<worn as a badge> a necromantic death shroud
<worn on head> a fragile dragonscale helmet
<worn in ear> a black pearl earring
<worn in ear> a crucifix marbled earring [superior]
<worn on face> a beautiful mask made of bird feathers
<worn around neck> a well-crafted silver necklace
<worn around neck> a fine necklace of seashells [poor] (glowing)
<worn on body> some platemail covered in ancient runes of agility (glowing)
<worn on back> a large leather backpack
<worn on belt buckle>a platinum telescope studded with crystal shrimp [poor] (glowing)
<attached to belt> a spellbook [69%]
<attached to belt> the scalp of Dripy
<worn on arms> the sleeves of the swamp troll
<worn around wrist> a marble and ivory bracer
<worn around wrist> a bracelet made from leaves of nightshade [poor]
<worn on hands> some spiked raxian pit gauntlets [poor]
<worn on finger> a sun ring [poor] (glowing)
<worn on finger> a shimmering ring of vines
<primary weapon> a golden mining pick (humming)
<held> an ogre-bone djembe
<worn on legs> leggings carved from minotaur bones [poor]
The gate seems to be closed.
< 770h/770H 144v/148V Pos: standing >
Ok.
< 770h/770H 146v/148V Pos: standing >
Pardon?
< 770h/770H 146v/148V Pos: standing >
Southern Entry of the Dump Landing
Just north of the southern gate and the twin trees which frame it, the
dump spans the entire northern arc of view. Busy looking thri-kreen sift
through the garbage for usefull or possibly valueable items, garbage which
is replenished weekly when it is dumped from the city of Aravne above. It
appears that, while most of the trash is allowed to pile up, the main pathways
through the dump are kept clear to aid travel. It seems as though one
persons trash really is another persons treasure.
Obvious exits: -North -East -South -West
A member of the volunteer guards watches the area.
An expressionless customs guard performs his duties.
An expressionless customs guard performs his duties.
Trasaaak, officer of customs checks for contraband.
< 770h/770H 145v/148V Pos: standing >
Ok.
< 770h/770H 147v/148V Pos: standing >
Cental Path Through the Dump
This is the central path through the dump landing, leading to all areas
which are open to the public. Large heaps of garbage block any passage
east or west, while the southern intersection lies to the north. The giant
twin trees can be seen to the south, marking the southern gate of the dump.
Obvious exits: -North -South
< 770h/770H 146v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 146v/148V Pos: standing >
You sing a song that makes your heart swell with pride.
The Southern Intersection
This crossing of paths, known as the southern intersection, is busy with
passing thri-kreen. To the west leads Commerce Way, while east
of here runs Tired Trader Way. Both side paths are kept remarkably clean of
trash, although the stench of the surroundings cannot be overcome.
Obvious exits: -North -East -South -West
< 770h/770H 144v/148V Pos: standing >
You quickly scan the area.
A volunteer guard who is close by to your north.
A volunteer guard who is close by to your north.
A volunteer guard who is not far off to your south.
A customs guard who is not far off to your south.
A customs guard who is not far off to your south.
A volunteer guard who is close by to your west.
< 770h/770H 144v/148V Pos: standing >
East Half of Commerce Way
This is the eastern half of a short but busy street. To the east it
merges into the southern intersection, and continues is shop lined way to the
west. The stench of the garbage seems a bit stronger here, and structures
made of the trash line the north and south sides of the street.
Obvious exits: -North -East -South -West
A member of the volunteer guards watches the area.
< 770h/770H 143v/148V Pos: standing >
You quickly scan the area.
A thri-kreen shoplifter who is close by to your south.
< 770h/770H 144v/148V Pos: standing >
West Half of Commerce Way
Here the street comes to an end before one of the larger trash piles in
the village. Vlestk's Smashers and Slashers Emporium is housed in a very large
building to the north, while Blaktakpak's Protection Palace is faces the south
side of the street.
Obvious exits: -North -East -South
< 770h/770H 143v/148V Pos: standing >
You quickly scan the area.
A volunteer guard who is close by to your north.
