<worn as a badge> a masterly crafted obsidian badge (illuminating) [62%]
<worn on head> a blood hawk headdress
<worn on eyes> a glass eye with a crimson iris
<worn in ear> a diamond stud covered in blood (glowing)
<worn in ear> a gloomwing feather
<worn on face> a skull-faced warmask lined with feathers [poor] [78%]
<worn around neck> a spiked sunstone collar
<worn around neck> a sinister obsidian collar from Ceothia [75%]
<worn on body> some flowing silk embroidered robes [superior]
<worn about body> a cloak of Erebus of dexterity [80%]
<worn on back> a large leather backpack
<worn about waist> a silken sash of raw silk [superior]
<worn on belt buckle>a rugged adventurers satchel
<attached to belt> a spellbook
<attached to belt> a spellbook
<worn on arms> some exquisite hemp sleeves from The Forest City of Aravne
<worn around wrist> a bracelet of woven willow leaves [poor] (illuminating)
<worn around wrist> a sapphire-studded bracelet
<worn on hands> a living matrix
<worn on finger> a glowing black ring
<worn on finger> a ring of astral essence (humming)
<primary weapon> a mining pick [19%]
<held> an elven-bone songhorn
<worn on legs> a pair of celestial leg plates
<worn on feet> a random encrust object of endurance (humming)
You are not using it.
< 465h/465H 261v/265V Pos: standing >
You are not using it.
< 465h/465H 262v/265V Pos: standing >
You stop using a golden lyre.
< 465h/465H 263v/265V Pos: standing >
You are not using it.
< 465h/465H 264v/265V Pos: standing >
You hold an ogre-bone djembe.
< 465h/465H 265v/265V Pos: standing >
You change up your song...
You start playing your ogre-bone djembe and singing aloud.
< 475h/475H 265v/265V Pos: standing >
.^..^MM .
.....^MM .
.^^^^..MMM
...^..^M
^ . ..@^MMM
M^M ..^.MMMM
MMM ^^ ......
MMMM^ ...^^.
^MMMM ...^^
Rocky Foothills of the Black Mountains
Obvious exits: -North -East -South -West
*Co Mjolnir (_/Eye of Odin\_) (Barbarian)(large) stands in mid-air here.
< 475h/475H 265v/265V Pos: standing >
With every beat of the drum, you feel a strange tugging.
Co slowly fades out of existence.
* MMM
** M^M
**** M+M
***** +
****** @ M **
****M*** + ***
.*********+****
*************
*****M*****
The Placid Waters of Skulldrach Lake
Obvious exits: -North -East -South -West
*Co Mjolnir (_/Eye of Odin\_) (Barbarian)(large) stands in mid-air here.
< 475h/475H 265v/265V Pos: standing >
< 475h/475H 265v/265V Pos: standing >
* MMM
** M^M
**** M+M
***** +
****** @ M **
*****M** + ***
.*********+****
******M******
***********
The Placid Waters of Skulldrach Lake
Obvious exits: -North -East -South -West
*Co Mjolnir (_/Eye of Odin\_) (Barbarian)(large) stands in mid-air here.
< 475h/475H 265v/265V Pos: standing >
You are not using it.
< 475h/475H 265v/265V Pos: standing >
You are not using it.
< 475h/475H 265v/265V Pos: standing >
You are not using it.
< 475h/475H 265v/265V Pos: standing >
You stop using an ogre-bone djembe.
< 465h/465H 265v/265V Pos: standing >
You hold an elven-bone songhorn.
< 465h/465H 265v/265V Pos: standing >
You change up your song...
You start playing your elven-bone songhorn and singing aloud.
