<worn as a badge> a beacon of courage (glowing) (illuminating)
<worn in ear> a tiger's tooth earring [superior]
<worn in ear> a pair of silver earrings with red rubies
<worn around neck> a choker with red, white and a blue gems
<worn around neck> a well-used emerald collar
<worn on body> an ape-skin tunic
<worn about body> a soft skin cloak
<worn as quiver> a glittering cured leather quiver
<worn about waist> a tigerskin belt
<worn on belt buckle>a quill
<attached to belt> a rugged adventurers satchel (illuminating)
<held as shield> a cracked gold tower shield
<worn on hands> some twined limestone talons
<worn on finger> a gold ring with diamonds (illuminating)
<worn on finger> a spiked hemp band
<primary weapon> a patched leather cudgel
<worn on legs> some hardened granite greaves
<worn on feet> a pair of tight black slippers
The plain stretches far and wide. The grasses here are very healthy
looking, although the grass crunches slightly when one walks over it. It seems
that this part of the world has been without water for a few weeks. There are
many signs of animals here on the plain as one can see many game trails. The
sign of buffalo is even more evident as there are some very large piles of
buffalo chips. One may travel in any direction.
Obvious exits: -North -East -South -West
A wild horse stands here ready to go for a run.
A young buffalo runs gaily through the prairie.
A wild horse stands here ready to go for a run.
< 83h/125H 36v/120V Pos: standing >
On the Hearty Prairie Grasses
The wide field on the plains is characterized by the miles upon miles of
lush green grass. There is little to see here, yet at the same time this field
is so full of life that one could watch for days and still not take in all that
there is to see. The sky opens wide above ones head, seeming to stretch to
infinity. The smells of the prairie are plain, yet somewhat exotic. The
earthy smells are often accompanied by the sweet smells of the prairie flowers.
One may travel to the north or west.
Obvious exits: -North -West
A killer mosquito flies through the air here.
A starving looking black wolf prowls the prairie here.
< 83h/125H 36v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/125H 37v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/125H 37v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/125H 37v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/125H 37v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 83h/125H 38v/120V Pos: standing >
On the Prairie Fields
The history of the Field of Endolin has been long and boring. Most often
this region of the world is only passed through in great war campaigns or in
hastily planned retreats. The many miles of prairie are filled with many
different kinds of animals, the largest being the large and stupid buffalo.
The ground is littered with many prairie dog holes, their homes in the ground.
There are rumors of strange activities on this field, but they make little
sense seeing as how no group has civilized even a corner of this region. One
may travel in any direction.
Obvious exits: -North -East -South -West
A golden prairie dog sits here looking at your queerly.
< 83h/125H 39v/120V Pos: standing >
On the Edge of the Field of Endolin
The grasses of the prairie here have somehow been burnt severly, even
showing the soil beneath. Its difficult to determine if the fire was set by
someone or if it was a naturally occuring phenomenon, perhaps from a lightning
strike. The burnt grass crumbles and as it is stepped on, making quite a dirty
mess on ones boots. The entire area has been marred and will be for a great
deal of time. One can gaze over many miles of lush green prairie in the
distance, yet looking down one can see the exact opposite of lush green grass,
burnt prairie. One may travel north or west.
Obvious exits: -North -West
A young buffalo runs gaily through the prairie.
< 84h/125H 40v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 84h/125H 40v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 84h/125H 40v/120V Pos: standing >
Amongst the Wide Expanses of the Field of Endolin
The wide expanses of the Field of Endolin can be very overwhelming to any
creature, the sheer distance between the borders can hardly be fathomed. There
are many small holes in the ground from the prairie dogs who make their home
under the ground. The air is filled with the smells of wet grass and damp
soil, a sweet and musty combination. In countless eons this plain has been
in existence, it has changed very little. The sky opens wide above the Field
of Endolin. One may travel in any direction.
Obvious exits: -North -East -South -West
A young buffalo runs gaily through the prairie.
A starving looking black wolf prowls the prairie here.
< 84h/125H 42v/120V Pos: standing >
Near the Foothills of the Black Dog Mountains
The wide expanses of the Field of Endolin taper to a point here when they
meet up with the foothills of the Black Dog Mountains. The winters on the
wide prairie are only manageable by most of the animals if they make their way
up into the foothills where they can hide from the cutting winds that sweep
across the the green fields. Many prospectors have come to the Black Dog
Mountains looking for deposits of silver or gold but none have ever been found.
The harshness of the mountains is daunting as one gazes up at their snow-capped
peaks. The mountains have never been passed due to the fact that there is no
traverseable path evident across the entire range. One may travel west to
re-enter the Field of Endolin.
Obvious exits: -West
A large and very shaggy buffalo grazes on the prairie.
A filthy vulture flies above you.
< 84h/125H 44v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 84h/125H 45v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 85h/125H 45v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 85h/125H 45v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 85h/125H 45v/120V Pos: standing >
Amongst the Wide Expanses of the Field of Endolin
The wide expanses of the Field of Endolin can be very overwhelming to any
creature, the sheer distance between the borders can hardly be fathomed. There
are many small holes in the ground from the prairie dogs who make their home
under the ground. The air is filled with the smells of wet grass and damp
soil, a sweet and musty combination. In countless eons this plain has been
in existence, it has changed very little. The sky opens wide above the Field
of Endolin. One may travel in any direction.
Obvious exits: -North -East -South -West
A young buffalo runs gaily through the prairie.
A starving looking black wolf prowls the prairie here.
< 85h/125H 47v/120V Pos: standing >
Near the Black Dog Mountains
The long shadow of the Black Dog Mountains hangs over this part of the
Field of Endolin like a huge monster looming over its prey. The grasses here
are still quite green, but one can observe some darker grasses growing on the
sides of the mountain. The mountains seem to be quite out of place in this
part of the world. Miles and miles of prairie stretch out as far as one can
see except to the north and east. It is almost as if the mountains appeared
out of nowhere just because they could. One may travel south or west from
this point.
