An elite member of the captain's guard who is a brief walk away to your north.
An elite member of the captain's guard who is a brief walk away to your north.
The captain of the regular guard who is a brief walk away to your north.
A half-orc shaman who is rather far off to your east.
A Sarmiz'Duul peacekeeper who is rather far off to your east.
A Sarmiz'Duul peacekeeper who is rather far off to your east.
< 781h/781H 280v/281V Pos: standing >
You find traces of tracks leading north.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
< 781h/781H 279v/281V Pos: standing >
A Sarmiz'Duul peacekeeper leaves north.
A Sarmiz'Duul peacekeeper leaves north.
< 781h/781H 281v/281V Pos: standing >
You quickly scan the area.
A Sarmiz'Duul peacekeeper who is close by to your north.
A Sarmiz'Duul peacekeeper who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
Aria who is close by to your north.
An elite member of the captain's guard who is not far off to your north.
An elite member of the captain's guard who is not far off to your north.
The captain of the regular guard who is not far off to your north.
A commoner who is close by to your west.
A Sarmiz'Duul peacekeeper who is not far off to your west.
A Sarmiz'Duul peacekeeper who is not far off to your west.
A retired soldier who is not far off to your west.
A commoner who is rather far off to your west.
Tangwystl who is in the distance to your west.
< 781h/781H 281v/281V Pos: standing >
You find traces of tracks leading north.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
Aria, the king's daughter, stands here shopping.
< 781h/781H 280v/281V Pos: standing >
< 781h/781H 280v/281V Pos: standing >
Aria starts casting a spell called 'protection from cold'.
< 781h/781H 280v/281V Pos: standing >
You quickly scan the area.
An elite member of the captain's guard who is close by to your north.
An elite member of the captain's guard who is close by to your north.
The captain of the regular guard who is close by to your north.
A retired soldier who is in the distance to your north.
A commoner who is a brief walk away to your south.
A commoner who is not far off to your west.
< 781h/781H 280v/281V Pos: standing >
You find traces of tracks leading north.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
A member of the captain's personal guard stands here.
A member of the captain's personal guard stands here.
(Q)The captain of the city's regular guard stands here.
< 781h/781H 279v/281V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 781h/781H 280v/281V Pos: standing >
You quickly scan the area.
An elite member of the captain's guard who is close by to your south.
An elite member of the captain's guard who is close by to your south.
The captain of the regular guard who is close by to your south.
A Sarmiz'Duul peacekeeper who is not far off to your south.
A Sarmiz'Duul peacekeeper who is not far off to your south.
An elite bodyguard who is not far off to your south.
An elite bodyguard who is not far off to your south.
An elite bodyguard who is not far off to your south.
An elite bodyguard who is not far off to your south.
Aria who is not far off to your south.
A commoner who is in the distance to your south.
A sleeping commoner who is close by to your west.
A sleeping commoner who is close by to your west.
< 781h/781H 280v/281V Pos: standing >
You find traces of tracks leading north.
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 781h/781H 279v/281V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 781h/781H 280v/281V Pos: standing >
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 781h/781H 279v/281V Pos: standing >
You find traces of tracks leading south.
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 781h/781H 280v/281V Pos: standing >
You quickly scan the area.
A half-orc shaman who is close by to your east.
A commoner who is not far off to your east.
A commoner who is not far off to your east.
An elite member of the captain's guard who is a brief walk away to your south.
An elite member of the captain's guard who is a brief walk away to your south.
The captain of the regular guard who is a brief walk away to your south.
A Sarmiz'Duul peacekeeper who is rather far off to your south.
A Sarmiz'Duul peacekeeper who is rather far off to your south.
An elite bodyguard who is rather far off to your south.
An elite bodyguard who is rather far off to your south.
An elite bodyguard who is rather far off to your south.
An elite bodyguard who is rather far off to your south.
Aria who is rather far off to your south.
A member of the regular guard who is rather far off to your west.
A member of the regular guard who is in the distance to your west.
A sergeant of the regular guard who is in the distance to your west.
< 781h/781H 280v/281V Pos: standing >
You find traces of tracks leading south.
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 781h/781H 279v/281V Pos: standing >
You quickly scan the area.
