<worn as a badge> a badge of the force commander's elite guard [superior]
<worn on head> the turban of power
<worn on eyes> a platinum-encrusted sapphire eye [superior] (invis)
<worn in ear> an earring of pure gold [superior]
<worn in ear> an earring of pure gold [superior]
<worn on face> a pitch-black leather mask [poor]
<worn around neck> a necklace of dancing shadows [poor]
<worn around neck> a brittle collar of glowing glass [superior]
<worn on body> a long flowing black robe [superior]
<worn about body> a black silken cloak [superior] [87%]
<worn on back> a large leather backpack [84%]
<worn about waist> the sash of the maelstrom [poor]
<worn on belt buckle>a frozen chitin belt buckle
<attached to belt> lucky alchemist sack
<attached to belt> a wand of black obsidian
<worn on arms> the sleeves of the swamp troll [poor]
<worn around wrist> a glowing emerald bracelet [poor] (glowing) (humming)
<worn around wrist> a bracelet of twisted roots (glowing)
<worn on hands> a pair of mantis-hide gloves
<worn on finger> the ring of celestial wonders [poor] (glowing)
<worn on finger> a transparent ring
<held> a shriveled and rotting human head [superior]
<held> the writhing soul of a demon lord [poor] (humming)
<worn on legs> some superior emerald leg plates
<worn on feet> a light pair of winged sandals [poor]
Zalkapfaan, City of the Headless Horde (neutral)
New Cave city (neutral)
Ice Tower (neutral)
Desolate Under Fire (slightly evil)
The Citadel (neutral)
The Twin Keeps of Devastated Tharnadia (neutral)
IceCrag Castle (neutral)
Prison of Fort Boyard (neutral)
The Ancient Halls of Ironstar (neutral)
The Jade Empire (neutral)
Mazzolin (neutral)
Forest of Mir (neutral)
Quintaragon Castle (slightly good)
*The Sky City of Ultarium (evil)
Lair of the Gibberling King (neutral)
Plane of Air (neutral)
The Kingdom of Torg (evil)
Tribal Oasis (neutral)
The Para-Elemental Plane of Smoke (neutral)
Plane of Water (neutral)
Shadamehr Keep (neutral)
The Temple to Skrentherlog (neutral)
Alatorin - the Forge City (neutral)
The Trakkia Mountains (slightly evil)
The Ethereal Plane (neutral)
*The Caverns of Armageddon (slightly evil)
The Forest City of Aravne (neutral)
Plane of Fire (neutral)
Ruined Temple of Tezcatlipoca (neutral)
The Astral Plane (neutral)
Jotunheim (good)
The Transparent Tower (slightly evil)
Krethik Keep (neutral)
Temple of the Earth (slightly good)
Sea Kingdom (good)
Plane of Earth (neutral)
Sevenoaks (slightly good)
The Keep of Evil (slightly evil)
The Forgotten Mansion (slightly good)
Domain of Lost Souls (slightly evil)
The Hall of Knighthood (neutral)
The Depths of Duris (neutral)
Arachdrathos Guilds (neutral)
Valley of the Snow Ogres (neutral)
*The Great Shaboath (slightly evil)
The Tempest Court (neutral)
Pit of Dragons (neutral)
Ny'Neth (slightly evil)
Lost Temple of Tikitzopl (slightly evil)
The Scorched Valley (neutral)
The Realm of Barovia (neutral)
The Royal Mausoleum of Castle IceCrag (neutral)
Plane of Fire, Brass (neutral)
Githzerai Stronghold (neutral)
Ceothia (neutral)
Tiamat (neutral)
The Fortress of Dreams (neutral)
Bahamut's Palace (neutral)
Dragonnia (neutral)
The Charcoal Palace (neutral)
Vecna's Tomb (neutral)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (neutral)
The Hall of the Ancients (neutral)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (neutral)
Negative Material Plane (neutral)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (neutral)
Castle Ravenloft (neutral)
* = already completed this boot.
