<worn around neck> some prayer beads with a single cross [superior] (glowing) (illuminating)
<worn on body> a long flowing robe [superior]
<worn about body> a silky flowing gown [poor]
<worn on arms> a pair of bark sleeves
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<worn on finger> a large glowing ring [poor] (glowing) (illuminating)
<held> a holy book of prayers [superior] (glowing) (illuminating)
<worn on legs> a pair of bark leggings
<worn on feet> a pair of bark lined boots
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
< 526h/526H 189v/191V Pos: standing >
...^^
....^^^
...@^^M
M+++^MM
*^^MM
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
A Duergar (medium) stands in mid-air here.
An impenetrable globe of darkness floats near a Duergar's head.
< 526h/526H 189v/191V Pos: standing >
You start chanting...
< 526h/526H 189v/191V Pos: standing >
A Duergar leaves north.
< 526h/526H 191v/191V Pos: standing >
You abort your prayer before it's done!
< 526h/526H 191v/191V Pos: standing >
A Duergar enters from the west.
< 526h/526H 191v/191V Pos: standing >
A Duergar fills with BLoodLuST and makes a ferocious leap at YOU!
A Duergar knocks you down with a mighty blow!
OUCH! That really did HURT!
< 465h/526H 191v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: small wounds E: A Duergar sta EP: small wounds >
You can't seem to get a single swing in.
< 466h/526H 191v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: small wounds E: A Duergar sta EP: small wounds >
A Duergar's impressive crush strikes you.
A Duergar's bludgeon strikes you.
A Duergar's impressive bludgeon strikes you.
A Duergar's impressive crush strikes you.
A Duergar's impressive crush strikes you.
A Duergar's impressive crush strikes you.
A Duergar's crush strikes you.
< 353h/526H 191v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: few wounds E: A Duergar sta EP: small wounds >
< 355h/526H 191v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: few wounds E: A Duergar sta EP: small wounds >
You can't seem to get a single swing in.
< 362h/526H 191v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: few wounds E: A Duergar sta EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 363h/526H 191v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: few wounds E: A Duergar sta EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 364h/526H 191v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: few wounds E: A Duergar sta EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 366h/526H 191v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: few wounds E: A Duergar sta EP: small wounds >
You rise to your feet.
< 367h/526H 191v/191V Pos: standing >
< T: Kelsor TP: sta TC: few wounds E: A Duergar sta EP: small wounds >
You attempt to flee...
....^
.....^^
...@P^^
M++++^M
.*^^M
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
You flee westward!
< 368h/526H 169v/191V Pos: standing >
....^
....P^^
M++@+^M
..*^^MM
**^MM
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 373h/526H 170v/191V Pos: standing >
...^^
...P^^M
+++@^MM
.*^^MMM
*^MMM
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
< 375h/526H 169v/191V Pos: standing >
A Trade Path Heading into a Ravine
This narrow trade path heads down into a ravine that makes a sharp drop
down into the hills to the north. The steep descent shows that what appear to
be unassuming hills here must become some fairly imposing mountains further to
the north. A number of small juniper bushes and a few small trees dot this
area as the path heads south toward a small forest clearing. Dank, humid air
seems to struggle its way out of the ravine to the north, where the narrow path
makes its steep descent, but otherwise this area is quite peaceful and calm.
Obvious exits: -West -Up -Down
Fresh blood covers everything in the area.
A large wooden sign stands here.
A halfling cleric stands here smiling at everything around her.
One of the few mages in the Woodseer guard helps keep watch here.
< 378h/526H 171v/191V Pos: standing >
You start chanting...
< 382h/526H 173v/191V Pos: standing >
Casting: natures touch
< 389h/526H 176v/191V Pos: standing >
You complete your spell...
The warmth of nature fills your body.
< 390h/526H 177v/191V Pos: standing >
On a Stone Stairway
Two people can travel abreast on this narrow stairway. The stones are well
worn by the passage of many feet and are very sturdy, but there are no
guardrails to prevent someone from falling over the edge. At this height one
can see down into the lower branches of some of the trees to the east. Tree
branches throughout the jungle below and to the east are alive with birds and
monkeys as well as other creatures that are not as easy to identify. The
stairway continues up toward the Woodseer plateau and down to the jungle.