Obvious exits: -South -West
A large and hairy female buffalo grazes here.
A young buffalo runs gaily through the prairie.
< 85h/125H 47v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 85h/125H 49v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 85h/125H 49v/120V Pos: standing >
Surrounded by Miles Of Open Prairie
There are many miles of open prairie in every direction from this point.
The high soaring eagles would view this place as a huge field of unchanging
grasses stretching from horizon to horizon. To the creatures that travel upon
this wide plain, the ground changes and is not nearly as uniform as it appears
from above. The field is an entirely different ecosystem than the surrounding
areas. The large Black Dog Mountains provide a great deal of protection from
the harsh north-eastern winds that would lower the temperature of this place
several degrees. Many creatures call this place their home. One may travel in
any direction from this point.
Obvious exits: -North -East -South -West
A filthy vulture flies above you.
A field mouse scurries through the grass here.
A killer mosquito flies through the air here.
A filthy vulture flies above you.
A golden prairie dog sits here looking at your queerly.
< 85h/125H 50v/120V Pos: standing >
The Site of a Watering Hole
The grassy plains are very flat but a naturally formed depression has
formed this clear pool of water. The pool is only a few feet deep but over
twenty feet wide. All of the various animals that live on the Field of Endolin
must frequent this place as it is the main source of water on the prairie. The
trails all seem to lead here and travel in many random directions. The pools
surface is calm and undisturbed. The Black Dog Mountains loom in the distance
to the north and east. One may travel to the west or south.
Obvious exits: -South -West
The watering hole is filled with cool water.
A killer mosquito flies through the air here.
< 86h/125H 50v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 86h/125H 51v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 86h/125H 51v/120V Pos: standing >
You dismount a mountain goat.
< 86h/125H 54v/120V Pos: standing >
You enter something.
Underwater in the Clean Pool
The cool waters could knock the breath out of the strongest creature.
The muddy banks of the pool are slick and covered with a thick layer of slime.
The nature of the water causes any light that enters the pool to twirl and
shimmer like some kind of ethereal pulse of energy. The water is rather clear
and clean, unlike many of the rivers near the larger cities of the realms. A
pool this large without any fish or other aquatic life is odd, but that's the
truth of this place. One may travel to the north or up from this point.
Obvious exits: -North -Up
< 87h/125H 60v/120V Pos: standing >
In an Underwater Passage
The water here turns very cold. There appears to be a stone passage here
heading to the north. The water is very dark as no light reaches this region.
There appears to be a large doorway to the north, more than likely to some kind
of subterranean city. The watery cave has an odd and out of place feeling.
The stone walls have been magically sealed together and no mortar has been used
in the construction of this hallway. There is a thick layer of silt formed on
the floor of this passageway. One may travel back to the south to leave this
passageway or north through the gate and into the darkness.
Obvious exits: -North -South
< 88h/125H 56v/120V Pos: standing >
You begin to hold your breath...
Inside the Dark Passageway
The cold watery passage ends here abruptly. The well crafted walls end
here underneath a medium sized opening above. It is difficult to tell what is
located above, it could just be a continuation of this tunnel. The water is
very dirty here as if someone had deficated here in the water. It seems that
this area is not naturally formed. There is deffinetly signs that the masonry
was done by skilled craftsman, but it seems unlikely that this area underneath
the Black Dog Mountains is inhabited by any 'civilized' group or race. The
feeling of dread grows and grows. There are small rocks and pebbles lying all
over on the ground, as if part of some large object. A thin layer of slime has
formed on the northern wall. One may return to the south or travel up into the
further darkness.
Obvious exits: -South -Up
A HUGE stone golem stands here protecting the passageway.
< 88h/125H 51v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 51v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 51v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 51v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 51v/120V Pos: standing >
The Entrance to the Troglodyte Caves
This small and highly defendable room is the entrance to the troglodyte
cave system. This clan of lizard-like humanoids was thought to be some kind of
old myth that parents told their children to scare them. It is, in fact, very
real and very dangerous to anyone foolish enough to intrude. The cave is dark
and filled with many of the vile troglodyte warriors. The troglodytes are a
savage people who crave human flesh and often will raid the surrounding areas
for food and other valuables. This cave is well hidden beneath the Black Dog
Mountains. The entire clan of creatures lives off of the success of their
raiding abillity. The cave smells very bad as the creatures themselves give
off a repelant odor. The gloom that hangs over this place is hard to see very
far into. This is the entrance to the troglodyte caves. One may travel east
or down back into the water.
Obvious exits: -East -Down
A large and burly troglodyte sentinel stands here dutifully.
You take a deep breath of fresh air.
< 88h/125H 47v/120V Pos: standing >
You take a deep breath of fresh air.
< 88h/125H 47v/120V Pos: standing >
In the Dark Troglodyte Caves
This dark and scary cave is inhabited by a race of highly effective and
deadly fighters. The troglodyte race is savage and can easily overcome an
unready opponent. The warriors of the clan are trained from an early age how
to fully use all of their weapons including their long tail. This cave is the
perfect lair for such a race. Because the darkness is so complete, ambushes
can and will happen as one goes further into this place. The advanced eyes of
the troglodyte race has developed a superior form of infravision which allows
them to best take advantage of these surroundings. The smell is horrible,
emitted from their glands and pores as yet another deterrent from this place.
The stone would look very black in the light of day, but here everything looks
like darkness. One may travel west or north in the troglodyte cave system.
Obvious exits: -North -West
A large and burly troglodyte sentinel stands here dutifully.
A large and burly troglodyte sentinel stands here dutifully.