A dark human who is close by to your north.
A volunteer guard who is close by to your east.
Blaktakpak who is close by to your south.
< 770h/770H 144v/148V Pos: standing >
East Half of Commerce Way
This is the eastern half of a short but busy street. To the east it
merges into the southern intersection, and continues is shop lined way to the
west. The stench of the garbage seems a bit stronger here, and structures
made of the trash line the north and south sides of the street.
Obvious exits: -North -East -South -West
A member of the volunteer guards watches the area.
< 770h/770H 143v/148V Pos: standing >
The Southern Intersection
This crossing of paths, known as the southern intersection, is busy with
passing thri-kreen. To the west leads Commerce Way, while east
of here runs Tired Trader Way. Both side paths are kept remarkably clean of
trash, although the stench of the surroundings cannot be overcome.
Obvious exits: -North -East -South -West
< 770h/770H 142v/148V Pos: standing >
Western Half of Tired Traveler Way
This section of the side path is remarkably clear of debris, perhaps due
to the fact that the structures facing it both north and south are constucted
completely from garbage. The smell of cooking meat wafts in from the north
building, mingling with the stench of the dump with a rather nauseating
effect.
Obvious exits: -North# -East -South# -West
< 770h/770H 140v/148V Pos: standing >
Eastern Half of Tired Traveler Way
Empty buildings stand to both the north and south here, half dismantled
for their 'precious' raw materials now supporting other structures. This part
of Tired Travellers Way is still very well traveled however, due to the
fact that Fallen Leaf Tavern stands to the east.
Obvious exits: -East # -West
< 770h/770H 139v/148V Pos: standing >
The door seems to be closed.
< 770h/770H 139v/148V Pos: standing >
You quickly scan the area.
You see nothing.
< 770h/770H 140v/148V Pos: standing >
Ok.
< 770h/770H 142v/148V Pos: standing >
Commons Room of the Fallen Leaf Tavern
The smell of poor quality leafwine fills this room, and from the purple
stains which seem to cover every surface of the tavern this does not come
as much of a surprise. Several travelers and locals frequent this tavern,
as Bakchasa is well known throughout the area for his strong drinks.
Obvious exits: -West
(Q)Babedo, the halfling hero drinks here.
A mountain dwarf, far from home, feels sorry for herself.
A slender forest elf samples the local brews.
Bakchasa tends to the needs of his tavern patrons.
< 770h/770H 140v/148V Pos: standing >
Eastern Half of Tired Traveler Way
Empty buildings stand to both the north and south here, half dismantled
for their 'precious' raw materials now supporting other structures. This part
of Tired Travellers Way is still very well traveled however, due to the
fact that Fallen Leaf Tavern stands to the east.
Obvious exits: -East -West
< 770h/770H 142v/148V Pos: standing >
You sing a song that makes your heart swell with pride.
< 770h/770H 143v/148V Pos: standing >
That's absurd.
< 770h/770H 145v/148V Pos: standing >
Western Half of Tired Traveler Way
This section of the side path is remarkably clear of debris, perhaps due
to the fact that the structures facing it both north and south are constucted
completely from garbage. The smell of cooking meat wafts in from the north
building, mingling with the stench of the dump with a rather nauseating
effect.
Obvious exits: -North# -East -South# -West
< 770h/770H 145v/148V Pos: standing >
Ok.
< 770h/770H 147v/148V Pos: standing >
Tired Trader Inn
This room is dark and well sheltered from the rest of the dump, making
it actually seem possible to hole up and sleep here. This building almost
looks as though it wasnt made of garbage, but doesnt quite pull off the
illusion completely.
Obvious exits: -North
Akhchzk, Innkeeper and owner of the Tired Traveller Inn.
< 770h/770H 146v/148V Pos: standing >
Western Half of Tired Traveler Way
This section of the side path is remarkably clear of debris, perhaps due
to the fact that the structures facing it both north and south are constucted
completely from garbage. The smell of cooking meat wafts in from the north
building, mingling with the stench of the dump with a rather nauseating
effect.
