<worn as a badge> a necromantic death shroud [52%]
<worn on head> a blood hawk headdress [68%]
<worn on eyes> glyphs of power tattooed around one eye [84%]
<worn in ear> a dangling dematite earring of strength
<worn in ear> a hoop of twisting obsidian (humming)
<worn on face> an etched mithral faceguard [poor] (glowing)
<worn around neck> a tundra hunter's necklace of fangs
<worn around neck> a spiked sunstone collar of precision [87%]
<worn on body> a suit of celestial dragonscale (glowing)
<worn about body> the robe of the Red Dragons [68%]
<worn on back> a fringed suede backpack
<worn as quiver> a legendary dragonscale quiver
<worn about waist> a sash of Tentro
<worn on belt buckle>the bloody skull of a githyanki of agility (glowing)
<worn on arms> the sleeves of impskin [80%]
<held as shield> a mithril shield [superior]
<worn around wrist> an elven bracelet of precision
<worn around wrist> an elven bracelet of precision
<worn on hands> some tricksters gloves
<worn on finger> a carved jade ring (glowing)
<worn on finger> a spider ring (humming)
<primary weapon> a three tailed whip [superior] with a strange red stone
<worn on legs> some unicorn leggings [88%]
<worn on feet> some knight's dragonscale moccasins
< 554h/565H 99v/146V Pos: standing >
< 555h/565H 106v/146V Pos: standing >
MMMMM ,,
,,,MM^MMMMM
,,,....MM,M
MM...@..,,M
..oM..MMM
.MMooMM.M
.....MM.
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East -South -West
< 556h/565H 106v/146V Pos: standing >
M
MMMMMM ,,
,,,MM^MMMMM
,,,..@.MM,M
MM......,,M
..oM...MM
.MMooMM.
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East -South -West
< 556h/565H 106v/146V Pos: standing >
Entrance to the Llzazan Mushroom Groves
Thousands of mushrooms tower high overhead here, their stalks extending to
as much as 60 feet above the cavern floor. The caps of these mushrooms must
be at least twenty feet across and weigh hundreds of pounds. Smaller
mushrooms grow in colonies around the base of these great mushrooms, making
footing somewhat treacherous through the forest as they obscure the ground.
To the north, the Great Llzazan Lake extends across the great cavern here.
To the south, the cavern wall abruptly falls from a great height obscured
by the mushroom canopy.
Obvious exits: -North -East -South -West
< 556h/565H 104v/146V Pos: standing >
South of the Great Llzazan Lake
To the north of this protion of the fungus farms, the Great Llzazan Lake
extends wavelessly across this great cavern. The fungus in this portion of
the farms is of a strange iridescent purple color and stands about waist
high on a Svirfneblin. It has a conical cap and a very short stalk making
the edible portion of this fungus quite large. To the east the fungus
fields end abruptly, giving way to large mushroom trees.
Obvious exits: -North -East -South -West
A drow lancer is here guarding the armory.
A hideous creature crawls up to you on its ribcage.
A zarbon suddenly attacks YOU!
A zarbon misses you.
< 556h/565H 103v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: excellent >
A drow lancer watches the area, making sure the battle does not get out of hand.
< 556h/565H 103v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: excellent >
You attempt to flee...
East of Hell Road
To the west of here hell road contines along the side of a large building.
The field here is filled with a strange red fungus with white spots and
bristles. The caps of these fungi are especially round and seem to be quite
fleshy. A single cap from one of these plants could probably comprise of
a meal for a small drow family.
Obvious exits: -North -West
A gentle rothe chews some cud.
You flee southward!
< 556h/565H 77v/146V Pos: standing >
< 556h/565H 77v/146V Pos: standing >
Hell Road on the East Side of a Large Building
The road here stretches along the east side of a large building. To the
east of the road a massive cavern opens up. The cavern is probably 200 feet
tall at its apex and contains a nice sized lake rimmed by mushroom farms.
Hell Road, after passing by the east side of this building, passes by the
western end of this lake. Looking to the south, the cavern is almost as
impressive to behold but somewhat smaller. A gallows hangs to the southwest.
Obvious exits: -North -East -South
A little humanoid thinks he can kick your ass.
