<worn on head> a glowing chitin cap
<worn on eyes> a wad of spawn goo [superior] (magic) (humming)
<worn in ear> a scale of pulsating darkness
<worn in ear> a dwarven earring (magic)
<worn on face> a chipped skull mask
<worn around neck> a sapphire and amethyst necklace
<worn on body> a ghastly reed chainmail
<worn about body> opalescent robes of the archmagi (glowing) [88%]
<worn as quiver> a quiver smeared with blood
<worn about waist> a diabolical cured leather belt [74%]
<worn on belt buckle>a spellbook bearing the insignia of Allison (magic) (glowing)
<worn on arms> some sleeves bearing the seal of Verethorn [superior]
<worn around wrist> a dark religious bracer
<worn around wrist> an unique emerald bracer
<worn on hands> the gloves of magic fingertips [poor] (magic)
<worn on finger> a dwarven-made copper ring
<worn on finger> the ring of the mad mage [poor] (magic)
<held> an ugly green horn (magic)
<worn on legs> some glittering mithril pants
<worn on feet> some burnt stone boots
< 287h/504H 155v/155V Pos: standing >
You continue bandaging yourself.
< 325h/504H 153v/155V Pos: standing >
You continue bandaging yourself.
< 367h/504H 151v/155V Pos: standing >
Sparkling magic surrounds a Shade as he begins his chant.
A Shade starts casting an offensive spell.
A Shade snaps into visibility.
< 368h/504H 151v/155V Pos: standing >
A Shade completes his spell...
A Shade utters the words 'qpaahuq fussrz'
-=[Ripples of ChAoTiC energy slam into you as reality comes crashing down.]=-
OUCH! That really did HURT!
A Shade snaps into visibility.
-=[Twin bolts of writhing power slam into your chest.]=-
You perform an arcane gesture dispersing some of a Shade's spell energy.
A Shade snaps into visibility.
-=[BOOOOOOOOOM!
You explode in flames as a GIGANTIC fireball engulfs you.]=-
< 142h/504H 151v/155V Pos: standing >
A Shade starts casting an offensive spell.
A Shade snaps into visibility.
< 143h/504H 152v/155V Pos: standing >
A Shade completes his spell...
A Shade utters the words 'qpaag zarrzl'
A Shade snaps into visibility.
-=[Powerful magical bolts slam into you from a Shade's open palms!]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 16h/504H 153v/155V Pos: standing >
You continue bandaging yourself.
You are already standing.
< 53h/504H 151v/155V Pos: standing >
You attempt to flee...
Inside the Bloody Bowels Tavern
This tavern is filled with people having the times of their lives. Friends
have gathered in groups, drinking and joking together. Loud chatter and roars
of laughter almost deafen those who enter. After the heat of the walkway, the
cool air of the tavern feels good, despite the noise that seems loud enough to
cause damage to those entering.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
A male dwarf stomps past, scowling.
A female centaur trots along the walkway.
An orc named Harnd sits laughing with the others.(Red Aura)
An ogre tavernkeep stands watching over the tavern.(Red Aura)
An elf sits laughing so hard she is spilling her wine.
A minotaur leans back, bellowing with laughter.
A giggling centaur stands by the table.
A duergar moves among the tables, whistling innocently.(Red Aura)
You flee westward!
< 54h/504H 122v/155V Pos: standing >
Inside the Bloody Bowels Tavern
This tavern is filled with people having the times of their lives. Friends
have gathered in groups, drinking and joking together. Loud chatter and roars
of laughter almost deafen those who enter. After the heat of the walkway, the
cool air of the tavern feels good, despite the noise that seems loud enough to
cause damage to those entering.
Obvious exits: -East -West
Puddles of fresh blood cover the ground.
The corpse of salashin is lying here.
Dressed in leather armor, a female dwarf strides past.
A dung beetle trudges across the sands.
A male drow strides along the walkway.(Red Aura)
A female ogre stands watching all around suspiciously.(Red Aura)
An orc sits here, squinting at others in the room.(Red Aura)
An inattentive gnome sits at the table, ignoring the other patrons.
A halfling sits chuckling as she watches around the room.
< 55h/504H 122v/155V Pos: standing >
An Intersection on a Sandy Walkway
To the west is an alley that connects to the walkway containing the Lair
of the Lecherous Leech. To the north the walkway continues toward the dark
keep while to the south it leads toward the town gates. The east door goes
into the Bloody Bowels Tavern, where loud noises can be heard.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a sand viper is lying here.
