The death of [50 Forest Druid] Elm Islamic Jihad (Centaur)

in A Narrow Passage

from the perspective of [50 Forest Druid] Elm Islamic Jihad (Centaur)

<worn as a badge>    a glowing blue crystal (magic)
<worn on head>       the crown of unholy saints [superior] [55%]
<worn in ear>        an earring of bone
<worn in ear>        a hoop of twisting obsidian (magic) (humming) [89%]
<worn on face>       a Tukluk spirit mask [superior]
<worn around neck>   a druidic necklace of fish scales [72%]
<worn around neck>   a druidic necklace of fish scales
<worn on body>       a dark magenta robe (magic) (glowing) [84%]
<worn on horse body> a saddle made of leather and iron [36%]
<worn on back>       a gnomish toolbox
<worn on tail>       a thick bone ring (magic) (glowing) [71%]
<worn as quiver>     a glowing bard sack [poor] (glowing) [53%]
<worn about waist>   an exquisite silk sash [superior] (magic) [58%]
<worn on belt buckle>the lost book of 'Magic' [39%]
<worn on arms>       the sleeves of the swamp troll [superior] [79%]
<held as shield>     a kingly shield [poor] (magic) [71%]
<worn around wrist>  a centaurian bracelet of honor (magic) (illuminating) [24%]
<worn around wrist>  a glittering sapphire wristguard from The Tempest Court
<worn on hands>      some ancient Tukluk spellshield gloves [poor]
<worn on finger>     the ring of power [superior] (magic) [72%]
<worn on finger>     a glowing ruby ring (magic)
<primary weapon>     a flaming sabre (magic) (glowing) (illuminating)
<worn on feet>       a set of bloodied horseshoes [superior] (magic) [82%]

The lich of an orc city guard starts casting an offensive spell.
The lich of an orc city guard starts casting an offensive spell.
The lich of Firb Derstl, Burrow Warden of Dirk'nspire starts casting an offensive spell.
The lich of a Granite Golem starts casting an offensive spell.

< 1035h/1035H 372v/372V Pos: standing >
Your group consists of ( 3/30):
( Head)   977/977   hit,  235/235  move Cols
(Front)                                Vofli
(Front)  1035/1035  hit,  372/372  move Elm

< 1035h/1035H 372v/372V Pos: standing >
That last attack was particularly invasive, and you feel your collective wisdom decrease.
You snap into visibility.
-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!

< 853h/1035H 372v/372V Pos: standing >
<Your group consists of ( 3/30):
( Head)   977/977   hit,  235/235  move Cols
(Front)                                Vofli
(Front)   853/1035  hit,  372/372  move Elm

< 853h/1035H 372v/372V Pos: standing >
<The lich of an orc city guard completes its spell...
The lich of an orc city guard utters the words 'buoblg qrunsoqpze yugh'
Cols snaps into visibility.
The lich of an orc city guard's fist beats the life out of Cols, blood pours from his body!
The lich of an orc city guard completes its spell...
The lich of an orc city guard utters the words 'buoblg qrunsoqpze yugh'
With a somber grace, Cols holds his mace of the earth high, absorbing the lich of an orc city guard's assault!
The lich of Firb Derstl, Burrow Warden of Dirk'nspire completes its spell...
The lich of Firb Derstl, Burrow Warden of Dirk'nspire utters the words 'buoblg qrunsoqpze yugh'
The lich of Firb Derstl, Burrow Warden of Dirk'nspire's fist beats the life out of Cols, blood pours from his body!
The lich of a Granite Golem completes its spell...
The lich of a Granite Golem utters the words 'buoblg qrunsoqpze yugh'
The lich of a Granite Golem's fist beats the life out of Cols, blood pours from his body!
A Githyanki dodges your futile attack.

< 853h/1035H 372v/372V Pos: standing >
<
< 853h/1035H 372v/372V Pos: standing >
<A Drider completes his spell...
A Drider utters the words 'buoblg qrunsoqpze yugh'
A Drider's fist beats the life out of Cols, blood pours from his body!
A halo of white light settles over Cols as he charges into battle.

< 853h/1035H 372v/372V Pos: standing >
<A Githyanki rises to her feet.

