<worn as a badge> a boreal brass badge
<worn on head> a sabertooth headdress
<worn in ear> a pair of silver earrings with red rubies
<worn in ear> a diamond earring [superior]
<worn on face> a spiked mask
<worn around neck> an amulet of petrified dragon eyes
<worn around neck> a blue Cimmerian chain [superior]
<worn on body> a suit of onyx platemail
<worn about body> a human-made brass mantle [84%]
<worn on back> an ermineskin backpack
<worn about waist> a thick belt of trollhide
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<attached to belt> leather alchemist sack
<attached to belt> a big big bag for a little person (illuminating)
<worn around wrist> an elven bracelet of precision
<worn around wrist> a polished steel bracelet
<worn on hands> some patched marble claws from Caves of Mt. Skelenak
<worn on finger> a gold ring with diamonds (illuminating)
<primary weapon> a falchion named 'Magebane' (illuminating)
<secondary weapon> a gladius called 'Backstabber'
<worn on legs> leggings woven of frozen icy threads
<worn on feet> some boots of forest running
You attempt to hide yourself.
< 89h/584H 153v/154V Pos: standing >
A hardened ranger enters from the south.
< 91h/584H 153v/154V Pos: standing >
Along a Cliff in the Rift Valley Jungle
Dense foliage clings to the steep cliffs that enclose this warm and humid
valley, tearing at their stony walls in some vain attempt to escape. Warm,
humid breezes bounce off the steep walls to wind through the tall trees,
making the plants dance ever so slightly. The breeze doesn't cool anything
down at all, but it does relieve a bit of the stench from the rotting
vegetation that supports the life in every jungle known. As the jungle
stretches outward from here, one can sense a certain darkness, a darkness that
goes beyond simple lack of light.
Obvious exits: -North -South -West
< 91h/584H 152v/154V Pos: standing >
You attempt to hide yourself.
< 91h/584H 153v/154V Pos: standing >
Deep in the Rift Valley Jungle
A thin mahogany stands here, its gnarled roots outsizing its trunk by at
least four times. It, as well as the thin brown basarola near it, provides
support for several parasitic ferns and flowers that seem quite content to
survive here in the dank darkness. The ferns and flowers add an acrid tang to
the air that only heightens the stench of the decaying humus that pads the
jungle floor. The humus has been stirred up by some creature either digging
for food or creating a burrow, and the exposed dirt shows the wriggling tracks
of small maggots and millipedes.
Obvious exits: -North -East -South -West -Down
The corpse of a vicious grison is lying here.
A gluka flower chain winds around the base of a tree.
< 94h/584H 152v/154V Pos: standing >
You attempt to hide yourself.
< 94h/584H 152v/154V Pos: standing >
Autosaving...
< 95h/584H 152v/154V Pos: standing >
Deep in the Rift Valley Jungle
The simple word 'darkness' has a new meaning here. Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear. Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here. Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
The corpse of a vicious grison is lying here.
A flaming beetle searches for food.
< 96h/584H 152v/154V Pos: standing >
You attempt to hide yourself.
< 96h/584H 152v/154V Pos: standing >
A fire beetle leaves west.
< 97h/584H 152v/154V Pos: standing >
You quickly scan the area.
A bullywug hunter who is close by to your north.
An elderly woman who is close by to your north.
A young couatl who is not far off to your north.
A spotted jaguar who is in the distance to your north.
A fire beetle who is close by to your west.
An unassuming woodcarver who is close by to your west.
The orcish adventurer who is not far off to your west.
< 99h/584H 152v/154V Pos: standing >
Deep in the Rift Valley Jungle
Someone has stripped all the vines away from the southern face of a large
osage tree here. On the barren face of the tree a delicate carving has been
started. Though unfinished, the craftsmanship is remarkable, far beyond the
talents of a normal woodworker. Few creatures appear to venture here, seeming
to almost deliberately shy away from the area, making it seem deceptively quiet
and safe.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a Barbarian is lying here.
A flaming beetle searches for food.
(Q)A strange, naked man carves away at a tree with his fingernail.
< 100h/584H 150v/154V Pos: standing >
You attempt to hide yourself.
< 100h/584H 150v/154V Pos: standing >
The sun starts to set in the south.