A barbarian child rushes down the walkway.
A male troll stomps along the walkway.(Red Aura)
< 56h/504H 121v/155V Pos: standing >
A Sandy Alley
This alley runs between two stone huts, connecting the main roads through
the city together. There are some piles of litter and something that smells
suspiciously like feces beside one of the huts. Children dart past, running
from people who are chasing them. The crowns of the high trees still provide
cover to even this small alley, even though none of them grow here, blocking
the sunlight from reaching the walkway.
Obvious exits: -East -West
Fresh blood splatters cover the area.
An ant staggers about, trying to carry a drop of beer back to the nest.
< 56h/504H 121v/155V Pos: standing >
On a Sandy Pathway
A narrow alleyway is to the east, while to the south the walkway goes past
the stable and eventually to the gates to the city. Far to the north, towers
on the keep rise above the rooftops of the other buildings. Closer by to the
north is a sign for The Lair of the Lecherous Leech. A few children going by
on the walkway bump into people, picking their pockets as they pass.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
A young ogre runs past, a wooden sword in hand.(Red Aura)
An adult thri-kreen moves along the walkway.(Red Aura)
< 56h/504H 120v/155V Pos: standing >
On a Sandy Walkway by a Stable
The door to the west leads into the stables where people are free to keep
their mounts, providing that the mount they put in there does not eat any of
the other ones already there. To the south the walkway goes into an area of
stone huts where the people of the town live and eventually to the town gate
and out. To the north, the walkway heads deeper into the town, going toward
the keep of the mayor himself. The sign for 'The Lair of the Lecherous Leech'
can be seen far in the north.
Obvious exits: -North -South -West #
Fresh blood covers everything in the area.
A githyanki child stares at those who pass with unnerving intensity.(Red Aura)
A barbarian child rushes down the walkway.
A young thri-kreen skitters along the walkway.
A storm giant child stomps past.
A halfling child runs past, grinning.
< 57h/504H 119v/155V Pos: standing >
A Sandy Walkway Beside a Stable
The walkway continues deeper into the town to the north, and back toward
the gates to the town to the south. The door to the east goes into a stone
hut, while the door to the west goes into the stables. Children playing on
the walkway soon become coated with the fine sand that is the same color as
dried blood, looking as though they have been wounded in battle.
Obvious exits: -North -East # -South -West #
< 57h/504H 118v/155V Pos: standing >
An Intersection in a Sandy Walkway
The walkway covered with sand the color of dried blood continues past more
stone huts to the west, while to the north it continues as far as can be seen
with doors and entrances all along the path. To the east, it turns south and
goes back to the gates that lead out of the city. Denizens of all races move
along the walkways, tending to business, tolerating others as they pass.
Obvious exits: -North -East -South# -West
A few drops of fresh blood are scattered around the area.
An aggravating do-gooder struts his tiny tush down the walkway.
A tiny maljer darts past, looking for a place to hide.(Red Aura)
< 57h/504H 118v/155V Pos: standing >
The door seems to be closed.
< 58h/504H 118v/155V Pos: standing >
The door seems to be closed.
< 58h/504H 118v/155V Pos: standing >
You are no longer bandaging...
You are no longer being bandaged.
< 59h/504H 119v/155V Pos: standing >
Along a Sandy Walkway
The sandy walkway continues to the east and west, going through small stone
huts. Though many different races can be seen, even those who should be sworn
enemies seem to be living under some sort of truce. The children running down
the walkway are like children everywhere - getting underfoot, and taunting all
who are slower or different than them.
Obvious exits: -East -South# -West
Fresh blood covers everything in the area.
A goblin child runs past.(Red Aura)
A dwarf child runs past.
< 60h/504H 119v/155V Pos: standing >
A Sandy Walkway
The ground here is covered with a sand that looks like it has been stained
red with dried blood. To the west and north, the walkway is lined with small
stone huts. In the far north a sign is hanging on one of the buildings, with
the words 'The Bloody Bowels Tavern'. To the south, the walkway takes a turn
to the east, going back toward the gates.
Obvious exits: -North -South -West
A few drops of fresh blood are scattered around the area.