< 853h/1035H 372v/372V Pos: standing >
<
< 853h/1035H 372v/372V Pos: standing >
<Cols clambers to his feet.

< 853h/1035H 372v/372V Pos: standing >
<
< 853h/1035H 372v/372V Pos: standing >
<Cols suddenly clutches their head, as if trying to shrug off some unknown malady.
Cols snaps into visibility.
Cols's eyes briefly cloud over as his body is painfully ripped apart from within.

< 853h/1035H 372v/372V Pos: standing >
<A Githyanki snaps into visibility.
Cols avoids being bashed by a Githyanki, who loses her balance and falls.
A dark shroud encases a Githyanki as she charges into battle.

< 853h/1035H 372v/372V Pos: standing >
<A Drider starts casting an offensive spell.

< 853h/1035H 372v/372V Pos: standing >
<A Drider gives an order to his followers.
The lich of an orc city guard starts casting an offensive spell.
The lich of an orc city guard starts casting an offensive spell.
The lich of Firb Derstl, Burrow Warden of Dirk'nspire starts casting an offensive spell.
The lich of a Granite Golem starts casting an offensive spell.
Cols attempts to flee.
Cols leaves east.

< 853h/1035H 372v/372V Pos: standing >
<A Winding Dune Trail
Obvious exits: -East  -South -West 
*A winged beast from hell stands here reeking with malevolence. (minion) 
*A Githyanki (medium)  - The Horde crouches in mid-air here.
The lich of an orc city guard stands here. (minion)  (casting) 
The lich of an orc city guard stands here. (minion)  (casting) 
The lich of Firb Derstl, Burrow Warden of Dirk'nspire stands here. (minion)  (casting) 
The lich of a Granite Golem stands here. (minion)  (casting) 
A Drider (large)  - The Horde stands in mid-air here.
A Drider (large)  - The Horde stands in mid-air here. (Casting) 
A Githyanki (medium)  - The Horde stands in mid-air here.

< 853h/1035H 372v/372V Pos: standing >
<The lich of an orc city guard stops invoking abruptly!
The lich of an orc city guard stops invoking abruptly!
The lich of Firb Derstl, Burrow Warden of Dirk'nspire stops invoking abruptly!
The lich of a Granite Golem stops invoking abruptly!

< 853h/1035H 372v/372V Pos: standing >
<Cols enters from the east.

< 853h/1035H 372v/372V Pos: standing >
<A Githyanki dodges your futile attack.
You attempt to flee...
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -East  -South
You flee westward!

< 853h/1035H 348v/372V Pos: standing >
Cols enters from the east.

< 853h/1035H 348v/372V Pos: standing >
A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly transverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -East  -South -West 
*A winged beast from hell stands here reeking with malevolence. (minion) 
*A Githyanki (medium)  - The Horde crouches in mid-air here.
The lich of an orc city guard stands here. (minion) 
The lich of an orc city guard stands here. (minion) 
The lich of Firb Derstl, Burrow Warden of Dirk'nspire stands here. (minion) 
The lich of a Granite Golem stands here. (minion) 
A Drider (large)  - The Horde stands in mid-air here.
A Drider (large)  - The Horde stands in mid-air here.
A Githyanki (medium)  - The Horde stands in mid-air here.

< 853h/1035H 350v/372V Pos: standing >
A Drider starts casting an offensive spell.
A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly transverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -North -West 

< 853h/1035H 349v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 854h/1035H 350v/372V Pos: standing >
A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly transverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -East  -South -West 
*A winged beast from hell stands here reeking with malevolence. (minion) 
*A Githyanki (medium)  - The Horde crouches in mid-air here.
The lich of an orc city guard stands here. (minion) 
The lich of an orc city guard stands here. (minion) 
The lich of Firb Derstl, Burrow Warden of Dirk'nspire stands here. (minion) 
The lich of a Granite Golem stands here. (minion) 
A Drider (large)  - The Horde stands in mid-air here.
A Drider (large)  - The Horde stands in mid-air here.

< 854h/1035H 352v/372V Pos: standing >
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -East  -South
A Githyanki (medium)  - The Horde stands in mid-air here.

< 854h/1035H 353v/372V Pos: standing >
A Githyanki sneaks south.