< 556h/565H 77v/146V Pos: standing >
Bend in Hell Road
The road takes a sharp bend form east-west to north-south here. A person
traveling in from the north would probably argue the opposite perspective
however. The reason for this bend is quite obvious, especially to the
traveler coming from the east, as they would run into a large basalt and
durithalite wall if it was not for this bend northward. The wall, in
addition to being an obstacle to eastward travel is covered with gypsum
flowers, which dont look like flowers at all, unless viewed through eyes
that are attached to a body that has consumed far too much ale or smoked
too much pipeweed, or both.
Obvious exits: -North -South -West
< 556h/565H 75v/146V Pos: standing >
East of the Gallows
The ground here is immaculately cared for as if its tenants were working
out of fear for their lives. Huge rows of fungus bulge mercilessly, waiting
to be harvested by Svirfneblin slaves for consumption by their Drow masters.
To the west, a blackened gallows tempts the gnome slaves to defy their
masters and pay the price.
Obvious exits: -North -South -West
< 556h/565H 73v/146V Pos: standing >
Southeast of the Gallows
The fields here are very well maintained as if the Svrifneblin slaves
possessed some extra motivation while working these fields. The source of
this motivation can be easily seen if one looks to the northwest, towards
a huge blackened gallows. To the south and east the fields end abruptly at
the cavern wall.
Obvious exits: -North -West
< 556h/565H 73v/146V Pos: standing >
East of the Gallows
The ground here is immaculately cared for as if its tenants were working
out of fear for their lives. Huge rows of fungus bulge mercilessly, waiting
to be harvested by Svirfneblin slaves for consumption by their Drow masters.
To the west, a blackened gallows tempts the gnome slaves to defy their
masters and pay the price.
Obvious exits: -North -South -West
< 556h/565H 72v/146V Pos: standing >
Bend in Hell Road
The road takes a sharp bend form east-west to north-south here. A person
traveling in from the north would probably argue the opposite perspective
however. The reason for this bend is quite obvious, especially to the
traveler coming from the east, as they would run into a large basalt and
durithalite wall if it was not for this bend northward. The wall, in
addition to being an obstacle to eastward travel is covered with gypsum
flowers, which dont look like flowers at all, unless viewed through eyes
that are attached to a body that has consumed far too much ale or smoked
too much pipeweed, or both.
Obvious exits: -North -South -West
< 557h/565H 70v/146V Pos: standing >
Hell Road on the East Side of a Large Building
The road here stretches along the east side of a large building. To the
east of the road a massive cavern opens up. The cavern is probably 200 feet
tall at its apex and contains a nice sized lake rimmed by mushroom farms.
Hell Road, after passing by the east side of this building, passes by the
western end of this lake. Looking to the south, the cavern is almost as
impressive to behold but somewhat smaller. A gallows hangs to the southwest.
Obvious exits: -North -East -South
A little humanoid thinks he can kick your ass.
< 557h/565H 68v/146V Pos: standing >
East of Hell Road
To the west of here hell road contines along the side of a large building.
The field here is filled with a strange red fungus with white spots and
bristles. The caps of these fungi are especially round and seem to be quite
fleshy. A single cap from one of these plants could probably comprise of
a meal for a small drow family.
Obvious exits: -North -West
A drow lancer is here guarding the armory.
A gentle rothe chews some cud.
< 557h/565H 67v/146V Pos: standing >
Alas, you cannot go that way. . . .
< 557h/565H 68v/146V Pos: standing >
South of the Great Llzazan Lake
To the north of this protion of the fungus farms, the Great Llzazan Lake
extends wavelessly across this great cavern. The fungus in this portion of
the farms is of a strange iridescent purple color and stands about waist
high on a Svirfneblin. It has a conical cap and a very short stalk making
the edible portion of this fungus quite large. To the east the fungus
fields end abruptly, giving way to large mushroom trees.
Obvious exits: -North -East -South -West
A hideous creature crawls up to you on its ribcage.
A zarbon suddenly attacks YOU!
A zarbon misses you.
< 557h/565H 67v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: excellent >
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: excellent >
You start chanting...
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: excellent >
Casting: flame strike *
You dodge a zarbon's vicious attack.
A zarbon misses you.
A zarbon misses you.
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: excellent >
Casting: flame strike
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: excellent >
A drow lancer enters from the south.
You complete your spell...
Your spell flows around a zarbon, leaving him unharmed!