Obvious exits: -Up -Down
< 527h/526H 180v/191V Pos: standing >
On a Stone Stairway
A guardrail would be very nice at this point. The narrow stairway can only
fit two people abreast and is almost 150 feet above the ground now. It is easy
to see that this stairway was originally built with security and not safety in
mind. The only way to attack Woodseer would be to climb the steep rocky
cliff to the north and south or to come up this stairway, either of which are
easy to defend. Stairs lead up to Woodseer and down toward the jungle below.
Obvious exits: -Up -Down
< 527h/526H 180v/191V Pos: standing >
On a Stone Stairway
There are no guardrails to keep one from falling off these narrow stone
steps and making a gruesome fall to the base of the cliffs over 200 hundred
feet below. All the same, the agile halflings bounce up and down this stairway
with little worry of falling over the edge. To the south a thin waterfall can
be seen diving over the edge of the cliff into a small pond by the jungle far
below. Stone stairs rise up toward Woodseer and head down to meet the valley
below.
Obvious exits: -Up -Down
< 527h/526H 180v/191V Pos: standing >
You quickly scan the area.
A lieutenant who is not far off above you.
A halfling guard who is not far off above you.
A minotaur mercenary wizard who is not far off above you.
A minotaur mercenary guard who is not far off above you.
A minotaur mercenary guard who is not far off above you.
A minotaur mercenary guard who is not far off above you.
The burly guardian who is not far off above you.
A halfling guard who is not far off above you.
The smiling cleric who is a brief walk away below you.
The scarred mage who is a brief walk away below you.
Connor who is in the distance below you.
< 527h/526H 181v/191V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
Your communion with nature is now complete...
< 527h/526H 181v/191V Pos: standing >
On a Stone Stairway
A guardrail would be very nice at this point. The narrow stairway can only
fit two people abreast and is almost 150 feet above the ground now. It is easy
to see that this stairway was originally built with security and not safety in
mind. The only way to attack Woodseer would be to climb the steep rocky
cliff to the north and south or to come up this stairway, either of which are
easy to defend. Stairs lead up to Woodseer and down toward the jungle below.
Obvious exits: -Up -Down
< 527h/526H 184v/191V Pos: standing >
On a Stone Stairway
Two people can travel abreast on this narrow stairway. The stones are well
worn by the passage of many feet and are very sturdy, but there are no
guardrails to prevent someone from falling over the edge. At this height one
can see down into the lower branches of some of the trees to the east. Tree
branches throughout the jungle below and to the east are alive with birds and
monkeys as well as other creatures that are not as easy to identify. The
stairway continues up toward the Woodseer plateau and down to the jungle.
Obvious exits: -Up -Down
< 527h/526H 184v/191V Pos: standing >
A Trade Path Heading into a Ravine
This narrow trade path heads down into a ravine that makes a sharp drop
down into the hills to the north. The steep descent shows that what appear to
be unassuming hills here must become some fairly imposing mountains further to
the north. A number of small juniper bushes and a few small trees dot this
area as the path heads south toward a small forest clearing. Dank, humid air
seems to struggle its way out of the ravine to the north, where the narrow path
makes its steep descent, but otherwise this area is quite peaceful and calm.
Obvious exits: -West -Up -Down
Fresh blood covers everything in the area.
A large wooden sign stands here.
A halfling cleric stands here smiling at everything around her.
One of the few mages in the Woodseer guard helps keep watch here.
< 527h/526H 183v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
It is fortunate that this path is well-kept because it is quite steep here
and a poorly kept path could cause problems for merchant carts and wagons.
Steep rocky hills extend upward to the sides of the path, making it seem quite
cramped and uncomfortable, yet also offering a great deal of protection by
making it impossible for thieves to set up any ambushes here. The path
continues down toward a deep valley and heads upward toward a small forest
clearing.
Obvious exits: -Up -Down
Fresh blood splatters cover the area.