A sleeping commoner who is close by to your east.
An elite member of the captain's guard who is not far off to your south.
An elite member of the captain's guard who is not far off to your south.
The captain of the regular guard who is not far off to your south.
A Sarmiz'Duul peacekeeper who is a brief walk away to your south.
A Sarmiz'Duul peacekeeper who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
Aria who is a brief walk away to your south.
< 781h/781H 281v/281V Pos: standing >
You quickly scan the area.
A sleeping commoner who is close by to your east.
An elite member of the captain's guard who is not far off to your south.
An elite member of the captain's guard who is not far off to your south.
The captain of the regular guard who is not far off to your south.
A Sarmiz'Duul peacekeeper who is a brief walk away to your south.
A Sarmiz'Duul peacekeeper who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
Aria who is a brief walk away to your south.
< 781h/781H 281v/281V Pos: standing >
You quickly scan the area.
A sleeping commoner who is close by to your east.
An elite member of the captain's guard who is not far off to your south.
An elite member of the captain's guard who is not far off to your south.
The captain of the regular guard who is not far off to your south.
A Sarmiz'Duul peacekeeper who is a brief walk away to your south.
A Sarmiz'Duul peacekeeper who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
An elite bodyguard who is a brief walk away to your south.
Aria who is a brief walk away to your south.
< 781h/781H 281v/281V Pos: standing >
You find traces of tracks leading south.
A Cobblestone Road
This road is made from a patchwork of cobblestones planted close together
in the ground. There doesn't appear to be a definative edge to the road,
rather it looks as if the builders just quit when they got tired. Although
it is easy to walk or ride along, using a cart on this road gives a very
bumpy ride.
Obvious exits: -North -East -South -West
< 781h/781H 280v/281V Pos: standing >
Mielikki's blessing fades.
You quickly scan the area.
An elite member of the captain's guard who is close by to your south.
An elite member of the captain's guard who is close by to your south.
The captain of the regular guard who is close by to your south.
A Sarmiz'Duul peacekeeper who is not far off to your south.
A Sarmiz'Duul peacekeeper who is not far off to your south.
An elite bodyguard who is not far off to your south.
An elite bodyguard who is not far off to your south.
An elite bodyguard who is not far off to your south.
An elite bodyguard who is not far off to your south.
Aria who is not far off to your south.
A sleeping commoner who is close by to your west.
A sleeping commoner who is close by to your west.
< 616h/616H 280v/281V Pos: standing >
You find traces of tracks leading south.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
A member of the captain's personal guard stands here.
A member of the captain's personal guard stands here.
(Q)The captain of the city's regular guard stands here.
< 616h/616H 280v/281V Pos: standing >
You start chanting...
< 616h/616H 280v/281V Pos: standing >
Casting: mielikki vitality *
< 616h/616H 280v/281V Pos: standing >
Casting: mielikki vitality
< 616h/616H 280v/281V Pos: standing >
You complete your spell...
You feel the warm breath of the Goddess Mielikki.
< 616h/616H 280v/281V Pos: standing >
You find traces of tracks leading south.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
Aria, the king's daughter, stands here shopping.
< 781h/781H 279v/281V Pos: standing >
An Open Air Market
Obvious exits: -North -East -South -West
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
An elite bodyguard stands here, protecting the princess.
Aria, the king's daughter, stands here shopping.
< 781h/781H 281v/281V Pos: standing >
You quickly scan the area.
An elite member of the captain's guard who is close by to your north.
An elite member of the captain's guard who is close by to your north.
The captain of the regular guard who is close by to your north.
A Sarmiz'Duul peacekeeper who is close by to your south.
A Sarmiz'Duul peacekeeper who is close by to your south.
A commoner who is rather far off to your south.
A commoner who is close by to your west.
< 781h/781H 281v/281V Pos: standing >
You find traces of tracks leading south.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
< 781h/781H 280v/281V Pos: standing >
An Open Air Market
Obvious exits: -North -East -South -West
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
< 781h/781H 280v/281V Pos: standing >
You quickly scan the area.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
Aria who is close by to your north.
An elite member of the captain's guard who is not far off to your north.