< 465h/465H 273v/273V Pos: standing >
** MMM
*** M^M
***** M+M
****** +
.******@P M *
^*****M** + **
^.*********+***
*******M*****
***********
The Placid Waters of Skulldrach Lake
Obvious exits: -North -East -South -West
< 465h/465H 271v/273V Pos: standing >
*** MM
**** M^M
****** M+M
******* +
^.*****@P M
^^*****M** + *
.^.*********+**
M*******M****
***********
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East -South -West
< 465h/465H 269v/273V Pos: standing >
**** M
***** M^
******* M+M
.******* +
^^.****@P M
.^^*****M** +
M.^.*********+*
*M*******M***
***********
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East -South -West
< 465h/465H 267v/273V Pos: standing >
*****
****** M
******** M+
*.******* +
.^^.***@P* M
*.^^*****M** +
*M.^.*********+
**M*******M**
***********
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East -South -West
< 465h/465H 266v/273V Pos: standing >
******
*******
********* M
**.*******
*.^^.**@P**
**.^^*****M**
**M.^.*********
***M*******M*
M**********
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East -South -West
Co sneaks in from the east.
< 465h/465H 265v/273V Pos: standing >
*******
********
**********
***.*******
**.^^.*@P***
***.^^*****M**
***M.^.********
****M*******M
*M*********
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East -South -West
Co sneaks in from the east.
< 465h/465H 264v/273V Pos: standing >
*******
*********
***.*******
**.^^.*P****
***.^^*@***M**
***M.^.********
.****M*******M*
.*M**********
..*********
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East -South -West
< 465h/465H 263v/273V Pos: standing >
********
**********
****.*******
***.^^.******
.***.^^@P***M**
.***M.^.*******
..****M*******M
..*M*********
^..********
The Lowland Marshes of Skulldrach Lake
Obvious exits: -North -East -South -West
< 465h/465H 264v/273V Pos: standing >
*********
***.*******
***.^^.******
.***.^^P****M**
.***M.^@*******
..****M*******M
...*M**********
.^..*********
^.^.M******
The Desolate Grasslands Near Skulldrach Lake
Obvious exits: -North -East -South -West
< 465h/465H 264v/273V Pos: standing >
**********
****.*******
.***.^^.******
^.***.^^*****M*
..***M.@P******
^..****M*******
^...*M*********
^.^..********
.^.^.M*****
A Small Gnoll of Soggy Grass
Obvious exits: -North -East -South -West
< 465h/465H 263v/273V Pos: standing >
***********
*****.*******
..***.^^.******
.^.***.^^*****M
^..***M@P.*****
^^..****M******
M^...*M********
M^.^..*******
M.^.^.M****
The Desolate Grasslands Near Skulldrach Lake
Obvious exits: -North -East -South -West
Co sneaks in from the east.
< 465h/465H 262v/273V Pos: standing >
A Trail Leading into a Swamp
A trail to one of the darkest places on Duris lies ahead, a trail
into the swamp of horrors. Orcish hordes, Troll raiders, Ogre shaman,
even Drow sorcerers flock here to bathe in the vast slaughtering and
to bring on Dakhira's insanity upon them, to force them into a BloodLust!
This area reeks of evil. Corpses of many things lie around here,
scattered and torn up by who knows what.
Obvious exits: -North -South
A large wormrotted sign juts from the moist earth.
A huge troll guardian prevents passage to the unwelcome.
< 465h/465H 263v/273V Pos: standing >
The Swamp of the Clavikord
The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself. This swamp is
filled with some of the most vile things in the realm. Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds. The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror. Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp. This swamp invites the very evil of Duris to come here
and feed on the misfortunate. All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death. If there is a heaven for necromancers,
this would be it. The death here even has its own particular smell.
Obvious exits: -North -East -South -West
Shadows swim through the ether, evil and unsought.
A globe of darkness floats near a conclave of shadows's head.
< 465h/465H 262v/273V Pos: standing >
The Swamp of the Clavikord
The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself. This swamp is
filled with some of the most vile things in the realm. Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds. The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror. Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp. This swamp invites the very evil of Duris to come here
and feed on the misfortunate. All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death. If there is a heaven for necromancers,
this would be it. The death here even has its own particular smell.