< 88h/125H 46v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 46v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 46v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 46v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 47v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 47v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 47v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 88h/125H 47v/120V Pos: standing >
In the Dark Troglodyte Caves
The further into the troglodyte caves the more disorienting it becomes.
Even creatures with phenomenal infravision find this place to be a complex and
confusing cave system. The darkness, combined with the horrible smells that
the troglodytes release from their glands, makes the air seem to be thick like
water. The rocks are cold and wet and sound does not seem to carry very well
this far down. Normally there would be an echo, but here there is none. It
is as if a shadow of darkness has stolen all the light and sound from this
place. Even with a torch one cannot see very far ahead. Shadows seem to dance
and merge into the stone. Or perhaps the troglodyte warriors are preparing to
attack. The troglodytes posses an innate ability to change the color and tone
of their flesh to fit in with their surroundings. It is safe to assume that an
adult troglodyte could blend in with the black rock and stand there invisible
to someone who walked by. One may walk north, south or west. The darkness
makes it hard to determine which is the main path.
Obvious exits: -North -South -West
< 88h/125H 47v/120V Pos: standing >
In the Dark Troglodyte Caves
These dark caves are filled with the entire troglodyte settlement. The
nature of the troglodytes makes living in these caves essential as it is their
only possible habitat. The night is the only time these creatures can come out
of hiding and when they do they search for human flesh. The cave itself is a
natural formation, the stone still in its crude natural state. There may have
been some mining or rock work done, but it was minimal as the troglodytes can
live withouth the luxury of smooth stone. The air is very musty, a smell only
found with large colonies of lizards or troglodytes. The temperature is always
warm, how the caves are kept this warm is a mystery to the outside world. The
caves twist and turn as they travel through this underground labrynth. One may
travel to the north or south from this point in the troglodyte caves.
Obvious exits: -North -South
A troglodyte berserker charges through the tunnels here.
< 88h/125H 46v/120V Pos: standing >
In the Dark Troglodyte Caves
The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings. The cave system is a random, twisting monster that
makes navigation nearly impossible. The cave is a natural occurrence and thus
is bound to no city plan or layout. The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless. In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils. The air is very musty and
warm feeling, an oddity for this far below the surface. There are no markings
or indications as to the correct path to choose. Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
A troglodyte female prowls through the caves here.
A large and burly troglodyte sentinel stands here dutifully.
< 88h/125H 45v/120V Pos: standing >
In the Dark Troglodyte Caves
The dark troglodyte caverns continue into the dark stone of the underground
labrynth. The air here is thick with the musty scents of the lizard-like
creatures that live here. The ground is quite rough and painful on unprotected
feet. The sharp edges of the various jutting rocks are deadly and painful.
The ceiling rising aproximately ten feet off of the floor allowing room for
the taller creatures that wander down here. The width of the tunnels is ever
varying and seems to be naturally forming. The creatures that live, flourish
and expand in these caves are a hearty race, legends of the night, hunters of
the fair races. The stories of the troglodyte race are widely though of as a
myth or legend, but the very existence of these caves are proof beyond a shadow
of a doubt. The sounds of shrieking reptiles can be heard in the unending
night of these caves. One may travel to the east or south from this point.
Obvious exits: -East -South
< 88h/125H 44v/120V Pos: standing >
In the Dark Troglodyte Caves
This section of the troglodyte caves is very tight and narrow. The walls
and ceiling seem to be constricting on the tunnel opening. The narrow tunnel
is filled with the familiar smells of rot, decay and must. The troglodyte race
is a race of warriors, few of which are ever found dead. The race is extremely
successful in their night time raids, most often targeting the human colonies
located near this region. The troglodyte warriors usually attack the strongest
looking targets first and work their way down, which shows they are a very
intelligent and deliberate band of hunters. The air here is rather stale as
no drafts or currents move through the cold and dark stone. The ground here
is littered with small scraps of flesh and bone. A good deal of commotion can
be heard somewhere deep in the cave system. One may travel further into the
troglodyte cave system by traveling north or west from this point.
Obvious exits: -North -West
A large and burly troglodyte sentinel stands here dutifully.
< 89h/125H 46v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/125H 46v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/125H 47v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/125H 47v/120V Pos: standing >
In the Dark Troglodyte Caves
The dark troglodyte caverns continue into the dark stone of the underground
labrynth. The air here is thick with the musty scents of the lizard-like
creatures that live here. The ground is quite rough and painful on unprotected
feet. The sharp edges of the various jutting rocks are deadly and painful.
The ceiling rising aproximately ten feet off of the floor allowing room for
the taller creatures that wander down here. The width of the tunnels is ever
varying and seems to be naturally forming. The creatures that live, flourish
and expand in these caves are a hearty race, legends of the night, hunters of
the fair races. The stories of the troglodyte race are widely though of as a
myth or legend, but the very existence of these caves are proof beyond a shadow
of a doubt. The sounds of shrieking reptiles can be heard in the unending
night of these caves. One may travel to the east or south from this point.
Obvious exits: -East -South
< 89h/125H 48v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/125H 48v/120V Pos: standing >
In the Dark Troglodyte Caves
The pitch black nature of the troglodyte cave system makes it impossible
to keep ones bearings. The cave system is a random, twisting monster that
makes navigation nearly impossible. The cave is a natural occurrence and thus
is bound to no city plan or layout. The black stone seems to absorb any light
that it comes in contact with making torches and even magical light almost
useless. In many places the ceiling hangs down very low, only the masters of
this cave can safely navigate through such perils. The air is very musty and
warm feeling, an oddity for this far below the surface. There are no markings
or indications as to the correct path to choose. Perhaps the safest bet would
be to come back the way one came, if of course that is even possible anymore.
One may travel to the north, south or east from this point in the troglodyte
cave system.
Obvious exits: -North -East -South
A troglodyte female prowls through the caves here.
