<worn as a badge> badge of the Darvanu
<worn on head> an unholy priest cap
<worn on eyes> a pair of blue-tinted gnomish eyeglasses
<worn in ear> an earring of Cerberus
<worn around neck> a dark mithril amulet from Sarmiz'Duul
<worn around neck> an amulet of the moon (glowing)
<worn on body> a humming brass chainmail
<worn about body> the magnificent mantle of Storm Port
<worn on back> a large leather backpack
<worn about waist> a belt of sewn ratskins
<held as shield> a granite shield with the storm crest
<worn around wrist> a twined limestone bracer
<worn around wrist> a ruby-studded bracer
<worn on hands> a pair of brown leather gloves
<worn on finger> a ring of the EarthMother
<worn on finger> a strange black ring
<primary weapon> a large stone warhammer
Dakar (Drow Elf)(medium) stands here.
An ice elemental enters from the east.
Fuzz enters from the east.
Sylvast enters from the east.
< 373h/373H 109v/115V Pos: standing >
Fuzz settles to his knees.
< 373h/373H 109v/115V Pos: standing >
You quickly scan the area.
An elite member of the captain's guard who is close by to your west.
An elite member of the captain's guard who is close by to your west.
The captain of the regular guard who is close by to your west.
Dakar leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
You follow Dakar.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -East
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
A member of the captain's personal guard stands here.
A member of the captain's personal guard stands here.
(Q)The captain of the city's regular guard stands here.
An ice elemental enters from the east.
Sylvast enters from the east.
< 373h/373H 108v/115V Pos: standing >
Dakar leaves north.
The wraith of a deacon leaves north.
The wraith of a deacon leaves north.
The wraith of a deacon leaves north.
You follow Dakar.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
An ice elemental enters from the south.
Sylvast enters from the south.
< 373h/373H 108v/115V Pos: standing >
You quickly scan the area.
An elite member of the captain's guard who is close by to your south.
An elite member of the captain's guard who is close by to your south.
The captain of the regular guard who is close by to your south.
Dakar leaves north.
The wraith of a deacon leaves north.
The wraith of a deacon leaves north.
The wraith of a deacon leaves north.
You follow Dakar.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -South
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
An ice elemental enters from the south.
Sylvast enters from the south.
< 373h/373H 107v/115V Pos: standing >
Dakar leaves north.
The wraith of a deacon leaves north.
The wraith of a deacon leaves north.
The wraith of a deacon leaves north.
You follow Dakar.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -South -West
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
An ice elemental enters from the south.
Sylvast enters from the south.
< 373h/373H 107v/115V Pos: standing >
You quickly scan the area.
Fuzz who is a brief walk away to your south.
An elite member of the captain's guard who is a brief walk away to your south.
An elite member of the captain's guard who is a brief walk away to your south.
The captain of the regular guard who is a brief walk away to your south.
A war-hardened warrior who is close by to your west.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.
A burly half-orc gate guard who is close by to your west.
< 373h/373H 107v/115V Pos: standing >
Dakar leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
You follow Dakar.
Inside the Gates of Sarmiz'Duul
Here, a short entryway is flanked by tall stone walls. Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger. The noises of the
city are muffled here, sounding like a dull roar underlying the day. The
road continues north and south.
Obvious exits: -North -East -South -West
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
A war-hardened half-orc stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
An ice elemental enters from the east.
Sylvast enters from the east.
< 373h/373H 107v/115V Pos: standing >
You quickly scan the area.
Arian who is close by to your north.
A war-hardened warrior who is close by to your south.
A Sarmiz'Duul peacekeeper who is in the distance to your south.
A Sarmiz'Duul peacekeeper who is in the distance to your south.
A commoner who is in the distance to your south.
< 373h/373H 107v/115V Pos: standing >
Dakar leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
You follow Dakar.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
An ice elemental enters from the east.
Sylvast enters from the east.
< 373h/373H 107v/115V Pos: standing >
Dakar leaves east.
The wraith of a deacon leaves east.
The wraith of a deacon leaves east.