Obvious exits: -North# -East -South -West
< 770h/770H 145v/148V Pos: standing >
Ok.
< 770h/770H 146v/148V Pos: standing >
The Southern Intersection
This crossing of paths, known as the southern intersection, is busy with
passing thri-kreen. To the west leads Commerce Way, while east
of here runs Tired Trader Way. Both side paths are kept remarkably clean of
trash, although the stench of the surroundings cannot be overcome.
Obvious exits: -North -East -South -West
< 770h/770H 145v/148V Pos: standing >
You sing a song that makes your heart swell with pride.
< 770h/770H 148v/148V Pos: standing >
Score information for Shurakai
Level: 48 Race: Orc Class: Bard / Minstrel Sex: Female
Hit points: 770(770) Moves: 148(148)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 84%
Status: Standing.
Singing
Frags: +0.00 Deaths: 1
Detecting: Invisible Evil Heat
Enchantments: Hawkvision Ultravision Fly Haste Waterbreathing Listen GlobeOfDarkness
Songs: Song of Heroism Song of Flight
Combat Pulse: 15 Spell Pulse: 0.99
Leaderboard Points: 483
Active Spells:
--------------
haste (10 minutes)
stone skin (1 minute)
rested bonus (143 minutes)
detect invisibility (30 minutes)
< 770h/770H 148v/148V Pos: standing >
Pardon?
< 770h/770H 148v/148V Pos: standing >
Ok, you'll try to move silently for a while.
< 770h/770H 148v/148V Pos: standing >
You sing a song that makes your heart swell with pride.
< 770h/770H 148v/148V Pos: standing >
The Southern Intersection
Obvious exits: -North -East -South -West
< 770h/770H 148v/148V Pos: standing >
East Half of Commerce Way
This is the eastern half of a short but busy street. To the east it
merges into the southern intersection, and continues is shop lined way to the
west. The stench of the garbage seems a bit stronger here, and structures
made of the trash line the north and south sides of the street.
Obvious exits: -North -East -South -West
A member of the volunteer guards watches the area.
< 770h/770H 146v/148V Pos: standing >
Choice Junk Emporium
This room is completely filled with various pieces of trash, piled in
completely unorganized heaps which are strewn about the room. This is most
likely the place that all of the furniture in the poormen ghetto was acquired.
This does not seem like a likely place to find that special gift for a loved
one, but the thri-kreen picking through the junk would seem to disagree.
Obvious exits: -North
A thri-kreen shoplifter cases the area.(Red Aura)
A thri-kreen villager shops for the best deal in town.
< 770h/770H 144v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 144v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 145v/148V Pos: standing >
East Half of Commerce Way
This is the eastern half of a short but busy street. To the east it
merges into the southern intersection, and continues is shop lined way to the
west. The stench of the garbage seems a bit stronger here, and structures
made of the trash line the north and south sides of the street.
Obvious exits: -North -East -South -West
A member of the volunteer guards watches the area.
< 770h/770H 146v/148V Pos: standing >
West Half of Commerce Way
Here the street comes to an end before one of the larger trash piles in
the village. Vlestk's Smashers and Slashers Emporium is housed in a very large
building to the north, while Blaktakpak's Protection Palace is faces the south
side of the street.
Obvious exits: -North -East -South
< 770h/770H 144v/148V Pos: standing >
Blaktakpak's Protections Palace
This bustling store seems to be doing as much business in the way of
repair as it is new sales. Breastplates which look like they have been clawed
by terrible beasts are leaned against the wall awaiting the smithy, while torn
sections of mail are piled in another corner.
Obvious exits: -North
Blaktakpak bends armor back into shape with his bare hands.
< 770h/770H 143v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 143v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 144v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 145v/148V Pos: standing >
West Half of Commerce Way
Here the street comes to an end before one of the larger trash piles in
the village. Vlestk's Smashers and Slashers Emporium is housed in a very large
building to the north, while Blaktakpak's Protection Palace is faces the south
side of the street.