[Damage: 23 ] -=[You call down a roaring flamestrike which hits a zarbon dead on!]=-
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: few wounds >
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: few wounds >
You don't have that spell memorized.
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: few wounds >
The power of your god suddenly fills your body and you feel MUCH stronger!
Your devotion to your god causes you to unleash a Flurry of attacks against a zarbon!
You say 'The non-believer must be punished!'
[Damage: 6 ] -=[Your whip strikes a zarbon very hard.]=-
[Damage: 8 ] -=[Your fine whip seriously wounds a zarbon.]=-
[Damage: 9 ] -=[Your fine whip enshrouds a zarbon in a mist of blood.]=-
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: pretty hurt >
You dodge a zarbon's vicious attack.
A zarbon misses you.
You dodge a zarbon's vicious attack.
You start chanting...
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: pretty hurt >
Casting: flame strike *
< 557h/565H 68v/146V Pos: standing >
< T: Terra TP: sta TC:few scratches E: zarbon sta EP: pretty hurt >
You complete your spell...
Your spell flows around a zarbon, leaving him unharmed!
[Damage: 19 ] -=[You call down a roaring flamestrike which hits a zarbon dead on!]=-
A zarbon is incapacitated and will slowly die, if not aided.
< 557h/565H 68v/146V Pos: standing >
<You start chanting...
< 557h/565H 68v/146V Pos: standing >
<A spore ball enters from the north.
< 557h/565H 68v/146V Pos: standing >
<You complete your spell...
Your spell flows around a zarbon, leaving him unharmed!
Your spell flows around a zarbon, leaving him unharmed!
< 557h/565H 68v/146V Pos: standing >
<A drow lancer watches the area, making sure the battle does not get out of hand.
< 557h/565H 68v/146V Pos: standing >
<You don't have that spell memorized.
< 557h/565H 68v/146V Pos: standing >
<
< 557h/565H 68v/146V Pos: standing >
<
< 557h/565H 68v/146V Pos: standing >
<Your improved dexterity grants you an additional attack!
[Damage: 7 ] -=[Your fine whip hits a zarbon.]=-
A zarbon is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Terra by 35.
A look of horror and a silent scream are a zarbon's last actions in this world.
< 557h/565H 68v/146V Pos: standing >
You get a few coins from the corpse of a zarbon.
There were: 2 gold coins, 5 silver coins, 6 copper coins.
< 557h/565H 68v/146V Pos: standing >
It appears to be the corpse of a zarbon.
Nothing.
< 557h/565H 68v/146V Pos: standing >
Experience till level: 10634993
< 557h/565H 68v/146V Pos: standing >
Entrance to the Llzazan Mushroom Groves
Thousands of mushrooms tower high overhead here, their stalks extending to
as much as 60 feet above the cavern floor. The caps of these mushrooms must
be at least twenty feet across and weigh hundreds of pounds. Smaller
mushrooms grow in colonies around the base of these great mushrooms, making
footing somewhat treacherous through the forest as they obscure the ground.
To the north, the Great Llzazan Lake extends across the great cavern here.
To the south, the cavern wall abruptly falls from a great height obscured
by the mushroom canopy.
Obvious exits: -North -East -South -West
< 557h/565H 67v/146V Pos: standing >
M
MMMMMM ,,
,,,MM^MMMMM
,,,..@.MM,M
MM...M..,,M
.Mo....MM
..oooMM.
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East -South -West
< 557h/565H 66v/146V Pos: standing >
< 557h/565H 68v/146V Pos: standing >
M
MMMMMM ,,
,,,,MM^MMMM
,,,,.@..MM,
MMM...M..,,
.Mo....M
..oooMM
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East -South -West
< 557h/565H 66v/146V Pos: standing >
< 559h/565H 73v/146V Pos: standing >
< 559h/565H 74v/146V Pos: standing >
< 559h/565H 77v/146V Pos: standing >
< 560h/565H 78v/146V Pos: standing >
< 560h/565H 79v/146V Pos: standing >
< 560h/565H 80v/146V Pos: standing >
< 562h/565H 89v/146V Pos: standing >
< 562h/565H 92v/146V Pos: standing >
< 564h/565H 99v/146V Pos: standing >
< 564h/565H 103v/146V Pos: standing >
< 564h/565H 103v/146V Pos: standing >
< 565h/565H 116v/146V Pos: standing >
< 565h/565H 120v/146V Pos: standing >
< 565h/565H 124v/146V Pos: standing >
The taste of blood slowly fades from your body.