A goblin child runs past.(Red Aura)
< 60h/504H 118v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 61h/504H 118v/155V Pos: standing >
A Sandy Walkway
The walkway that is covered with sand the color of dried blood goes to the
north and to the east, going through stone huts and other buildings. The town
is encircled by high stone walls, giving those that live in it some semblence
of security. People from a wide variety of races move along the walkway, all
of them living in an uneasy peace.
Obvious exits: -North -East
Fresh blood covers everything in the area.
A male dwarf stomps past, scowling.
< 63h/504H 119v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 63h/504H 119v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 63h/504H 119v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 64h/504H 120v/155V Pos: standing >
A Sandy Walkway by the Gates
To the north, the side of a building blocks the way, but the sandy walkway
goes around it, both to the east and the west. To the south, tall gates made
from a black stone offer the only way through the thick walls surrounding and
protecting this place. A wide variety of races of people are on the walkway,
but they all seem to tolerate those that live here.
Obvious exits: -East -South# -West
Puddles of fresh blood cover the ground.
A Shade (tiny) Stendod (_/Eye of Odin\_) stands in mid-air here, fighting a drow child.(Gold Aura)
A drow child stands here, fighting a Shade.(Red Aura)
< 64h/504H 119v/155V Pos: standing >
The gates seems to be closed.
< 67h/504H 121v/155V Pos: standing >
The gates seems to be closed.
< 67h/504H 121v/155V Pos: standing >
A drow child misses a Shade.
The gates seems to be closed.
< 67h/504H 122v/155V Pos: standing >
The gates seems to be closed.
< 68h/504H 122v/155V Pos: standing >
A Sandy Walkway
The walkway continues between shops and huts where the people of the town
live. Different scents from the different preferred foods mingle as a small
breeze wafts through the area. Withered trees grow along the walkway, their
branches intertwining high in the air to create a protective canopy to block
out the harsh sunshine. Children chasing the withered birds get yanked back
by their parents who scold the children for bothering the creatures.
Obvious exits: -North -West
Fresh blood covers everything in the area.
A dung beetle trudges across the sands.
A grey elf man walks past scowling.
< 68h/504H 121v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 68h/504H 121v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 68h/504H 122v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 69h/504H 122v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 69h/504H 122v/155V Pos: standing >
A Sandy Walkway
To the north is the home of Merding, the sorcerer teacher. To the west is
the clothier shop, where the snooty drow can be heard ordering his underlings
around. It is noisy along this stretch of the walkway as it goes deeper into
the area where the denizens of the town live. More children run past as they
dart out of their homes and off to play.
Obvious exits: -North# -East -South -West #
< 69h/504H 122v/155V Pos: standing >
The flap seems to be closed.
< 70h/504H 122v/155V Pos: standing >
The flap seems to be closed.
< 70h/504H 122v/155V Pos: standing >
The flap seems to be closed.
< 70h/504H 122v/155V Pos: standing >
The flap seems to be closed.
< 71h/504H 123v/155V Pos: standing >
The flap seems to be closed.
< 71h/504H 123v/155V Pos: standing >
The flap seems to be closed.
< 71h/504H 123v/155V Pos: standing >
The flap seems to be closed.
< 72h/504H 123v/155V Pos: standing >
The flap seems to be closed.
< 72h/504H 124v/155V Pos: standing >
A Sandy Walkway
The hut to the south is where the trolls live, which is why a small amount
of mud has slid out onto the walkway. It doesn't stay there long as the very
dry sand sucks all the moisture out of it, turning it into dry dirt that just
blows away. Strips of dried skin festoon the withered tree that grows beside
the hut as the trolls display their prowess in battle.
Obvious exits: -East -South# -West
Fresh blood covers everything in the area.
A desert squirrel darts along the walkway.
A male troll stomps along the walkway.(Red Aura)
< 73h/504H 123v/155V Pos: standing >
A Sandy Walkway
Loud roars, growls and chitters can be heard at this corner of the walkway
as ogres live in the hut to the east, minotaurs live in the hut to the south,
and thri-kreens live in the hut to the southeast. The scents mingled in this
area are very rank indeed as they usually do not go well together. Tiny bits
of bone are scattered by the entrance to the thri-kreen's hut as they attempt
to attract small creatures upon which to feed.
Obvious exits: -North -East # -South# -West -Southeast#
Puddles of fresh blood cover the ground.
A female minotaur strides along the walkway.(Red Aura)
A small gnome child runs past.
< 73h/504H 122v/155V Pos: standing >
A gnomish child leaves north.