A large and burly troglodyte sentinel stands here dutifully.
< 89h/125H 48v/120V Pos: standing >
In the Dark Troglodyte Caves
The troglodyte caves continue to wind through the hard stone that lies
far below the surface. The stone is very rough and sharp in places, not by
design, but the original state as when this cavern was formed. The tunnels of
the troglodyte caves twist and turn in many directions, sometimes seemingly
doubling back or going in circles. Making navigation even more difficult is
the fact that both echoes and light seem to reflect differently here than in
normal cave conditions. The air is thick and musky making it sometimes quite
hard to breathe. The ground is a very unforgiving monster, the sharp stones
and pebbles acting as a dangerous hazard. One wrong step could seriously
injure even the thickest skinned creature. The cave system here is at least
twenty feet above the tunnel that is located down from this point. One may
travel down or west from this point.
Obvious exits: -West -Down
< 89h/125H 47v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/125H 47v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/125H 48v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 89h/125H 48v/120V Pos: standing >
In the Dark Troglodyte Caves
The dark troglodyte caves continue here, further and further below the
surface with each step. The natural cave here actually grows to an impressive
height, the ceiling so high it is out of the range of most light sources. The
cave walls are very rough and unhewn, a combination that allows for the weird
echo patterns and deceptive shadows. The ground is very rough and uneven. The
air here is even thicker and harder to breathe than the level above this one.
To go up from this point one must navigate the poorly spaced hand-holds or
risk floating up to the ledge. There are many small bones and skulls here on
the ground. The possibility that this region of the troglodyte caves is a
dumping ground is a high one. One may travel up or east further into the
darkness of the troglodyte cave system.
Obvious exits: -East -Up
A troglodyte female prowls through the caves here.
A large and burly troglodyte sentinel stands here dutifully.
< 90h/125H 49v/120V Pos: standing >
In the Dark Troglodyte Caves
The dark and twisting tunnels of the troglodyte caves continue to wind
their way through the dark rock. The walls are rough and uneven, small patches
of deep-ground lichens growing in the deeper pockets of stone. The ceiling is
naturally formed but seems to have taken some damage, most likely from some
crude metal implements. The floor is a honey-combed series of pitfalls, most
likely formed by acid drips or naturally occuring chemical residue left after
a hard flood. The floors uneven nature makes it qutie difficult to travel at
a very fast rate. The air here is rather unobtrusive and unremarkable. The
dry air is hard to describe except that it is strangely void of any smells of
notice. The musty odor present in previous tunnels is oddly missing here. The
silence is strange and menacing. One may travel to the north or west from this
point in the troglodyte cave system.
Obvious exits: -North -West
A troglodyte female wanders around snarling.
A troglodyte male runs his fingers along the wall.
< 90h/125H 48v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 90h/125H 49v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 90h/125H 49v/120V Pos: standing >
In the Dark Troglodyte Caves
The dark tunnels and caves of the troglodyte cave system continues to wind
through the cold stone of this underground region. The darkness here is an
ever present menace, always lurking nearby like a monster in the mist. The
sense of being watched is unshakable, as if the stone itself has eyes which
follow. The ground here is naturally rough and covered with bits and pieces of
bone and flesh. The air here is very stale, almost in a disgusting manner.
There is a stench that seems to flow through the troglodyte caves without the
benefit of air circulation. The only heat in this dark region is that coming
from the troglodyte inhabitants and a few scattered naturally occuring vents.
One may travel futher in the troglodyte cave system by traveling west or south
from this point.
Obvious exits: -South -West
A troglodyte assassin sneaks through the tunnels here.
A troglodyte female prowls through the caves here.
< 90h/125H 48v/120V Pos: standing >
Alas, you cannot go that way. . . .
< 90h/125H 48v/120V Pos: standing >
A Secluded and Small Troglodyte Cave
This small cave is located deep in the troglodyte cave complex. The air
is musty and stale here, as if a good deal of time has passed without fresh air
being introduced into the environment. The cold stone does not hold heat very
well, so the family of troglodytes nest is a very large pile of skins. Small
scraps of food and feces lie near the caves entrance. The cave ceiling is a
mere twelve feet from the cavern floor, providing a secluded and secure home
dwelling. Small nooks and crannys have been carved into the cave wall and are
used for storage and organization of the families possessions. This cave is
rather simple and unremarkable, but never the less, it is the only home of the
troglodyte family the lives here. One may travel east to leave this small
troglodyte cavern.
Obvious exits: -East
The corpse of a Grey Elf is lying here.
A small troglodyte child sits here in the darkness.
A small troglodyte child sits here in the darkness.
A troglodyte mother watches over her nest here.
< 90h/125H 48v/120V Pos: standing >
A troglodyte female enters from the east.
< 90h/125H 49v/120V Pos: standing >
You get a glowing black tome with a bone splint spine from the corpse of Clorin.
You get a quill from the corpse of Clorin.
You get a beacon of courage from the corpse of Clorin.
You get a tiger's tooth earring [superior] from the corpse of Clorin.
You get a pair of silver earrings with red rubies from the corpse of Clorin.
You get a patched leather cudgel from the corpse of Clorin.
You get a tigerskin belt from the corpse of Clorin.
You get a soft skin cloak from the corpse of Clorin.
You get a pair of tight black slippers from the corpse of Clorin.
You get an ape-skin tunic from the corpse of Clorin.
You get a choker with red, white and a blue gems from the corpse of Clorin.
You can't carry any more.
< 91h/125H 52v/120V Pos: standing >
You shrug into an ape-skin tunic.
You clasp a tigerskin belt around your waist.
You place a pair of tight black slippers on your feet.
You wear a pair of silver earrings with red rubies on your left ear.
You wear a tiger's tooth earring [superior] on your right ear.