< 855h/1035H 354v/372V Pos: standing >

< 855h/1035H 355v/372V Pos: standing >

< 855h/1035H 357v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 855h/1035H 358v/372V Pos: standing >

< 855h/1035H 359v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 856h/1035H 360v/372V Pos: standing >
A Drider skitters in from the east.

< 856h/1035H 360v/372V Pos: standing >
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -North -East  -South -West 
A Githyanki (medium)  - The Horde stands in mid-air here.

< 856h/1035H 360v/372V Pos: standing >

< 856h/1035H 361v/372V Pos: standing >
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -North -East  -South -West 
A scarab is incredibly hungry.

< 856h/1035H 360v/372V Pos: standing >
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -North -East  -South
A scarab is incredibly hungry.
A tiny desert spider devours some prey.

< 857h/1035H 360v/372V Pos: standing >
Alas, you cannot go that way. . . .
A tiny desert spider suddenly attacks YOU!
A tiny desert spider misses you.

< 857h/1035H 363v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 857h/1035H 363v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 857h/1035H 363v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: excellent >
 You attempt to flee...
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -East  -South
A large desert scorpion searches for prey.
You flee northward!

< 857h/1035H 336v/372V Pos: standing >
A large desert scorpion leaves south.

< 857h/1035H 336v/372V Pos: standing >
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -North -East  -South
A large desert scorpion searches for prey.
A scarab is incredibly hungry.
A tiny desert spider devours some prey.

< 857h/1035H 336v/372V Pos: standing >
Before a Glowing Runestone
   It is said that all things that come to pass and all things that ever will
does not matter, because it's all the same in the end. This can be attributed
to everything except magic. Magic is eternal, never ending. It was born with
the creation of the universe and will only end when everything is consumed and
it collapses within itself. One million years could pass, everything would be
changed, however, the glowing runestone that iminates in the center of this
desert dune will still be here, its magic as potent as ever. Nothing of the
physical world can altar its appearance, because it's a prodigy of magic.
It possess great power, one glance at it can enthraw almost anyone willing to
give in to its will. Armies could fall from the power endowed into it. Rivers
can run dry. Oceans can rise and fall and the sun and stars can all fade from
the sky from the power of this stone. Just to unlock its secrets is to uncover
something secretly hidden away.
Obvious exits: -North -East 
A glowing runestone iminates magical power.

< 857h/1035H 335v/372V Pos: standing >
A scarab enters from the north.
Alas, you cannot go that way. . . .

< 857h/1035H 336v/372V Pos: standing >
A tiny desert spider enters from the north.

< 857h/1035H 337v/372V Pos: standing >
A tiny desert spider suddenly attacks YOU!
A tiny desert spider misses you.

< 857h/1035H 338v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: excellent >
 A Drider skitters in from the north.
The lich of Firb Derstl, Burrow Warden of Dirk'nspire enters from the north.
The lich of an orc city guard enters from the north.
The lich of an orc city guard enters from the north.

< 857h/1035H 338v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: excellent >
 Your innate abilities: ('*' marked innates are always active)
  *horse body
   doorkick
   stampede
   plane shift
   charm animal
   shapechange
  *forest sight
  *two-handed sword mastery

< 857h/1035H 338v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: excellent >
 A scarab suddenly attacks the lich of an orc city guard!
A scarab misses the lich of an orc city guard.

< 857h/1035H 338v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 857h/1035H 338v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: excellent >
 You block a tiny desert spider's lunge at you.
A tiny desert spider misses you.
-=[A tiny desert spider's kick crashes into your chest.]=-
[Damage:  3 ] -=[A tiny desert spider ignites into black flames as it hits you!]=-
[Damage:  4 ] -=[A tiny desert spider is burned severely as it hits you!]=-

< 850h/1035H 338v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP: few scratches >
 [Damage:  5 ] -=[Your slash strikes a tiny desert spider.]=-
[Damage:  4 ] -=[Your decent slash wounds a tiny desert spider.]=-

< 850h/1035H 338v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP:  small wounds >
 A Drider gives an order to his followers.
The lich of an orc city guard starts casting an offensive spell.
The lich of an orc city guard starts casting an offensive spell.
The lich of Firb Derstl, Burrow Warden of Dirk'nspire starts casting an offensive spell.

