<worn as a badge> a shimmering bamboo badge
<worn on head> a drow-made granite crown
<worn in ear> a brutal limestone stud
<worn on body> some glittering bark cuirass [80%]
<worn on tail> a rusty bamboo tail protector
<worn about waist> a belt of sewn ratskins
<worn on hands> a pair of brown leather gloves
<primary weapon> a large stone warhammer
<held> a squat obsidian totem
< 179h/179H 112v/114V Pos: standing >
You aren't holding the correct totem to cast that spell.
< 179h/179H 112v/114V Pos: standing >
You are carrying: (4/11)
a marbled quartz totem
a firwood bear totem
some enchanted metallic glass (glowing)
a rugged adventurers satchel
< 179h/179H 112v/114V Pos: standing >
You stop using a squat obsidian totem.
< 179h/179H 112v/114V Pos: standing >
You hold a firwood bear totem.
< 179h/179H 112v/114V Pos: standing >
You start chanting...
< 179h/179H 114v/114V Pos: standing >
Casting: pantherspeed *
< 179h/179H 114v/114V Pos: standing >
Casting: pantherspeed
< 179h/179H 114v/114V Pos: standing >
You complete your spell...
Suddenly, a feeling of speed courses through your veins!
< 179h/179H 114v/114V Pos: standing >
You stop using a firwood bear totem.
< 179h/179H 156v/156V Pos: standing >
You hold a squat obsidian totem.
< 179h/179H 156v/156V Pos: standing >
1st CIRCLE:
ice missile
spirit armor
transfer wellness
wolfspeed
2nd CIRCLE:
flameburst
lesser mending
reveal spirit essence
3rd CIRCLE:
cold ward
fire ward
molevision
purify spirit
pythonsting
scalding blast
snailspeed
4th CIRCLE:
hawkvision
mending
mousestrength
pantherspeed
scorching touch
soul disturbance
summon beast
5th CIRCLE:
bearstrength
malison
molten spray
sense spirit
shrewtameness
6th CIRCLE:
earthen grasp
greater mending
lionrage
spirit anguish
spirit sight
wellness
7th CIRCLE:
elephantstrength
greater soul disturbance
ravenflight
spirit ward
8th CIRCLE:
corrosive blast
greater pythonsting
reveal true form
scathing wind
spirit jump
9th CIRCLE:
arieks shattering iceball
greater ravenflight
greater spirit ward
10th CIRCLE:
earthen rain
etherportal
gaseous cloud
11th CIRCLE:
greater earthen grasp
greater spirit sight
12th CIRCLE:
greater spirit anguish
1st CIRCLE:
ice missile
spirit armor
transfer wellness
wolfspeed
2nd CIRCLE:
flameburst
lesser mending
reveal spirit essence
3rd CIRCLE:
cold ward
fire ward
molevision
purify spirit
pythonsting
scalding blast
snailspeed
4th CIRCLE:
hawkvision
mending
mousestrength
pantherspeed
scorching touch
soul disturbance
summon beast
5th CIRCLE:
bearstrength
malison
molten spray
sense spirit
shrewtameness
6th CIRCLE:
earthen grasp
greater mending
lionrage
spirit anguish
spirit sight
wellness
< 179h/179H 156v/156V Pos: standing >
You sit down and relax.
< 179h/179H 156v/156V Pos: sitting >
You have memorized the following spells:
( 5th circle) 5 - molten spray
( 4th circle) 1 - pantherspeed
3 - mending
1 - soul disturbance
( 3rd circle) 2 - snailspeed
5 - purify spirit
( 2nd circle) 7 - flameburst
( 1st circle) 5 - ice missile
2 - spirit armor
1 - wolfspeed
And you are currently memorizing the following spells:
11 seconds: ( 4th) pantherspeed
You can memorize no more spells.
You continue your study.
< 179h/179H 156v/156V Pos: sitting >
You start meditating...
