<worn as a badge> the mark of the saboteur
<worn on head> a crown of burning flames [superior]
<worn on eyes> the eyes of the High Forest (glowing)
<worn in ear> a flaming earring [72%]
<worn in ear> a tiny copper earring of regeneration
<worn on face> mask of the flayed mind of agility [74%]
<worn around neck> an amulet of chaos of dexterity
<worn around neck> a holy symbol of the Ravenkind of damage (glowing) [53%]
<worn on body> a suit of wickedly-barbed devil hide of damage (humming) [84%]
<worn about body> a long, flowing cape of hellfire of endurance (glowing) [72%]
<worn as quiver> the ancient sheath of *-* Clan BloodLust *-* (glowing) [71%]
<worn about waist> a black leather belt with a crimson coral buckle of endurance [64%]
<worn on belt buckle>the head of Raxthan [superior] [76%]
<attached to belt> a potion of bubbling goo (glowing) [57%]
<worn on arms> some scintillating sleeves
<worn around wrist> a bracelet of purple mist [86%]
<worn around wrist> a steel wire with a strange blue stone (glowing) [82%]
<worn on hands> a pair of pale, misty gloves[238h 48m 41s]
<worn on finger> an obsidian circle of endurance [80%]
<worn on finger> an obsidian circle of damage [84%]
<primary weapon> the Soulsword (humming)
<secondary weapon> Tiamat's poison tail stinger[238h 48m 39s]
<worn on legs> a pair of vapor leggings of precision
<worn on feet> a pair of dusty boots [superior] (glowing) [62%]
Cols points at Aik.
Aik begins to move much more quickly.
Cols points at you.
Suddenly, a feeling of speed courses through your veins!
Cols points at an orc miner.
An orc miner begins to move much more quickly.
Cols points at an orc miner.
An orc miner begins to move much more quickly.
Cols points at an orc miner.
An orc miner begins to move much more quickly.
Cols points at an orc miner.
An orc miner begins to move much more quickly.
Cols points at an orc miner.
An orc miner begins to move much more quickly.
Cols points at an orc miner.
An orc miner begins to move much more quickly.
Cols points at an orc miner.
An orc miner begins to move much more quickly.
< 1213h/1213H 289v/291V Pos: standing >
Cols whispers 'raven' to the Totem of Mastery.
Smoke billows from Cols's Totem of Mastery in the form of Raven.
An orc miner floats up into the air, free as a bird!
An orc miner floats up into the air, free as a bird!
An orc miner floats up into the air, free as a bird!
An orc miner floats up into the air, free as a bird!
An orc miner floats up into the air, free as a bird!
An orc miner floats up into the air, free as a bird!
An orc miner floats up into the air, free as a bird!
< 1213h/1213H 367v/369V Pos: standing >
Cols whispers 'spirit' to Totem of Mastery
A spirit fog streams out of Cols's Totem of Mastery.
Cols points at Aik.
Cols points at you.
You feel protective spirits watching over you.
Cols points at an orc miner.
An orc miner is briefly surrounded by a purple aura.
Cols points at an orc miner.
An orc miner is briefly surrounded by a purple aura.
Cols points at an orc miner.
An orc miner is briefly surrounded by a purple aura.
Cols points at an orc miner.
An orc miner is briefly surrounded by a purple aura.
Cols points at an orc miner.
An orc miner is briefly surrounded by a purple aura.
Cols points at an orc miner.
An orc miner is briefly surrounded by a purple aura.
Cols points at an orc miner.
An orc miner is briefly surrounded by a purple aura.
< 1213h/1213H 369v/369V Pos: standing >
Cols whispers 'sense' to Totem of Mastery.
A rush of air from Cols's Totem of Mastery.
Cols points at Aik.
Cols points at you.
You feel your sense of the spirit in every thinking being improve.
Cols points at an orc miner.
Cols points at an orc miner.
Cols points at an orc miner.
Cols points at an orc miner.
Cols points at an orc miner.
Cols points at an orc miner.
Cols points at an orc miner.
< 1213h/1213H 369v/369V Pos: standing >
Ok.
< 1213h/1213H 369v/369V Pos: standing >
A Roughly Built Escape Tunnel
Here is a small escape tunnel which has been built by a single orc at a
time. While the others work above quickly to make up for the lack of one of
their number, the missing miner comes here to advance their way to freedom.
Not well built at all these tunnels are craggy and not smoothed at all.