Obvious exits: -North -East -South
< 770h/770H 145v/148V Pos: standing >
East Half of Commerce Way
This is the eastern half of a short but busy street. To the east it
merges into the southern intersection, and continues is shop lined way to the
west. The stench of the garbage seems a bit stronger here, and structures
made of the trash line the north and south sides of the street.
Obvious exits: -North -East -South -West
A member of the volunteer guards watches the area.
< 770h/770H 143v/148V Pos: standing >
The Southern Intersection
This crossing of paths, known as the southern intersection, is busy with
passing thri-kreen. To the west leads Commerce Way, while east
of here runs Tired Trader Way. Both side paths are kept remarkably clean of
trash, although the stench of the surroundings cannot be overcome.
Obvious exits: -North -East -South -West
< 770h/770H 142v/148V Pos: standing >
Score information for Shurakai
Level: 48 Race: Orc Class: Bard / Minstrel Sex: Female
Hit points: 770(770) Moves: 143(148)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 84%
Status: Standing.
Singing
Frags: +0.00 Deaths: 1
Detecting: Invisible Evil Heat
Enchantments: Hawkvision Ultravision Fly Haste Waterbreathing Listen Sneaking GlobeOfDarkness
Songs: Song of Heroism Song of Flight
Combat Pulse: 15 Spell Pulse: 0.99
Leaderboard Points: 483
Active Spells:
--------------
haste (10 minutes)
stone skin (1 minute)
rested bonus (143 minutes)
detect invisibility (30 minutes)
< 770h/770H 143v/148V Pos: standing >
You sing a song that makes your heart swell with pride.
< 770h/770H 144v/148V Pos: standing >
Who should the spell be cast upon? You must specify a target!
< 770h/770H 146v/148V Pos: standing >
Cental Path Through the Dump
This is the central path through the dump landing, leading to all areas
which are open to the public. Large heaps of garbage block any passage
east or west, while the southern intersection lies to the north. The giant
twin trees can be seen to the south, marking the southern gate of the dump.
Obvious exits: -North -South
< 770h/770H 145v/148V Pos: standing >
Southern Entry of the Dump Landing
Just north of the southern gate and the twin trees which frame it, the
dump spans the entire northern arc of view. Busy looking thri-kreen sift
through the garbage for usefull or possibly valueable items, garbage which
is replenished weekly when it is dumped from the city of Aravne above. It
appears that, while most of the trash is allowed to pile up, the main pathways
through the dump are kept clear to aid travel. It seems as though one
persons trash really is another persons treasure.
Obvious exits: -North -East -South# -West
A member of the volunteer guards watches the area.
An expressionless customs guard performs his duties.
An expressionless customs guard performs his duties.
Trasaaak, officer of customs checks for contraband.
< 770h/770H 144v/148V Pos: standing >
The gate seems to be closed.
< 770h/770H 145v/148V Pos: standing >
The gate seems to be closed.
< 770h/770H 145v/148V Pos: standing >
Ok.
< 770h/770H 148v/148V Pos: standing >
Twin Tree Gateway to the Dump Landing
Here the path leads between two towering aravne trees, leaving barely
enough room for a wagon to pass between. A makeshift wooden gate spans the
slight distance between the trunks, making this passage an easily defensible
position. Beyond the gate to the north lies one of the most massive garbage
dumping site in all the realms, and a heaven for the thri-kreen tribe
which has claimed it as their property and home.
Obvious exits: -North -South
< 770h/770H 146v/148V Pos: standing >
Ok.
< 770h/770H 146v/148V Pos: standing >
Path Intersection South of the Dump Landing
Here the path leading north from Battle Tree intersects with a second
path leading in from the east. Continuing north, the main path seems to end
just ahead where two of the aravne trees grow only a wagons width apart from
each other. The stench of rot and garbage wafts in from that direction,
evidence that the dump landing probably lies just beyond.
Obvious exits: -North -East -South
An old, weathered sign marks the intersection here.
A dangerous looking hook flier swoops about the forest.