You duck your head and place a choker with red, white and a blue gems around your neck.
You don the guild insignia of a beacon of courage.
It glows brightly.
You wear a soft skin cloak about your body.
You wield a patched leather cudgel.
You attach a quill to your belt.
< 92h/125H 57v/120V Pos: standing >
You get a gold ring with diamonds from the corpse of Clorin.
You get a glittering cured leather quiver from the corpse of Clorin.
You get an ashen hemp eyepatch from the corpse of Clorin.
You get a cracked gold tower shield from the corpse of Clorin.
You get some twined limestone talons from the corpse of Clorin.
You get some hardened granite greaves from the corpse of Clorin.
You get a bloody ivory tiara from the corpse of Clorin.
You get a well-used emerald collar from the corpse of Clorin.
You get a spiked hemp band from the corpse of Clorin.
You get a rugged adventurers satchel from the corpse of Clorin.
You can't carry any more.
< 97h/130H 65v/128V Pos: standing >
You slide your legs into some hardened granite greaves.
You pull some twined limestone talons onto your hands.
You don a bloody ivory tiara on your head.
You strap a cracked gold tower shield to your arm.
You place a spiked hemp band on your left ring finger.
You place a gold ring with diamonds on your right ring finger.
It glows brightly.
You duck your head and place a well-used emerald collar around your neck.
You slide an ashen hemp eyepatch over your eyes.
You strap a glittering cured leather quiver onto your back.
You attach a rugged adventurers satchel to your belt.
It glows brightly.
< 98h/130H 70v/128V Pos: standing >
You get an impressive lobster from the corpse of Clorin.
You get a slender fishing pole from the corpse of Clorin.
< 116h/148H 76v/134V Pos: standing >
Your hands are full.
< 117h/148H 80v/134V Pos: standing >
The corpse of Clorin appears to be empty.
< 117h/148H 81v/134V Pos: standing >
Your hands are full.
< 117h/148H 81v/134V Pos: standing >
The corpse of Clorin appears to be empty.
< 117h/148H 81v/134V Pos: standing >
Your hands are full.
< 117h/148H 81v/134V Pos: standing >
This large female's only job is too look over her nest and her hatchlings.
She is not a kind mother, she just keeps the children fed and warm until they
are old enough to be on their own, then she treats them with indifference. A
great deal of time has to go into keeping the offspring fed, as human flesh is
the best food that can be fed to them. This woman has long and sharp claws as
well as vicious teeth. She is a formidable opponent, and even more so when
her hatchlings are being attacked.
A troglodyte mother appears to be Humanoid and looks pretty hurt.
She's medium in size.
Through your advanced training, you glean they are a level 41 Warrior.
< 117h/148H 82v/134V Pos: standing >
You sit down and relax.
< 117h/148H 82v/134V Pos: sitting >
You are currently memorizing the following spells:
9 seconds: ( 3rd) shocking grasp
19 seconds: ( 3rd) shocking grasp
30 seconds: ( 4th) lightning bolt
41 seconds: ( 4th) lightning bolt
52 seconds: ( 4th) lightning bolt
63 seconds: ( 4th) lightning bolt
74 seconds: ( 4th) lightning bolt
85 seconds: ( 4th) lightning bolt
94 seconds: ( 3rd) shocking grasp
104 seconds: ( 3rd) shocking grasp
113 seconds: ( 3rd) shocking grasp
123 seconds: ( 3rd) shocking grasp
135 seconds: ( 5th) identify
144 seconds: ( 3rd) dispel magic
157 seconds: ( 5th) identify
164 seconds: ( 2nd) chill touch
172 seconds: ( 2nd) chill touch
184 seconds: ( 5th) identify
192 seconds: ( 2nd) chill touch
200 seconds: ( 2nd) chill touch
208 seconds: ( 2nd) chill touch
215 seconds: ( 2nd) chill touch
223 seconds: ( 2nd) chill touch
229 seconds: ( 1st) magic missile
234 seconds: ( 1st) magic missile
240 seconds: ( 1st) magic missile
245 seconds: ( 1st) magic missile
251 seconds: ( 1st) magic missile
256 seconds: ( 1st) magic missile
262 seconds: ( 1st) magic missile
267 seconds: ( 1st) magic missile
You can memorize 2 5th circle spell(s).
You continue your study.
You are currently memorizing the following spells:
9 seconds: ( 3rd) shocking grasp
19 seconds: ( 3rd) shocking grasp
30 seconds: ( 4th) lightning bolt
41 seconds: ( 4th) lightning bolt
52 seconds: ( 4th) lightning bolt
63 seconds: ( 4th) lightning bolt
74 seconds: ( 4th) lightning bolt
85 seconds: ( 4th) lightning bolt
94 seconds: ( 3rd) shocking grasp
104 seconds: ( 3rd) shocking grasp
113 seconds: ( 3rd) shocking grasp
123 seconds: ( 3rd) shocking grasp
135 seconds: ( 5th) identify
144 seconds: ( 3rd) dispel magic
157 seconds: ( 5th) identify
164 seconds: ( 2nd) chill touch
172 seconds: ( 2nd) chill touch
184 seconds: ( 5th) identify
192 seconds: ( 2nd) chill touch
< 117h/148H 83v/134V Pos: sitting >
The powers of the dark ignore you...
< 117h/148H 84v/134V Pos: sitting >
The gods ignore you.
< 117h/148H 84v/134V Pos: sitting >
You start meditating...
< 117h/148H 85v/134V Pos: sitting >
You have finished memorizing shocking grasp.
< 120h/148H 112v/134V Pos: sitting >
You are well on your way towards your next level.
< 121h/148H 125v/134V Pos: sitting >
You have finished memorizing shocking grasp.
< 121h/148H 126v/134V Pos: sitting >
Hint: Some magic works at a distance - try 'cast 'spellname' <person> <direction>' to hit someone in the next room!