< 101h/584H 154v/154V Pos: standing >
You get a big big bag for a little person from the corpse of Frazelith.
You get leather alchemist sack from the corpse of Frazelith.
You get a rugged adventurers satchel from the corpse of Frazelith.
You get an ermineskin backpack from the corpse of Frazelith.
You get a pair of silver earrings with red rubies from the corpse of Frazelith.
You get a diamond earring [superior] from the corpse of Frazelith.
You get a spiked mask from the corpse of Frazelith.
You get a falchion named 'Magebane' from the corpse of Frazelith.
You get a gladius called 'Backstabber' from the corpse of Frazelith.
You get a polished steel bracelet from the corpse of Frazelith.
You can't carry any more.
< 103h/584H 154v/154V Pos: standing >
A fire beetle leaves east.
< 103h/584H 154v/154V Pos: standing >
You wear a diamond earring [superior] on your left ear.
You wear a pair of silver earrings with red rubies on your right ear.
You place a polished steel bracelet around your left wrist.
You cover your face with a spiked mask.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You strap an ermineskin backpack on your back.
You need a belt to attach a rugged adventurers satchel to it.
You need a belt to attach a rugged adventurers satchel to it.
You need a belt to attach a rugged adventurers satchel to it.
Your hands are full.
< 103h/584H 154v/154V Pos: standing >
You get an elven bracelet of precision from the corpse of Frazelith.
You get a thick belt of trollhide from the corpse of Frazelith.
You get a boreal brass badge from the corpse of Frazelith.
You get a superior rubber quiver from the corpse of Frazelith.
You get a twined gold visor from the corpse of Frazelith.
You can't carry any more.
< 107h/587H 162v/162V Pos: standing >
You clasp a thick belt of trollhide around your waist.
You place an elven bracelet of precision around your right wrist.
You don the guild insignia of a boreal brass badge.
You slide a twined gold visor over your eyes.
You strap a superior rubber quiver onto your back.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You attach a rugged adventurers satchel to your belt.
It glows brightly.
You attach leather alchemist sack to your belt.
Your hands are full.
< 107h/587H 162v/162V Pos: standing >
You get a human-made brass mantle from the corpse of Frazelith.
You get some patched marble claws from Caves of Mt. Skelenak from the corpse of Frazelith.
You get some boots of forest running from the corpse of Frazelith.
You get leggings woven of frozen icy threads from the corpse of Frazelith.
You get a sabertooth headdress from the corpse of Frazelith.
You get a suit of onyx platemail from the corpse of Frazelith.
You get an amulet of petrified dragon eyes from the corpse of Frazelith.
You can't carry any more.
< 121h/600H 162v/162V Pos: standing >
You shrug into a suit of onyx platemail.
You slide your legs into leggings woven of frozen icy threads.
You pull some patched marble claws from Caves of Mt. Skelenak onto your hands.
You place some boots of forest running on your feet.
You don a sabertooth headdress on your head.
You duck your head and place an amulet of petrified dragon eyes around your neck.
You wear a human-made brass mantle about your body.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You attach a big big bag for a little person to your belt.
It glows brightly.
Your hands are full.
< 122h/600H 162v/162V Pos: standing >
You get a blue Cimmerian chain [superior] from the corpse of Frazelith.
You get a gold ring with diamonds from the corpse of Frazelith.
You get a deerskin canoe from the corpse of Frazelith.
You get a longsword named 'Elfdawn' from the corpse of Frazelith.
You get a small bag made from rabbit skin from the corpse of Frazelith.
< 137h/615H 187v/187V Pos: standing >
You place a gold ring with diamonds on your left ring finger.
It glows brightly.
You duck your head and place a blue Cimmerian chain [superior] around your neck.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
Your hands are full.
< 138h/615H 187v/187V Pos: standing >
The corpse of Frazelith appears to be empty.
< 144h/620H 187v/187V Pos: standing >
You are carrying: (5/11)
a small bag made from rabbit skin
a longsword named 'Elfdawn'
a deerskin canoe
a gladius called 'Backstabber'
a falchion named 'Magebane' (illuminating)
< 144h/620H 187v/187V Pos: standing >
You stop using a thin steel dagger.