< 770h/770H 144v/148V Pos: standing >
Western Path Around Battle Tree
Here the path up around Battle Tree curves slowly to the north
as it followes the massive arc of the aravne tree. High above in the branches
marking the under canopy, glimpses of wooden structures can be seen. Just
ahead to the north this path comes to an intersection.
Obvious exits: -North -Southeast
A severed insect leg lies here leaking ooze.
< 770h/770H 142v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 142v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 143v/148V Pos: standing >
You sing a song that makes your heart swell with pride.
Forest Undercity South of Battle Tree
Here the path through the forest undercity splits at the base of an
aptly named Aravne tree that has been scarred by a recent skirmish which
must have been fought here. The ground is covered with gnawed bones, both
humanoid and beast. Several broken weapons, dented suits of armor, and
shredded leather garmets also litter the forest floor here. The large amount
of blood spilled on this spot seems to have permanently discolored the
forest floor here, and the tree seems to have taken on a slightly more twisted,
wicked appearance. Perhaps blood in the soil is not the preferred diet of
this giant tree.
Obvious exits: -South -Northwest -Northeast
A dangerous looking hook flier swoops about the forest.
< 770h/770H 143v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 143v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 144v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 144v/148V Pos: standing >
You quickly scan the area.
A forest guard who is a brief walk away to your south.
A forest guard who is a brief walk away to your south.
< 770h/770H 145v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 147v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 148v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 148v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 148v/148V Pos: standing >
Inside the Forest Undercity
Here the path leading north nears the limits of the Aravne Forest Guards
longbow range, evident by the large amount of spent arrows sticking in the
forest floor here. Splashes of a dark, sticky dried gook stain many of the
fallen leaves which cover the ground here. A few bones, gnawed and picked
clean by scavengers lie scattered about here. To the north, the trunk of one
of the giant trees blocks any view of deeper into the forest.
Obvious exits: -North -South
< 770h/770H 146v/148V Pos: standing >
Path Through the Forest Undercity
The forest is even darker here underneath the city of Aravne and the
gigantic trees it is built upon. Occasionally a structure can be glimpsed
through the branches far above, branches which are larger than most trees
themselves. Small patches of rot can be glimpsed on some of the treetrunks,
and there is a definite sense of foreboding here.
Obvious exits: -North -South
< 770h/770H 144v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 144v/148V Pos: standing >
Entry to the Forest Undercity
Here the path path around the giant tree completes its curve and heads
northward into the forest undercity. Before you lie more of the incredibly
massive treetrunks, with a few narrow paths winding between them out of sight
to the north. Very high above you, where the lowest branches of the trees
begin, wooden structures can be seen stretching out beyond any line of sight.
More patches of rot can be seen on the other trees to the north, and
this part of Aravne Forest does not seem nearly as peaceful or inviting as
the rest.
Obvious exits: -North -Southeast
A warning sign has recently been posted here.
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
< 770h/770H 142v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 143v/148V Pos: standing >
You sing a song that makes your heart swell with pride.
< 770h/770H 143v/148V Pos: standing >
Path to the Forest Undercity
Here the path leads west around the massive city entry tree, and
curves with the trunk slowly northward. Strange patches of rot and disease
can be seen on the side of this massive tree, extremely unusual for something
which has lived for so long healthily. Perhaps there is a reason this part of
the forest the path leads to is now restricted.
Obvious exits: -East -Northwest
< 770h/770H 141v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 142v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 142v/148V Pos: standing >
Before the Entry Tree of Aravne
Here the path comes to an end before one of the primordial trees upon
which the tree city of Aravne begins. The base of this old tree is
so wide, that it would take several minutes to walk around to the side of it
and catch a glimpse in the northernly direction. An worn but sturdy wooden
staircase begins here, and winds its way up and around the trunk to the lowest
level of the city.
Obvious exits: -East -South -West -Up
A wooden sign is attached to the tree here.
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
< 770h/770H 140v/148V Pos: standing >
Side Path Leading to the Unloading Zone
This side path leads around the trunk of the massive tree towards a
small clearing full of carts, wagons, and beasts of burden. The sounds of
many voices can be heard, as well as the occasional fatigue insired argument.