< 121h/148H 131v/134V Pos: sitting >
You have finished memorizing lightning bolt.
< 124h/148H 134v/134V Pos: sitting >
Autosaving...
< 125h/148H 134v/134V Pos: sitting >
You have finished memorizing lightning bolt.
< 125h/148H 134v/134V Pos: sitting >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Princess ] Ashyel Happy 25th Anniversary Duris
There are 1 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[10 Sorcerer ] Firver (Grey Elf)
[22 Druid ] Berolin (Halfling)
[21 Druid ] Inno (Halfling)
[21 Sorcerer ] Sizan (Minotaur)
[12 Necromancer ] Rodo (Gnome)
[12 Sorcerer ] Miar (Grey Elf)
[26 Conjurer ] Qucon (Gnome)
[23 Cleric ] Ticu (Grey Elf)
[25 Summoner ] Clorin (Grey Elf)
[26 Mercenary ] Kaene (Barbarian)
[26 Warrior ] Wernt (Barbarian)
[26 Druid ] Morrigu (Halfling) (Frag Lord)
[25 Mercenary ] Kenon (Grey Elf)
There are 13 mortal(s) on.
Total visible players: 14.
Record number of connections this boot: 72.
There are evil(s) online.
< 126h/148H 134v/134V Pos: sitting >
You have finished memorizing lightning bolt.
< 127h/148H 134v/134V Pos: sitting >
A troglodyte female enters from the east.
< 127h/148H 134v/134V Pos: sitting >
You have memorized the following spells:
( 4th circle) 3 - lightning bolt
( 3rd circle) 2 - shocking grasp
And you are currently memorizing the following spells:
1 seconds: ( 4th) lightning bolt
12 seconds: ( 4th) lightning bolt
23 seconds: ( 4th) lightning bolt
33 seconds: ( 3rd) shocking grasp
42 seconds: ( 3rd) shocking grasp
52 seconds: ( 3rd) shocking grasp
61 seconds: ( 3rd) shocking grasp
73 seconds: ( 5th) identify
83 seconds: ( 3rd) dispel magic
95 seconds: ( 5th) identify
103 seconds: ( 2nd) chill touch
111 seconds: ( 2nd) chill touch
123 seconds: ( 5th) identify
131 seconds: ( 2nd) chill touch
138 seconds: ( 2nd) chill touch
146 seconds: ( 2nd) chill touch
154 seconds: ( 2nd) chill touch
162 seconds: ( 2nd) chill touch
167 seconds: ( 1st) magic missile
173 seconds: ( 1st) magic missile
178 seconds: ( 1st) magic missile
184 seconds: ( 1st) magic missile
189 seconds: ( 1st) magic missile
195 seconds: ( 1st) magic missile
200 seconds: ( 1st) magic missile
206 seconds: ( 1st) magic missile
You can memorize 2 5th circle spell(s).
You have memorized the following spells:
( 4th circle) 3 - lightning bolt
( 3rd circle) 2 - shocking grasp
And you are currently memorizing the following spells:
1 seconds: ( 4th) lightning bolt
12 seconds: ( 4th) lightning bolt
23 seconds: ( 4th) lightning bolt
33 seconds: ( 3rd) shocking grasp
42 seconds: ( 3rd) shocking grasp
52 seconds: ( 3rd) shocking grasp
61 seconds: ( 3rd) shocking grasp
73 seconds: ( 5th) identify
83 seconds: ( 3rd) dispel magic
95 seconds: ( 5th) identify
103 seconds: ( 2nd) chill touch
111 seconds: ( 2nd) chill touch
123 seconds: ( 5th) identify
131 seconds: ( 2nd) chill touch
138 seconds: ( 2nd) chill touch
146 seconds: ( 2nd) chill touch
154 seconds: ( 2nd) chill touch
162 seconds: ( 2nd) chill touch
167 seconds: ( 1st) magic missile
173 seconds: ( 1st) magic missile
178 seconds: ( 1st) magic missile
184 seconds: ( 1st) magic missile
189 seconds: ( 1st) magic missile
195 seconds: ( 1st) magic missile
200 seconds: ( 1st) magic missile
206 seconds: ( 1st) magic missile
You can memorize 2 5th circle spell(s).
< 129h/148H 134v/134V Pos: sitting >
You have finished memorizing lightning bolt.
< 130h/148H 134v/134V Pos: sitting >
You have finished memorizing lightning bolt.
< 131h/148H 134v/134V Pos: sitting >
You have finished memorizing lightning bolt.
< 133h/148H 134v/134V Pos: sitting >
You have finished memorizing shocking grasp.
< 135h/148H 134v/134V Pos: sitting >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Princess ] Ashyel Happy 25th Anniversary Duris
There are 1 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[10 Sorcerer ] Firver (Grey Elf)
[22 Druid ] Berolin (Halfling)
[21 Druid ] Inno (Halfling)
[21 Sorcerer ] Sizan (Minotaur)
[12 Necromancer ] Rodo (Gnome)
[12 Sorcerer ] Miar (Grey Elf)
[26 Conjurer ] Qucon (Gnome)
[23 Cleric ] Ticu (Grey Elf)
[25 Summoner ] Clorin (Grey Elf)
[26 Mercenary ] Kaene (Barbarian)
[26 Warrior ] Wernt (Barbarian)
[26 Druid ] Morrigu (Halfling) (Frag Lord)
You have finished memorizing shocking grasp.
[25 Mercenary ] Kenon (Grey Elf)
There are 13 mortal(s) on.
Total visible players: 14.
Record number of connections this boot: 72.
There are evil(s) online.
< 137h/148H 134v/134V Pos: sitting >
You have finished memorizing shocking grasp.