< 145h/620H 187v/187V Pos: standing >
You stop using a steel dagger.
< 146h/620H 187v/187V Pos: standing >
You wield a falchion named 'Magebane'.
It glows brightly.
< 148h/620H 187v/187V Pos: standing >
You wield a gladius called 'Backstabber'.
< 148h/620H 187v/187V Pos: standing >
Deep in the Rift Valley Jungle
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a Barbarian is lying here.
(Q)A strange, naked man carves away at a tree with his fingernail.
< 149h/620H 187v/187V Pos: standing >
You are carrying: (5/11)
a steel dagger
a thin steel dagger
a small bag made from rabbit skin
a longsword named 'Elfdawn'
a deerskin canoe
< 149h/620H 187v/187V Pos: standing >
Headbutt whom?
< 150h/620H 187v/187V Pos: standing >
You drop 2 dagger(s).
< 151h/620H 187v/187V Pos: standing >
You are using:
<worn as a badge> a boreal brass badge
<worn on head> a sabertooth headdress
<worn on eyes> a twined gold visor
<worn in ear> a pair of silver earrings with red rubies
<worn in ear> a diamond earring [superior]
<worn on face> a spiked mask
<worn around neck> an amulet of petrified dragon eyes
<worn around neck> a blue Cimmerian chain [superior]
<worn on body> a suit of onyx platemail
<worn about body> a human-made brass mantle [84%]
<worn on back> an ermineskin backpack
<worn as quiver> a superior rubber quiver
<worn about waist> a thick belt of trollhide
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<attached to belt> leather alchemist sack
<attached to belt> a big big bag for a little person (illuminating)
<worn around wrist> an elven bracelet of precision
<worn around wrist> a polished steel bracelet
<worn on hands> some patched marble claws from Caves of Mt. Skelenak
<worn on finger> a gold ring with diamonds (illuminating)
<primary weapon> a falchion named 'Magebane' (illuminating)
<secondary weapon> a gladius called 'Backstabber'
<worn on legs> leggings woven of frozen icy threads
<worn on feet> some boots of forest running
You are using:
<worn as a badge> a boreal brass badge
<worn on head> a sabertooth headdress
<worn on eyes> a twined gold visor
<worn in ear> a pair of silver earrings with red rubies
<worn in ear> a diamond earring [superior]
<worn on face> a spiked mask
<worn around neck> an amulet of petrified dragon eyes
<worn around neck> a blue Cimmerian chain [superior]
<worn on body> a suit of onyx platemail
<worn about body> a human-made brass mantle [84%]
<worn on back> an ermineskin backpack
<worn as quiver> a superior rubber quiver
<worn about waist> a thick belt of trollhide
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<attached to belt> leather alchemist sack
<attached to belt> a big big bag for a little person (illuminating)
<worn around wrist> an elven bracelet of precision
<worn around wrist> a polished steel bracelet
<worn on hands> some patched marble claws from Caves of Mt. Skelenak
< 152h/620H 187v/187V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
< 152h/620H 187v/187V Pos: standing >
Deep in the Rift Valley Jungle
Obvious exits: -North -East -South -West
A steel dagger has been tossed aside here.
A steel dagger about a foot in length lies here.
A few drops of fresh blood are scattered around the area.
The corpse of a Barbarian is lying here.
(Q)A strange, naked man carves away at a tree with his fingernail.
< 152h/620H 187v/187V Pos: standing >
The orcish adventurer enters from the west.
< 153h/620H 187v/187V Pos: standing >
An unassuming woodcarver starts casting a spell.
< 153h/620H 187v/187V Pos: standing >
You get a small bandage from a small bag made from rabbit skin.
< 153h/620H 187v/187V Pos: standing >
An unassuming woodcarver completes his spell...
An unassuming woodcarver utters the words 'oculoinfra uizuguburuhl'
< 153h/620H 187v/187V Pos: standing >
Deep in the Rift Valley Jungle
The simple word 'darkness' has a new meaning here. Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear. Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here. Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West
A rare star orchid hangs from a nearby tree.
< 154h/620H 185v/187V Pos: standing >
A rare star orchid isn't takeable.