Obvious exits: -North -East -South -West
A battle-scarred troll lumbers through the area.
An orc anti-paladin roams through the swamp, searching for something.
Shadows swim through the ether, evil and unsought.
A globe of darkness floats near a conclave of shadows's head.
A zombie strolls about, looking for corpses to feast upon.
Nose to the air, this feral dire wolf sniffs out his prey.
< 465h/465H 261v/273V Pos: standing >
The Swamp of the Clavikord
The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself. This swamp is
filled with some of the most vile things in the realm. Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds. The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror. Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp. This swamp invites the very evil of Duris to come here
and feed on the misfortunate. All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death. If there is a heaven for necromancers,
this would be it. The death here even has its own particular smell.
Obvious exits: -North -East -South -West
Shambling about unsteadily, this skeleton wanders through the swamps.
An orc anti-paladin roams through the swamp, searching for something.
< 465h/465H 260v/273V Pos: standing >
The Swamp of the Clavikord
The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself. This swamp is
filled with some of the most vile things in the realm. Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds. The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror. Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp. This swamp invites the very evil of Duris to come here
and feed on the misfortunate. All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death. If there is a heaven for necromancers,
this would be it. The death here even has its own particular smell.
Obvious exits: -North -East -South -West
Shambling about unsteadily, this skeleton wanders through the swamps.
Co sneaks in from the south.
< 465h/465H 259v/273V Pos: standing >
The Swamp of the Clavikord
The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself. This swamp is
filled with some of the most vile things in the realm. Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds. The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror. Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp. This swamp invites the very evil of Duris to come here
and feed on the misfortunate. All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death. If there is a heaven for necromancers,
this would be it. The death here even has its own particular smell.
Obvious exits: -North -East -South -West
Shadows swim through the ether, evil and unsought.
A globe of darkness floats near a conclave of shadows's head.
< 465h/465H 258v/273V Pos: standing >
The Swamp of the Clavikord
The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself. This swamp is
filled with some of the most vile things in the realm. Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds. The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror. Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp. This swamp invites the very evil of Duris to come here
and feed on the misfortunate. All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death. If there is a heaven for necromancers,
this would be it. The death here even has its own particular smell.
Obvious exits: -North -East -South -West
Shadows swim through the ether, evil and unsought.
A globe of darkness floats near a conclave of shadows's head.
Shadows swim through the ether, evil and unsought.
A globe of darkness floats near a conclave of shadows's head.
Co sneaks in from the south.
< 465h/465H 258v/273V Pos: standing >
The Swamp of the Clavikord
The swamp of horror is one of the worst places to end up on the world
of the world, some say they'd rather have end up in the presence of Cython,
or even worse, in the dreaded Temple of Cython, where the evil clerics
eat your heart and sacrafice you to the Darklord himself. This swamp is
filled with some of the most vile things in the realm. Only the highest
paladin is even able to attempt to come near this swamp, others are
sent fleeing in fear back to their guilds. The swamp seems to be set
in perpetual twilight, as Dakhira's insanity reigns supreme over this
swamp of horror. Old corpses can be seen trying to reach up out
of the swamp as if even in death they're trying to escape the grip of
this swamp. This swamp invites the very evil of Duris to come here
and feed on the misfortunate. All kinds of evils can be seen roaming
the swamp trying to prey on the misfortuned souls who have stumbled
upon this great swamp of death. If there is a heaven for necromancers,
this would be it. The death here even has its own particular smell.
Obvious exits: -North -East -South -West
Co sneaks in from the south.
< 465h/465H 257v/273V Pos: standing >
A Swampy Trail
This swampy trail runs through one of the many swamps in Duris, and
is surrounded with willow trees, beautiful flowers, murky things, and
dark places. The trail seems to have been formed from the passings of
many slimy feet upon the wet cat-tails and the tall grass. There are
reminents of old battles here. There appears to be some lizard skin
near the side of the trail.