< 139h/148H 134v/134V Pos: sitting >
You have finished memorizing shocking grasp.
< 140h/148H 134v/134V Pos: sitting >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.
< 141h/148H 134v/134V Pos: sitting >
You have finished memorizing identify.
< 142h/148H 134v/134V Pos: sitting >
You have finished memorizing dispel magic.
< 143h/148H 134v/134V Pos: sitting >
You have finished memorizing identify.
< 145h/148H 134v/134V Pos: sitting >
You have finished memorizing chill touch.
< 147h/148H 134v/134V Pos: sitting >
You have finished memorizing chill touch.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing identify.
< 148h/148H 134v/134V Pos: sitting >
A troglodyte female leaves east.
< 148h/148H 134v/134V Pos: sitting >
A troglodyte female leaves east.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing chill touch.
< 148h/148H 134v/134V Pos: sitting >
You have memorized the following spells:
( 5th circle) 3 - identify
( 4th circle) 6 - lightning bolt
( 3rd circle) 6 - shocking grasp
1 - dispel magic
( 2nd circle) 3 - chill touch
And you are currently memorizing the following spells:
5 seconds: ( 2nd) chill touch
12 seconds: ( 2nd) chill touch
20 seconds: ( 2nd) chill touch
28 seconds: ( 2nd) chill touch
33 seconds: ( 1st) magic missile
39 seconds: ( 1st) magic missile
44 seconds: ( 1st) magic missile
50 seconds: ( 1st) magic missile
55 seconds: ( 1st) magic missile
61 seconds: ( 1st) magic missile
66 seconds: ( 1st) magic missile
72 seconds: ( 1st) magic missile
You can memorize 2 5th circle spell(s).
You have memorized the following spells:
( 5th circle) 3 - identify
( 4th circle) 6 - lightning bolt
( 3rd circle) 6 - shocking grasp
1 - dispel magic
( 2nd circle) 3 - chill touch
And you are currently memorizing the following spells:
5 seconds: ( 2nd) chill touch
12 seconds: ( 2nd) chill touch
20 seconds: ( 2nd) chill touch
28 seconds: ( 2nd) chill touch
33 seconds: ( 1st) magic missile
39 seconds: ( 1st) magic missile
44 seconds: ( 1st) magic missile
50 seconds: ( 1st) magic missile
55 seconds: ( 1st) magic missile
61 seconds: ( 1st) magic missile
66 seconds: ( 1st) magic missile
72 seconds: ( 1st) magic missile
You have finished memorizing chill touch.
You can memorize 2 5th circle spell(s).
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing chill touch.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing chill touch.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing chill touch.
< 148h/148H 134v/134V Pos: sitting >
A troglodyte female enters from the east.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing magic missile.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing magic missile.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing magic missile.
< 148h/148H 134v/134V Pos: sitting >
Listing of the Gods
-=-=-=-=-=-=-=-=-=-=-
[ Princess ] Ashyel Happy 25th Anniversary Duris
There are 1 visible god(s) on.
Listing of the Mortals!
-=-=-=-=-=-=-=-=-=-=-=-=-
[11 Sorcerer ] Firver (Grey Elf)
[22 Druid ] Berolin (Halfling)
[21 Druid ] Inno (Halfling)
[ 1 Sorcerer ] Rarka (Grey Elf)
[21 Sorcerer ] Sizan (Minotaur)
[12 Necromancer ] Rodo (Gnome)
[13 Sorcerer ] Miar (Grey Elf)
[26 Conjurer ] Qucon (Gnome)
[23 Cleric ] Ticu (Grey Elf)
[25 Summoner ] Clorin (Grey Elf)
[26 Mercenary ] Kaene (Barbarian)
[26 Warrior ] Wernt (Barbarian)
[26 Druid ] Morrigu (Halfling) (Frag Lord)
[25 Mercenary ] Kenon (Grey Elf)
There are 14 mortal(s) on.
Total visible players: 15.
Record number of connections this boot: 72.
There are evil(s) online.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing magic missile.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing magic missile.
< 148h/148H 134v/134V Pos: sitting >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing magic missile.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing magic missile.
< 148h/148H 134v/134V Pos: sitting >
You have finished memorizing magic missile.
Your studies are complete.
< 148h/148H 134v/134V Pos: sitting >
You clamber to your feet.
< 148h/148H 134v/134V Pos: standing >
You utter a quick incantation, calling forth a lesser conjured being who softly says 'Your wish is my command, master!'
A lesser conjured being starts following you.
< 148h/148H 134v/134V Pos: standing >
A lesser conjured being is now a member of your group.
< 148h/148H 134v/134V Pos: standing >
You give a lesser conjured being an order.
A lesser conjured being suddenly attacks a troglodyte mother!
A lesser conjured being misses a troglodyte mother.
< 148h/148H 134v/134V Pos: standing >
You start chanting...
< 148h/148H 134v/134V Pos: standing >
A troglodyte mother's fine punch strikes a lesser conjured being very hard.
A troglodyte mother's fine punch strikes a lesser conjured being very hard.
A troglodyte mother kicks a lesser conjured being in the foot, causing a lesser conjured being to hop around in pain.
< 148h/148H 134v/134V Pos: standing >
A lesser conjured being misses a troglodyte mother.
< 148h/148H 134v/134V Pos: standing >
You complete your spell...
[Damage: 27 ] The lightning bolt hits a troglodyte mother with full impact.
< 148h/148H 134v/134V Pos: standing >
You start chanting...
< 148h/148H 134v/134V Pos: standing >
Casting: lightning bolt *
< 148h/148H 134v/134V Pos: standing >
You complete your spell...
[Damage: 30 ] The lightning bolt hits a troglodyte mother with full impact.
< 148h/148H 134v/134V Pos: standing >
A troglodyte mother's fine punch strikes a lesser conjured being very hard.