< 156h/620H 185v/187V Pos: standing >
It's hotter than anyone could imagine.
< 156h/620H 186v/187V Pos: standing >
a rare star orchid
This beautiful flower is quite rare, and would be valuable if there was anyway
to keep it alive. It is one of the many epiphytic flowers of the jungle,
surviving off the nutrients of other plants. It sinks its narrow roots through
the bark of trees and drains nutrients from them to feed itself. The long,
thin petals extend outward from the center making it look much like a star.
A rare star orchid is made of leather and appears to be of slightly above average quality.
A rare star orchid has an item value of 1.
< 157h/620H 187v/187V Pos: standing >
You attempt to bandage yourself.
< 158h/620H 187v/187V Pos: standing >
You continue bandaging yourself.
< 165h/620H 184v/187V Pos: standing >
You continue bandaging yourself.
< 173h/620H 182v/187V Pos: standing >
You continue bandaging yourself.
< 181h/620H 180v/187V Pos: standing >
You continue bandaging yourself.
< 189h/620H 177v/187V Pos: standing >
You continue bandaging yourself.
< 197h/620H 175v/187V Pos: standing >
< 197h/620H 175v/187V Pos: standing >
You continue bandaging yourself.
< 202h/620H 172v/187V Pos: standing >
< 203h/620H 172v/187V Pos: standing >
You can't bandage any more with this bandage.
< 203h/620H 172v/187V Pos: standing >
Your blade glows brightly as it senses spellcasters nearby...
< 204h/620H 172v/187V Pos: standing >
< 204h/620H 172v/187V Pos: standing >
Deep in the Rift Valley Jungle
Obvious exits: -North -East -South -West
A rare star orchid hangs from a nearby tree.
< 204h/620H 172v/187V Pos: standing >
You attempt to hide yourself.
< 204h/620H 172v/187V Pos: standing >
The sun vanishes behind the southern horizon.
< 207h/620H 172v/187V Pos: standing >
The bright quetzel enters from the west.
< 207h/620H 172v/187V Pos: standing >
The bright quetzel leaves north.
< 209h/620H 172v/187V Pos: standing >
Consider killing who?
< 209h/620H 172v/187V Pos: standing >
Consider killing who?
< 210h/620H 172v/187V Pos: standing >
Deep in the Rift Valley Jungle
Obvious exits: -North -East -South -West
A rare star orchid hangs from a nearby tree.
< 210h/620H 172v/187V Pos: standing >
You are carrying: (3/11)
a small bag made from rabbit skin
a longsword named 'Elfdawn'
a deerskin canoe
< 212h/620H 172v/187V Pos: standing >
Deep in the Rift Valley Jungle
Someone has stripped all the vines away from the southern face of a large
osage tree here. On the barren face of the tree a delicate carving has been
started. Though unfinished, the craftsmanship is remarkable, far beyond the
talents of a normal woodworker. Few creatures appear to venture here, seeming
to almost deliberately shy away from the area, making it seem deceptively quiet
and safe.
Obvious exits: -North -East -South -West
A steel dagger has been tossed aside here.
A steel dagger about a foot in length lies here.
The corpse of a Barbarian is lying here.
An orc adventurer carefully treks through the jungle.(Red Aura)
(Q)A strange, naked man carves away at a tree with his fingernail.
< 219h/620H 185v/187V Pos: standing >
You get a sparkling large hairy crab from a small bag made from rabbit skin.
< 220h/620H 185v/187V Pos: standing >
You eat the sparkling large hairy crab.