The wraith of a deacon leaves east.
You follow Dakar.
Inside the Gates of Sarmiz'Duul
Here, a short entryway is flanked by tall stone walls. Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger. The noises of the
city are muffled here, sounding like a dull roar underlying the day. The
road continues north and south.
Obvious exits: -North -East -South -West
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
A war-hardened half-orc stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
An ice elemental enters from the west.
Sylvast enters from the west.
< 373h/373H 106v/115V Pos: standing >
Fuzz enters from the east.
Dakar leaves north.
The wraith of a deacon leaves north.
The wraith of a deacon leaves north.
The wraith of a deacon leaves north.
You follow Dakar.
Ouside the Gates of Sarmiz'Duul
The solid stone walls of the city stand 15 feet high and extend for
hundreds of feet in either direction. The gates' large oaken double doors
are reinforced with bronze bindings.
Obvious exits: -North -South
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
(Q)Arian, the ultimate half-orc warrior, stands here.
An ice elemental enters from the south.
Fuzz enters from the south.
Sylvast enters from the south.
< 373h/373H 106v/115V Pos: standing >
Dakar leaves south.
The wraith of a deacon leaves south.
The wraith of a deacon leaves south.
The wraith of a deacon leaves south.
You follow Dakar.
Inside the Gates of Sarmiz'Duul
Here, a short entryway is flanked by tall stone walls. Arrow slits,
covered palisades, and oil holes are visible far up the walls, offering
anyone to dare try to come through the gate in anger. The noises of the
city are muffled here, sounding like a dull roar underlying the day. The
road continues north and south.
Obvious exits: -North -East -South -West
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
A war-hardened half-orc stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
A burly half-orc gate guard stands here.
An ice elemental enters from the north.
Fuzz enters from the north.
Sylvast enters from the north.
< 373h/373H 105v/115V Pos: standing >
Fuzz leaves east.
Dakar leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
You follow Dakar.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
An ice elemental enters from the east.
Sylvast enters from the east.
< 373h/373H 105v/115V Pos: standing >
You quickly scan the area.
A war-hardened warrior who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
Fuzz who is not far off to your east.
< 373h/373H 106v/115V Pos: standing >
A pitch-black sphere suddenly appears over Dakar's head!
< 373h/373H 106v/115V Pos: standing >
You quickly scan the area.
A war-hardened warrior who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
< 373h/373H 107v/115V Pos: standing >
Fuzz enters from the east.
< 373h/373H 108v/115V Pos: standing >
You quickly scan the area.
A war-hardened warrior who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
< 373h/373H 109v/115V Pos: standing >
You quickly scan the area.
A war-hardened warrior who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
< 373h/373H 110v/115V Pos: standing >
Fuzz's body appears to recover from the affects of the potion.
< 373h/373H 110v/115V Pos: standing >
Hint: -- MONEY -- Get a pick from a shop and go find mines on the map. They are shown as little m's. Type mine with the pick wielded. When you discover ore, you can sell it at shops throughout duris. Some shops pay more for the ore! By the way, you can go to a weaponsmith shopkeeper to repair the pick, which is far more cost effective than purchasing a new one.
< 373h/373H 111v/115V Pos: standing >
You quickly scan the area.
A war-hardened warrior who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
A burly half-orc gate guard who is close by to your east.
< 373h/373H 112v/115V Pos: standing >
Dakar leaves south.
The wraith of a deacon leaves south.
The wraith of a deacon leaves south.
The wraith of a deacon leaves south.
You follow Dakar.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
A globe of darkness floats near Dakar's head.
An ice elemental enters from the north.
Fuzz enters from the north.
Sylvast enters from the north.
< 373h/373H 112v/115V Pos: standing >
A road along the outer wall.
You extend your sights northward.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South
Dakar leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
The wraith of a deacon leaves west.
You follow Dakar.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -East -South -West
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
*The wraith of a deacon stands here. (minion)
Dakar (Drow Elf)(medium) stands here.
A globe of darkness floats near Dakar's head.
An orcish adventurer stands here.