Epic Zones -----------------------------------------
Heaven (neutral)
The Twisting Tunnels of the Durian Underdark (neutral)
Arcorar - the Great King Forest (neutral)
Court of the Muse (neutral)
The Chasm of the Misty Vale (neutral)
The Battlefield (evil)
The Swamp Laboratory of Khul'Lor (neutral)
Clan Stoutdorf Settlement (neutral)
Kobold Settlement (pure evil)
*The High Moor Forest (evil)
The Stone Tomb of Kelek (evil)
Orrak (slightly evil)
Pits of Cerberus (evil)
Myrloch Vale (neutral)
Pharr Valley Swamp (neutral)
Village of Werrun (good)
Nizari (slightly evil)
The Dark Stone Tower of the Northern Realms (slightly good)
Tower of High Sorcery (good)
Bloodstone Keep (neutral)
*The Temple of the Sun (pure evil)
*The Elemental Groves (slightly evil)
Temple of Flames (slightly evil)
Drustl's Yerdonia Enslaved (neutral)
The Obsidian Citadel (slightly evil)
The Ruins of Undermountain (neutral)
The Mountain of the Banished (neutral)
Nakral's Crypt (evil)
The Outcasts Tower (extremely good)
Fort Boyard (neutral)
Crystalspyre Mountains (slightly evil)
The Prisons of Carthapia (neutral)
Faerie Realm (neutral)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (neutral)
The Githyanki Fortress (neutral)
Labyrinth of No Return (neutral)
The Desert City of Venan'Trut (neutral)
Rogue Plains (neutral)
City of Torrhan (slightly good)
The Lair of the Swamp Troll King (neutral)
Zalkapfaan, City of the Headless Horde (neutral)
New Cave city (neutral)
Ice Tower (neutral)
Desolate Under Fire (slightly evil)
The Citadel (neutral)
The Twin Keeps of Devastated Tharnadia (neutral)
IceCrag Castle (neutral)
Prison of Fort Boyard (neutral)
The Ancient Halls of Ironstar (neutral)
The Jade Empire (neutral)
Mazzolin (neutral)
Forest of Mir (neutral)
Quintaragon Castle (slightly good)
*The Sky City of Ultarium (evil)
Lair of the Gibberling King (neutral)
Plane of Air (neutral)
The Kingdom of Torg (evil)
Tribal Oasis (neutral)
The Para-Elemental Plane of Smoke (neutral)
Plane of Water (neutral)
Shadamehr Keep (neutral)
The Temple to Skrentherlog (neutral)
Alatorin - the Forge City (neutral)
The Trakkia Mountains (slightly evil)
The Ethereal Plane (neutral)
*The Caverns of Armageddon (slightly evil)
The Forest City of Aravne (neutral)
Plane of Fire (neutral)
Ruined Temple of Tezcatlipoca (neutral)
The Astral Plane (neutral)
Jotunheim (good)
The Transparent Tower (slightly evil)
Krethik Keep (neutral)
Temple of the Earth (slightly good)
Sea Kingdom (good)
Plane of Earth (neutral)
Sevenoaks (slightly good)
The Keep of Evil (slightly evil)
The Forgotten Mansion (slightly good)
Domain of Lost Souls (slightly evil)
The Hall of Knighthood (neutral)
The Depths of Duris (neutral)
Arachdrathos Guilds (neutral)
Valley of the Snow Ogres (neutral)
*The Great Shaboath (slightly evil)
The Tempest Court (neutral)
Pit of Dragons (neutral)
Ny'Neth (slightly evil)
Lost Temple of Tikitzopl (slightly evil)
The Scorched Valley (neutral)
The Realm of Barovia (neutral)
The Royal Mausoleum of Castle IceCrag (neutral)
Plane of Fire, Brass (neutral)
Githzerai Stronghold (neutral)
Ceothia (neutral)
Tiamat (neutral)
The Fortress of Dreams (neutral)
Bahamut's Palace (neutral)
Dragonnia (neutral)
The Charcoal Palace (neutral)
Vecna's Tomb (neutral)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (neutral)
The Hall of the Ancients (neutral)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (neutral)
Negative Material Plane (neutral)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (neutral)
Castle Ravenloft (neutral)
* = already completed this boot.