Obvious exits: -North -Up
< 1213h/1213H 367v/369V Pos: standing >
Pardon?
< 1213h/1213H 367v/369V Pos: standing >
Ok.
< 1213h/1213H 367v/369V Pos: standing >
A Roughly Built Escape Tunnel
Obvious exits: -North -Up #
*Cols -=Celestial Sigil=- (Halfling)(small) stands in mid-air here.(Gold Aura)
*Aik -=Celestial Sigil=- (Githzerai)(medium) stands in mid-air here.(Gold Aura)
< 1213h/1213H 367v/369V Pos: standing >
A Curve In The Escape Tunnel
This tunnel curves to the west where clanking can be heard clearly. It is
obvious that above a mistake was made when one of the anxious miners tried to
break through. The exit leads into the city, but fortunately when it was made
it was covered up by a large rock just as quickly by the hopeful miner.
Continuing to the west the escape tunnel thins some.
Obvious exits: -South -West -Up #
A veteran hobgoblin guard stands here eyeing the populace for trouble.
This tired hobgoblin merchant tries to trade what he can here.
< 1213h/1213H 365v/369V Pos: standing >
Alas, you cannot go that way. . . .
< 1213h/1213H 365v/369V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your west.
< 1213h/1213H 367v/369V Pos: standing >
Ok.
< 1213h/1213H 369v/369V Pos: standing >
Moving Into The City
Ahead, a large cavern opens up into an underground city. Carved and made
from the large caves that dwarves used to inhabit, this city was expanded and
moulded to its founder's purpose. Now with untold numbers of defense measures
and expansion unto the once city of the mountain dwellers is now an efficient
home to this ruthless military society.
Obvious exits: -East -West -Down
A sleepy rakshasa is almost ready to relieve the commander at the gate.
< 1213h/1213H 367v/369V Pos: standing >
Pardon?
< 1213h/1213H 367v/369V Pos: standing >
You quickly scan the area.
A grumbling hobgoblin woman who is not far off to your east.
A hobgoblin child who is a brief walk away to your east.
A veteran hobgoblin guard who is close by below you.
< 1213h/1213H 367v/369V Pos: standing >
Ok.
< 1213h/1213H 367v/369V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.
< 1213h/1213H 367v/369V Pos: standing >
Intersection In The Main Cavern Route
Here is the intersection of the two largest routes in all of the city.
To the west the main gate of the city stands blocking the passage and to the
east the Central Avenue of the city continues. Running north and south the
main cavern route makes a circle of the city proper. This intersection is
thronging with people of all sorts. Almost all people wear uniforms and
stacked bars of rank on their breasts. Even the children themselves are given
ranks in their schooling.
Obvious exits: -North -East -South -West
Aik sneaks in from the west.
< 1213h/1213H 365v/369V Pos: standing >
A faint hum can be heard from the Totem of Mastery carried by Cols.
Central Avenue
Forward the path moves forward briskly here. Small clusters of hobgoblins
gather together here and there. Along the walls wheelbarrows full of products
moving from one place to another are moving constantly. Here and there an
occasional hawker claims to be selling bits of the column Torg used to sweep
his enemies from his sight, or bones of the dwarven leader which he bit the
very head from.
Obvious exits: -East -West
Grumbling this hobgoblin woman wanders about aimlessly.
There are some tracks heading east.
< 1213h/1213H 363v/369V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your east.
A veteran hobgoblin guard who is in the distance to your east.
A relief rakshasa commander who is not far off to your west.
< 1213h/1213H 365v/369V Pos: standing >
Central Avenue
The central avenue continues here. To the north a small barracks for
some of Torg's regular soldiers resides. South of here the shop of Gornogo
awaits customers hungry for meat. East and west this large path continues.
High above on either side large archers shelters reside and stand ready to pick
at invading enemy forces. On the side of the street a corpse of a dwarven
soldier has been picked apart for trophies by the common populace.
Obvious exits: -North# -East -South# -West
A crazy child runs around screaming and hitting other children here.
There are some tracks heading east.
< 1213h/1213H 367v/369V Pos: standing >
You quickly scan the area.
A veteran hobgoblin guard who is rather far off to your east.
A veteran hobgoblin guard who is in the distance to your east.
A tired hobgoblin merchant who is in the distance to your east.
A grumbling hobgoblin woman who is close by to your west.
A relief rakshasa commander who is a brief walk away to your west.