< 850h/1035H 338v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: tiny sta EP:  small wounds >
 You attempt to flee...
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -North -East  -South
*A winged beast from hell stands here reeking with malevolence. (minion) 
*A Githyanki (medium)  - The Horde stands in mid-air here.
The lich of a Granite Golem stands in mid-air here, fighting a large desert scorpion. (Minion) 
A large desert scorpion stands here, fighting the lich of a Granite Golem.
You flee northward!

< 850h/1035H 306v/372V Pos: standing >
The lich of a Granite Golem's fine punch strikes a large desert scorpion.
The lich of a Granite Golem's fine punch strikes a large desert scorpion.
The lich of a Granite Golem starts casting a spell.
The lich of a Granite Golem dodges a large desert scorpion's attack.
A large desert scorpion kicks the lich of a Granite Golem causing parts of the lich of a Granite Golem to cave in!

< 850h/1035H 306v/372V Pos: standing >
A Githyanki leaves south.
A winged hellhound leaves south.

< 850h/1035H 308v/372V Pos: standing >
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -North -East  -South -West 
A scarab is incredibly hungry.

< 850h/1035H 307v/372V Pos: standing >
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -North -East  -South -West 

< 850h/1035H 306v/372V Pos: standing >
Autosaving...
An Desert Dune
   Dunes have taken the lives of a great many unweary travelers. It is said
that temperatures can escalate up to one hundred and twenty degrees. During
the day, the sun beats down from the sky onto all living things in the desert,
anything caught in the sun's rays will bake if it's not sheltered. The only
thing worse than the desert heat, is the desert cold. When the night skies
blanket the desert, the temperatures drop a good seventy degrees. Sand storms
have been known to blow through this desert, causing many tents and constructs
to be ruined and lost. Scarabs and other vicious predators prey on anything
that steps foot into this realm. It is said that many a nomad have succumbed
to a scorpion or snake bite after reaching help within the city. There aren't
a great many reasons to enter this desert dune, except to get to the otherside.
It is rumored, however, that a great tower of sorcery is hidden deep within the
desert's center, protected by magic and powerful guardians.
Obvious exits: -East  -South

< 850h/1035H 306v/372V Pos: standing >
A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly transverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -East  -South -West 
A Githyanki (medium)  - The Horde stands in mid-air here.

< 850h/1035H 306v/372V Pos: standing >
A Githyanki sneaks west.
A Winding Dune Trail
   Tents on either side of this street are spread apart to allow for traffic
to smoothly transverse from one section of the town to the other. The tents
house some of the slave traders and slaves alike that will participate in the
slave trades within the city. Guards are kept nearby each tent to insure
proper behavior of each of the slaves within the tents. Tall poles with
torches on top provide light for the night in order for the trading to continue
for the later part of the evening. It is rumored that millions of slaves have
been bought or sold within these slave markets, which would make it the largest
of all time. If it weren't for the small trail of cobblestones laid many years
ago, this trail would not be traversable by anyone, let alone merchants with
caravans full of slaves.
Obvious exits: -North -West 

< 850h/1035H 305v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 851h/1035H 308v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 851h/1035H 309v/372V Pos: standing >
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy traveling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -North -East  -South -West 
A filthy peasant begs for spare change.

< 851h/1035H 309v/372V Pos: standing >
Before a Pile of Refuse
   There are some who would say that the desert really sucks. Most people who
live within this desert city agrees. Sand gets everyplace. It gets in your
ears, mouth, hair lungs, pants, shoes, and anyplace else imaginable. Like a
big bluebird everyone wishes they can fly away from this place. The sand is
course, the sun is terrible and relentless, the people stink, the sultan has
a terrible temper and executes a lot of people, and only god knows what else.
The cannion walls surround this encampment of desert peasants. It provides
protection from the desert storms that often sweep the city. Most of those
who cannot afford shelter or someplace of their own live here. Sounds of
the desert city life can be heard barely. Occasionally the wind will howl,
creating an errie sound, as if something was pleading to be released from pain.
Obvious exits: -North -East  -South -West  -Northeast
A gangmember is here ready to pummel.
A gangmember is here ready to pummel.
A gangleader stares everyone down.