< 742h/742H 210v/210V Pos: sitting >
Nah... You feel too relaxed to do that...
< 742h/742H 210v/210V Pos: sitting >
You clamber to your feet.
< 742h/742H 210v/210V Pos: standing >
The hallway continues towards the north.
You extend your sights northward.
A Side Hallway, On the Eastern Side
Obvious exits: -N -E -S -W
< 742h/742H 210v/210V Pos: standing >
A Side Hallway, On the Eastern Side
Obvious exits: -N -E -S -W
< 742h/742H 209v/210V Pos: standing >
The hallway continues.
You extend your sights westward.
An Intersection of Hallways
Obvious exits: -N -E -S -W
< 742h/742H 209v/210V Pos: standing >
An Intersection of Hallways
Obvious exits: -N -E -S -W
< 742h/742H 208v/210V Pos: standing >
The stairwell lies to the north.
You extend your sights northward.
A Dark Stairwell
Obvious exits: -S -U
A large duergar stair guard stands, apparently asleep.
A large duergar stair guard is asleep, kneeling.
< 742h/742H 208v/210V Pos: standing >
A Poorly-Lit Hallway
Obvious exits: -N -E -S#
< 742h/742H 207v/210V Pos: standing >
The first floor guard room lies towards the east.
You extend your sights eastward.
The First Floor Guard Room
Obvious exits: -W
Flog, the troll guardian sits in his small room.
< 742h/742H 208v/210V Pos: standing >
An Intersection of Hallways
Obvious exits: -N -E -S -W
< 742h/742H 208v/210V Pos: standing >
Your sense of spirits disappears.
You feel your skin soften and return to normal.
The stairwell lies to the north.
You extend your sights northward.
A Dark Stairwell
Obvious exits: -S -U
A large duergar stair guard stands, apparently asleep.
A large duergar stair guard is asleep, kneeling.
< 742h/742H 209v/210V Pos: standing >
A Dark Stairwell
Obvious exits: -S -U
A large duergar stair guard stands, apparently asleep.
A large duergar stair guard is asleep, kneeling.
< 742h/742H 209v/210V Pos: standing >
The foyer of the second floor lies upward.
You extend your sights upward.
The Second Floor Foyer
Obvious exits: -N -E -S -W -D
A burly ogre guard is stretched out, sound asleep.
< 742h/742H 209v/210V Pos: standing >
The Second Floor Foyer
Obvious exits: -N -E -S -W -D
A burly ogre guard is stretched out, sound asleep.
< 742h/742H 208v/210V Pos: standing >
A gloomy hallway stretches on towards the north.
You extend your sights northward.
A Gloomy Hallway
Obvious exits: -E -S -W
A patrolling guard stands, apparently asleep.
A patrolling guard stands, apparently asleep.
A burly ogre guard is stretched out, sound asleep.
< 742h/742H 208v/210V Pos: standing >
A Gloomy Hallway
Obvious exits: -E -S -W
A patrolling guard stands, apparently asleep.
A patrolling guard stands, apparently asleep.
A burly ogre guard is stretched out, sound asleep.
< 742h/742H 209v/210V Pos: standing >
A small study, littered with spellbooks, lies towards the east.
You extend your sights eastward.
A Small Study, Littered With Spellbooks
Obvious exits: -W
A young apprentice studies the art of magic.
Aracnalis teaches his techniqures to his students.
A young apprentice stands, apparently asleep.
A young apprentice is stretched out, sound asleep.
< 742h/742H 209v/210V Pos: standing >
The Second Floor Foyer
Obvious exits: -N -E -S -W -D
A burly ogre guard is stretched out, sound asleep.