< 74h/504H 123v/155V Pos: standing >
A Sandy Walkway
Most of those walking along the walkway at this point stay as far from the
door to the east as possible as duergars live there, and no one seems to have
any trust for them at all. One of the withered trees grows here and it looks
like faint outlines of footholds have been carved into the tree. If any were
there, they are gone, and it does not look like anyone has tried to carve any
more in there.
Obvious exits: -North -East # -South
Fresh blood splatters cover the area.
A small gnome child runs past.
A tiny maljer darts past, looking for a place to hide.(Red Aura)
< 75h/504H 123v/155V Pos: standing >
On a Sandy Walkway
To the east is the hut where the githyanki live, while to the west is the
home of Terria, a powerful conjurer. To the north, the walkway continues to
the dark keep, and to the south it goes toward the town gates. The withered
trees that grow at random intervals along the walkway seem to have even more
intertwined branches here, making the protective canopy they form thicker as
though the trees know that more protection is needed in the area where a lot
of the townsfolk live.
Obvious exits: -North -East # -South -West #
A few drops of fresh blood are scattered around the area.
A grey elf woman looks down as she walks along the walkway.
A female barbarian strides down the walkway.
An ant staggers about, trying to carry a drop of beer back to the nest.
< 75h/504H 122v/155V Pos: standing >
On a Sandy Walkway
To the east is a guard outpost, placed here to make sure that the people
living in this area stay peaceful, as ordered by the lord. There are minor
disturbances from time to time, but that is to be expected when races which
are sworn enemies are forced to live together. The walkway leaves the huts
in which people live as it continues to the north, but goes back to an area
of shops and huts to the south. In the north is the entrance to the shared
shop of the stoneworker and the jeweler. To the west is an entrance to the
Bloody Bowels Tavern.
Obvious exits: -North -East # -South -West #
Fresh blood splatters cover the area.
A male storm giant scrutinzes everything around him.
A withered bird creeps past.(Red Aura)
< 75h/504H 121v/155V Pos: standing >
On a Sandy Walkway
To the east, the walkway only goes a bit further before it deadends at the
wall. In the north is the door leading into the shop that a stonemason and a
jeweler share. To the west, the walkway winds its way through shops, heading
toward the dark keep that looms over the city. To the south, it goes further
into the area where the denizens of the city live.
Obvious exits: -North# -East -South -West
Fresh blood covers everything in the area.
A male dwarf stomps past, scowling.
< 77h/504H 121v/155V Pos: standing >
The door seems to be closed.
< 77h/504H 122v/155V Pos: standing >
The door seems to be closed.
< 77h/504H 122v/155V Pos: standing >
The door seems to be closed.
< 78h/504H 122v/155V Pos: standing >
On a Sandy Walkway
The walkway reaches the defensive outer wall at a place where it looks like
there might once have been a gate, but it has been closed and sealed, becoming
just another part of the wall. There is a guardpost to the south where guards
wait for a call for help here among the shops and the huts, where the denizens
of the town live.
Obvious exits: -South# -West
Puddles of fresh blood cover the ground.
A duergar child runs past, clutching something.(Red Aura)
A withered bird creeps past.(Red Aura)
< 78h/504H 122v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 79h/504H 122v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 79h/504H 123v/155V Pos: standing >
On a Sandy Walkway
To the east, the walkway only goes a bit further before it deadends at the
wall. In the north is the door leading into the shop that a stonemason and a
jeweler share. To the west, the walkway winds its way through shops, heading
toward the dark keep that looms over the city. To the south, it goes further
into the area where the denizens of the city live.
Obvious exits: -North# -East -South -West
Fresh blood splatters cover the area.
A male dwarf stomps past, scowling.
< 80h/504H 122v/155V Pos: standing >
On a Sandy Walkway
The walkway continues to wind between shops and the strange withered trees
that grow throughout the town. These trees are needed for the town to exist,
as they provide a sheltering canopy which completely blocks the sunlight from
reaching the town. Though the light from the sun cannot reach down into this
town, the heat is still intense along the sandy walkway.
Obvious exits: -North -East
Fresh blood splatters cover the area.
A withered bird creeps past.(Red Aura)
< 81h/504H 122v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 81h/504H 122v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 81h/504H 122v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 82h/504H 122v/155V Pos: standing >
Alas, you cannot go that way. . . .