Obvious exits: -North -South
< 465h/465H 256v/273V Pos: standing >
A Swampy Trail
This swampy trail runs through one of the many swamps in Duris, and
is surrounded with willow trees, beautiful flowers, murky things, and
dark places. The trail seems to have been formed from the passings of
many slimy feet upon the wet cat-tails and the tall grass. There are
reminents of old battles here. There appears to be some lizard skin
near the side of the trail.
Obvious exits: -South -West
Co sneaks in from the south.
< 465h/465H 255v/273V Pos: standing >
Alas, you cannot go that way. . . .
< 465h/465H 256v/273V Pos: standing >
You sing a song to lift the spirits high.
< 465h/465H 257v/273V Pos: standing >
Before a Weeping Willow Tree
A huge willow tree rises up into the swamp here, hanging its long
dangling branches down into the swamp, creating a drape that falls over
a huge area of the swamp. Its roots, almost ten feet in diamater, spawn
out in all directions creating a huge web of roots. There appears to be
a small entrance to some sort of underground cavern that has been wedged
inbetween the roots of this huge tree.
Obvious exits: -East -Down #
Co sneaks in from the east.
< 465h/465H 257v/273V Pos: standing >
Alas, you cannot go that way. . . .
< 465h/465H 259v/273V Pos: standing >
< 465h/465H 273v/273V Pos: standing >
You sing a song to lift the spirits high.
Before a Weeping Willow Tree
Obvious exits: -East -Down #
*Co Mjolnir (_/Eye of Odin\_) (Barbarian)(large) stands in mid-air here.
< 465h/465H 273v/273V Pos: standing >
Ok.
< 465h/465H 273v/273V Pos: standing >
The Entrance to the Village of the Lizardmen
A huge network of dwellings of the feared lizard men. The network
spawns out in a serries of tunnels and caves. There is a large amount
of water in these caverns and tunnels, but there is still a little bit
of breathing room. The caverns seems to have been dug out by the
lizard men themselves, or else by their pets.
Obvious exits: -North -Up
A lizardman guard keeps watchful eye over the area.
A lizardman guard keeps watchful eye over the area.
< 465h/465H 271v/273V Pos: standing >
Ok.
< 465h/465H 271v/273V Pos: standing >
You quickly scan the area.
A lizardman tribesman who is close by to your north.
A lizardman tribesman who is not far off to your north.
A lizardman tribesman who is not far off to your north.
A lizardman tribesman who is a brief walk away to your north.
An air elemental who is a brief walk away to your north.
An Orc who is a brief walk away to your north.
A lizardman worshiper who is a brief walk away to your north.
< 465h/465H 271v/273V Pos: standing >
< 465h/465H 271v/273V Pos: standing >
You sing a song to lift the spirits high.
A lizardman guard flies through the air, free as a bird!
A lizardman guard flies through the air, free as a bird!
< 465h/465H 271v/273V Pos: standing >
A Path Through the Village
This path, which is mainly a tunnel, runs through the lizard man
village. About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards. The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East -South -West
This lizardman strolls through the water of the swamp, here.
This lizardman strolls through the water of the swamp, here.
< 465h/465H 270v/273V Pos: standing >
< 465h/465H 270v/273V Pos: standing >
The Village Common Hall
This slimy dwelling appears to be scattered with bones of humans,
and other humanoid species that the lizard men have captured and eaten.
Lizard men appear to sleep anywhere they please, often on a rock by
a pool of water in the center of the room. Every now and then someone
might see a lizard man eating some kind of mushrooms or other swamp
plants, but most often screams of terrified villagers from human towns
can be heard as they are dragged, face first, through the water of
the lizard men village into these spacious dwellings where the lizard
men will eat them, sometimes alive. Bones of the eaten humans and
other humanoids are used as weapons sometimes, and often used to
make shields. Others have found it nice to use the bones to make
different kinds of jewelry such as necklaces, amulets, and other
types of things. This particular dwelling seems to be used by almost
all of the lizard men as they prepare to go on raids. It seems to suit
all purposes, a hatchery, a battle ready room, an armory, and a
common meeting room for the lizard men.