< 851h/1035H 309v/372V Pos: standing >
Your innate abilities: ('*' marked innates are always active)
  *horse body
   doorkick
   stampede
   plane shift
   charm animal
   shapechange
  *forest sight
  *two-handed sword mastery

< 852h/1035H 312v/372V Pos: standing >
The first hint of daylight can be seen on the northern horizon.

< 852h/1035H 314v/372V Pos: standing >
A Githyanki suddenly attacks YOU!
A Githyanki misses you.

< 854h/1035H 323v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: A Githyanki sta EP: excellent >
 You're too busy fighting!

< 854h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: A Githyanki sta EP: excellent >
 
< 854h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: A Githyanki sta EP: excellent >
 A Githyanki dodges your futile attack.
You dodge a Githyanki's vicious attack.
You dodge a Githyanki's vicious attack.

< 854h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: A Githyanki sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 854h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: A Githyanki sta EP: excellent >
 
< 854h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: small wounds E: A Githyanki sta EP: excellent >
 -=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!

< 747h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: few wounds E: A Githyanki sta EP: excellent >
 
< 747h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: few wounds E: A Githyanki sta EP: excellent >
 -=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!

< 636h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: few wounds E: A Githyanki sta EP: excellent >
 A black rift in space opens next to you, and a Drider steps out of it grinning.
You miss a Githyanki.
A Githyanki misses you.
You dodge a Githyanki's vicious attack.

< 636h/1035H 324v/372V Pos: standing >
< T: Elm TP: sta TC: few wounds E: A Githyanki sta EP: excellent >
 You attempt to flee...
A Narrow Cobblestone Road
   Cobblestones make up this road. The Sultan made this road out of this
easily obtainable stone because it's easy to maintain and it's very cheap.
Caravans and travelers can walk a little more easily than if the Sultan had
not thrown this cobblestone onto the desert. These stone allow for simple and
easy traveling. There are tents on either side of the narrow road. Nomads have
set up their tents in one of the most vacant parts of the city, and appreciate
their solitude more than most, they simply do not want to be disturbed. The
night air is especially cold in this region of the city, for it is the lowest
part. The cold night air settles all too readily here, the situation of the
cliffs sees to that. There are no posts, there are no lanterns, so the night
must be real dark, with only the moonlight to keep one company.
Obvious exits: -North -East  -South -West 
You flee southward!

< 636h/1035H 298v/372V Pos: standing >
A Drider skitters in from the north.
A Lightly Hued Cobblestone Road
   The stones have a light red color to them. More than likely the stones
have a great deal of clay within them. Some of these stones were in fact created
by being glazed by extremely hot furnaces from within the city. This street
is very wide, simply because it is frequented the most by many different races
of many different lands. This particular section of the city, if there could be
one, is the center. Alongside either side of the stone road tents are set up to
house the nomads that frequent the city. Most of these nomads stay no more than
a few months, some much briefer. Sounds of city life fill the air during the
days while, however, during the night only the slave traders are active,
selling their merchandise. Slave traders come from all over the lands to trade
here, for it is well known that nearly no other city would allow such an
inhumane business within its walls.
Obvious exits: -North -East  -West #

< 636h/1035H 300v/372V Pos: standing >
The door seems to be closed.

< 636h/1035H 301v/372V Pos: standing >
The door seems to be closed.

< 636h/1035H 301v/372V Pos: standing >
A Lightly Hued Cobblestone Road
   The stones have a light red color to them. More than likely the stones
have a great deal of clay within them. Some of these stones were in fact created
by being glazed by extremely hot furnaces from within the city. This street
is very wide, simply because it is frequented the most by many different races
of many different lands. This section of the city, if there could be
one, is the center. Alongside either side of the stone road tents are set up to
house the nomads that frequent the city. Most of these nomads stay no more than
a few months, some much briefer. Sounds of city life fill the air during the
days while, however, during the night only the slave traders are active,
selling their merchandise. Slave traders come from all over the lands to trade
here, for it is well known that nearly no other city would allow such an
inhumane business within its walls.
Obvious exits: -North -East  -South