< 82h/504H 123v/155V Pos: standing >
An Intersection on a Sandy Walkway
To the west is a narrow alleyway that runs between the general/mage shop
and the wood shop. To the north, the walkway meanders between shops, going
toward the courtyard in front of the dark keep of the lord of the town. To
the south, the walkway goes between other shops and huts as it goes back to
the town gates. Many people move along this part of the walkway, either to
go shopping or just to stroll around before going back to their huts.
Obvious exits: -North -South -West
A few drops of fresh blood are scattered around the area.
A human child wanders around humming.
A dwarf child runs past.
Dressed in leather armor, a female dwarf strides past.
A tiny maljer darts past, looking for a place to hide.(Red Aura)
A human child wanders around humming.
< 82h/504H 122v/155V Pos: standing >
On a Sandy Walkway
The door to the east leads into the workshop shared by the stoneworker and
the jeweler. The walkway continues toward the courtyard in front of the dark
keep to the north, and meanders toward the town gates in the south. Children
run past, laughing as they play together, taunting each other, dodging around
the legs of adults as they run.
Obvious exits: -North -East # -South
Fresh blood covers everything in the area.
A tiny maljer darts past, looking for a place to hide.(Red Aura)
A male minotaur saunters along the walkway.(Red Aura)
An aggravating do-gooder struts his tiny tush down the walkway.
< 83h/504H 121v/155V Pos: standing >
An Intersection on a Sandy Walkway
The walkway continues between shops and huts. To the west it eventually
meanders into the courtyard in front of the dark keep. To the east it goes
to a dead end at a door. To the south it meanders its way back to the town
gates. As this is in an area with a lot of shops, there are more people on
the walkway, usually, going about their errands.
Obvious exits: -East -South -West
< 83h/504H 120v/155V Pos: standing >
On a Sandy Walkway
To the west is the corner of the courtyard in front of the dark keep. To
the east the walkway goes back into an area of shops and huts. Several huge
withered trees grow in this area, making the canopy that provides protection
from the sun even denser. Deep croaking sounds come from the canopy, making
it seem like the withered birds are nesting up there.
Obvious exits: -East -West
A few drops of fresh blood are scattered around the area.
A troll child runs along the walkway.(Red Aura)
< 84h/504H 120v/155V Pos: standing >
At the Corner of an Open Sandy Area
The walkway opens up into a large courtyard, in the center of which are the
stands where prisoners are disciplined. Those races that like to eat flesh can
be found here any time of day or night, looking for those who have been placed
on the stocks, as when they are, they become fair game for any who pass. When
they were set up, the intent was to humiliate those who were caught breaking a
law, but now, those placed in the stocks are simply fresh meat.
Obvious exits: -North -East -South# -West
< 85h/504H 120v/155V Pos: standing >
At a Walkway by an Open Sandy Area
To the north are the stocks where those who break the laws of the town are
punished. To the east and west, the walkway continues through huts and shops
while to the south it goes past many doors on the way to the town gates. The
dark keep where the lord of the town lives looms past the courtyard where the
stocks stand. Above the huts to the west can be seen the shelter built above
the inn.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
An orc child runs past screaming.(Red Aura)
A withered bird creeps past.(Red Aura)
< 85h/504H 119v/155V Pos: standing >
Pardon?
< 87h/504H 121v/155V Pos: standing >
Pardon?
< 87h/504H 121v/155V Pos: standing >
In a Sandy Area
The walkway opens up into a large courtyard, in the center of which are the
stands where prisoners are disciplined. Those races that like to eat flesh can
be found here any time of day or night, looking for those who have been placed
on the stocks, as when they are, they become fair game for any who pass. When
they were set up, the intent was to humiliate those who were caught breaking a
law, but now, those placed in the stocks are simply fresh meat.
Obvious exits: -North -East -West
A few drops of fresh blood are scattered around the area.
A young ogre runs past, a wooden sword in hand.(Red Aura)
A withered bird creeps past.(Red Aura)
< 87h/504H 120v/155V Pos: standing >
An Intersection on a Sandy Walkway
The door to the north opens into The BloodMoon Tavern, while to the east,
the walkway opens up onto the courtyard in front of the keep. A sign for an
armorsmith can be seen along the walkway to the west. This is a busier part
of town as people move about shopping or going to the courtyard to see what,
or who, is currently being punished.