Obvious exits: -North -South
This lizardman strolls through the water of the swamp, here.
This lizardman strolls through the water of the swamp, here.
< 465h/465H 272v/273V Pos: standing >
The Sslithian Pool
This slimy dwelling appears to be scattered with bones of humans,
and other humanoid species that the lizard men have captured and eaten.
Lizard men appear to sleep anywhere they please, often on a rock by
a pool of water in the center of the room. Every now and then someone
might see a lizard man eating some kind of mushrooms or other swamp
plants, but most often screams of terrified villagers from human towns
can be heard as they are dragged, face first, through the water of
the lizard men village into these spacious dwellings where the lizard
men will eat them, sometimes alive. Bones of the eaten humans and
other humanoids are used as weapons sometimes, and often used to
make shields. Others have found it nice to use the bones to make
different kinds of jewelry such as necklaces, amulets, and other
types of things. This particular dwelling seems to be used by almost
all of the lizard men as they prepare to go on raids. It seems to suit
all purposes, a hatchery, a battle ready room, an armory, and a
common meeting room for the lizard men.
Obvious exits: -South
A few drops of fresh blood are scattered around the area.
The corpse of a lizardman worshiper is lying here.
The corpse of a hooded lizardman is lying here.
The corpse of a lizardman tribesman is lying here.
[2] The corpse of a hooded lizardman is lying here.
The corpse of a snarling warg is lying here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
The Sslithian Pool is here, giving off a faint glowing haze. (glowing)
This lizardman strolls through the water of the swamp, here.
*An air elemental is here looking like a small living tornado. (minion)
An Orc (medium) *-* The Veterans of Bloodlust *-* sits resting. (Non-Fraggable)
A lizardman worshiper bows before the pull, taking in its haze.
Co sneaks in from the south.
< 465h/465H 271v/273V Pos: standing >
You sing a song to lift the spirits high.
A lizardman tribesman flies through the air, free as a bird!
An Orc flies through the air, free as a bird!
A lizardman worshiper flies through the air, free as a bird!
Co snaps into visibility.
Co leaps at an Orc only to realize he is down already.
An Orc is disrupted from meditation.
An Orc, looking very frustrated, packs up his book.
< 465h/465H 271v/273V Pos: standing >
You start chanting...
< 465h/465H 273v/273V Pos: standing >
Casting: bigbys clenched fist *
< 465h/465H 273v/273V Pos: standing >
An Orc clambers to his feet.
< 465h/465H 273v/273V Pos: standing >
You complete your spell...
[Damage: 121 ] -=[Your giant fist of force causes an Orc to stagger in agony!]=-
An Orc attempts to flee.
An Orc leaves south.
An air elemental leaves south.
< 465h/465H 273v/273V Pos: standing >
You failed.
< 465h/465H 273v/273V Pos: standing >
The Village Common Hall
This slimy dwelling appears to be scattered with bones of humans,
and other humanoid species that the lizard men have captured and eaten.
Lizard men appear to sleep anywhere they please, often on a rock by
a pool of water in the center of the room. Every now and then someone
might see a lizard man eating some kind of mushrooms or other swamp
plants, but most often screams of terrified villagers from human towns
can be heard as they are dragged, face first, through the water of
the lizard men village into these spacious dwellings where the lizard
men will eat them, sometimes alive. Bones of the eaten humans and
other humanoids are used as weapons sometimes, and often used to
make shields. Others have found it nice to use the bones to make
different kinds of jewelry such as necklaces, amulets, and other
types of things. This particular dwelling seems to be used by almost
all of the lizard men as they prepare to go on raids. It seems to suit
all purposes, a hatchery, a battle ready room, an armory, and a
common meeting room for the lizard men.