An elite member of the captain's guard who is not far off to your north.
The captain of the regular guard who is not far off to your north.
A commoner who is a brief walk away to your south.
A commoner who is not far off to your west.
A commoner who is in the distance to your west.
Tangwystl who is in the distance to your west.
< 781h/781H 280v/281V Pos: standing >
You quickly scan the area.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
An elite bodyguard who is close by to your north.
Aria who is close by to your north.
An elite member of the captain's guard who is not far off to your north.
An elite member of the captain's guard who is not far off to your north.
The captain of the regular guard who is not far off to your north.
A commoner who is a brief walk away to your south.
A commoner who is not far off to your west.
A commoner who is in the distance to your west.
Tangwystl who is in the distance to your west.
< 781h/781H 280v/281V Pos: standing >
You find traces of tracks leading south.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 781h/781H 279v/281V Pos: standing >
You quickly scan the area.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
Aria who is not far off to your north.
An elite member of the captain's guard who is a brief walk away to your north.
An elite member of the captain's guard who is a brief walk away to your north.
The captain of the regular guard who is a brief walk away to your north.
A half-orc shaman who is a brief walk away to your east.
A Sarmiz'Duul peacekeeper who is a brief walk away to your east.
A Sarmiz'Duul peacekeeper who is a brief walk away to your east.
A commoner who is not far off to your south.
< 781h/781H 281v/281V Pos: standing >
You quickly scan the area.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
Aria who is not far off to your north.
An elite member of the captain's guard who is a brief walk away to your north.
An elite member of the captain's guard who is a brief walk away to your north.
The captain of the regular guard who is a brief walk away to your north.
A half-orc shaman who is a brief walk away to your east.
A Sarmiz'Duul peacekeeper who is a brief walk away to your east.
A Sarmiz'Duul peacekeeper who is a brief walk away to your east.
A commoner who is not far off to your south.
< 781h/781H 281v/281V Pos: standing >
You quickly scan the area.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
An elite bodyguard who is not far off to your north.
Aria who is not far off to your north.
An elite member of the captain's guard who is a brief walk away to your north.
An elite member of the captain's guard who is a brief walk away to your north.
The captain of the regular guard who is a brief walk away to your north.
A half-orc shaman who is a brief walk away to your east.
A Sarmiz'Duul peacekeeper who is a brief walk away to your east.
A Sarmiz'Duul peacekeeper who is a brief walk away to your east.
A commoner who is not far off to your south.
< 781h/781H 281v/281V Pos: standing >
You find traces of tracks leading south.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 781h/781H 280v/281V Pos: standing >
You quickly scan the area.
An elite bodyguard who is a brief walk away to your north.
An elite bodyguard who is a brief walk away to your north.
An elite bodyguard who is a brief walk away to your north.
An elite bodyguard who is a brief walk away to your north.
Aria who is a brief walk away to your north.
An elite member of the captain's guard who is rather far off to your north.
An elite member of the captain's guard who is rather far off to your north.
The captain of the regular guard who is rather far off to your north.
A commoner who is not far off to your east.
Savenge who is a brief walk away to your east.
A half-orc warrior who is a brief walk away to your east.
A commoner who is close by to your south.
A retired soldier who is rather far off to your west.
< 781h/781H 280v/281V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
Your communion with nature is now complete...
You quickly scan the area.
An elite bodyguard who is a brief walk away to your north.
An elite bodyguard who is a brief walk away to your north.
An elite bodyguard who is a brief walk away to your north.
An elite bodyguard who is a brief walk away to your north.
Aria who is a brief walk away to your north.
An elite member of the captain's guard who is rather far off to your north.
An elite member of the captain's guard who is rather far off to your north.
The captain of the regular guard who is rather far off to your north.
A commoner who is not far off to your east.
Savenge who is a brief walk away to your east.
A half-orc warrior who is a brief walk away to your east.
A commoner who is close by to your south.
A retired soldier who is rather far off to your west.
< 781h/781H 280v/281V Pos: standing >
You find traces of tracks leading west.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
< 781h/781H 279v/281V Pos: standing >
You quickly scan the area.
A commoner who is rather far off to your north.