Obvious exits: -North# -East -South -West
< 88h/504H 119v/155V Pos: standing >
The door seems to be closed.
< 88h/504H 120v/155V Pos: standing >
Time for a Nap!
< 88h/504H 120v/155V Pos: standing >
Pardon?
< 89h/504H 121v/155V Pos: standing >
< 91h/504H 122v/155V Pos: standing >
The door seems to be closed.
< 91h/504H 122v/155V Pos: standing >
The door seems to be closed.
< 92h/504H 123v/155V Pos: standing >
On a Sandy Walkway
The walkway is quieter in this section as it moves away from the center of
town. It is a bit darker as several of the withered trees are growing around
this section of the walkway, seeming to talk amongst themselves as their bare
branches rub together. To the west is a sign showing where the armorsmith is
while to the east is a sign for the BloodMoon Tavern.
Obvious exits: -East -West
< 92h/504H 122v/155V Pos: standing >
On a Sandy Walkway in Front of the Armorsmithy
A sign over the swinging doors to the north says "Armorsmith", though the
loud sounds of a hammer beating on metal make it clear that this is a forge.
Darkness pools on the walkway in this area as a thick moss drapes across the
branches of the huge withered trees that shelter all beneath from the horrid
light of the sun. Even the sounds of the children that run past sound muted
in here, as though the moss is soaking up sound as well as light.
Obvious exits: -North# -East -West
Fresh blood covers everything in the area.
A male centaur trots along the walkway.
< 92h/504H 121v/155V Pos: standing >
On a Sandy Walkway by the Guardhouse
The walkway appears to stop at gates that look like they have been sealed
shut. To the north is one of the many guard posts where those who serve the
mayor as guards wait until they are needed. Off to the east hangs a sign of
"Armorsmith". Past that sign is another one for The BloodMoon Tavern. Even
further east is an open space where many of the denizens gather.
Obvious exits: -North# -East
Fresh blood splatters cover the area.
A troll child runs along the walkway.(Red Aura)
< 93h/504H 120v/155V Pos: standing >
Ok.
< 95h/504H 122v/155V Pos: standing >
In the Guardhouse
This guardhouse appears to have been made from solidified walkway sand. It
is the same bloodred color, with swirls of even darker red that appear to have
more strength than the rest. The door to the south leads back to the walkway,
and the guards posted here keep watch outside for anything that deserves their
attention. The back wall is covered with a mural that shows the emblem of the
dark keep - a massive sword laying crossed over a thigh bone with a raven head
above where they are crossed, and the outline of a single dark eye below it.
Obvious exits: -South
Fresh blood splatters cover the area.
A guard paces in the area.(Red Aura)
A guard paces in the area.(Red Aura)
A guard paces in the area.(Red Aura)
< 95h/504H 122v/155V Pos: standing >
Ok.
< 97h/504H 123v/155V Pos: standing >
You are not using it.
< 99h/504H 125v/155V Pos: standing >
You are not using it.
< 99h/504H 125v/155V Pos: standing >
You do not see or have the satchel.
< 100h/504H 125v/155V Pos: standing >
You get a large medicated bandage from an adventurers backpack.
< 100h/504H 125v/155V Pos: standing >
Bandaging again wont do any good now.
< 100h/504H 126v/155V Pos: standing >
< 107h/504H 131v/155V Pos: standing >
< 110h/504H 134v/155V Pos: standing >
Bandaging again wont do any good now.
< 116h/504H 138v/155V Pos: standing >
In the Guardhouse
Obvious exits: -South#
Fresh blood splatters cover the area.
A guard paces in the area.(Red Aura)
A guard paces in the area.(Red Aura)
A guard paces in the area.(Red Aura)
< 117h/504H 139v/155V Pos: standing >
Bandaging again wont do any good now.
< 119h/504H 141v/155V Pos: standing >
Bandaging again wont do any good now.
< 123h/504H 144v/155V Pos: standing >
Bandaging again wont do any good now.
< 126h/504H 146v/155V Pos: standing >
Score information for Allison
Level: 48 Race: Drow Elf Class: Sorcerer / Wizard Sex: Female
Hit points: 126(504) Moves: 147(155)
Coins carried: 19 platinum 105 gold 12 silver 22 copper
Compression ratio: 80%
Status: Standing.