< 636h/1035H 301v/372V Pos: standing >
A Lightly Pebbled Gravel Road
   This lightly pebbled road cuts along the northern cliff of the desert city,
winding its way along the cold stone like a vicious desert snake. Sand blows
in small patches along the walkway, but most is kept from the city by the
walls and special barricades that line its perimeter. Squat huts and clay
houses of a varying size have been built along the road, taking up every
available space and leaving little room for alleys and yards. The occasional
hardy shrub grows up from the dry ground, but for the most part this region
is barren of plant and animal life. Only the tiniest pebble stirs here, as the
wind gently blows it along the winding desert city tracks. During the daytime,
this is the most blistering part of the city, and during the night it could be
mistaken for a barren wasteland, truly the most vacant section of the city.
Obvious exits: -North# -East  -South -West 

< 636h/1035H 301v/372V Pos: standing >
There is too much adrenaline pumping through your body to do that.

< 637h/1035H 305v/372V Pos: standing >

< 638h/1035H 310v/372V Pos: standing >
Tent of the Wanderer
   Eriic the wanderer has been many places in his long life. Everywhere from
Tharnadia to Tiamat to the Underdark. He is widely known throughout the city
for his charts and maps and adventure stories. His long flowing blond hair
does not reflect his old age, however, he is very old. The candle light is
barely enough to see the fine lines on his face, the wrinkles of old age. Many
of the common city dwellers come to see Eriic for advice to share his company.
Eriic enjoys company. Eriic enjoys telling stories even more. Most children
come to see Eriic if their parents allow them. Most children come to see Eriic
even if their parents don't allow them. He is known as the wanderer. The will
of this wanderer is to die of old age, never by the spear of another through
his gut or by famine or disease. His jolly laughter is legendary.
Obvious exits: -East  -South -West 
(Q)Eriic the wanderer plays a tune.

< 638h/1035H 311v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 638h/1035H 313v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 639h/1035H 315v/372V Pos: standing >
Tent of the Shaman
   Shamans are a respected and feared class. They are in touch with the spirits
and possess incredibly potent magic. They are a unique class of individuals
who combine these magics with the power of the wildlife, making them very
dangerous if they chose to be. Shamans in this city are the healers of the
ordinary people, since most clerics won't even come to these desolate sections
of the city. Popular ones could collect a vast fortune if they chose by
taxing those who seek their services. Most individuals who come to see Ruffus
are seeking not healing, but reassurances that they have not contracted some
sort of disease. Unlike most shamans, Ruffus is a people person, dependent on
others for his sanity. Many shamans keep to themselves, Ruffus does not.
Obvious exits: -East  -South -West 
Ruffus chants an incantation.

< 639h/1035H 315v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 639h/1035H 316v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 639h/1035H 317v/372V Pos: standing >
A Winding Dune Encampment
   For most of the people who live here, life is wretched. If there's one thing
about sand, is that it gets everywhere. Beneath the ears, under the hair, in
the mouth, in the finger nails, and just about everyplace else as well. This
is the poorer section of the city where those without the means live. They all
seemed to have to become one great giant conglomerate where whom the richer and
even not so richer have forgotten about. Cut throats don't even bother to come
here, thieves either, however, there be rumors of gypsies in these parts. The
wind blows softly, picking up the sand and blowing it through the air, hitting
tents and people alike. The sun beats down during the day here, making it
scorching and terribly dry, damn near unbearable.
Obvious exits: -East  -South -West 
A filthy peasant begs for spare change.
A small child plays in the sand.
An elderly peasant enjoys the music.

< 639h/1035H 317v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 640h/1035H 318v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 640h/1035H 319v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 640h/1035H 320v/372V Pos: standing >
Tent of the Butcher
   Rats can be heard over the occasional hacking of the butcher. Parnn is the
butcher most seek to butcher their meat. Hunters come here mostly, sometimes
little kids who've caught a squirrel or rabbit as well. Parnn is a nice guy
when it comes to butchering, he likes to hack meat. He'll do it for free as
well, if you've got a purdy mouth. His fees range widely depending on the meat
that needs to be hacked and chopped. The front of the tent is the only place
customers are allowed. It is rumored that the back is messy with animal limbs
and such and gruesome to set eyes upon. The stench is horrible, however, it
is quickly cycled out. The desert city needs butcher, Parnn does his job well.
Obvious exits: -North -South -West 
Parnn, the butcher, sharpens a blade.