< 221h/620H 187v/187V Pos: standing >
Character attributes for Frazelith
Level: 28 Race: Barbarian Class: Mercenary
Age: 21 yrs / 8 mths Height: 76 inches Weight: 207 lbs Size: large
Actual (Base) Actual (Base)
Str: 154 ( 99) Pow: 62 ( 89)
Dex: 88 ( 98) Int: 61 ( 87)
Agi: 86 ( 96) Wis: 87 ( 92)
Con: 170 (103) Cha: 74 ( 99) Luk: 83 ( 92)
Equipped Items: 21 Carried weight: 157
Armor Points: -85 Reduces melee damage taken by 8.5%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 120%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 21 Damroll: 37
Alignment: 1000 (-1000 to 1000)
Saving Throws: PAR[47] FEA[57]
BRE[62] SPE[67]
Load carried: Light
Character attributes for Frazelith
Level: 28 Race: Barbarian Class: Mercenary
Age: 21 yrs / 8 mths Height: 76 inches Weight: 207 lbs Size: large
Actual (Base) Actual (Base)
Str: 154 ( 99) Pow: 62 ( 89)
Dex: 88 ( 98) Int: 61 ( 87)
Agi: 86 ( 96) Wis: 87 ( 92)
Con: 170 (103) Cha: 74 ( 99) Luk: 83 ( 92)
Equipped Items: 21 Carried weight: 157
Armor Points: -85 Reduces melee damage taken by 8.5%
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8%
HP Vamp Cap Percentage(pow): 110%
Spell Damage Modifier(str): 120%
Bloodlust Damage Bonus(vs mob only): 0%
Hitroll: 21 Damroll: 37
Alignment: 1000 (-1000 to 1000)
Saving Throws: PAR[47] FEA[57]
BRE[62] SPE[67]
Load carried: Light
< 228h/625H 187v/187V Pos: standing >
< 230h/625H 187v/187V Pos: standing >
The night has begun.
< 231h/625H 187v/187V Pos: standing >
You are carrying: (3/11)
a small bag made from rabbit skin
a longsword named 'Elfdawn'
a deerskin canoe
< 231h/625H 187v/187V Pos: standing >
The orcish adventurer leaves south.
< 234h/625H 187v/187V Pos: standing >
Deep in the Rift Valley Jungle
The simple word 'darkness' has a new meaning here. Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear. Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here. Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West
A rare star orchid hangs from a nearby tree.
A fuzzy spider carefully picks its way around the jungle.
< 236h/625H 185v/187V Pos: standing >
A fuzzy spider suddenly attacks YOU!
A fuzzy spider misses you.
< 237h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: spider sta EP: excellent >
A fire beetle enters from the east.
< 237h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: spider sta EP: excellent >
Your kick bounces off a fuzzy spider's tough exoskeleton.
< 237h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: spider sta EP: excellent >
You parry a fuzzy spider's lunge at you.
You parry a fuzzy spider's lunge at you.
A fuzzy spider tries to sting its foe with venom but misses.
< 237h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: spider sta EP: excellent >
A fuzzy spider dodges your futile attack.
[Damage: 11 ] -=[Your impressive slash enshrouds a fuzzy spider in a mist of blood.]=-
[Damage: 12 ] -=[Your impressive slash causes a fuzzy spider to grimace in pain.]=-
< 237h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: spider sta EP: awful >
You dodge a fuzzy spider's vicious attack.
You parry a fuzzy spider's lunge at you.
< 237h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: spider sta EP: awful >
A fire beetle leaves south.
< 237h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: spider sta EP: awful >
[Damage: 10 ] -=[Your impressive slash hits a fuzzy spider.]=-
A fuzzy spider is mortally wounded, and will die soon, if not aided.
[Damage: 2 ] -=[Your crude slash hits a fuzzy spider.]=-
A fuzzy spider is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a fuzzy spider's gurgling and choking signals its demise.
< 237h/625H 185v/187V Pos: standing >
The corpse of a fuzzy spider appears to be empty.
< 237h/625H 185v/187V Pos: standing >
Deep in the Rift Valley Jungle
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a fuzzy spider is lying here.
A rare star orchid hangs from a nearby tree.
< 241h/625H 187v/187V Pos: standing >
Deep in the Rift Valley Jungle
Someone has stripped all the vines away from the southern face of a large
osage tree here. On the barren face of the tree a delicate carving has been
started. Though unfinished, the craftsmanship is remarkable, far beyond the
talents of a normal woodworker. Few creatures appear to venture here, seeming
to almost deliberately shy away from the area, making it seem deceptively quiet
and safe.
Obvious exits: -North -East -South -West
A steel dagger has been tossed aside here.
A steel dagger about a foot in length lies here.
The corpse of a Barbarian is lying here.
A flaming beetle searches for food.
(Q)A strange, naked man carves away at a tree with his fingernail.