< 1213h/1213H 367v/369V Pos: standing >
Central Avenue
Here is the center of the town which supports the massive military machine
which works in the name of Torg. In the center of the square a murmuring
fountain awaits it's daily pilgramige of visitors. All about squads of
military units in formation march off to various duties, and in various drills.
Women come here to watch the ranks pass by to select mates from the soldiers
running about. While many stands are present none dare sell any armor or arms
for knowledge that in this town, only Kordor may sell those things.
Obvious exits: -East -West
Gurgling a fountain is here offering its contents to the people.
Aik sneaks in from the west.
< 1213h/1213H 365v/369V Pos: standing >
Central Avenue
The central avenue continues here. To the north a small barracks for
some of Torg's regular soldiers resides. South of here the shop of Gornogo
awaits customers hungry for meat. East and west this large path continues.
High above on either side large archers shelters reside and stand ready to pick
at invading enemy forces. On the side of the street a corpse of a dwarven
soldier has been picked apart for trophies by the common populace.
Obvious exits: -East -South# -West
< 1213h/1213H 363v/369V Pos: standing >
You quickly scan the area.
A veteran hobgoblin guard who is not far off to your east.
A veteran hobgoblin guard who is a brief walk away to your east.
A tired hobgoblin merchant who is a brief walk away to your east.
A hobgoblin child who is in the distance to your east.
A hobgoblin child who is not far off to your west.
A grumbling hobgoblin woman who is a brief walk away to your west.
A relief rakshasa commander who is in the distance to your west.
< 1213h/1213H 365v/369V Pos: standing >
Central Avenue
Forward the path moves forward briskly here. Small clusters of hobgoblins
gather together here and there. Along the walls wheelbarrows full of products
moving from one place to another are moving constantly. Here and there an
occasional hawker claims to be selling bits of the column Torg used to sweep
his enemies from his sight, or bones of the dwarven leader which he bit the
very head from.
Obvious exits: -East -West
< 1213h/1213H 367v/369V Pos: standing >
You quickly scan the area.
A veteran hobgoblin guard who is close by to your east.
A veteran hobgoblin guard who is not far off to your east.
A tired hobgoblin merchant who is not far off to your east.
A hobgoblin child who is rather far off to your east.
A veteran hobgoblin guard who is in the distance to your east.
A hobgoblin child who is a brief walk away to your west.
A grumbling hobgoblin woman who is rather far off to your west.
< 1213h/1213H 367v/369V Pos: standing >
Intersection Of The Main Routes
This intersection connects the main cavern route with the central avenue.
To the east a fine path leads towards the compound as well. While the other
paths are literally thronging with people, that path only attracts the
occasional visitor. Unless one has buisness or reports for the compound the
only reason to visit might be to see the Colloseum fights.
Obvious exits: -North -East -South -West
A veteran hobgoblin guard stands here eyeing the populace for trouble.
< 1213h/1213H 365v/369V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your north.
A veteran hobgoblin guard who is close by to your north.
A hobgoblin child who is a brief walk away to your north.
A hobgoblin child who is rather far off to your north.
A veteran ogre guard who is rather far off to your north.
A veteran hobgoblin guard who is close by to your east.
A tired hobgoblin merchant who is close by to your east.
A hobgoblin child who is a brief walk away to your east.
A veteran hobgoblin guard who is rather far off to your east.
A veteran ogre guard who is close by to your south.
A hobgoblin child who is rather far off to your west.
A grumbling hobgoblin woman who is in the distance to your west.
< 1213h/1213H 365v/369V Pos: standing >
A Fine Path Leading To The Compound
This path is cleaner cut than the main route. A precision is about it that
is far beyond that of any other route in the city. Along the walls small
slits open up into interior archer's alcoves which would make this a perfect
killing ground before a last stand at the compound itself. It is a fearful
vision to the eye and the mind.
Obvious exits: -East -West
A veteran hobgoblin guard stands here eyeing the populace for trouble.
This tired hobgoblin merchant tries to trade what he can here.
< 1213h/1213H 367v/369V Pos: standing >
A Fine Path Leading To The Compound
The archer's alcoves continue here and further along the now wide path
narrows some. This narrowing gives the distinct feeling that one is being
crowded in and scrutinized. Any ambassadors who might be travelling this path
would become very uncomfortable and indeed feel daunted by the enlarging
proportions of the path giving the distinct psychological impression of
inferiority.