< 179h/179H 156v/156V Pos: sitting >
You feel your skill in meditate improving.
You have finished memorizing pantherspeed.
You snap out of your meditative trance, memorization complete.
< 179h/179H 156v/156V Pos: sitting >
You clamber to your feet.
< 179h/179H 156v/156V Pos: standing >
Before the East Gates of BogenTok
Obvious exits: -North -East -South -West
A burly duergar guard stands watch at the BogenTok gates.
A burly duergar guard stands watch at the BogenTok gates.
A burly duergar guard stands watch at the BogenTok gates.
A burly duergar guard stands watch at the BogenTok gates.
A burly duergar guard stands watch at the BogenTok gates.
< 179h/179H 156v/156V Pos: standing >
You quickly scan the area.
A gnoll commoner who is close by to your north.
A gnoll commoner who is close by to your north.
A small child who is not far off to your north.
A drow guard who is not far off to your north.
A steeder who is a brief walk away to your north.
A drow guard who is a brief walk away to your north.
A drow guard who is rather far off to your north.
A small child who is in the distance to your north.
A small child who is in the distance to your north.
A gnoll commoner who is in the distance to your north.
A insane duergar who is in the distance to your north.
A steeder who is in the distance to your north.
A small child who is close by to your south.
A small child who is not far off to your south.
A gnoll commoner who is close by to your west.
A insane duergar who is close by to your west.
A gnoll commoner who is a brief walk away to your west.
A insane duergar who is rather far off to your west.
A steeder who is rather far off to your west.
A gnoll commoner who is in the distance to your west.
A gnoll commoner who is in the distance to your west.
< 179h/179H 156v/156V Pos: standing >
You quickly scan the area.
A gnoll commoner who is close by to your north.
A gnoll commoner who is close by to your north.
A small child who is not far off to your north.
A drow guard who is not far off to your north.
A steeder who is a brief walk away to your north.
A drow guard who is a brief walk away to your north.
A drow guard who is rather far off to your north.
A small child who is in the distance to your north.
A gnoll commoner who is in the distance to your north.
A insane duergar who is in the distance to your north.
A small child who is close by to your south.
A small child who is not far off to your south.
A gnoll commoner who is close by to your west.
A insane duergar who is close by to your west.
A gnoll commoner who is a brief walk away to your west.
A insane duergar who is rather far off to your west.
A steeder who is rather far off to your west.
A gnoll commoner who is in the distance to your west.
A gnoll commoner who is in the distance to your west.
< 179h/179H 156v/156V Pos: standing >
The Outer Wall
The outer wall of this town runs along the cavern in the underdark,
making sure purple worms can't burrow into the city, or sneaky rogues
don't wander in. In either case, mose of the citizens in the city
feel safer with an outer wall around the town. The wall is made out
of solid durithalite rock, carved from the surrounding cavern.
Obvious exits: -North -South
A small child skips about the area, watching people go by.
< 179h/179H 155v/156V Pos: standing >
The Outer Wall
The outer wall of this town runs along the cavern in the underdark,
making sure purple worms can't burrow into the city, or sneaky rogues
don't wander in. In either case, mose of the citizens in the city
feel safer with an outer wall around the town. The wall is made out
of solid durithalite rock, carved from the surrounding cavern.
Obvious exits: -North -South -West #
A small child skips about the area, watching people go by.
< 179h/179H 154v/156V Pos: standing >
The Outer Wall
The outer wall of this town runs along the cavern in the underdark,
making sure purple worms can't burrow into the city, or sneaky rogues
don't wander in. In either case, mose of the citizens in the city
feel safer with an outer wall around the town. The wall is made out
of solid durithalite rock, carved from the surrounding cavern.
Obvious exits: -North -South
< 179h/179H 153v/156V Pos: standing >
The Outer Wall
The outer wall of this town runs along the cavern in the underdark,
making sure purple worms can't burrow into the city, or sneaky rogues
don't wander in. In either case, mose of the citizens in the city
feel safer with an outer wall around the town. The wall is made out
of solid durithalite rock, carved from the surrounding cavern.