Obvious exits: -North -South
This lizardman strolls through the water of the swamp, here.
This lizardman strolls through the water of the swamp, here.
< 465h/465H 272v/273V Pos: standing >
You failed.
< 465h/465H 272v/273V Pos: standing >
A Path Through the Village
This path, which is mainly a tunnel, runs through the lizard man
village. About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards. The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East -South -West
This lizardman strolls through the water of the swamp, here.
< 465h/465H 271v/273V Pos: standing >
The Entrance to the Village of the Lizardmen
A huge network of dwellings of the feared lizard men. The network
spawns out in a serries of tunnels and caves. There is a large amount
of water in these caverns and tunnels, but there is still a little bit
of breathing room. The caverns seems to have been dug out by the
lizard men themselves, or else by their pets.
Obvious exits: -North -Up #
*An air elemental is here looking like a small living tornado. (minion)
An Orc (medium) *-* The Veterans of Bloodlust *-* stands in mid-air here. (Non-Fraggable)
This lizardman strolls through the water of the swamp, here.
A lizardman guard keeps watchful eye over the area.
A lizardman guard keeps watchful eye over the area.
< 465h/465H 270v/273V Pos: standing >
An Orc leaves north.
An air elemental leaves north.
Alas, you cannot go that way. . . .
< 465h/465H 272v/273V Pos: standing >
Alas, you cannot go that way. . . .
< 465h/465H 273v/273V Pos: standing >
You sing a song to lift the spirits high.
A lizardman tribesman flies through the air, free as a bird!
< 465h/465H 273v/273V Pos: standing >
You failed.
< 465h/465H 273v/273V Pos: standing >
A Path Through the Village
This path, which is mainly a tunnel, runs through the lizard man
village. About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards. The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East -South -West
This lizardman strolls through the water of the swamp, here.
< 465h/465H 272v/273V Pos: standing >
You failed.
< 465h/465H 272v/273V Pos: standing >
The Village Common Hall
This slimy dwelling appears to be scattered with bones of humans,
and other humanoid species that the lizard men have captured and eaten.
Lizard men appear to sleep anywhere they please, often on a rock by
a pool of water in the center of the room. Every now and then someone
might see a lizard man eating some kind of mushrooms or other swamp
plants, but most often screams of terrified villagers from human towns
can be heard as they are dragged, face first, through the water of
the lizard men village into these spacious dwellings where the lizard
men will eat them, sometimes alive. Bones of the eaten humans and
other humanoids are used as weapons sometimes, and often used to
make shields. Others have found it nice to use the bones to make
different kinds of jewelry such as necklaces, amulets, and other
types of things. This particular dwelling seems to be used by almost
all of the lizard men as they prepare to go on raids. It seems to suit
all purposes, a hatchery, a battle ready room, an armory, and a
common meeting room for the lizard men.
Obvious exits: -North -South
This lizardman strolls through the water of the swamp, here.
This lizardman strolls through the water of the swamp, here.
< 465h/465H 271v/273V Pos: standing >
You failed.
< 465h/465H 271v/273V Pos: standing >
The Sslithian Pool
This slimy dwelling appears to be scattered with bones of humans,
and other humanoid species that the lizard men have captured and eaten.
Lizard men appear to sleep anywhere they please, often on a rock by
a pool of water in the center of the room. Every now and then someone
might see a lizard man eating some kind of mushrooms or other swamp
plants, but most often screams of terrified villagers from human towns
can be heard as they are dragged, face first, through the water of
the lizard men village into these spacious dwellings where the lizard
men will eat them, sometimes alive. Bones of the eaten humans and
other humanoids are used as weapons sometimes, and often used to
make shields. Others have found it nice to use the bones to make
different kinds of jewelry such as necklaces, amulets, and other
types of things. This particular dwelling seems to be used by almost
all of the lizard men as they prepare to go on raids. It seems to suit
all purposes, a hatchery, a battle ready room, an armory, and a
common meeting room for the lizard men.