< 527h/526H 183v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
The small hills that surround this narrow path rise up so steeply that the
path seems trapped within them. Even stranger is the fact that the path drops
down so rapidly that what appear to be small, though rocky, hills from this
point appear to surround a very deep valley that is far, far below. The path
continues its climb upward and heads downward to eventually lead to Woodseer.
Obvious exits: -Up -Down
Connor (Grey Elf)(large) sits resting.
There is a slight disturbance in nature.
< 527h/526H 183v/191V Pos: standing >
Connor clambers to his feet.
On a Trade Path in a Narrow Ravine
This steep path seems to plummet downward as it heads into the Rift Valley
Jungle to the north, and makes a steep climb up to the south. Despite the
steep grade of the trade path, it has been kept quite smooth and easy to
travel. It is clear that the halflings that live in Woodseer next to the Rift
Valley Jungle want to insure that traders and merchants can find their way to
their fine city.
Obvious exits: -Up -Down
< 527h/526H 182v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
Imposing rock walls thrust upward along the sides of the narrow path. The
path itself is quite smooth and, though the grade is steep, is relatively
easy to climb. More heavily used than many paths of this type this trade
route is kept relatively safe by the sheer rock walls that surround it. It
is also clear that the mountains that appear so huge from this low vantage
point, must have been created at the same time as the deep valley below. The
trade path continues upward to the south and heads down toward the Rift Valley
Jungle to the north.
Obvious exits: -Up -Down
< 527h/526H 180v/191V Pos: standing >
Connor attempts to bandage Connor
On a Trade Path in a Narrow Ravine
Walls of jagged rock surround this narrow ravine and the trade path that
runs through it. Merchants doing business with Woodseer must risk traveling
alongside the jungle in the valley below but that part of the journey is kept
relatively safe by the halfling scouts and sentries that have been posted
along the road. This part of the trip though is somewhat tedious and boring.
Steep rock walls and the surrounding mountains block out the direct sunlight
at all but high noon making the trip gloomy and depressing, however, by the
same token, those same high walls keep the narrow path safe from thieves and
other more dangerous creatures.
Obvious exits: -North -Up
< 527h/526H 180v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
Imposing rock walls thrust upward along the sides of the narrow path. The
path itself is quite smooth and, though the grade is steep, is relatively
easy to climb. More heavily used than many paths of this type this trade
route is kept relatively safe by the sheer rock walls that surround it. It
is also clear that the mountains that appear so huge from this low vantage
point, must have been created at the same time as the deep valley below. The
trade path continues upward to the south and heads down toward the Rift Valley
Jungle to the north.
Obvious exits: -Up -Down
Fresh blood covers everything in the area.
Connor (Grey Elf)(large) stands in mid-air here.
< 527h/526H 180v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
This steep path seems to plummet downward as it heads into the Rift Valley
Jungle to the north, and makes a steep climb up to the south. Despite the
steep grade of the trade path, it has been kept quite smooth and easy to
travel. It is clear that the halflings that live in Woodseer next to the Rift
Valley Jungle want to insure that traders and merchants can find their way to
their fine city.
Obvious exits: -Up -Down
A few drops of fresh blood are scattered around the area.
There is a slight disturbance in nature.
< 527h/526H 176v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
Imposing rock walls thrust upward along the sides of the narrow path. The
path itself is quite smooth and, though the grade is steep, is relatively
easy to climb. More heavily used than many paths of this type this trade
route is kept relatively safe by the sheer rock walls that surround it. It
is also clear that the mountains that appear so huge from this low vantage
point, must have been created at the same time as the deep valley below. The
trade path continues upward to the south and heads down toward the Rift Valley
Jungle to the north.
Obvious exits: -Up -Down
Fresh blood covers everything in the area.
Connor (Grey Elf)(large) stands in mid-air here.
< 527h/526H 177v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
Walls of jagged rock surround this narrow ravine and the trade path that
runs through it. Merchants doing business with Woodseer must risk traveling
alongside the jungle in the valley below but that part of the journey is kept
relatively safe by the halfling scouts and sentries that have been posted
along the road. This part of the trip though is somewhat tedious and boring.