< 640h/1035H 320v/372V Pos: standing >
Before a Narrow Crevice
   The desert night sky provides a haven for creatures that are sensitive to
the sun. Drow, in particular, have a terrible sensitivity to the sun. Drow
have immense power, however, if they were caught out in the sun their power
would diminish heavily. The desert night is extremely cold. The desert daylight
is extremely hot. It's hardly conceivable how anyone could live within a
desert. Deserts are notorious for their lack of water, and a lot of effort
must be placed in transition of it. A desert cliff above is the source of
falling rocks. Wind blows above, sending sand flying only to land in eyes and
ears. The rocks on eitherside of the ravine are impossible to climb, and a
narrow crevice is visible within a part of the cliff wall, perhaps it could
hide something. There's no telling where the crevice leads too, however, it
most likely leads to more desert. Theres something more here then can be seen.
Obvious exits: -East  -South
(Q)A desert traveler wishes he had a compass.
You sense a lifeform nearby.

< 640h/1035H 321v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 641h/1035H 321v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 641h/1035H 322v/372V Pos: standing >

< 641h/1035H 323v/372V Pos: standing >
You feel your mind recover from the assault.
A Narrow Passage
   This is a narrow passage through a cliff. It leads to an encampment of
some sort, perhaps that of peasants. Not many nobles or those with means
come to this section of the desert city. It doesn't matter to anyone that
these peasants ahve to live the dirty low life, because they don't even exist
in the great scheme of the city. The wind blows hard through this narrow
passage, sending sand into ones eyes, ears, hair, and mouth. This is the only
way into the encampment of peasants, since it looks as if the cliff
surrounds the small dune encampment on all sides. During the nights these
peasants freeze their butts off, and during the day they cook under the sun.
This area seems to be exceptionally narrow!
Obvious exits: -North -West 

< 641h/1035H 324v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 641h/1035H 324v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 641h/1035H 325v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 642h/1035H 326v/372V Pos: standing >
Alas, you cannot go that way. . . .

< 642h/1035H 329v/372V Pos: standing >
Before a Large Encampment
   The desert comes alive with the sound of music and celebration. A large
encampment of desert nomads is to the north. This encampment houses some of
the most hardened nomads and villains ever to set foot on this continent. It
takes a different breed of person to live within a desert, and it takes a
great deal of strength. There are many in this encampment who would no
doubtably take a life for no particular reason other than just something to
do. The desert heat creates a lot of ill sentiment to outsiders and the
ordinary visitor is not welcome. There are no fences to this encampment of
nomads, however, a few dogs will alert anyone to outsiders. Smoke rises above
the camp as they celebrate something. The sultan has deemed this camp refuge
for the vile, and it is rumored he's place a price on everyone's head.
Obvious exits: -North# -South
A warning 'Sign' warns passerbyers to turn back.
A ferocious dog barks loudly.

< 643h/1035H 330v/372V Pos: standing >
The fence seems to be closed.

< 643h/1035H 331v/372V Pos: standing >
The fence seems to be closed.

< 643h/1035H 332v/372V Pos: standing >
You start chanting...

< 643h/1035H 333v/372V Pos: standing >
Casting: natures touch 

< 644h/1035H 337v/372V Pos: standing >
You complete your spell...
The warmth of nature fills your body.

< 692h/1035H 340v/372V Pos: standing >
The sky is full of flaming meteors!

< 692h/1035H 341v/372V Pos: standing >

< 757h/1035H 342v/372V Pos: standing >

< 789h/1035H 343v/372V Pos: standing >

< 789h/1035H 344v/372V Pos: standing >
A Drider skitters in from the south.

< 814h/1035H 346v/372V Pos: standing >
Pardon?

< 814h/1035H 347v/372V Pos: standing >
A Drider starts casting an offensive spell.

< 820h/1035H 350v/372V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.
Your communion with nature is now complete...

< 820h/1035H 350v/372V Pos: standing >
A ferocious dog suddenly attacks a Drider!
A ferocious dog misses a Drider.
That last attack was particularly invasive, and you feel your collective power decrease.
-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!

< 653h/1035H 352v/372V Pos: standing >
<Sorry, you aren't allowed to do that in combat.