Obvious exits: -South
A few drops of fresh blood are scattered around the area.
The corpse of a lizardman worshiper is lying here.
The corpse of a hooded lizardman is lying here.
The corpse of a lizardman tribesman is lying here.
[2] The corpse of a hooded lizardman is lying here.
The corpse of a snarling warg is lying here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
The Sslithian Pool is here, giving off a faint glowing haze. (glowing)
*Co Mjolnir (_/Eye of Odin\_) (Barbarian)(large) sits in mid-air here.
This lizardman strolls through the water of the swamp, here.
A lizardman worshiper bows before the pull, taking in its haze.
< 465h/465H 272v/273V Pos: standing >
You failed.
< 465h/465H 272v/273V Pos: standing >
Co clambers to his feet.
Alas, you cannot go that way. . . .
< 465h/465H 272v/273V Pos: standing >
ACC? Yes! Fine! Chat we must, but WHAT??
< 465h/465H 272v/273V Pos: standing >
You sing a song to lift the spirits high.
The Village Common Hall
This slimy dwelling appears to be scattered with bones of humans,
and other humanoid species that the lizard men have captured and eaten.
Lizard men appear to sleep anywhere they please, often on a rock by
a pool of water in the center of the room. Every now and then someone
might see a lizard man eating some kind of mushrooms or other swamp
plants, but most often screams of terrified villagers from human towns
can be heard as they are dragged, face first, through the water of
the lizard men village into these spacious dwellings where the lizard
men will eat them, sometimes alive. Bones of the eaten humans and
other humanoids are used as weapons sometimes, and often used to
make shields. Others have found it nice to use the bones to make
different kinds of jewelry such as necklaces, amulets, and other
types of things. This particular dwelling seems to be used by almost
all of the lizard men as they prepare to go on raids. It seems to suit
all purposes, a hatchery, a battle ready room, an armory, and a
common meeting room for the lizard men.
Obvious exits: -North -South
This lizardman strolls through the water of the swamp, here.
This lizardman strolls through the water of the swamp, here.
< 465h/465H 271v/273V Pos: standing >
You quickly scan the area.
A lizardman tribesman who is close by to your north.
A lizardman worshiper who is close by to your north.
A lizardman tribesman who is close by to your south.
A lizardman tribesman who is not far off to your south.
A lizardman guard who is not far off to your south.
A lizardman guard who is not far off to your south.
< 465h/465H 271v/273V Pos: standing >
A Path Through the Village
This path, which is mainly a tunnel, runs through the lizard man
village. About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards. The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East -South -West
This lizardman strolls through the water of the swamp, here.
Co sneaks in from the north.
< 465h/465H 272v/273V Pos: standing >
You quickly scan the area.
A lizardman tribesman who is close by to your north.
A lizardman tribesman who is close by to your north.
A lizardman tribesman who is not far off to your north.
A lizardman worshiper who is not far off to your north.
A lizardman tribesman who is not far off to your east.
A lizardman tribesman who is close by to your south.
A lizardman guard who is close by to your south.
A lizardman guard who is close by to your south.
A lizardman tribesman who is close by to your west.
A lizardman tribesman who is close by to your west.
A lizardman tribesman who is close by to your west.
A lizardman tribesman who is not far off to your west.
A lizardman tribesman who is not far off to your west.
An air elemental who is a brief walk away to your west.
An Orc who is a brief walk away to your west.
A lizardman tribesman who is a brief walk away to your west.
< 465h/465H 272v/273V Pos: standing >
A lizardman tribesman enters from the south.