Obvious exits: -East -West
< 1213h/1213H 365v/369V Pos: standing >
A Fine Path Leading To The Compound
The ceiling raises a bit here allowing for some deviously hidden
portcullis's to aid in a trap up ahead. The walls begin to narrow some as well
making the entire area but the width of twenty men rather than fifty. An
occasional peek hole appears in the walls making any who travel uncomfortably
aware that they are being observed. Indeed the well known "eyes" of Torg
line the walls as well.
Obvious exits: -East -West
A crazy child runs around screaming and hitting other children here.
There are Barbarian tracks going east.
< 1213h/1213H 363v/369V Pos: standing >
A Corner Turning Towards The Compound
Here the path turns to the north, directly towards the compound. Off to
the west a bit the path reconnects with the main route. This corner allows for
the second to last true defense of the city. Should a final withdraw to the
compound be neccessary a barrage of boulders, stalagtites, and arrows would
greet invaders here. As well portcullis's can be dropped from the ceiling to
trap invader's and compartmentalize them and maximize the effectiveness of
the defenses.
Obvious exits: -North -West
A veteran hobgoblin guard stands here eyeing the populace for trouble.
< 1213h/1213H 363v/369V Pos: standing >
You quickly scan the area.
A veteran ogre guard who is not far off to your north.
A veteran ogre guard who is not far off to your north.
A veteran ogre guard who is not far off to your north.
An ogre lieutenant who is not far off to your north.
A hobgoblin child who is close by to your west.
A veteran hobgoblin guard who is a brief walk away to your west.
A tired hobgoblin merchant who is a brief walk away to your west.
A veteran hobgoblin guard who is rather far off to your west.
< 1213h/1213H 365v/369V Pos: standing >
A Fine Path Leading To The Compound
The ceiling raises a bit here allowing for some deviously hidden
portcullis's to aid in a trap up ahead. The walls begin to narrow some as well
making the entire area but the width of twenty men rather than fifty. An
occasional peek hole appears in the walls making any who travel uncomfortably
aware that they are being observed. Indeed the well known "eyes" of Torg
line the walls as well.
Obvious exits: -East -West
A crazy child runs around screaming and hitting other children here.
There are some tracks heading west.
< 1213h/1213H 366v/369V Pos: standing >
A Fine Path Leading To The Compound
The archer's alcoves continue here and further along the now wide path
narrows some. This narrowing gives the distinct feeling that one is being
crowded in and scrutinized. Any ambassadors who might be travelling this path
would become very uncomfortable and indeed feel daunted by the enlarging
proportions of the path giving the distinct psychological impression of
inferiority.
Obvious exits: -East -West
There are some tracks heading east.
Cols sneaks in from the east.
< 1213h/1213H 367v/369V Pos: standing >
A Fine Path Leading To The Compound
This path is cleaner cut than the main route. A precision is about it that
is far beyond that of any other route in the city. Along the walls small
slits open up into interior archer's alcoves which would make this a perfect
killing ground before a last stand at the compound itself. It is a fearful
vision to the eye and the mind.
Obvious exits: -East -West
A veteran hobgoblin guard stands here eyeing the populace for trouble.
This tired hobgoblin merchant tries to trade what he can here.
< 1213h/1213H 365v/369V Pos: standing >
Intersection Of The Main Routes
This intersection connects the main cavern route with the central avenue.
To the east a fine path leads towards the compound as well. While the other
paths are literally thronging with people, that path only attracts the
occasional visitor. Unless one has buisness or reports for the compound the
only reason to visit might be to see the Colloseum fights.
Obvious exits: -North -East -South -West
A veteran hobgoblin guard stands here eyeing the populace for trouble.
There are some tracks heading west.
< 1213h/1213H 363v/369V Pos: standing >
Central Avenue
Forward the path moves forward briskly here. Small clusters of hobgoblins
gather together here and there. Along the walls wheelbarrows full of products
moving from one place to another are moving constantly. Here and there an
occasional hawker claims to be selling bits of the column Torg used to sweep
his enemies from his sight, or bones of the dwarven leader which he bit the
very head from.
Obvious exits: -East -West
There are some tracks heading east.
< 1213h/1213H 363v/369V Pos: standing >
You quickly scan the area.
A veteran hobgoblin guard who is close by to your east.
A veteran hobgoblin guard who is not far off to your east.
A tired hobgoblin merchant who is not far off to your east.
A hobgoblin child who is rather far off to your east.
A veteran hobgoblin guard who is in the distance to your east.
A hobgoblin child who is a brief walk away to your west.