Steep rock walls and the surrounding mountains block out the direct sunlight
at all but high noon making the trip gloomy and depressing, however, by the
same token, those same high walls keep the narrow path safe from thieves and
other more dangerous creatures.
Obvious exits: -North -Up
< 527h/526H 176v/191V Pos: standing >
You failed.
< 527h/526H 181v/191V Pos: standing >
Alas, you cannot go that way. . . .
< 527h/526H 184v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
Imposing rock walls thrust upward along the sides of the narrow path. The
path itself is quite smooth and, though the grade is steep, is relatively
easy to climb. More heavily used than many paths of this type this trade
route is kept relatively safe by the sheer rock walls that surround it. It
is also clear that the mountains that appear so huge from this low vantage
point, must have been created at the same time as the deep valley below. The
trade path continues upward to the south and heads down toward the Rift Valley
Jungle to the north.
Obvious exits: -Up -Down
Fresh blood covers everything in the area.
Connor (Grey Elf)(large) stands in mid-air here.
There is a slight disturbance in nature.
< 527h/526H 186v/191V Pos: standing >
You start chanting...
< 527h/526H 189v/191V Pos: standing >
Casting: natures touch
< 527h/526H 191v/191V Pos: standing >
You complete your spell...
You gently touch Connor's body, and his wounds begin to heal!
< 527h/526H 191v/191V Pos: standing >
Connor continues to bandage Connor
Connor says in elven 'I have 116 (406) hits, and 39 (134) movement points.'
< 527h/526H 191v/191V Pos: standing >
Your group consists of ( 2/20):
( Head) 527/526 hit, 191/191 move Kelsor
(Front) 162/406 hit, 40/134 move Connor
< 527h/526H 191v/191V Pos: standing >
You start chanting...
< 527h/526H 191v/191V Pos: standing >
Casting: natures touch
< 527h/526H 191v/191V Pos: standing >
You complete your spell...
You gently touch Connor's body, and his wounds begin to heal!
< 527h/526H 191v/191V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
< 527h/526H 191v/191V Pos: standing >
Connor continues to bandage Connor
< 527h/526H 191v/191V Pos: standing >
You start chanting...
< 527h/526H 191v/191V Pos: standing >
Casting: regeneration
< 527h/526H 191v/191V Pos: standing >
You complete your spell...
< 527h/526H 191v/191V Pos: standing >
< 527h/526H 191v/191V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
Connor sits down in a comfortable spot.
< 527h/526H 191v/191V Pos: standing >
Connor continues to bandage Connor
< 527h/526H 191v/191V Pos: standing >
Your group consists of ( 2/20):
( Head) 527/526 hit, 191/191 move Kelsor
(Front) 340/406 hit, 46/134 move Connor
< 527h/526H 191v/191V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
Your communion with nature is now complete...
< 527h/526H 191v/191V Pos: standing >
< 527h/526H 191v/191V Pos: standing >
Connor continues to bandage Connor
< 527h/526H 191v/191V Pos: standing >
Connor clambers to his feet.
< 527h/526H 191v/191V Pos: standing >
1st CIRCLE:
animal friendship
barkskin
fortitude
pulchritude
2nd CIRCLE:
aid
disease
sticks to snakes
3rd CIRCLE:
faerie fire
faerie fog
flame blade
protection from animals
4th CIRCLE:
create spring
lightning bolt
poison
serendipity
5th CIRCLE:
earthquake
natures touch
tranquility
6th CIRCLE:
earthen maul
endurance
regeneration
7th CIRCLE:
call lightning
cyclone
dispel magic
earth spike
mielikki vitality
8th CIRCLE:
acid stream
animal vision
lightning curtain
pass without trace
wind tunnel
9th CIRCLE:
consecrate land
firestorm
storm shield
sunray
wandering woods
10th CIRCLE:
binding wind
creeping doom
hurricane
moonwell
natures blessing
11th CIRCLE:
blood to stone
elemental aura
elemental swarm
spike growth
12th CIRCLE:
moonstone
nova
< 527h/526H 191v/191V Pos: standing >
Connor starts casting a spell.