The smell of animal and humanoid sweat grows stronger as the path heads east
toward the unloading zone clearing. Above, the staircase which begins to the
west spirals its way steadily up the trunk of the tree toward the lowest level
of the city.
Obvious exits: -East -West
< 770h/770H 138v/148V Pos: standing >
You quickly scan the area.
A caravan worker who is close by to your east.
A rotund merchant who is close by to your east.
A caravan guard who is close by to your east.
A forest guard who is close by to your west.
A forest guard who is close by to your west.
A forest guard who is close by to your west.
A forest guard who is close by to your west.
< 770h/770H 139v/148V Pos: standing >
Before the Entry Tree of Aravne
Here the path comes to an end before one of the primordial trees upon
which the tree city of Aravne begins. The base of this old tree is
so wide, that it would take several minutes to walk around to the side of it
and catch a glimpse in the northernly direction. An worn but sturdy wooden
staircase begins here, and winds its way up and around the trunk to the lowest
level of the city.
Obvious exits: -East -South -West -Up
A wooden sign is attached to the tree here.
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
A member of the Aravne forest guard watches the area for danger
< 770h/770H 138v/148V Pos: standing >
Main Path Approaching Aravne
Here the main path begins to approach the largest of the giant trees,
which hold the tree city of Aravne itself. Even from a distance,
the magnificence of these leviathans is breathtaking. Still the very same
trees which began this forest, they are now unimaginably old and incredibly
large. The first of these primordial giants is directly north along the trail,
and blocks most of the rest of the forest ahead behind its massive width.
Obvious exits: -North -South
< 770h/770H 136v/148V Pos: standing >
Detour in the Main Path
Here the main path to Aravne has taken a slight detour around a huge
boulder to the west. To the north, it continues its winding treck toward
the tree city, disappearing into the mammoth wood. Many of the ancient
trees here are covered in moss, and their first branches are nearly out of
sight they are so high up.
Obvious exits: -North -West
< 770h/770H 134v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 134v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 135v/148V Pos: standing >
Alas, you cannot go that way. . . .
< 770h/770H 135v/148V Pos: standing >
Split in the Path at a Giant Rock
Here the path takes a sudden split, as a huge boulder lies imbedded
into the forest floor to the north. Judging by the mass of the stone at its
base, a good half of it probably lies below the ground. The origional path
is blocked by the boulder, and a pair of new paths have been forged to either
side of it. The path leading out of the forest lead back to the south.
Obvious exits: -East -South -West
< 770h/770H 133v/148V Pos: standing >
Main Path Along the Forest Floor
The trees here are beginning to grow larger, with many of the bases
larger around than a house. It is hard to see farther than a stones throw in
any direction now due to the thickening forest. The path begins to take
more and more of a winding course as it leads thicker into Aravne forest,
twisting throughout the gigantic trees.
Obvious exits: -North -South
< 770h/770H 132v/148V Pos: standing >
A Junction of the Main Path
Here the main path seems to come to a small junction of sorts. While the
main path continues north and south through the forest, a small side path
leads off to the east. The side path looks as though it was once hidden, but
has now been recently enlarged. How or why this has happened is unknown.
Obvious exits: -North -East -South
< 770h/770H 130v/148V Pos: standing >
A Pathway Further into Aravne Forest
Here the pathway continues deeper into Aravne Forest to the north. South
along the pathway seems to lie a small, inviting clearing. The bases of the
trees are growing larger and larger as the path leads ever deeper into
the ancient forest. Many of them here are already wider than what ten
ogres could form a ring around, and must be tens of centuries old.
Obvious exits: -North -South
< 770h/770H 128v/148V Pos: standing >
You quickly scan the area.
A caravan guard who is close by to your south.
A Grey Elf who is not far off to your south.
A Shade who is not far off to your south.
A Firbolg who is not far off to your south.
< 770h/770H 129v/148V Pos: standing >
Autosaving...