< 465h/465H 272v/273V Pos: standing >
A Path Through the Village
This path, which is mainly a tunnel, runs through the lizard man
village. About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards. The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East -South -West
This lizardman strolls through the water of the swamp, here.
This lizardman strolls through the water of the swamp, here.
This lizardman strolls through the water of the swamp, here.
< 465h/465H 271v/273V Pos: standing >
A Path Through the Village
This path, which is mainly a tunnel, runs through the lizard man
village. About 2 feet of water lies at the bottom of the path, which
is perfect for the lizards. The area around here is mostly hot and
humid, just as the lizard men like it.
Obvious exits: -North -East -South -West
This lizardman strolls through the water of the swamp, here.
This lizardman strolls through the water of the swamp, here.
Co sneaks in from the east.
< 465h/465H 270v/273V Pos: standing >
You failed.
< 465h/465H 272v/273V Pos: standing >
A Common Dwelling
This slimy dwelling appears to be scattered with bones of humans,
and other humanoid species that the lizard men have captured and eaten.
Lizard men appear to sleep anywhere they please, often on a rock by
a pool of water in the center of the room. Every now and then someone
might see a lizard man eating some kind of mushrooms or other swamp
plants, but most often screams of terrified villagers from human towns
can be heard as they are dragged, face first, through the water of
the lizard men village into these spacious dwellings where the lizard
men will eat them, sometimes alive. Bones of the eaten humans and
other humanoids are used as weapons sometimes, and often used to
make shields. Others have found it nice to use the bones to make
different kinds of jewelry such as necklaces, amulets, and other
types of things.
Obvious exits: -East
*An air elemental is here looking like a small living tornado. (minion)
An Orc (medium) *-* The Veterans of Bloodlust *-* stands in mid-air here. (Non-Fraggable)
This lizardman strolls through the water of the swamp, here.
Co sneaks in from the east.
< 465h/465H 272v/273V Pos: standing >
Co snaps into visibility.
Co tackles an Orc square in the chest knocking the wind out of him!
You start chanting...
< 465h/465H 272v/273V Pos: standing >
Casting: bigbys clenched fist
< 465h/465H 272v/273V Pos: standing >
You complete your spell...
[Damage: 124 ] -=[Your giant fist of force causes an Orc to stagger in agony!]=-
< 465h/465H 272v/273V Pos: standing >
Co snaps into visibility.
Co's slash seriously wounds an Orc.
Co's pierce seriously wounds an Orc.
< 465h/465H 273v/273V Pos: standing >
You sing a song to lift the spirits high.
A lizardman tribesman flies through the air, free as a bird!
An Orc misses you.
< 465h/465H 273v/273V Pos: standing >
< T: Yzar TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
You miss an Orc.
You miss an Orc.
You miss an Orc.
You start chanting...
< 465h/465H 273v/273V Pos: standing >
< T: Yzar TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
Casting: bigbys clenched fist *
< 465h/465H 273v/273V Pos: standing >
< T: Yzar TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
A lizardman tribesman enters from the east.
< 465h/465H 273v/273V Pos: standing >
< T: Yzar TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
Casting: bigbys clenched fist
< 465h/465H 273v/273V Pos: standing >
< T: Yzar TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
An air elemental suddenly attacks YOU!
An air elemental snaps into visibility.
An air elemental misses you.
< 465h/465H 273v/273V Pos: standing >
< T: Yzar TP: sta TC:excellent E: An Orc sit EP: pretty hurt >
You complete your spell...
[Damage: 72 ] -=[Your giant fist of force causes an Orc to stagger in agony!]=-
An Orc's some cracked chitin talons from Bloodstone Keep was completely destroyed by the massive blow!
An Orc's tarnished iron hood from the Lizardman Swamps of Clavikord was completely destroyed by the massive blow!
An Orc's some humming cured leather leggings was completely destroyed by the massive blow!
An air elemental stops following an Orc.
An Orc is dead! R.I.P.
You receive your share of experience.