< 527h/526H 191v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
This steep path seems to plummet downward as it heads into the Rift Valley
Jungle to the north, and makes a steep climb up to the south. Despite the
steep grade of the trade path, it has been kept quite smooth and easy to
travel. It is clear that the halflings that live in Woodseer next to the Rift
Valley Jungle want to insure that traders and merchants can find their way to
their fine city.
Obvious exits: -Up -Down
A few drops of fresh blood are scattered around the area.
< 527h/526H 187v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
The small hills that surround this narrow path rise up so steeply that the
path seems trapped within them. Even stranger is the fact that the path drops
down so rapidly that what appear to be small, though rocky, hills from this
point appear to surround a very deep valley that is far, far below. The path
continues its climb upward and heads downward to eventually lead to Woodseer.
Obvious exits: -Up -Down
Fresh blood splatters cover the area.
< 527h/526H 183v/191V Pos: standing >
On a Trade Path in a Narrow Ravine
It is fortunate that this path is well-kept because it is quite steep here
and a poorly kept path could cause problems for merchant carts and wagons.
Steep rocky hills extend upward to the sides of the path, making it seem quite
cramped and uncomfortable, yet also offering a great deal of protection by
making it impossible for thieves to set up any ambushes here. The path
continues down toward a deep valley and heads upward toward a small forest
clearing.
Obvious exits: -Up -Down
Fresh blood splatters cover the area.
< 527h/526H 182v/191V Pos: standing >
A Trade Path Heading into a Ravine
This narrow trade path heads down into a ravine that makes a sharp drop
down into the hills to the north. The steep descent shows that what appear to
be unassuming hills here must become some fairly imposing mountains further to
the north. A number of small juniper bushes and a few small trees dot this
area as the path heads south toward a small forest clearing. Dank, humid air
seems to struggle its way out of the ravine to the north, where the narrow path
makes its steep descent, but otherwise this area is quite peaceful and calm.
Obvious exits: -West -Up -Down
Fresh blood covers everything in the area.
A large wooden sign stands here.
A halfling cleric stands here smiling at everything around her.
One of the few mages in the Woodseer guard helps keep watch here.
There is a slight disturbance in nature.
There is a slight disturbance in nature.
< 527h/526H 183v/191V Pos: standing >
...^^
....^^M
+++@^MM
.*^^MMM
*^MMM
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
< 527h/526H 184v/191V Pos: standing >
...^^
....^^^
...@^^M
++++^MM
*^^MM
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
There is a slight disturbance in nature.
< 527h/526H 186v/191V Pos: standing >
You quickly scan the area.
You see nothing.
< 527h/526H 187v/191V Pos: standing >
...**
....^^^
...@^^^
....^^M
+++^M
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 187v/191V Pos: standing >
....*
....***
...@^^^
....^^^
...^^
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 185v/191V Pos: standing >
You quickly scan the area.
A bumbling thornucine who is in the distance to your east.
< 527h/526H 186v/191V Pos: standing >
...**
....^^^
...@^^^
....^^M
+++^M
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 186v/191V Pos: standing >
...^^
....^^^
...@^^M
++++^MM
*^^MM
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
There is a slight disturbance in nature.
< 527h/526H 184v/191V Pos: standing >
You quickly scan the area.
You see nothing.
< 527h/526H 186v/191V Pos: standing >
....^
.....^^
...@.^^
+++++^M
.*^^M
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 184v/191V Pos: standing >
....^
.....^^
+++@+^M
..*^^MM
**^MM
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 527h/526H 184v/191V Pos: standing >
You quickly scan the area.
The smiling cleric who is not far off to your east.
The scarred mage who is not far off to your east.
< 527h/526H 186v/191V Pos: standing >
.....
......^
+++@++^
...*^^M
.**^M
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
< 527h/526H 185v/191V Pos: standing >
P....
.......
+++@+++
....*^^
..**^
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
< 527h/526H 185v/191V Pos: standing >
.P...
.......
+++@+++
.....*^
...**
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 527h/526H 185v/191V Pos: standing >
You quickly scan the area.
The smiling cleric who is in the distance to your east.
The scarred mage who is in the distance to your east.
< 527h/526H 188v/191V Pos: standing >
....P
.......