< 245h/625H 185v/187V Pos: standing >
Deep in the Rift Valley Jungle
In some nearby spots the jungle canopy lets through enough light to grow
some spectacular plants, here though, the plants rely on those above them to
supply them with nutrients. Several large bromeliards lie on the jungle floor
here, spreading their massive petals to create small pools of water that
provide life to many other creatures in the forest. Most of the creatures here
feed on the rotting leaves, branches, and fruit that have fallen from the
canopy above, others feed on each other or on the living trees themselves.
Yes, in the deep jungle even plants are parasites, and predators, in the combat
for survival no trick shall remain unused.
Obvious exits: -North -East -South -West
The corpse of the quick moss is lying here.
< 247h/625H 183v/187V Pos: standing >
Deep in the Rift Valley Jungle
The simple word 'darkness' has a new meaning here. Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear. Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here. Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West
An orc adventurer carefully treks through the jungle.(Red Aura)
< 251h/625H 185v/187V Pos: standing >
You would need a lot of luck!
< 255h/625H 185v/187V Pos: standing >
Autosaving...
< 257h/625H 185v/187V Pos: standing >
Along a Cliff in the Rift Valley Jungle
Dense foliage clings to the steep cliffs that enclose this warm and humid
valley, tearing at their stony walls in some vain attempt to escape. Warm,
humid breezes bounce off the steep walls to wind through the tall trees,
making the plants dance ever so slightly. The breeze doesn't cool anything
down at all, but it does relieve a bit of the stench from the rotting
vegetation that supports the life in every jungle known. As the jungle
stretches outward from here, one can sense a certain darkness, a darkness that
goes beyond simple lack of light.
Obvious exits: -North -East -West
A mound of rotting vegetation quivers as creatures walk around it.(Red Aura)
< 258h/625H 185v/187V Pos: standing >
A shambling mound suddenly attacks YOU!
A shambling mound misses you.
< 259h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: mound sta EP: excellent >
-=[A shambling mound's decent crush strikes you.]=-
[Damage: 9 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
-=[A shambling mound's decent crush strikes you.]=-
[Damage: 8 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
-=[A shambling mound's impressive crush strikes you very hard.]=-
[Damage: 20 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
< 206h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: mound sta EP: few scratches >
You miss a shambling mound.
You miss a shambling mound.
You miss a shambling mound.
< 206h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: mound sta EP: few scratches >
[Damage: 13 ] -=[Your kick hits a shambling mound, sending small branches and leaves everywhere.]=-
< 206h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC: nasty wounds E: mound sta EP: few scratches >
A shambling mound misses you.
-=[A shambling mound's decent crush strikes you.]=-
[Damage: 9 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
-=[A shambling mound's decent crush strikes you.]=-
[Damage: 9 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
[Damage: 2 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
A shambling mound's mass slams into you, knocking you to the ground!
< 178h/625H 185v/187V Pos: sitting >
< T: Frazelith TP: sit TC:pretty hurt E: mound sta EP: few scratches >
You miss a shambling mound.
You miss a shambling mound.
You miss a shambling mound.
< 178h/625H 185v/187V Pos: sitting >
< T: Frazelith TP: sit TC:pretty hurt E: mound sta EP: few scratches >
-=[A shambling mound's fine crush strikes you hard.]=-
[Damage: 12 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
You dodge a shambling mound's vicious attack.
-=[A shambling mound's fine crush strikes you hard.]=-
[Damage: 12 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
< 144h/625H 185v/187V Pos: sitting >
< T: Frazelith TP: sit TC:pretty hurt E: mound sta EP: few scratches >
You miss a shambling mound.
You miss a shambling mound.
You miss a shambling mound.
< 144h/625H 185v/187V Pos: sitting >
< T: Frazelith TP: sit TC:pretty hurt E: mound sta EP: few scratches >
You scramble madly to your feet!
< 144h/625H 185v/187V Pos: standing >
< T: Frazelith TP: sta TC:pretty hurt E: mound sta EP: few scratches >
You attempt to flee...
Above a River in the Rift Valley Jungle
Immediately to the west the jungle ends abruptly at the edge of a steep
gorge where the sounds of a swift-flowing river can be heard echoing upward.