< 742h/742H 208v/210V Pos: standing >
You see nothing special...
< 742h/742H 208v/210V Pos: standing >
The stairs to the third floor lie to the west.
You extend your sights westward.
A Dark Stone Stairway
Obvious exits: -E -U
A large troll stair guard blocks passage to the top level of the tower.
A large troll stair guard blocks passage to the top level of the tower.
< 742h/742H 209v/210V Pos: standing >
A Moist Guard's Room
Obvious exits: -W
Bpollobop, the kuo-toan guard rests in his moist room.
< 742h/742H 209v/210V Pos: standing >
Bpollobop, the kuo-toan guard suddenly attacks YOU!
< 708h/742H 209v/210V Pos: standing >
< T: Abu TP: sta TC:few scratches E: bpollobop sta EP: excellent >
You attempt to flee...
The Second Floor Foyer
Obvious exits: -N -E -S -W -D
A burly ogre guard is stretched out, sound asleep.
You flee westward!
< 708h/742H 186v/210V Pos: standing >
A Gloomy Hallway
Obvious exits: -E -S -W
A patrolling guard stands, apparently asleep.
A patrolling guard stands, apparently asleep.
A burly ogre guard is stretched out, sound asleep.
< 708h/742H 185v/210V Pos: standing >
The Second Floor Foyer
Obvious exits: -N -E -S -W -D
A burly ogre guard is stretched out, sound asleep.
< 708h/742H 185v/210V Pos: standing >
Bpollobop, the kuo-toan guard enters from the east.
< 708h/742H 185v/210V Pos: standing >
You dodge a bash from Bpollobop, the kuo-toan guard, who loses his balance and falls.
< 708h/742H 186v/210V Pos: standing >
< T: Abu TP: sta TC:few scratches E: bpollobop kne EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 708h/742H 186v/210V Pos: standing >
< T: Abu TP: sta TC:few scratches E: bpollobop kne EP: excellent >
You attempt to flee...
A Hallway Filled With Darkness
Obvious exits: -N -E -W
A burly ogre guard patrols the second floor.
You flee southward!
< 708h/742H 162v/210V Pos: standing >
The Second Floor Foyer
Obvious exits: -N -E -S -W -D
Bpollobop, the kuo-toan guard crouches here.
A burly ogre guard is stretched out, sound asleep.
< 708h/742H 162v/210V Pos: standing >
A Moist Guard's Room
Obvious exits: -W
< 708h/742H 161v/210V Pos: standing >
Alas, you cannot go that way. . . .
< 708h/742H 162v/210V Pos: standing >
The Second Floor Foyer
Obvious exits: -N -E -S -W -D
Bpollobop, the kuo-toan guard crouches here.
A burly ogre guard is stretched out, sound asleep.
< 708h/742H 161v/210V Pos: standing >
A Dark Stairwell
Obvious exits: -S -U
A large duergar stair guard stands, apparently asleep.
A large duergar stair guard is asleep, kneeling.
< 708h/742H 161v/210V Pos: standing >
An Intersection of Hallways
Obvious exits: -N -E -S -W
< 708h/742H 161v/210V Pos: standing >
A Side Hallway, On the Eastern Side
Obvious exits: -N -E -S -W
< 708h/742H 160v/210V Pos: standing >
Spells are always to be enclosed by the holy symbols known only as 'apostrophes'.
< 708h/742H 162v/210V Pos: standing >
A Dark Room, Filled With Rusty Weapons
Obvious exits: -N
A young swordsman practices his skills here.
A young swordsman practices his skills here.
A young swordsman practices his skills here.
< 709h/742H 161v/210V Pos: standing >
You start chanting...
< 709h/742H 164v/210V Pos: standing >
Casting: spirit jump *
< 709h/742H 165v/210V Pos: standing >
Casting: spirit jump
< 709h/742H 166v/210V Pos: standing >
You complete your spell...