< 565h/565H 127v/146V Pos: standing >
< 565h/565H 130v/146V Pos: standing >
A pitch black gate rises out of the ground!
< 565h/565H 133v/146V Pos: standing >
M
MMMMMM ,,
,,,,MM^MMMM
,,,,.@..MM,
MMM......,,
..oM..MM
.MMoM..
A Large Caverned Covered with Moss and Fungi
Obvious exits: -North -East -South -West
A pitch-black gate stands like a pillar here.
< 565h/565H 134v/146V Pos: standing >
< 565h/565H 138v/146V Pos: standing >
You enter a pitch-black gate and reappear elsewhere...
The Great Fountain of BogenTok
This appears to be the central watering hole for the entire city.
The fountain fills almost the entire room, and soars into the sky at
least twenty feat, with aproximately 6 different waterfalls going
on at once. At almost any hour of the day someone is taking a drink
from the cool refreshing fountain, or carrying a couple buckets
home to the crowded lower class appartments. The Strangled Paladins
Inn lies off to the east, while the public execution block lies to
the east by ways of a small mud road.
Obvious exits: -North -East -South -West
A pitch-black gate stands like a pillar here.
Puddles of fresh blood cover the ground.
The corpse of a drow guard is lying here.
[2] The corpse of a gnoll commoner is lying here.
Some ragged clothes lie here.
A huge fountain sits at the center of the square.
A steeder walks around here making clicking-sounds.
*The wraith of a drow guard stands here. (minion)
Ith (Githyanki)(medium) stands, floating here.
Wrona - Baphomet's XXXth Legion (Troll)(large) stands in mid-air here.
A steeder walks around here making clicking-sounds.
< 565h/565H 140v/146V Pos: standing >
Wrona leaves east.
< 565h/565H 142v/146V Pos: standing >
A pitch-black gate dissolves in a swirl of colors and is gone.
< 565h/565H 143v/146V Pos: standing >
< 565h/565H 144v/146V Pos: standing >
The Great Fountain of BogenTok
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a drow guard is lying here.
[2] The corpse of a gnoll commoner is lying here.
Some ragged clothes lie here.
A huge fountain sits at the center of the square.
A steeder walks around here making clicking-sounds.
*The wraith of a drow guard stands here. (minion)
Ith (Githyanki)(medium) stands, floating here.
A steeder walks around here making clicking-sounds.
< 565h/565H 146v/146V Pos: standing >
Ith has just given you his consent.
< 565h/565H 146v/146V Pos: standing >
Ith is now a member of your group.
< 565h/565H 146v/146V Pos: standing >
< 565h/565H 146v/146V Pos: standing >
< 565h/565H 146v/146V Pos: standing >
Ith starts following you.
< 565h/565H 146v/146V Pos: standing >
Dudek enters from the east.
< 565h/565H 146v/146V Pos: standing >
< 565h/565H 146v/146V Pos: standing >
A gnoll commoner enters from the north.
Dudek says 'who holds?'
Dudek avoids being bashed by a gnoll commoner, who loses his balance and falls.
< 565h/565H 146v/146V Pos: standing >
Dudek's impressive slash strikes a gnoll commoner very hard.
Dudek's impressive slash strikes a gnoll commoner very hard.
Dudek parries a gnoll commoner's lunge at him.
Dudek dodges a gnoll commoner's attack.
Dudek parries a gnoll commoner's lunge at him.
< 565h/565H 146v/146V Pos: standing >
< 565h/565H 146v/146V Pos: standing >
Dudek dodges a gnoll commoner's attack.
A gnoll commoner misses Dudek.
Dudek blocks a gnoll commoner's lunge at him.
< 565h/565H 146v/146V Pos: standing >
Dudek's impressive slash strikes a gnoll commoner very hard.
Dudek's slash strikes a gnoll commoner very hard.
Score information for Terra
Level: 47 Race: Drow Elf Class: Cleric / Zealot Sex: Female
Hit points: 565(565) Moves: 146(146)
Coins carried: 0 platinum 4 gold 11 silver 18 copper
Compression ratio: 72%
Status: Standing.