A grumbling hobgoblin woman who is rather far off to your west.
< 1213h/1213H 365v/369V Pos: standing >
Intersection Of The Main Routes
This intersection connects the main cavern route with the central avenue.
To the east a fine path leads towards the compound as well. While the other
paths are literally thronging with people, that path only attracts the
occasional visitor. Unless one has buisness or reports for the compound the
only reason to visit might be to see the Colloseum fights.
Obvious exits: -North -East -South -West
A veteran hobgoblin guard stands here eyeing the populace for trouble.
There are Barbarian tracks going east.
< 1213h/1213H 367v/369V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your north.
A veteran hobgoblin guard who is close by to your north.
A common mage soldier who is a brief walk away to your north.
A hobgoblin child who is a brief walk away to your north.
A hobgoblin child who is rather far off to your north.
A veteran ogre guard who is in the distance to your north.
A veteran hobgoblin guard who is close by to your east.
A tired hobgoblin merchant who is close by to your east.
A veteran hobgoblin guard who is rather far off to your east.
A veteran ogre guard who is close by to your south.
A hobgoblin child who is rather far off to your west.
A grumbling hobgoblin woman who is in the distance to your west.
< 1213h/1213H 367v/369V Pos: standing >
Along The Main Cavern Route
Here is the main route of the underworld kingdom of Torg. The obsidian
walls of this underground thoroughfare are lined with stalls and hawkers and
brimming with military people. In this underworld community all is kept in
strict order. The construction of this city indeed was well thought out for
defensive purposes. At every fifty feet a new archers alcove or small set of
battlements can be seen set into the rock face of the cavern. It might indeed
take an invading army a long time to make their way to the palace through a
retreating action.
Obvious exits: -North -South
A crazy child runs around screaming and hitting other children here.
A veteran hobgoblin guard stands here eyeing the populace for trouble.
< 1213h/1213H 365v/369V Pos: standing >
Along The Main Cavern Route
To the north the route winds around a corner. To the east a small
hobgoblin home is carved into the large rock face of the route. Here the
rock floor seems a bit rougher than other points in the city indicating that
this portion of the city is less traveled. Perhaps the directness of the
central paths between the gates and the barracks make this route only useful to
those who live along it.
Obvious exits: -North -East -South
< 1213h/1213H 363v/369V Pos: standing >
Northeast Corner Along The Main Cavern Route
Here is a corner in the main route of the city. To the north a rough hewn
path moves forward towards the Colloseum. Not wishing to waste this
intersection's defensability large rocks bottleneck a small portion of the
route with precision. Along those rocks large numbers of engineers can unleash
boulders down upon a host. As well an intricate gutter system has been
designed for the sole purpose of delivering boiling oil along the entire
street.
Obvious exits: -North -South -West
This mage warrior is here all fizzled out.
A crazy child runs around screaming and hitting other children here.
There are some tracks heading north.
Cols sneaks in from the south.
< 1213h/1213H 363v/369V Pos: standing >
You quickly scan the area.
A hobgoblin child who is close by to your north.
A veteran ogre guard who is not far off to your north.
A veteran hobgoblin guard who is a brief walk away to your north.
A hobgoblin child who is not far off to your south.
A veteran hobgoblin guard who is not far off to your south.
A veteran hobgoblin guard who is a brief walk away to your south.
A veteran ogre guard who is rather far off to your south.
A veteran ogre guard who is not far off to your west.
A veteran hobgoblin guard who is not far off to your west.
A grumbling hobgoblin woman who is a brief walk away to your west.
A hobgoblin child who is rather far off to your west.
A veteran hobgoblin guard who is in the distance to your west.
< 1213h/1213H 365v/369V Pos: standing >
The Colloseum Path
Breaking off from the main cavern route is this different looking tunnel.
While most other tunnels inside these caverns are rather well made, this has
a rough quality to it. Whereas the dwarves made most of the caves, these
tunnels most likely were dug by shaky bleeding goblin hands. Unfinished
planes of obsidian are the result of extreme laziness on the part of the
workers. Had this tunnel been made for the higher of Torg's servants then this
would not be the case. However mostly simple commoners tread these paths.
Obvious exits: -North -South
A crazy child runs around screaming and hitting other children here.
< 1213h/1213H 367v/369V Pos: standing >
The Colloseum Path
To the south the path continues away from the Colloseum. To the north
the commoner's entrance to the low Colloseum seats. Rough hewn this path
appears to be featureless but for the trash that decorates its sides. Scraps
of leather, excrement, and even a stray head can be seen in the hall.