An ice elemental enters from the east.
Fuzz enters from the east.
Sylvast enters from the east.
< 373h/373H 112v/115V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Along the Outer Wall of Sarmiz'Duul
The road along the outer wall is sparsely traveled, as most of the city's
activites take place further inwards of town. No refuse litters the streets,
implying that the roads are policed regularly. Rather than amplify sound,
the stone in the walls muffles it, creating an almost still atmosphere for
those who walk along the road.
Obvious exits: -North -West
< 373h/373H 114v/115V Pos: standing >
You see nothing special...
< 373h/373H 115v/115V Pos: standing >
A Halfling enters from the east.
A Barbarian enters from the east.
A Halfling dances an acrobatic maneuver in battle, and trips up Dakar!
< 373h/373H 115v/115V Pos: standing >
You quickly scan the area.
You see nothing.
< 373h/373H 115v/115V Pos: standing >
Fuzz settles to his knees.
< 373h/373H 115v/115V Pos: standing >
Sylvast starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
A Barbarian places a silver dirk dubbed 'Extinction' in the back of Dakar, resulting in some strange noises and some blood.
The wraith of a deacon suddenly attacks a Barbarian!
The wraith of a deacon snaps into visibility.
The wraith of a deacon misses a Barbarian.
< 373h/373H 115v/115V Pos: standing >
Ok.
A Halfling avoids being bashed by an ice elemental, who loses its balance and falls.
Fuzz crawls south.
< 373h/373H 115v/115V Pos: standing >
Sylvast completes his spell...
Sylvast utters the words 'ruyz rzzqp'
Sylvast seems to suck the life right out of a Halfling!
A Halfling starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
A Barbarian's impressive slash strikes Dakar.
A Barbarian misses Dakar.
A Barbarian misses Dakar.
A Barbarian's impressive slash strikes Dakar.
< 373h/373H 115v/115V Pos: standing >
A Halfling misses Dakar.
A Halfling's impressive pierce wounds Dakar.
A Halfling misses Dakar.
< 373h/373H 115v/115V Pos: standing >
A Halfling parries Dakar's lunge at him.
< 373h/373H 115v/115V Pos: standing >
A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
A Halfling causes the ground to reach up in a fist!
Sylvast starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
The wraith of a deacon suddenly attacks a Halfling!
The wraith of a deacon snaps into visibility.
The wraith of a deacon misses a Halfling.
< 373h/373H 115v/115V Pos: standing >
The wraith of a deacon misses a Barbarian.
Fuzz crawls in from the south.
< 373h/373H 115v/115V Pos: standing >
A Halfling starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
Fuzz rises to his feet.
< 373h/373H 115v/115V Pos: standing >
You start chanting...
Fuzz leaves south.
< 373h/373H 115v/115V Pos: standing >
Dakar clambers to his feet.
< 373h/373H 115v/115V Pos: standing >
A Halfling misses Dakar.
A Halfling misses Dakar.
Dakar dodges a Halfling's attack.
< 373h/373H 115v/115V Pos: standing >
Sylvast completes his spell...
Sylvast utters the words 'ruyz rzzqp'
Sylvast seems to suck the life right out of a Halfling!
A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
A Halfling causes the ground to reach up in a fist!
< 373h/373H 115v/115V Pos: standing >
Casting: ice spikes **
Dakar attempts to flee.
Dakar tries to flee, but can't make it out of here!
< 373h/373H 115v/115V Pos: standing >
A Halfling dodges the wraith of a deacon's attack.
Dakar attempts to flee.
Dakar leaves east.
The wraith of a deacon leaves east.
< 373h/373H 115v/115V Pos: standing >
Sylvast starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
The wraith of a deacon misses a Barbarian.
The wraith of a deacon starts casting a spell.
< 373h/373H 115v/115V Pos: standing >
Casting: ice spikes *
A Barbarian's impressive slash strikes the wraith of a deacon.
A Barbarian shivers as he hits the wraith of a deacon.
The wraith of a deacon dodges a Barbarian's attack.