A commoner who is a brief walk away to your east.
Savenge who is rather far off to your east.
A half-orc warrior who is rather far off to your east.
A commoner who is close by to your south.
A retired soldier who is a brief walk away to your west.
< 781h/781H 281v/281V Pos: standing >
You find traces of tracks leading west.
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
You quickly scan the area.
A Sarmiz'Duul peacekeeper who is not far off to your north.
A Sarmiz'Duul peacekeeper who is not far off to your north.
A commoner who is not far off to your north.
A commoner who is rather far off to your east.
Savenge who is in the distance to your east.
A half-orc warrior who is in the distance to your east.
A retired soldier who is not far off to your west.
The lich of Lawter who is in the distance to your west.
The lich of an officer of the regular guard who is in the distance to your west.
A Githyanki who is in the distance to your west.
A Drider who is in the distance to your west.
Learett who is in the distance to your west.
< 781h/781H 280v/281V Pos: standing >
Slay whom?
< 781h/781H 280v/281V Pos: standing >
The snow has let up a little.
< 781h/781H 280v/281V Pos: standing >
Slay whom?
< 781h/781H 280v/281V Pos: standing >
A Drider skitters in from the west.
A Goblin sneaks in from the west.
A Githyanki enters from the west.
The lich of an officer of the regular guard enters from the west.
The lich of Lawter enters from the west.
< 781h/781H 280v/281V Pos: standing >
An Open Air Market
Obvious exits: -North -East -South -West
*The lich of Lawter stands here. (minion)
*The lich of an officer of the regular guard stands here. (minion)
A Githyanki (medium) Initiate -*Clan DemonRage*- stands in mid-air here. (Casting)
You sense a lifeform nearby.
A Drider (large) Dakhira stands, floating here.
< 781h/781H 280v/281V Pos: standing >
The trail appears to end here.
< 781h/781H 280v/281V Pos: standing >
Amidst your opponents unpreparedness, you leap forth and deliver a surprise attack!
You snap into visibility.
[Damage: 1 ] Your slash grazes a Drider.
[Damage: 1 ] Your feeble slash grazes a Drider.
< 781h/781H 280v/281V Pos: standing >
< T: Iokla TP: sta TC:excellent E: A Drider sta EP: few scratches >
A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
OUCH! That really did HURT!
The heat damages your muscles, you feel less agile.
< 669h/781H 280v/281V Pos: standing >
< T: Iokla TP: sta TC: small wounds E: A Drider sta EP: few scratches >
A Goblin attempts to stab you in the back, but your stone skin quickly absorbs the impact before fading away!
A Goblin snaps into visibility.
You snap into visibility.
Out of nowhere, a Goblin stabs you in the back.
< 669h/781H 280v/281V Pos: standing >
< T: Iokla TP: sta TC: small wounds E: A Drider sta EP: few scratches >
The terrifying visage of the great wraith Dranum scares the living SHIT out of a Drider!
A Drider attempts to flee.
A Drider leaves east.
The lich of an officer of the regular guard leaves east.
The lich of Lawter leaves east.
A Goblin snaps into visibility.
You snap into visibility.
A Goblin's powerful pierce strikes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
You dodge a Goblin's vicious attack.
A Goblin's impressive pierce wounds you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Goblin's impressive pierce wounds you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
You parry a Goblin's lunge at you.
You dodge a Goblin's vicious attack.
A Goblin's pierce strikes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
< 593h/781H 280v/281V Pos: standing >
< T: Iokla TP: sta TC: small wounds E: A Goblin sta EP: excellent >
A Goblin snaps into visibility.
A Goblin dances an acrobatic maneuver in battle, tripping you.
A Drider skitters in from the east.
The lich of an officer of the regular guard enters from the east.
The lich of Lawter enters from the east.
< 603h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC: small wounds E: A Goblin sta EP: excellent >
A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
You snap into visibility.
OUCH! That really did HURT!
< 489h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC: few wounds E: A Goblin sta EP: excellent >
A Goblin parries your futile lunge at him.
A Goblin parries your futile lunge at him.
You snap into visibility.
A Goblin snaps into visibility.