Apparently some of the Champion's handiwork that is thrown to the crowd, are
not carried off as prized possesions.
Obvious exits: -North -South
This ogre guard looks sleepily about hoping for some excitement.
Aik sneaks in from the south.
< 1213h/1213H 365v/369V Pos: standing >
The Colloseum Path
Here are the doors in front of the great Colloseum. These doors are
often opened before the games so that commoners and regular soldiers may be
allowed into the low stands to watch. They however are confined to this side
of the Colloseum and would never be allowed on the opposite side where the
high ranking war officers are seated. To the east these doors appear to be
locked from the inside so that no entry can be attained, at least not at this
time. Off to the west, the gladiator stables are bristling with activity as
the prisoners within are being prepared. The sounds of preparation can be
heard through the large doors.
Obvious exits: -South -West
A veteran hobgoblin guard stands here eyeing the populace for trouble.
< 1213h/1213H 363v/369V Pos: standing >
Alas, you cannot go that way. . . .
< 1213h/1213H 365v/369V Pos: standing >
You quickly scan the area.
A veteran ogre guard who is close by to your south.
A hobgoblin child who is not far off to your south.
A common mage soldier who is a brief walk away to your south.
A hobgoblin child who is a brief walk away to your south.
A hobgoblin child who is in the distance to your south.
< 1213h/1213H 367v/369V Pos: standing >
The Gladiators Prison
This building was built as the top office of the gladiators' prison. Below
the combatants are housed in preparation for the ensuing battles which
entertain the elite of the empire of Torg. All about armor is being brought
in, and different weapons are being prepared for the combatants. A stairway
leads down into the prison itself, but only those guards unlucky enough to
draw duty there go down.
Obvious exits: -East -Down
< 1213h/1213H 367v/369V Pos: standing >
You quickly scan the area.
A veteran hobgoblin guard who is close by to your east.
< 1213h/1213H 367v/369V Pos: standing >
Ok.
< 1213h/1213H 367v/369V Pos: standing >
Inside The Colloseum Prison
Here the prison extends down the hall. The halls and cells themselves house
a depraved, starving, and hurting crew. All around blood clings to the wall
like plaster. It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -East -Up
< 1213h/1213H 366v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 366v/369V Pos: standing >
Inside The Colloseum Prison
The screams of the tortured beings who dwell in these prisons seem to
fill the hall with an eerie noisiness. To the north and south cells can be
seen filled with different creatures whose fate will be sealed in the very
near future. An occasional corpse is left where it fell from a prisoner who
struggled too much against his assailants.
Obvious exits: -North -South -West
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
Inside The Colloseum Prison
Here the Colloseum prison extends as the paths are filled with guards
hustling from spot to spot. Many of the crazed looks that seem to materialize
through the bars of the cells themselves, would scare the heartiest of souls.
Even as sanity slips away from them, the deceptive gleam of intelligence that
many still possess is now tinged with madness..
Obvious exits: -North -South -West #
< 1213h/1213H 367v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 367v/369V Pos: standing >
It seems to be locked.
< 1213h/1213H 369v/369V Pos: standing >
The cell seems to be closed.
< 1213h/1213H 369v/369V Pos: standing >
A faint hum can be heard from a pair of pale, misty gloves you are carrying.
Pardon?
< 1213h/1213H 369v/369V Pos: standing >
Inside The Colloseum Prison
Here the prison extends down the hall. The halls and cells themselves house
a depraved, starving, and hurting crew. All around blood clings to the wall
like plaster. It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -North -East # -South
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
It seems to be locked.
< 1213h/1213H 368v/369V Pos: standing >
The cell seems to be closed.
< 1213h/1213H 368v/369V Pos: standing >
Inside The Colloseum Prison
The screams of the tortured beings who dwell in these prisons seem to
fill the hall with an eerie noisiness. To the north and south cells can be
seen filled with different creatures whose fate will be sealed in the very
near future. An occasional corpse is left where it fell from a prisoner who
struggled too much against his assailants.
Obvious exits: -East -South
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
Inside The Colloseum Prison
Here the Colloseum prison extends as the paths are filled with guards
hustling from spot to spot. Many of the crazed looks that seem to materialize
through the bars of the cells themselves, would scare the heartiest of souls.