You disappear in a bright flash of light.
You appear in a bright flash of light.A Lush Full Garden
Obvious exits: -E -S -W -D#
A large carrot, ready for the shredder, is in the ground here.
A large carrot, ready for the shredder, is in the ground here.
A large carrot, ready for the shredder, is in the ground here.
A gardener tending to the vegtables.
< 710h/742H 167v/210V Pos: standing >
You sit down and relax.
< 712h/742H 177v/210V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - conjure greater elemental
1 - gaseous cloud
(10th circle) 4 - arieks shattering iceball
( 9th circle) 4 - corrosive blast
( 8th circle) 1 - improved invisibility
4 - greater soul disturbance
( 7th circle) 1 - haste
4 - greater mending
1 - airy water
( 6th circle) 2 - teleport
3 - stone skin
2 - molten spray
( 5th circle) 1 - identify
3 - conjure elemental
2 - wall of stone
1 - pantherspeed
1 - hawkvision
( 4th circle) 1 - lightning bolt
1 - infravision
4 - wall of force
1 - purify spirit
1 - cold ward
1 - fire ward
( 3rd circle) 6 - shocking grasp
1 - strength
2 - dispel magic
1 - agility
( 2nd circle) 3 - burning hands
6 - sleep
1 - spirit armor
1 - mirror image
( 1st circle) 3 - minor creation
8 - magic missile
1 - detect magic
And you are currently memorizing the following spells:
5 seconds: ( 9th) spirit jump
You can memorize no more spells.
You continue your study.
< 712h/742H 177v/210V Pos: sitting >
< 712h/742H 178v/210V Pos: sitting >
You start meditating...
< 712h/742H 178v/210V Pos: sitting >
You have finished memorizing spirit jump.
You snap out of your meditative trance, memorization complete.
< 712h/742H 184v/210V Pos: sitting >
You have to write quit - no less, to quit!
< 713h/742H 190v/210V Pos: sitting >
You clamber to your feet.
< 713h/742H 191v/210V Pos: standing >
< 714h/742H 195v/210V Pos: standing >
Experience till level: -100339135
< 714h/742H 195v/210V Pos: standing >
A Lush Full Garden
Obvious exits: -E -S -W -D#
A large carrot, ready for the shredder, is in the ground here.
A large carrot, ready for the shredder, is in the ground here.
A large carrot, ready for the shredder, is in the ground here.
A gardener tending to the vegtables.
< 714h/742H 196v/210V Pos: standing >
Saving Abu.
< 714h/742H 197v/210V Pos: standing >
A Lush Full Garden
Obvious exits: -E -S -W -D#
A large carrot, ready for the shredder, is in the ground here.
A large carrot, ready for the shredder, is in the ground here.
A large carrot, ready for the shredder, is in the ground here.
A gardener tending to the vegtables.
< 714h/742H 197v/210V Pos: standing >
A Lush Full Garden
Obvious exits: -N -S -W
(Q)A young girl, looking for something she lost.
A yummy tomato ready to be plucked from the vine.
A yummy tomato ready to be plucked from the vine.
A yummy tomato ready to be plucked from the vine.
< 716h/742H 203v/210V Pos: standing >
Entrance To A Lovely Garden
Obvious exits: -N -E# -W
< 716h/742H 201v/210V Pos: standing >
It's cold!
< 716h/742H 202v/210V Pos: standing >
Ok.
< 716h/742H 203v/210V Pos: standing >
A Large Kitchen
Obvious exits: -E -W
The cook stands here stirring a pot at the busy stove.
< 716h/742H 201v/210V Pos: standing >
Ok.
< 716h/742H 202v/210V Pos: standing >
Main Entry
Obvious exits: -N -E -S# -W
An art student tries to find the class.
An art student tries to find his way around.
An art student tries to find the class.
An art student tries to find his way around.
< 716h/742H 202v/210V Pos: standing >
Looks like an exit.