< 653h/1035H 352v/372V Pos: standing >
<
< 653h/1035H 352v/372V Pos: standing >
<A Drider completes his spell...
A Drider utters the words 'buoblg qrunsoqpze yugh'
-=[A Drider's mighty magic fist slams into you!]=-
OUCH!  That really did HURT!
You attempt to flee...
PANIC!  You couldn't escape!

< 526h/1035H 352v/372V Pos: standing >
<-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!

< 350h/1035H 352v/372V Pos: standing >
<You attempt to flee...
A Narrow Passage
   This is a narrow passage through a cliff. It leads to an encampment of
some sort, perhaps that of peasants. Not many nobles or those with means
come to this section of the desert city. It doesn't matter to anyone that
these peasants ahve to live the dirty low life, because they don't even exist
in the great scheme of the city. The wind blows hard through this narrow
passage, sending sand into ones eyes, ears, hair, and mouth. This is the only
way into the encampment of peasants, since it looks as if the cliff
surrounds the small dune encampment on all sides. During the nights these
peasants freeze their butts off, and during the day they cook under the sun.
This area seems to be exceptionally narrow!
Obvious exits: -North -West 
You flee southward!

< 350h/1035H 324v/372V Pos: standing >
A Githyanki sneaks in from the north.

< 350h/1035H 326v/372V Pos: standing >
You start chanting...

< 350h/1035H 329v/372V Pos: standing >
A Drider skitters in from the north.

< 350h/1035H 331v/372V Pos: standing >
-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!

< 187h/1035H 332v/372V Pos: standing >
<Casting: natures touch 

< 187h/1035H 332v/372V Pos: standing >
<Oof!  a Githyanki bumps into you.

< 187h/1035H 332v/372V Pos: standing >
<You complete your spell...
The warmth of nature fills your body.

< 235h/1035H 332v/372V Pos: standing >
<-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!
Your crown of unholy saints [superior] cracks as the tortured body writhes!
You attempt to flee...
Oof!  It seems that a Githyanki is in your way.
You can't leave that way.
PANIC!  You couldn't escape!

< 177h/1035H 332v/372V Pos: standing >
<
< 185h/1035H 332v/372V Pos: standing >
<
< 189h/1035H 332v/372V Pos: standing >
<You start chanting...

< 191h/1035H 332v/372V Pos: standing >
<Casting: natures touch 
-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 88h/1035H 332v/372V Pos: standing >
<You complete your spell...
The warmth of nature fills your body.

< 136h/1035H 332v/372V Pos: standing >
<You stop following Vofli.

< 200h/1035H 332v/372V Pos: standing >
<You attempt to flee...
PANIC!  You couldn't escape!

< 248h/1035H 332v/372V Pos: standing >
<-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
OUCH!  That really did HURT!

< 142h/1035H 332v/372V Pos: standing >
<A Drider sits down in a comfortable spot.

< 154h/1035H 332v/372V Pos: standing >
<A Drider opens a tome of mysticism and begins studying it intently.
You attempt to flee...
Oof!  It seems that a Githyanki is in your way.
You can't leave that way.
PANIC!  You couldn't escape!

< 154h/1035H 332v/372V Pos: standing >
<Sorry, you aren't allowed to do that in combat.

< 156h/1035H 332v/372V Pos: standing >
<-=[As your body is consumed with pain, pain, and more pain, you briefly go to that 'happy place' inside.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< -1h/1035H 332v/372V Pos: standing >
<You attempt to flee...
Oof!  It seems that a Githyanki is in your way.
You can't leave that way.
PANIC!  You couldn't escape!

< -1h/1035H 332v/372V Pos: standing >
<[Damage:  3 ] -=[Your decent slash grazes a Githyanki.]=-
-=[You shiver from the unnatural cold as you hit a Githyanki.]=-
You watch as the world spins around your gruesomely cut body.
You feel your strength wane, leaving you for the carrion crawlers to
devour.

< -4h/1035H 332v/372V Pos: standing >
You are in pretty bad shape, unable to do anything!

< -4h/1035H 332v/372V Pos: standing >

< -4h/1035H 332v/372V Pos: standing >
You feel nature's energy flow into your 5th circle of knowledge.

< -4h/1035H 332v/372V Pos: standing >
-=[