The vegetation here is thick and snarled, hanging out even over the edge of the
ravine to try to soak up as much sunlight as it can. This very thickness,
combined with the violence of the river below make it somewhat difficult to
know exactly where the edge of the ravine is, and make falling into it a
definite possibility. Across the gorge, the lip of the ravine is cloaked in
greenery, there are even large roots that stretch downward along the jagged
rocks to drink from the rapidly flowing river.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A bromeliard with red and yellow petals sits here.
You sense a lifeform nearby.
You flee westward!
< 144h/625H 162v/187V Pos: standing >
Someone suddenly attacks YOU!
A vampire vine misses you.
Sorry, you aren't allowed to do that in combat.
< 144h/625H 162v/187V Pos: standing >
< T: Frazelith TP: sta TC:pretty hurt E: vine sta EP: excellent >
You attempt to flee...
Along a Cliff in the Rift Valley Jungle
Dense foliage clings to the steep cliffs that enclose this warm and humid
valley, tearing at their stony walls in some vain attempt to escape. Warm,
humid breezes bounce off the steep walls to wind through the tall trees,
making the plants dance ever so slightly. The breeze doesn't cool anything
down at all, but it does relieve a bit of the stench from the rotting
vegetation that supports the life in every jungle known. As the jungle
stretches outward from here, one can sense a certain darkness, a darkness that
goes beyond simple lack of light.
Obvious exits: -North -East -West
Fresh blood splatters cover the area.
A mound of rotting vegetation quivers as creatures walk around it.(Red Aura)
You flee eastward!
< 144h/625H 139v/187V Pos: standing >
[Damage: 2 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
A shambling mound's mass slams into you, knocking you to the ground!
< 141h/625H 140v/187V Pos: sitting >
< T: Frazelith TP: sit TC:pretty hurt E: mound sta EP: few scratches >
-=[A shambling mound's fine crush strikes you hard.]=-
[Damage: 12 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
-=[A shambling mound's fine crush strikes you hard.]=-
[Damage: 10 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
-=[A shambling mound's fine crush strikes you very hard.]=-
[Damage: 11 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
< 96h/625H 140v/187V Pos: sitting >
< T: Frazelith TP: sit TC:pretty hurt E: mound sta EP: few scratches >
You miss a shambling mound.
You miss a shambling mound.
You miss a shambling mound.
< 96h/625H 140v/187V Pos: sitting >
< T: Frazelith TP: sit TC:pretty hurt E: mound sta EP: few scratches >
You dodge a shambling mound's vicious attack.
-=[A shambling mound's fine crush strikes you very hard.]=-
[Damage: 10 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
-=[A shambling mound's fine crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
[Damage: 14 ] -=[A shambling mound shivers from the unnatural cold as it hits you!]=-
< 62h/625H 140v/187V Pos: sitting >
< T: Frazelith TP: sit TC: awful E: mound sta EP: few scratches >
[Damage: 9 ] -=[Your slash grazes a shambling mound.]=-
You miss a shambling mound.
You miss a shambling mound.
< 62h/625H 140v/187V Pos: sitting >
< T: Frazelith TP: sit TC: awful E: mound sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 62h/625H 140v/187V Pos: sitting >
< T: Frazelith TP: sit TC: awful E: mound sta EP: few scratches >
You scramble madly to your feet!
< 62h/625H 140v/187V Pos: standing >
< T: Frazelith TP: sta TC: awful E: mound sta EP: few scratches >
You attempt to flee...
Above a River in the Rift Valley Jungle
Immediately to the west the jungle ends abruptly at the edge of a steep
gorge where the sounds of a swift-flowing river can be heard echoing upward.
The vegetation here is thick and snarled, hanging out even over the edge of the
ravine to try to soak up as much sunlight as it can. This very thickness,
combined with the violence of the river below make it somewhat difficult to
know exactly where the edge of the ravine is, and make falling into it a
definite possibility. Across the gorge, the lip of the ravine is cloaked in
greenery, there are even large roots that stretch downward along the jagged
rocks to drink from the rapidly flowing river.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
A bromeliard with red and yellow petals sits here.
A red quetzel darts through the canopy.