+++@+++
......*
....*
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
< 527h/526H 187v/191V Pos: standing >
You quickly scan the area.
An elite highwayman who is in the distance to your west.
< 527h/526H 188v/191V Pos: standing >
You kneel.
< 527h/526H 191v/191V Pos: kneeling >
.....
....P..
...@...
+++++++
.....
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 187v/191V Pos: kneeling >
.....
...P...
...@...
+++++++
....*
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 182v/191V Pos: kneeling >
.....
..P....
...@...
+++++++
...*^
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 181v/191V Pos: kneeling >
.....
....P..
...@...
+++++++
....*
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
There is a slight disturbance in nature.
< 527h/526H 178v/191V Pos: kneeling >
.....
....P..
...@...
+++++++
.....
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 175v/191V Pos: kneeling >
.....
.......
...@P..
.......
+++++
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 174v/191V Pos: kneeling >
.....
.......
...@...
.......
+++++
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
A Duergar (medium) stands in mid-air here.
An impenetrable globe of darkness floats near a Duergar's head.
A Duergar leaves east.
< 527h/526H 173v/191V Pos: kneeling >
.....
.......
...@...
.......
+++++
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
A Duergar (medium) stands in mid-air here.
An impenetrable globe of darkness floats near a Duergar's head.
< 527h/526H 172v/191V Pos: kneeling >
.....
...P...
...@...
+++++++
...*^
Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
< 527h/526H 169v/191V Pos: kneeling >
.....
.......
...@...
.......
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Endless Plains of Grassy Pastures
Obvious exits: -North -East -South -West
A Duergar (medium) stands in mid-air here.
An impenetrable globe of darkness floats near a Duergar's head.
< 527h/526H 168v/191V Pos: kneeling >
You rise to your feet.
< 527h/526H 176v/191V Pos: standing >
You start chanting...
< 527h/526H 177v/191V Pos: standing >
Casting: elemental swarm *
A Duergar fills with BLoodLuST and makes a ferocious leap at YOU!
A Duergar knocks you down with a mighty blow!
OUCH! That really did HURT!
< 466h/526H 181v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: small wounds E: A Duergar sta EP: few scratches >
Get off your knees!
You abort your prayer before it's done!
A Duergar's impressive crush strikes you.
A Duergar's impressive bludgeon strikes you.
A sense of WiLD HAtE surrounds a Duergar as his powerful bludgeon strikes you hard.
A Duergar's impressive crush strikes you.
A Duergar's mighty crush strikes you very hard.
OUCH! That really did HURT!
The runes on a Duergar's gleaming hammer begin to glow a frosty blue.
And with a mighty crusn of a Duergar's hammer, they explode with freezing cold.
Turning you an icy hue.
You wail in agony as a Duergar's biting cold freezes your exposed skin!
The cold goes right to the bone, you feel yourself weakening!
A Duergar's crush strikes you.
A sense of WiLD HAtE surrounds a Duergar as his mighty crush enshrouds you in a mist of blood.
OUCH! That really did HURT!
< 148h/526H 181v/191V Pos: kneeling >
< T: Kelsor TP: kne TC:pretty hurt E: A Duergar sta EP: few scratches >
A Duergar's crush strikes you very hard.
A sense of WiLD HAtE surrounds a Duergar as his powerful bludgeon enshrouds you in a mist of blood.
A Duergar's impressive bludgeon seriously wounds you.
A Duergar's impressive crush enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
A Duergar's impressive crush enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
Your shield flares up and discharges a bolt of lightning towards a Duergar.
The globe around a Duergar's body flares as it bears the brunt of your assault!
You block a Duergar's lunge at you.
< 23h/526H 181v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: awful E: A Duergar sta EP: few scratches >
You can't seem to get a single swing in.
< 24h/526H 181v/191V Pos: kneeling >
< T: Kelsor TP: kne TC: awful E: A Duergar sta EP: few scratches >
A Duergar's crush causes you to grimace in pain.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You block a Duergar's lunge at you.
A Duergar's impressive bludgeon critically injures you.
Your consciousness begins to fade in and out as your mortality slips away.....