A Clearing in the Forest
Here the forest path opens into a large clearing. Athough here
the shadows which normally cloak the forest floor abate slightly, the
choking amount of leaves and needles which cover the ground still prevent any
grass from gaining a foothold here. Hundreds of feet up, a small patch of sky
can be seen between the giant treetops. It looks as though many caravans
have stopped here to rest, and also like there has been an attempt to cover up
some signs of some sort of activity. To the north, the path continues to wind
between the trunks of the huge trees.
Obvious exits: -North -South -Up
A large hopper leaps through the forest.
A fat, lazy looking merchant barks orders.(Red Aura)
An experienced caravan guard looks about.
An experienced caravan guard looks about.
An experienced caravan guard looks about.
An experienced caravan guard looks about.
< 770h/770H 127v/148V Pos: standing >
You sing a song that makes your heart swell with pride.
You quickly scan the area.
A treejumper who is rather far off to your north.
A Shadow Beast who is close by to your south.
A Githzerai who is close by to your south.
A Firbolg who is close by to your south.
A forest Tor who is close by to your south.
A treejumper who is not far off to your south.
A hook flier who is close by above you.
A forest Tor who is close by above you.
A bandit archer who is not far off above you.
< 770h/770H 128v/148V Pos: standing >
A Firbolg enters from the south.
A Githzerai enters from the south.
< 770h/770H 128v/148V Pos: standing >
A Shade tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
< 770h/770H 128v/148V Pos: sitting >
You dodge a bash from a Githzerai, who loses his balance and falls.
< 770h/770H 128v/148V Pos: sitting >
A Shadow Beast grasps his totem tightly, and begins communing with the spirits.
A Shadow Beast starts casting an offensive spell.
A Shadow Beast snaps into visibility.
< 770h/770H 130v/148V Pos: sitting >
A Grey Elf rubs his sphere of wind and begins to whirl around.
A Grey Elf's WHIRLWIND picks you up and tosses you against the wall!
A Grey Elf's WHIRLWIND picks up a rotund merchant and tosses him against the wall!
A Grey Elf's WHIRLWIND picks up a caravan guard and tosses him against the wall!
A Grey Elf's WHIRLWIND picks up a caravan guard and tosses him against the wall!
A Grey Elf's WHIRLWIND picks up a caravan guard and tosses him against the wall!
< 770h/770H 131v/148V Pos: on your ass >
A Shadow Beast completes his spell...
A Shadow Beast utters the words 'arieks shattering iceball'
A Shadow Beast points at you.
-=[You reel in pain as a Shadow Beast's iceball shatters upon impacting you.]=-
OUCH! That really did HURT!
< 572h/770H 131v/148V Pos: on your ass >
-=[A Shade's fine slash wounds you.]=-
-=[A Shade's decent pierce grazes you.]=-
-=[A Shade's decent slash grazes you.]=-
-=[A Shade's fine pierce wounds you.]=-
-=[A Shade's fine slash wounds you.]=-
-=[A Shade's crude slash grazes you.]=-
< 543h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: few wounds E: A Shade sta EP: few wounds >
A Shadow Beast starts casting an offensive spell.
A Shadow Beast snaps into visibility.
< 543h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: few wounds E: A Shade sta EP: few wounds >
A faint hum can be heard from the shadowy crown of damnation carried by a Shadow Beast.
< 543h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: few wounds E: A Shade sta EP: few wounds >
A Grey Elf starts casting an offensive spell.
A Grey Elf snaps into visibility.
< 543h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: few wounds E: A Shade sta EP: few wounds >
A Firbolg assists a Shade heroically.
A Firbolg snaps into visibility.
-=[A Firbolg's fine slash strikes you.]=-
< 526h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: few wounds E: A Shade sta EP: few wounds >
A Grey Elf completes his spell...
A Grey Elf utters the words 'parl xafe'
-=[You are sent reeling by a Grey Elf's holy word.]=-
A Grey Elf sends a hopper reeling with a holy word.
A Grey Elf sends a rotund merchant reeling with a holy word.
A Grey Elf sends a caravan guard reeling with a holy word.
A Grey Elf sends a caravan guard reeling with a holy word.