Even as sanity slips away from them, the deceptive gleam of intelligence that
many still possess is now tinged with madness..
Obvious exits: -North# -East -West
Cols sneaks in from the west.
< 1213h/1213H 367v/369V Pos: standing >
Inside The Colloseum Prison
Here the prison extends down the hall. The halls and cells themselves house
a depraved, starving, and hurting crew. All around blood clings to the wall
like plaster. It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -East -South# -West
< 1213h/1213H 366v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
Inside The Colloseum Prison
Here the Colloseum prison extends as the paths are filled with guards
hustling from spot to spot. Many of the crazed looks that seem to materialize
through the bars of the cells themselves, would scare the heartiest of souls.
Even as sanity slips away from them, the deceptive gleam of intelligence that
many still possess is now tinged with madness..
Obvious exits: -North# -East -West
There are Halfling tracks going east.
< 1213h/1213H 368v/369V Pos: standing >
It seems to be locked.
< 1213h/1213H 368v/369V Pos: standing >
The cell seems to be closed.
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 369v/369V Pos: standing >
< 1213h/1213H 369v/369V Pos: standing >
Inside The Colloseum Prison
Here the prison extends down the hall. The halls and cells themselves house
a depraved, starving, and hurting crew. All around blood clings to the wall
like plaster. It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -East -South# -West
There are some tracks heading west.
< 1213h/1213H 368v/369V Pos: standing >
It seems to be locked.
< 1213h/1213H 368v/369V Pos: standing >
The door seems to be closed.
< 1213h/1213H 368v/369V Pos: standing >
Inside The Colloseum Prison
The screams of the tortured beings who dwell in these prisons seem to
fill the hall with an eerie noisiness. To the north and south cells can be
seen filled with different creatures whose fate will be sealed in the very
near future. An occasional corpse is left where it fell from a prisoner who
struggled too much against his assailants.
Obvious exits: -South -West
< 1213h/1213H 368v/369V Pos: standing >
Alas, you cannot go that way. . . .
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
Inside The Colloseum Prison
Here the Colloseum prison extends as the paths are filled with guards
hustling from spot to spot. Many of the crazed looks that seem to materialize
through the bars of the cells themselves, would scare the heartiest of souls.
Even as sanity slips away from them, the deceptive gleam of intelligence that
many still possess is now tinged with madness..
Obvious exits: -North -South
< 1213h/1213H 367v/369V Pos: standing >
Inside The Colloseum Prison
Here the prison extends down the hall. The halls and cells themselves house
a depraved, starving, and hurting crew. All around blood clings to the wall
like plaster. It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -North -South
< 1213h/1213H 366v/369V Pos: standing >
Inside The Colloseum Prison
The screams of the tortured beings who dwell in these prisons seem to
fill the hall with an eerie noisiness. To the north and south cells can be
seen filled with different creatures whose fate will be sealed in the very
near future. An occasional corpse is left where it fell from a prisoner who
struggled too much against his assailants.
Obvious exits: -North -East -South
< 1213h/1213H 367v/369V Pos: standing >
Inside The Colloseum Prison
Here the prison extends down the hall. The halls and cells themselves house
a depraved, starving, and hurting crew. All around blood clings to the wall
like plaster. It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -North -South
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
Inside The Colloseum Prison
Here the Colloseum prison extends as the paths are filled with guards
hustling from spot to spot. Many of the crazed looks that seem to materialize
through the bars of the cells themselves, would scare the heartiest of souls.
Even as sanity slips away from them, the deceptive gleam of intelligence that
many still possess is now tinged with madness..
Obvious exits: -North -South
Cols sneaks in from the north.
< 1213h/1213H 367v/369V Pos: standing >
Inside The Colloseum Prison
The screams of the tortured beings who dwell in these prisons seem to
fill the hall with an eerie noisiness. To the north and south cells can be
seen filled with different creatures whose fate will be sealed in the very
near future. An occasional corpse is left where it fell from a prisoner who
struggled too much against his assailants.
Obvious exits: -North -West
< 1213h/1213H 366v/369V Pos: standing >
Alas, you cannot go that way. . . .
< 1213h/1213H 368v/369V Pos: standing >
Inside The Colloseum Prison
Here the prison extends down the hall. The halls and cells themselves house
a depraved, starving, and hurting crew. All around blood clings to the wall
like plaster. It is apparent that the torture that the combatants endure is
severe to the point that they only will wish to vent that pain upon entering
the Colloseum.