Negative Shielded Coldshielded
Frags: -3.12 Deaths: 22
Detecting: Invisible Life
Enchantments: Hawkvision Ultravision Fly GlobeOfDarkness
Combat Pulse: 16 Spell Pulse: 0.82
Leaderboard Points: 161
Active Spells:
--------------
vitality (11 minutes)
< 565h/565H 146v/146V Pos: standing >
You start chanting...
< 565h/565H 146v/146V Pos: standing >
Dudek dodges a gnoll commoner's attack.
A gnoll commoner misses Dudek.
Dudek parries a gnoll commoner's lunge at him.
< 565h/565H 146v/146V Pos: standing >
A steeder leaves north.
You complete your spell...
Bands of magic armor wrap around you!
< 565h/565H 146v/146V Pos: standing >
Dudek's impressive slash seriously wounds a gnoll commoner.
Dudek's impressive slash seriously wounds a gnoll commoner.
< 565h/565H 146v/146V Pos: standing >
You start chanting...
< 565h/565H 146v/146V Pos: standing >
You complete your spell...
You briefly glow.
You suddenly feel blessed!
< 565h/565H 146v/146V Pos: standing >
Dudek parries a gnoll commoner's lunge at him.
Dudek parries a gnoll commoner's lunge at him.
A gnoll commoner clambers to his feet.
< 565h/565H 146v/146V Pos: standing >
The Great Fountain of BogenTok
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
The corpse of a drow guard is lying here.
[2] The corpse of a gnoll commoner is lying here.
Some ragged clothes lie here.
A huge fountain sits at the center of the square.
A gnoll commoner stands here, fighting Dudek.
Dudek (Troll)(large) stands here, fighting a gnoll commoner.
*The wraith of a drow guard stands here. (minion)
Ith (Githyanki)(medium) stands, floating here.
A steeder walks around here making clicking-sounds.
< 565h/565H 146v/146V Pos: standing >
Dudek's impressive slash seriously wounds a gnoll commoner.
Dudek's impressive slash enshrouds a gnoll commoner in a mist of blood.
< 565h/565H 146v/146V Pos: standing >
Ith gives an order to his followers.
The wraith of a drow guard starts casting an offensive spell.
The wraith of a drow guard snaps into visibility.
< 565h/565H 146v/146V Pos: standing >
Dudek parries a gnoll commoner's lunge at him.
Dudek deflects a gnoll commoner's blow and strikes back at him!
Dudek's impressive slash enshrouds a gnoll commoner in a mist of blood.
Dudek parries a gnoll commoner's lunge at him.
A gnoll commoner misses Dudek with a clumsy kick.
< 565h/565H 146v/146V Pos: standing >
The wraith of a drow guard completes its spell...
The wraith of a drow guard utters the words 'buoblg qrunsoqpze yugh'
The wraith of a drow guard's fist beats the life out of a gnoll commoner, blood pours from his body!
A gnoll commoner is dead! R.I.P.
You feel the bloodlust in your heart as you hear the death cry of a gnoll commoner.
< 565h/565H 146v/146V Pos: standing >
You get a few coins from the corpse of a gnoll commoner.
There were: 3 gold coins, 7 silver coins, 8 copper coins.
< 565h/565H 146v/146V Pos: standing >
It appears to be the corpse of a gnoll commoner.
Nothing.
< 565h/565H 146v/146V Pos: standing >
Experience till level: 10634993
< 565h/565H 146v/146V Pos: standing >
The wraith of a drow guard fades from your mortal viewing...
< 565h/565H 146v/146V Pos: standing >
The Great Fountain of BogenTok
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a gnoll commoner is lying here.
The corpse of a drow guard is lying here.
[2] The corpse of a gnoll commoner is lying here.
Some ragged clothes lie here.
A huge fountain sits at the center of the square.
Dudek (Troll)(large) stands here.
*The wraith of a drow guard stands here. (minion)
Ith (Githyanki)(medium) stands, floating here.
A steeder walks around here making clicking-sounds.
< 565h/565H 146v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths. The community
whore house lies to the west.
Obvious exits: -North -South -West
[3] The corpse of a gnoll commoner is lying here.
The corpse of a insane duergar is lying here.