A dark, thorny vine clings to the trees.(Red Aura)
You flee westward!
< 62h/625H 110v/187V Pos: standing >
You attempt to hide yourself.
< 62h/625H 110v/187V Pos: standing >
You attempt to flee...
Along a Cliff in the Rift Valley Jungle
Dense foliage clings to the steep cliffs that enclose this warm and humid
valley, tearing at their stony walls in some vain attempt to escape. Warm,
humid breezes bounce off the steep walls to wind through the tall trees,
making the plants dance ever so slightly. The breeze doesn't cool anything
down at all, but it does relieve a bit of the stench from the rotting
vegetation that supports the life in every jungle known. As the jungle
stretches outward from here, one can sense a certain darkness, a darkness that
goes beyond simple lack of light.
Obvious exits: -North -East -West
Puddles of fresh blood cover the ground.
A mound of rotting vegetation quivers as creatures walk around it.(Red Aura)
You flee eastward!
< 62h/625H 104v/187V Pos: standing >
You attempt to hide yourself.
< 62h/625H 105v/187V Pos: standing >
Your blade glows brightly as it senses spellcasters nearby...
< 70h/625H 128v/187V Pos: standing >
You attempt to hide yourself.
< 70h/625H 128v/187V Pos: standing >
Deep in the Rift Valley Jungle
In some nearby spots the jungle canopy lets through enough light to grow
some spectacular plants, here though, the plants rely on those above them to
supply them with nutrients. Several large bromeliards lie on the jungle floor
here, spreading their massive petals to create small pools of water that
provide life to many other creatures in the forest. Most of the creatures here
feed on the rotting leaves, branches, and fruit that have fallen from the
canopy above, others feed on each other or on the living trees themselves.
Yes, in the deep jungle even plants are parasites, and predators, in the combat
for survival no trick shall remain unused.
Obvious exits: -North -East -South -West
A white and purple bromeliard sits on the jungle floor.
< 79h/625H 150v/187V Pos: standing >
Along a Cliff in the Rift Valley Jungle
Dense foliage clings to the steep cliffs that enclose this warm and humid
valley, tearing at their stony walls in some vain attempt to escape. Warm,
humid breezes bounce off the steep walls to wind through the tall trees,
making the plants dance ever so slightly. The breeze doesn't cool anything
down at all, but it does relieve a bit of the stench from the rotting
vegetation that supports the life in every jungle known. As the jungle
stretches outward from here, one can sense a certain darkness, a darkness that
goes beyond simple lack of light.
Obvious exits: -North -South -West
< 80h/625H 149v/187V Pos: standing >
Alas, you cannot go that way. . . .
< 80h/625H 149v/187V Pos: standing >
Alas, you cannot go that way. . . .
< 80h/625H 149v/187V Pos: standing >
Alas, you cannot go that way. . . .
< 80h/625H 150v/187V Pos: standing >
Alas, you cannot go that way. . . .
< 80h/625H 150v/187V Pos: standing >
Alas, you cannot go that way. . . .
< 81h/625H 151v/187V Pos: standing >
You attempt to hide yourself.
< 81h/625H 151v/187V Pos: standing >
You get a small bandage from a small bag made from rabbit skin.
< 90h/625H 176v/187V Pos: standing >
Bandaging again wont do any good now.
< 92h/625H 181v/187V Pos: standing >
Along a Cliff in the Rift Valley Jungle
Obvious exits: -North -South -West
< 94h/625H 186v/187V Pos: standing >
You sit down and relax.
< 97h/625H 187v/187V Pos: sitting >
You nod off.
< 99h/625H 187v/187V Pos: sitting >
Your rest is violently disturbed!
-=[Juq creates a hammer out of thin air that smashes into you!]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 19h/625H 187v/187V Pos: on your ass >
Juq starts casting an offensive spell.
< 21h/625H 187v/187V Pos: on your ass >
You scramble madly to your feet!
< 21h/625H 187v/187V Pos: standing >
Juq completes her spell...
Juq utters the word 'pawwzf'
-=[Juq creates a hammer out of thin air that smashes into you!]=-
Your twined gold visor was completely destroyed by the massive blow!
Your superior rubber quiver was completely destroyed by the massive blow!