A troglodyte mother's fine punch seriously wounds a lesser conjured being.
< 148h/148H 134v/134V Pos: standing >
A lesser conjured being misses a troglodyte mother.
[Damage: 11 ] A lesser conjured being's fine crush strikes a troglodyte mother very hard.
< 148h/148H 134v/134V Pos: standing >
You start chanting...
You feel your skill in quick chant improving.
< 148h/148H 134v/134V Pos: standing >
A troglodyte female leaves east.
< 148h/148H 134v/134V Pos: standing >
A troglodyte female enters from the east.
You complete your spell...
[Damage: 36 ] The lightning bolt hits a troglodyte mother with full impact.
< 148h/148H 134v/134V Pos: standing >
You start chanting...
< 148h/148H 134v/134V Pos: standing >
Casting: lightning bolt *
< 148h/148H 134v/134V Pos: standing >
A lesser conjured being dodges a troglodyte mother's attack.
A troglodyte mother's fine punch enshrouds a lesser conjured being in a mist of blood.
A troglodyte mother kicks a lesser conjured being in the side with a hefty roundhouse kick.
< 148h/148H 134v/134V Pos: standing >
You complete your spell...
[Damage: 38 ] The lightning bolt hits a troglodyte mother with full impact.
A troglodyte mother is stunned!
A lesser conjured being misses a troglodyte mother.
< 148h/148H 134v/134V Pos: standing >
You start chanting...
< 148h/148H 134v/134V Pos: standing >
Casting: lightning bolt *
< 148h/148H 134v/134V Pos: standing >
You complete your spell...
[Damage: 10 ] The lightning bolt hits a troglodyte mother with full impact.
A troglodyte mother is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a troglodyte mother.
< 148h/148H 134v/134V Pos: standing >
You get a few coins from the corpse of a troglodyte mother.
There were: 1 platinum coin, 24 gold coins.
< 148h/148H 134v/134V Pos: standing >
Into what?
< 148h/148H 134v/134V Pos: standing >
An Ogre enters from the east.
In his haste to slam you around, an Ogre slips and falls!
< 148h/148H 134v/134V Pos: standing >
A Kobold starts casting a spell.
You sit down and relax.
< 148h/148H 134v/134V Pos: sitting >
You have memorized the following spells:
( 5th circle) 3 - identify
( 4th circle) 1 - lightning bolt
( 3rd circle) 6 - shocking grasp
1 - dispel magic
( 2nd circle) 7 - chill touch
( 1st circle) 8 - magic missile
And you are currently memorizing the following spells:
11 seconds: ( 4th) lightning bolt
22 seconds: ( 4th) lightning bolt
33 seconds: ( 4th) lightning bolt
44 seconds: ( 4th) lightning bolt
55 seconds: ( 4th) lightning bolt
You can memorize 2 5th circle spell(s).
You continue your study.
< 148h/148H 134v/134V Pos: sitting >
You have no idea how to even begin.
< 148h/148H 134v/134V Pos: sitting >
The powers of the dark ignore you...
< 148h/148H 134v/134V Pos: sitting >
The gods ignore you.
< 148h/148H 134v/134V Pos: sitting >
You start meditating...
< 148h/148H 134v/134V Pos: sitting >
A Kobold starts casting an offensive spell.
< 148h/148H 134v/134V Pos: sitting >
A Kobold completes his spell...
< 148h/148H 134v/134V Pos: sitting >
A Kobold completes his spell...
A blast of cold sent by a Kobold strikes you dead on, freezing up your limbs! BRRR.
OUCH! That really did HURT!
The cold goes right to the bone, you feel yourself weakening!
< 108h/148H 134v/134V Pos: sitting >
You stop meditating.
You clamber to your feet.
You abandon your studies.
< 108h/148H 134v/134V Pos: standing >
You feel less cold.
Oof! You bump into a greyish stone wall...
< 108h/148H 134v/134V Pos: standing >
A Kobold starts casting an offensive spell called 'cone of cold'.
< 108h/148H 134v/134V Pos: standing >
An Ogre rises to his feet.
< 108h/148H 134v/134V Pos: standing >
In his haste to slam you around, an Ogre slips and falls!
An Ogre is stunned!
< 108h/148H 134v/134V Pos: standing >
You attempt to flee...
Oof! You bump into a greyish stone wall...
You couldn't escape!
< 108h/148H 134v/134V Pos: standing >
A Kobold starts casting an offensive spell.
< 108h/148H 134v/134V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'cone of cold'
A blast of cold sent by a Kobold strikes you dead on, freezing up your limbs! BRRR.
OUCH! That really did HURT!
< 71h/148H 134v/134V Pos: standing >
A Kobold starts casting an offensive spell called 'cone of cold'.
< 71h/148H 134v/134V Pos: standing >
You attempt to flee...
Oof! You bump into a greyish stone wall...
You couldn't escape!
< 72h/148H 134v/134V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'diesilla barh'
YOU'RE HIT! A lightning bolt from a Kobold starts your skin smoking.
YIKES! Another hit like that, and you've had it!!
< 31h/148H 134v/134V Pos: standing >
A Kobold starts casting an offensive spell called 'lightning bolt'.
< 31h/148H 134v/134V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'cone of cold'
A blast of cold sent by a Kobold strikes you dead on, freezing up your limbs! BRRR.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 2h/148H 134v/134V Pos: standing >
A Kobold starts casting an offensive spell.
< 2h/148H 134v/134V Pos: standing >
A Kobold completes his spell...
A Kobold utters the words 'lightning bolt'
YOU'RE HIT! A lightning bolt from a Kobold starts your skin smoking.
Your bloody ivory tiara exploded spreading charges of electrical energy!
Your ashen hemp eyepatch exploded spreading charges of electrical energy!