Obvious exits: -North# -East -West
< 1213h/1213H 368v/369V Pos: standing >
You quickly scan the area.
You see nothing.
< 1213h/1213H 368v/369V Pos: standing >
< 1213h/1213H 368v/369V Pos: standing >
< 1213h/1213H 368v/369V Pos: standing >
< 1213h/1213H 368v/369V Pos: standing >
It seems to be locked.
< 1213h/1213H 368v/369V Pos: standing >
The cell seems to be closed.
< 1213h/1213H 368v/369V Pos: standing >
I see nothing suitable there.
< 1213h/1213H 368v/369V Pos: standing >
< 1213h/1213H 369v/369V Pos: standing >
< 1213h/1213H 369v/369V Pos: standing >
< 1213h/1213H 369v/369V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger you are carrying.
< 1213h/1213H 369v/369V Pos: standing >
You feel your skin soften and return to normal.
< 1213h/1213H 369v/369V Pos: standing >
Hint: Type 'toggle' to see a list of various commands you can toggle. Try them out! Some are quite handy.
< 1213h/1213H 369v/369V Pos: standing >
< 1213h/1213H 369v/369V Pos: standing >
< 1213h/1213H 369v/369V Pos: standing >
Cols stops following you.
Cols now follows Aik.
< 1213h/1213H 369v/369V Pos: standing >
You charge the door, fully intent on getting it open, FOR GOOD!
You did it! The door budges under your weight, and you charge into a new place!
The Cell
This plain cell was designed with only one thing in mind. It had to
allow the guards to torture the inhabitant in ever way, without giving the
prisoner freedom to fight back. The slick walls and bars far enough apart to
allow many sharp objects through, certainly accomplish this task well.
Obvious exits: -South#
Puddles of fresh blood cover the ground.
The corpse of the tortured gnome is lying here.
The corpse of the badly tortured gnome is lying here.
The vampire of a hobgoblin prison guard stands here. (minion)
The vampire of a hobgoblin prison guard stands here. (minion)
The vampire of a hobgoblin prison guard stands here. (minion)
A Drow Elf (medium) stands here. (Non-Fraggable)
Startled at every sound, this gnome cowers.(Gold Aura)
Now scared and far from his gadgets, this gnome shivers.(Gold Aura)
You snap into visibility.
< 1211h/1213H 369v/369V Pos: standing >
Cols sneaks in from the south.
< 1211h/1213H 369v/369V Pos: standing >
You feel your skin harden to stone.
< 1211h/1213H 369v/369V Pos: standing >
Aik closes the cell.
< 1211h/1213H 369v/369V Pos: standing >
Cols starts casting an offensive spell.
Cols snaps into visibility.
< 1211h/1213H 369v/369V Pos: standing >
Cols completes his spell...
Cols utters the words 'ofzahzf gsufuh aiojugp'
Cols points at a Drow Elf.
A Drow Elf SCREAMS in utter anguish, caused by Cols's spiritual assault!
A Drow Elf begins to sllooowwww down.
< 1211h/1213H 369v/369V Pos: standing >
A Drow Elf attempts to flee.
A Drow Elf tries to flee, but can't make it out of here!
< 1212h/1213H 369v/369V Pos: standing >
Aik snaps into visibility.
Cols starts casting an offensive spell.
Cols snaps into visibility.
< 1212h/1213H 369v/369V Pos: standing >
A Drow Elf locks the cell.
< 1212h/1213H 369v/369V Pos: standing >
Cols completes his spell...
Cols utters the words 'abrauztg gpahhzfuio uqzbarr'
Cols points at a Drow Elf.
Cols's spell flows around a Drow Elf, leaving him unharmed!
< 1212h/1213H 369v/369V Pos: standing >
Aik wills the flames of the abyss to overwhelm and consume thier foe...
A Drow Elf screams and doubles over in agony as searing heat ignites within his body.
Aik snaps into visibility.
A Drow Elf's legendary reptile scale dagger shattered in bits as the tortured body spasms and quivers!
A Drow Elf's pitted steel buckler shattered in bits as the tortured body spasms and quivers!
A Drow Elf's icy leather band shattered in bits as the tortured body spasms and quivers!
The vampire of a hobgoblin prison guard stops following a Drow Elf.
The vampire of a hobgoblin prison guard stops following a Drow Elf.
The vampire of a hobgoblin prison guard stops following a Drow Elf.
A Drow Elf is dead! R.I.P.
You receive your share of experience.