A Barbarian's impressive slash strikes the wraith of a deacon.
A Barbarian shivers as he hits the wraith of a deacon.
A Barbarian's massive longsword dubbed 'Dusk and Dawn' calls upon the chill of night and heat of the sun.
A Barbarian's spell flows around the wraith of a deacon, leaving it unharmed!
A Barbarian calls down a roaring flamestrike at the wraith of a deacon who starts to melt!
A Barbarian points at the wraith of a deacon.
The wraith of a deacon is surrounded by the dancing outline of purplish flames!
The wraith of a deacon wails in agony as a Barbarian's biting cold freezes its exposed skin!
A Barbarian's fine slash strikes the wraith of a deacon.
A Barbarian shivers as he hits the wraith of a deacon.
A Halfling starts casting a spell.
< 373h/373H 115v/115V Pos: standing >
Casting: ice spikes
< 373h/373H 115v/115V Pos: standing >
A Halfling completes his spell...
A Halfling utters the words 'iahjcandusg hajqp'
A Halfling gently touches a Halfling's body, and his wounds begin to heal!
You complete your spell...
[Damage: 13 ] You hurl a spike of razor sharp ice at a Halfling.
[Damage: 13 ] You hurl a spike of razor sharp ice at a Halfling.
[Damage: 13 ] You hurl a spike of razor sharp ice at a Halfling.
< 373h/373H 115v/115V Pos: standing >
A Barbarian attempts to flee.
A Barbarian leaves south.
< 373h/373H 115v/115V Pos: standing >
Your lucidity is not sufficient enough to cast that spell.
< 373h/373H 115v/115V Pos: standing >
Sylvast completes his spell...
Sylvast utters the words 'ruyz rzzqp'
Sylvast seems to suck the life right out of a Halfling!
Your lucidity is not sufficient enough to cast that spell.
< 373h/373H 115v/115V Pos: standing >
The wraith of a deacon completes its spell...
The wraith of a deacon utters the words 'wuiaf orabz ay uizjrizfaburuhl'
The wraith of a deacon begins to shimmer.
A Halfling dodges the wraith of a deacon's attack.
The wraith of a deacon starts casting a spell.
Ok.
Dakar enters from the east.
The wraith of a deacon enters from the east.
< 373h/373H 115v/115V Pos: standing >
Fuzz enters from the south.
A Halfling dances an acrobatic maneuver in battle, and trips up Dakar!
< 373h/373H 115v/115V Pos: standing >
A Halfling parries Dakar's lunge at him.
A Barbarian enters from the south.
< 373h/373H 115v/115V Pos: standing >
Sylvast starts casting an offensive spell.
A Halfling starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
An ice elemental rises to its feet.
< 373h/373H 115v/115V Pos: standing >
A Halfling completes his spell...
A Halfling utters the words 'diesilla barh'
Dakar wavers under the impact of the lightning bolt sent by a Halfling.
< 373h/373H 115v/115V Pos: standing >
Fuzz leaves south.
< 373h/373H 115v/115V Pos: standing >
A Barbarian misses Dakar.
< 373h/373H 115v/115V Pos: standing >
Sylvast completes his spell...
Sylvast utters the words 'ruyz rzzqp'
Sylvast seems to suck the life right out of a Halfling!
< 373h/373H 115v/115V Pos: standing >
A Halfling's pierce wounds Dakar.
A Halfling misses Dakar.
A Halfling's impressive pierce wounds Dakar.
Ok.
A Halfling avoids being bashed by an ice elemental, who loses its balance and falls.
< 373h/373H 115v/115V Pos: standing >
Sylvast starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
The wraith of a deacon fades from your mortal viewing...
< 373h/373H 115v/115V Pos: standing >
A Halfling starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
The wraith of a deacon completes its spell...
The wraith of a deacon utters the words 'wuiaf orabz ay uizjrizfaburuhl'
The wraith of a deacon begins to shimmer.
A Halfling completes his spell...
A Halfling utters the words 'diesilla barh'
A Halfling's spell flows around Dakar, leaving him unharmed!