A Grey Elf sends a caravan guard reeling with a holy word.
A Grey Elf sends a caravan guard reeling with a holy word.
A Shadow Beast completes his spell...
A Shadow Beast utters the words 'abrauztg gpahhzfuio uqzbarr'
A Shadow Beast points at you.
A Shadow Beast snaps into visibility.
-=[You reel in pain as a Shadow Beast's iceball shatters upon impacting you.]=-
OUCH! That really did HURT!
A Grey Elf dodges a caravan guard's attack.
A Grey Elf dodges a caravan guard's attack.
A caravan guard misses a Grey Elf.
A Grey Elf blocks a caravan guard's lunge at him.
A Grey Elf blocks a caravan guard's attack.
A caravan guard whacks a Grey Elf in the side with a sound kick.
A Grey Elf dodges a caravan guard's attack.
A Grey Elf blocks a caravan guard's lunge at him.
A Grey Elf dodges a rotund merchant's attack.
A Grey Elf blocks a rotund merchant's lunge at him.
A Grey Elf dodges a hopper's attack.
A hopper misses a Grey Elf with a clumsy kick.
< 305h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: nasty wounds E: A Shade sta EP: few wounds >
A Grey Elf snaps into visibility.
A Grey Elf's decent crush strikes a caravan guard.
A caravan guard clambers to his feet.
A Grey Elf's fine crush strikes a caravan guard.
A Shade parries your futile lunge at him.
A Shade parries your futile lunge at him.
A Shade's skillfully shifts his stance and legendary cutlass 'Sanguine Song' of power glistens with insane speed to thwart your attack!
You feel your skin soften and return to normal.
-=[A Shade's decent slash wounds you.]=-
-=[A Shade's impressive slash strikes you.]=-
< 285h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: nasty wounds E: A Shade sta EP: few wounds >
A caravan guard clambers to his feet.
< 285h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: nasty wounds E: A Shade sta EP: few wounds >
You sing a song that makes your heart swell with pride.
A Grey Elf starts casting an offensive spell.
< 285h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: nasty wounds E: A Shade sta EP: few wounds >
A caravan guard clambers to his feet.
A Shadow Beast grasps his totem tightly, and begins communing with the spirits.
A Shadow Beast starts casting an offensive spell.
A Shadow Beast snaps into visibility.
< 285h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: nasty wounds E: A Shade sta EP: few wounds >
A Grey Elf completes his spell...
A Grey Elf utters the words 'parl xafe'
A Grey Elf snaps into visibility.
-=[You are sent reeling by a Grey Elf's holy word.]=-
A Grey Elf sends a hopper reeling with a holy word.
A hopper seems to be blinded!
A Grey Elf sends a rotund merchant reeling with a holy word.
A Grey Elf sends a caravan guard reeling with a holy word.
A Grey Elf sends a caravan guard reeling with a holy word.
A Grey Elf sends a caravan guard reeling with a holy word.
A Grey Elf sends a caravan guard reeling with a holy word.
< 238h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: nasty wounds E: A Shade sta EP: few wounds >
A rotund merchant clambers to his feet.
< 238h/770H 132v/148V Pos: on your ass >
< T: Shurakai TP: ass TC: nasty wounds E: A Shade sta EP: few wounds >
-=[A Firbolg's impressive slash strikes you very hard.]=-
-=[A Firbolg's powerful bludgeon seriously wounds you.]=-
-=[A Firbolg's powerful bludgeon enshrouds you in a mist of blood.]=-
-=[A Firbolg's slash enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Firbolg's impressive slash causes you to grimace in pain.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
-=[A Firbolg's impressive slash hits you.]=-
Your shimmering translucent cloak was completely destroyed by the massive blow!
Your pair of boots emitting dust [poor] was completely destroyed by the massive blow!
Your bloody battle goggles [poor] was completely destroyed by the massive blow!
Your transparent ectoplasmatic belt [superior] was completely destroyed by the massive blow!
Your tarnished dematite quiver [superior] was completely destroyed by the massive blow!