[Damage: 2 ] Your weak slash grazes a Goblin.
You lash out with a powerful strike, but a Goblin cunningly sidesteps and escapes the attack.
You stumble in your attack, and hit yourself!
< 492h/781H 281v/281V Pos: sitting >
A Goblin snaps into visibility.
You snap into visibility.
A Goblin's impressive pierce strikes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Goblin's pierce strikes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Goblin's impressive pierce strikes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Goblin's impressive pierce strikes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Goblin's impressive pierce strikes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Drider starts casting an offensive spell called 'energy drain'.
< 411h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC: few wounds E: A Goblin sta EP: few scratches >
You feel your skin harden to stone.
< 415h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC: few wounds E: A Goblin sta EP: few scratches >
A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
You snap into visibility.
OUCH! That really did HURT!
< 301h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC: nasty wounds E: A Goblin sta EP: few scratches >
A Drider completes her spell...
A Drider utters the words 'unsozfol efaui'
You feel less energetic as a Drider drains you.
OUCH! That really did HURT!
Your life energy was drained, leaving you a bit shaken.
< 216h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
A Drider starts casting an offensive spell called 'energy drain'.
< 225h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
Your improved dexterity grants you an additional attack!
A Goblin parries your futile lunge at him.
A Goblin parries your futile lunge at him.
A Goblin dodges your futile attack.
A Goblin parries your futile lunge at him.
A Goblin dodges your futile attack.
A Goblin parries your futile lunge at him.
A Goblin parries your futile lunge at him.
A Goblin dodges your futile attack.
Sparks... flashing lights... you cannot concentrate!
You snap into visibility.
A Goblin snaps into visibility.
[Damage: 1 ] Your feeble slash grazes a Goblin.
A Goblin snaps into visibility.
You snap into visibility.
A Goblin's crude pierce wounds you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Goblin's weak pierce grazes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Goblin's weak pierce grazes you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
A Goblin's crude pierce wounds you.
The globe around a Goblin's body flares as it bears the brunt of your assault!
< 214h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC:pretty hurt E: A Goblin sta EP: few scratches >
A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
YIKES! Another hit like that, and you've had it!!
< 99h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC: awful E: A Goblin sta EP: few scratches >
Maybe you should get on your feet first?
< 104h/781H 281v/281V Pos: sitting >
< T: Iokla TP: sit TC: awful E: A Goblin sta EP: few scratches >
You scramble madly to your feet!
< 105h/781H 281v/281V Pos: standing >
< T: Iokla TP: sta TC: awful E: A Goblin sta EP: few scratches >
A Drider completes her spell...
A Drider utters the words 'energy drain'
You snap into visibility.
You feel less energetic as a Drider drains you.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your life energy was drained, leaving you a bit shaken.
You are already standing.
< 17h/781H 281v/281V Pos: standing >
< T: Iokla TP: sta TC: awful E: A Goblin sta EP: few scratches >
You attempt to flee...
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
A Sarmiz'Duul peacekeeper stands here, keeping the peace.
You flee northward!
< 18h/781H 251v/281V Pos: standing >
You attempt to flee...
An Open Air Market
This is a large open air market. Although merchants do sell wares here,
the biggest commodity seems to be meeting others. Groups of commoners stand
around talking, children run underfoot playing games, thieves try to make a
fast copper, and guards try to keep what little peace there is to be had.
In the air can be heard a chorus of jumbled voices talking about anything
and everything.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
*The lich of Lawter stands here. (minion)
*The lich of an officer of the regular guard stands here. (minion)
A Drider (large) Dakhira stands, floating here.
A Githyanki (medium) Initiate -*Clan DemonRage*- stands in mid-air here. (Casting)
*A Goblin (small) Dakhira stands in mid-air here.
You flee southward!
< 19h/781H 220v/281V Pos: standing >
A Githyanki wills the flames of the abyss to overwhelm and consume thier foe...
You snap into visibility.
Your a glowing necklace of power [superior] shattered in bits as the tortured body spasms and quivers!
Your necklace of halfling ears of charisma shattered in bits as the tortured body spasms and quivers!
Your slimy aboleth eye of damage shattered in bits as the tortured body spasms and quivers!