A Halfling parries Dakar's lunge at him.
< 373h/373H 115v/115V Pos: standing >
A Barbarian's impressive slash strikes Dakar.
A Barbarian misses Dakar.
A Barbarian's impressive slash strikes Dakar.
A Barbarian's impressive slash strikes Dakar.
An ice elemental misses a Halfling.
< 373h/373H 115v/115V Pos: standing >
Fuzz enters from the south.
< 373h/373H 115v/115V Pos: standing >
Fuzz's fine pierce grazes a Halfling.
Fuzz is burned severely as he hits a Halfling!
< 373h/373H 115v/115V Pos: standing >
A Halfling misses Dakar.
A Halfling's fine pierce wounds Dakar.
A Halfling misses Dakar.
< 373h/373H 115v/115V Pos: standing >
Dakar gives an order to his followers.
The wraith of a deacon starts casting an offensive spell.
The wraith of a deacon snaps into visibility.
The wraith of a deacon starts casting an offensive spell.
The wraith of a deacon starts casting an offensive spell.
The wraith of a deacon snaps into visibility.
< 373h/373H 115v/115V Pos: standing >
Sylvast completes his spell...
Sylvast utters the words 'ruyz rzzqp'
Sylvast seems to suck the life right out of a Halfling!
< 373h/373H 115v/115V Pos: standing >
Your lucidity is not sufficient enough to cast that spell.
< 373h/373H 115v/115V Pos: standing >
Fuzz's fine pierce wounds a Halfling.
Fuzz is burned severely as he hits a Halfling!
A Halfling blocks Fuzz's lunge at him.
A Halfling dodges Fuzz's attack.
Fuzz misses a Halfling.
You start chanting...
< 373h/373H 115v/115V Pos: standing >
Fuzz attempts to flee.
Fuzz tries to flee, but can't make it out of here!
< 373h/373H 115v/115V Pos: standing >
Sylvast starts casting an offensive spell.
Fuzz attempts to flee.
Fuzz leaves west.
< 373h/373H 115v/115V Pos: standing >
Fuzz enters from the west.
< 373h/373H 115v/115V Pos: standing >
You complete your spell...
[Damage: 40 ] The lightning bolt hits a Halfling with full impact.
The wraith of a deacon completes its spell...
The wraith of a deacon utters the word 'yufzbarr'
The wraith of a deacon smirks as its fireball explodes into the face of a Halfling.
Fuzz places a goblin knife in the back of a Halfling, resulting in some strange noises and some blood.
< 373h/373H 115v/115V Pos: standing >
A Halfling starts casting an offensive spell.
< 373h/373H 115v/115V Pos: standing >
You start chanting...
< 373h/373H 115v/115V Pos: standing >
A Halfling parries Dakar's lunge at him.
A Halfling seems to dance with Dakar, but winds up flat on his ass.
< 373h/373H 115v/115V Pos: standing >
The wraith of a deacon completes its spell...
The wraith of a deacon utters the word 'yufzbarr'
The wraith of a deacon smirks as its fireball explodes into the face of a Halfling.
The wraith of a deacon completes its spell...
The wraith of a deacon utters the word 'yufzbarr'
The wraith of a deacon smirks as its fireball explodes into the face of a Halfling.
A Halfling misses Dakar.
A Halfling's pierce strikes Dakar.
A Halfling misses Dakar.
A Halfling's impressive pierce strikes Dakar.
A Halfling misses Dakar.
< 373h/373H 115v/115V Pos: standing >
A Halfling completes his spell...
A Halfling utters the words 'zabrahpunso wkadar'
A Halfling's spell flows around Dakar, leaving him unharmed!
Fuzz attempts to flee.
Fuzz leaves south.
< 373h/373H 115v/115V Pos: standing >
You complete your spell...
[Damage: 12 ] The lightning bolt hits a Halfling with full impact.
A Halfling's some tight silk pants [poor] exploded spreading charges of electrical energy!
A Halfling's tiger's tooth earring [superior] exploded spreading charges of electrical energy!
A Halfling is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!