A small child skips about the area, watching people go by.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 144v/146V Pos: standing >
< 565h/565H 144v/146V Pos: standing >
The Great Intersection of Titanor Street and Tvlar Way
Titanor and Tvlar street intersect here at a fairly common
stomping grounds. The main troop movements lie to the south
towards the training grounds, while the upper and middle class
residential areas and general commerce districts lie to the
north. Just before the training grounds is the great market
place which lies to the distance in the south. While Tvlar runs
in a north-south direction, Titanor runs east to west.
Obvious exits: -North -East -South -West
[2] The corpse of a drow guard is lying here.
The corpse of a gnoll commoner is lying here.
The corpse of a drow guard is lying here.
The corpse of a insane duergar is lying here.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 142v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths. The community
whore house lies to the west.
Obvious exits: -North -South -West
[3] The corpse of a gnoll commoner is lying here.
The corpse of a insane duergar is lying here.
A small child skips about the area, watching people go by.
Ith enters from the south.
The wraith of a drow guard enters from the south.
< 565h/565H 141v/146V Pos: standing >
The Great Fountain of BogenTok
This appears to be the central watering hole for the entire city.
The fountain fills almost the entire room, and soars into the sky at
least twenty feat, with aproximately 6 different waterfalls going
on at once. At almost any hour of the day someone is taking a drink
from the cool refreshing fountain, or carrying a couple buckets
home to the crowded lower class appartments. The Strangled Paladins
Inn lies off to the east, while the public execution block lies to
the east by ways of a small mud road.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a gnoll commoner is lying here.
The corpse of a drow guard is lying here.
[2] The corpse of a gnoll commoner is lying here.
Some ragged clothes lie here.
A huge fountain sits at the center of the square.
Dudek (Troll)(large) stands here.
A steeder walks around here making clicking-sounds.
Ith enters from the south.
The wraith of a drow guard enters from the south.
< 565h/565H 139v/146V Pos: standing >
A pitch black gate rises out of the ground!
< 565h/565H 139v/146V Pos: standing >
A steeder leaves south.
< 565h/565H 141v/146V Pos: standing >
Dudek starts following you.
< 565h/565H 143v/146V Pos: standing >
< 565h/565H 144v/146V Pos: standing >
Mori steps out of a pitch-black gate.
< 565h/565H 145v/146V Pos: standing >
Your group consists of ( 2/30):
( Head) 565/565 hit, 145/146 move Terra
(Front) 277/205 hit, 123/123 move Ith
< 565h/565H 145v/146V Pos: standing >
Dudek has just given you his consent.
< 565h/565H 146v/146V Pos: standing >
A steeder trots in from the north.
< 565h/565H 146v/146V Pos: standing >
A small child enters from the south.
< 565h/565H 146v/146V Pos: standing >
Dudek is now a member of your group.
< 565h/565H 146v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths. The community
whore house lies to the west.
Obvious exits: -North -South -West
[3] The corpse of a gnoll commoner is lying here.
The corpse of a insane duergar is lying here.
A steeder walks around here making clicking-sounds.
Dudek enters from the north.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 144v/146V Pos: standing >
The Great Intersection of Titanor Street and Tvlar Way
Titanor and Tvlar street intersect here at a fairly common
stomping grounds. The main troop movements lie to the south
towards the training grounds, while the upper and middle class
residential areas and general commerce districts lie to the
north. Just before the training grounds is the great market
place which lies to the distance in the south. While Tvlar runs
in a north-south direction, Titanor runs east to west.
Obvious exits: -North -East -South -West
[2] The corpse of a drow guard is lying here.
The corpse of a gnoll commoner is lying here.
The corpse of a drow guard is lying here.
The corpse of a insane duergar is lying here.
A small child skips about the area, watching people go by.
Dudek enters from the north.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 142v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths.
Obvious exits: -North -South
[2] Some ragged clothes lie here.
A drow guard watches the area for signs of trouble.
A small child skips about the area, watching people go by.
Dudek enters from the north.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 140v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths. The stables of
BogenTok lie to the east.
Obvious exits: -North -East -South -West
Dudek enters from the north.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 139v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths.
Obvious exits: -North -East -South -West
The corpse of a gnoll commoner is lying here.
The corpse of a insane duergar is lying here.
The corpse of a gnoll commoner is lying here.
A steeder walks around here making clicking-sounds.
Dudek enters from the north.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 138v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths.
Obvious exits: -North -East # -South -West #
Dudek enters from the north.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 138v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths. Solid metal
doors lie to the east and west, enterring into the barracks'.