Frags: +0.00 Deaths: 17
Detecting: Invisible Evil Good Magic Heat
Protected from: Fire Cold Low Circle spells
Enchantments: Ultravision Farsee Fly Haste
Herbs: Medicus
Combat Pulse: 17 Spell Pulse: 0.82
Leaderboard Points: 489
Active Spells:
--------------
vitality (11 minutes)
shadow shield (2 minutes)
haste (9 minutes)
minor globe of invulnerability (less than a minute remaining)
infravision (33 minutes)
agility (33 minutes)
strength (33 minutes)
fly (71 minutes)
< 126h/504H 147v/155V Pos: standing >
< 126h/504H 147v/155V Pos: standing >
< 130h/504H 150v/155V Pos: standing >
Bandaging again wont do any good now.
< 134h/504H 153v/155V Pos: standing >
Bandaging again wont do any good now.
< 136h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 138h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 139h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 140h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 142h/504H 155v/155V Pos: standing >
< 142h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 143h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 145h/504H 155v/155V Pos: standing >
< 148h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 150h/504H 155v/155V Pos: standing >
< 154h/504H 155v/155V Pos: standing >
< 155h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 157h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 161h/504H 155v/155V Pos: standing >
< 165h/504H 155v/155V Pos: standing >
< 166h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 169h/504H 155v/155V Pos: standing >
< 169h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 172h/504H 155v/155V Pos: standing >
< 178h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 180h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 182h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 183h/504H 155v/155V Pos: standing >
< 184h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 184h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 185h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 186h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 187h/504H 155v/155V Pos: standing >
< 188h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 188h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 190h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 191h/504H 155v/155V Pos: standing >
< 192h/504H 155v/155V Pos: standing >
Your minor globe shimmers and fades into thin air.
< 195h/504H 155v/155V Pos: standing >
< 196h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 197h/504H 155v/155V Pos: standing >
< 198h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 199h/504H 155v/155V Pos: standing >
< 201h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 202h/504H 155v/155V Pos: standing >
Riiight, you'd get run over by a cart, or knifed in your sleep! Go to an Inn!
< 203h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 206h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 208h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 209h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 210h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 211h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 212h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 213h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 215h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 215h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 216h/504H 155v/155V Pos: standing >
Bandaging again wont do any good now.
< 217h/504H 155v/155V Pos: standing >
A Shade starts casting an offensive spell.
A Shade snaps into visibility.
Bandaging again wont do any good now.
< 218h/504H 155v/155V Pos: standing >
A Shade completes his spell...
A Shade utters the words 'qpaahuq fussrz'
A Shade's magic rips the fabric of reality causing ChAoTiC energies to pour in.
A Shade causes visions to dance before your eyes mesmerizing you!.
The world starts spinning, and your ears are ringing!
-=[Ripples of ChAoTiC energy slam into you as reality comes crashing down.]=-
YIKES! Another hit like that, and you've had it!!
Darkness flows from the rift encasing you in an impenetrable shell!
You have been blinded!
A glint of maddening touches your eyes
as unseen powers corrupt you.
Um.. you don't see any such target here?
Clutching your head you try to escape the
maddening images circling you!
If you could get more stunned you would.
< 79h/504H 155v/155V Pos: standing >
The world stops spinning.
< 81h/504H 155v/155V Pos: standing >
Someone completes his spell...
Someone utters the words 'qpaag zarrzl'
-=[Powerful magical bolts slam into you from someone's open palms!]=-
You wish that your wounds would stop BLEEDING so much!
You attempt to flee...
You couldn't escape!
< 57h/504H 155v/155V Pos: standing >
You attempt to flee...
You couldn't escape!
< 58h/504H 155v/155V Pos: standing >
You feel a cloak of blindness dissolve.
< 59h/504H 155v/155V Pos: standing >
A Shade completes his spell...
A Shade utters the words 'qpaag zarrzl'
A Shade's magic rips the fabric of reality causing ChAoTiC energies to pour in.
You resist the effects of a Shade's spell!
A Shade snaps into visibility.
-=[Powerful magical bolts slam into you from a Shade's open palms!]=-
You wish that your wounds would stop BLEEDING so much!
A Shade snaps into visibility.
-=[Powerful magical bolts slam into you from a Shade's open palms!]=-
Your iron shield bearing the crest of Alatorin was completely destroyed by the massive blow!
Your amulet of fire dragon's blood was completely destroyed by the massive blow!
Your beautiful crystal badge was completely destroyed by the massive blow!