You extend your sights northward.
Display Room
Obvious exits: -N -S
A wandering visitor looks at all the booths.
An art student tries to find the class.
< 716h/742H 202v/210V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Harrow Dining Hall
Obvious exits: -W
An art student tries to find the class.
An art student tries to find the class.
< 716h/742H 203v/210V Pos: standing >
Display Room
Obvious exits: -N -S
A wandering visitor looks at all the booths.
An art student tries to find the class.
< 717h/742H 203v/210V Pos: standing >
You see nothing special...
< 717h/742H 203v/210V Pos: standing >
Main Entry
Obvious exits: -N -E -S# -W
An art student tries to find the class.
An art student tries to find his way around.
An art student tries to find the class.
An art student tries to find his way around.
< 717h/742H 203v/210V Pos: standing >
Display Room
Obvious exits: -N -S
A wandering visitor looks at all the booths.
An art student tries to find the class.
< 717h/742H 203v/210V Pos: standing >
Before A Spiral Staircase
Obvious exits: -E -S -U
A wandering visitor looks at all the booths.
< 717h/742H 202v/210V Pos: standing >
Looks like an exit.
You extend your sights eastward.
The Art Room
Obvious exits: -S# -W
A wandering visitor looks at all the booths.
A wandering visitor looks at all the booths.
An art student tries to find his way around.
An art student tries to find the class.
An art student tries to find his way around.
An art instructor, arranging flowers in a vase.
< 717h/742H 202v/210V Pos: standing >
The world speeds up around you.
Looks like an exit.
You extend your sights upward.
Alorka's Workshop
Obvious exits: -D
A portal to the observatory floats here.
(Q)Alorka, the head crafter of Harrow stands here.
< 717h/742H 203v/210V Pos: standing >
Display Room
Obvious exits: -N -S
A wandering visitor looks at all the booths.
An art student tries to find the class.
< 717h/742H 203v/210V Pos: standing >
Main Entry
Obvious exits: -N -E -S# -W
An art student tries to find the class.
An art student tries to find his way around.
An art student tries to find the class.
An art student tries to find his way around.
< 718h/742H 203v/210V Pos: standing >
Ok.
< 718h/742H 204v/210V Pos: standing >
Before The Art Center
Obvious exits: -N -SW -SE
A lonely bard, playing a sad melody.
< 718h/742H 203v/210V Pos: standing >
Ok.
< 718h/742H 204v/210V Pos: standing >
A lonely bard leaves southwest.
< 719h/742H 208v/210V Pos: standing >
A lonely bard enters from the southwest.
< 722h/742H 210v/210V Pos: standing >
A lonely bard leaves southeast.
< 726h/742H 210v/210V Pos: standing >
The sun starts to set in the south.
< 727h/742H 210v/210V Pos: standing >
Before The Art Center
Obvious exits: -N# -SW -SE
< 732h/742H 210v/210V Pos: standing >
A Stone Path
Obvious exits: -E -S -NW
A lonely bard, playing a sad melody.
< 732h/742H 209v/210V Pos: standing >
A lonely bard leaves east.
Looks like an exit.
You extend your sights eastward.
Before An Artist House
Obvious exits: -E# -W
A lonely bard, playing a sad melody.
< 732h/742H 209v/210V Pos: standing >
Looks like an exit.
You extend your sights southward.
The Fountain Square
Obvious exits: -N -S -W
A merchandise stall is set up here.
An artisan, wandering and looking at exhibits.
A wandering visitor looks at all the booths.
Lomya the master leather crafter sells her wares.
< 732h/742H 209v/210V Pos: standing >
The Fountain Square
Obvious exits: -N -S -W
A merchandise stall is set up here.
An artisan, wandering and looking at exhibits.
A wandering visitor looks at all the booths.
Lomya the master leather crafter sells her wares.
< 732h/742H 208v/210V Pos: standing >
A wandering visitor leaves west.