Obvious exits: -North -East # -South -West #
A cracked flesh cap lies here on the ground.
[2] The corpse of a gnoll commoner is lying here.
Dudek enters from the north.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 138v/146V Pos: standing >
You have memorized the following spells:
( 9th circle) 3 - unholy word
( 8th circle) 3 - dispel magic
2 - mass heal
( 7th circle) 5 - full heal
( 6th circle) 1 - negative energy barrier
( 5th circle) 2 - vitality
3 - destroy undead
( 4th circle) 2 - remove curse
2 - summon
2 - cure disease
2 - invigorate
( 3rd circle) 2 - remove poison
6 - cause critical
( 2nd circle) 3 - blindness
7 - cause serious
( 1st circle) 2 - armor
2 - bless
5 - cure light
And you are currently praying for the following spells:
6 seconds: ( 9th) word of recall
10 seconds: ( 6th) flame strike
15 seconds: ( 6th) flame strike
21 seconds: (10th) full harm
28 seconds: (10th) full harm
32 seconds: ( 6th) flame strike
36 seconds: ( 3rd) cause critical
40 seconds: ( 5th) heal
45 seconds: ( 5th) heal
50 seconds: ( 7th) full heal
55 seconds: ( 6th) flame strike
59 seconds: ( 6th) flame strike
64 seconds: ( 6th) flame strike
66 seconds: ( 1st) armor
68 seconds: ( 1st) bless
You can pray no more spells.
< 565h/565H 140v/146V Pos: standing >
Tvlar Street
Tvlar street seems to be the main north-south street that runs
through the city, from the northern residential districts, to the
great market place, to the training grounds in the southern part
of the city. Most of all, Tvlar street seems to be more well kept
than the other streets, although only made of cobblestones, it is
a dramatic improvement from the normal mud paths. The doors to
barracks' lie to the east and west.
Obvious exits: -North -East -South -West #
The corpse of an ogre warrior is lying here.
The corpse of a Githyanki is lying here.
[2] The corpse of an ogre warrior is lying here.
Dudek enters from the north.
Ith enters from the north.
The wraith of a drow guard enters from the north.
< 565h/565H 139v/146V Pos: standing >
Ith makes a magical gesture, sending the wraith of a drow guard back to the nether plane.
The wraith of a drow guard stops following Ith.
< 565h/565H 144v/146V Pos: standing >
1st CIRCLE:
armor
bless
cause light
cure light
detect evil
detect good
detect magic
turn undead
2nd CIRCLE:
blindness
cause serious
cure serious
preserve
protection from cold
protection from fire
slow poison
word of command
3rd CIRCLE:
cause critical
cure blind
cure critic
disease
dispel evil
dispel good
earthquake
remove poison
sense life
4th CIRCLE:
cure disease
invigorate
poison
protection from acid
protection from evil
protection from gas
protection from good
protection from lightning
remove curse
self comprehension
summon
5th CIRCLE:
destroy undead
heal
soulshield
vitality
6th CIRCLE:
continual light
curse
darkness
fear
flame strike
harm
negative energy barrier
wither
7th CIRCLE:
full heal
lesser resurrect
protection from undead
water breathing
8th CIRCLE:
banish
dispel magic
mass heal
9th CIRCLE:
divine fury
holy word
plane shift
resurrect
silence
unholy word
word of recall
10th CIRCLE:
accelerated healing
full harm
taint
11th CIRCLE:
group recall
mass preserve
plague
true seeing
12th CIRCLE:
battletide
miracle
< 565h/565H 144v/146V Pos: standing >
A Grey Elf snaps into visibility.
A Grey Elf completes his spell...
A Grey Elf utters the words 'aihu-waouq grul'
A Grey Elf points at Ith, and a powerful ray of anti-magic lances forth from his fingertip!
< 565h/565H 145v/146V Pos: standing >
A Grey Elf starts casting an offensive spell.
A Grey Elf snaps into visibility.
< 565h/565H 146v/146V Pos: standing >
A Grey Elf completes his spell...
A Grey Elf utters the words 'aihu-waouq grul'
A Grey Elf snaps into visibility.
A Grey Elf points at Ith, and a powerful ray of anti-magic lances forth from his fingertip!
Ith is dead! R.I.P.