< 732h/742H 208v/210V Pos: standing >
The Fountain Square
Obvious exits: -N -E -S -W
A merchandise stall is set up here.
A wandering visitor looks at all the booths.
An art student, hanging out with friends here.
Womo the seamstress dazzles you with her greenish-blue eyes.
< 732h/742H 207v/210V Pos: standing >
The Fountain Square
Obvious exits: -N -W
A merchandise stall is set up here.
A cute little chipmunk plays on the pathway.
Mandar stands here selling and crafting instruments.
< 732h/742H 206v/210V Pos: standing >
Alas, you cannot go that way. . . .
You dodge a bash from Mandar the instrument crafter, who loses his balance and falls.
< 732h/742H 207v/210V Pos: standing >
< T: Abu TP: sta TC:few scratches E: mandar kne EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 732h/742H 207v/210V Pos: standing >
< T: Abu TP: sta TC:few scratches E: mandar kne EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 732h/742H 207v/210V Pos: standing >
< T: Abu TP: sta TC:few scratches E: mandar kne EP: excellent >
-=[You attack Mandar the instrument crafter.]=- [0 Hits]
You attempt to flee...
The Fountain Square
Obvious exits: -N -E -S -W
A merchandise stall is set up here.
A Human (medium) stands here. (Non-Fraggable)
Henna stands here selling flowers and handblown glass vases.
You flee westward!
< 732h/742H 185v/210V Pos: standing >
Pathway in the Artist Colony of Harrow
Obvious exits: -N -S#
A cute little chipmunk plays on the pathway.
An art student tries to find the class.
An art student tries to find his way around.
An art student tries to find the class.
An art student tries to find his way around.
An art student tries to find the class.
An art student tries to find his way around.
< 732h/742H 184v/210V Pos: standing >
The gate seems to be closed.
< 732h/742H 184v/210V Pos: standing >
The gate seems to be closed.
< 732h/742H 185v/210V Pos: standing >
Ok.
< 732h/742H 186v/210V Pos: standing >
Approaching the Artist Colony of Harrow
Obvious exits: -N -S -W
< 732h/742H 184v/210V Pos: standing >
Ok.
< 732h/742H 185v/210V Pos: standing >
The gate is closed.
The closed gate blocks your farsight.
< 733h/742H 187v/210V Pos: standing >
You quickly scan the area.
You see nothing.
< 733h/742H 188v/210V Pos: standing >
Approaching the Artist Colony of Harrow
Obvious exits: -N# -S -W
< 733h/742H 189v/210V Pos: standing >
The gate seems to be closed.
< 733h/742H 190v/210V Pos: standing >
Ok.
< 734h/742H 192v/210V Pos: standing >
Pathway in the Artist Colony of Harrow
Obvious exits: -N -S
A cute little chipmunk plays on the pathway.
An art student tries to find the class.
An art student tries to find his way around.
An art student tries to find the class.
An art student tries to find his way around.
An art student tries to find the class.
An art student tries to find his way around.
< 734h/742H 191v/210V Pos: standing >
Looks like an exit.
You extend your sights northward.
The Fountain Square
Obvious exits: -N -E -S -W
A merchandise stall is set up here.
A Human (medium) stands here. (Non-Fraggable)
Henna stands here selling flowers and handblown glass vases.
< 734h/742H 191v/210V Pos: standing >
The Fountain Square
Obvious exits: -N -E -S -W
A merchandise stall is set up here.
A Human (medium) stands here. (Non-Fraggable)
Henna stands here selling flowers and handblown glass vases.
< 734h/742H 192v/210V Pos: standing >
You start chanting...
< 734h/742H 192v/210V Pos: standing >
Casting: arieks shattering iceball
< 735h/742H 193v/210V Pos: standing >
You complete your spell...
You point at a Human.
[Damage: 134 ] Your iceball shatters upon impacting a Human, rending flesh and sending blood flying.
A Human is dead! R.I.P.
You receive your share of experience.