Obvious exits: -North -South -West #
< 179h/179H 152v/156V Pos: standing >
The Outer Wall
The outer wall of this town runs along the cavern in the underdark,
making sure purple worms can't burrow into the city, or sneaky rogues
don't wander in. In either case, mose of the citizens in the city
feel safer with an outer wall around the town. The wall is made out
of solid durithalite rock, carved from the surrounding cavern.
Obvious exits: -North -South -West #
< 179h/179H 152v/156V Pos: standing >
A drow guard enters from the south.
The Outer Wall
The outer wall of this town runs along the cavern in the underdark,
making sure purple worms can't burrow into the city, or sneaky rogues
don't wander in. In either case, mose of the citizens in the city
feel safer with an outer wall around the town. The wall is made out
of solid durithalite rock, carved from the surrounding cavern.
Obvious exits: -North -South -West
< 179h/179H 152v/156V Pos: standing >
A Back Alley
This back alley is home to all the thieves and assassins of
the city. Even in an evil town, the thieves and assassins aren't
looked too well upon, mainly the public being in fear of being one
of their targets, so of course most of them like to hang in the
back alleys. Not too many people come in the back alleys in
fear of getting stabbed in the back.
Obvious exits: -East -West
< 179h/179H 151v/156V Pos: standing >
A Back Alley
This back alley is home to all the thieves and assassins of
the city. Even in an evil town, the thieves and assassins aren't
looked too well upon, mainly the public being in fear of being one
of their targets, so of course most of them like to hang in the
back alleys. Not too many people come in the back alleys in
fear of getting stabbed in the back.
Obvious exits: -East -South -West
An orc mercenary lurks here.
A bugbear mercenary roams the back alley.
A steeder walks around here making clicking-sounds.
A bugbear mercenary roams the back alley.
An orc mercenary lurks here.
A small child skips about the area, watching people go by.
A goblin mercenary lurks here.
An ogre mercenary lurks here.
< 179h/179H 151v/156V Pos: standing >
A steeder leaves south.
< 179h/179H 152v/156V Pos: standing >
You quickly scan the area.
A steeder who is close by to your south.
An orc mercenary who is close by to your south.
A bugbear mercenary who is close by to your south.
A bugbear mercenary who is close by to your south.
A goblin mercenary who is close by to your west.
An orc mercenary who is close by to your west.
An orc mercenary who is close by to your west.
An orc mercenary who is close by to your west.
A bugbear mercenary who is close by to your west.
A goblin mercenary who is close by to your west.
A fat orc stablekeeper who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
< 179h/179H 156v/156V Pos: standing >
You ARE mad!
< 179h/179H 156v/156V Pos: standing >
You quickly scan the area.
A steeder who is close by to your south.
An orc mercenary who is close by to your south.
A bugbear mercenary who is close by to your south.
A bugbear mercenary who is close by to your south.
An orc mercenary who is close by to your west.
An orc mercenary who is close by to your west.
An orc mercenary who is close by to your west.
A bugbear mercenary who is close by to your west.
A goblin mercenary who is close by to your west.
A fat orc stablekeeper who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
A steeder who is rather far off to your west.
< 179h/179H 156v/156V Pos: standing >
A Back Alley
This back alley is home to all the thieves and assassins of
the city. Even in an evil town, the thieves and assassins aren't
looked too well upon, mainly the public being in fear of being one
of their targets, so of course most of them like to hang in the
back alleys. Not too many people come in the back alleys in
fear of getting stabbed in the back.
Obvious exits: -North -East -South -West
An orc mercenary lurks here.
An orc mercenary lurks here.
A bugbear mercenary roams the back alley.
A goblin mercenary lurks here.
< 179h/179H 155v/156V Pos: standing >
An orc mercenary leaves east.
< 179h/179H 155v/156V Pos: standing >
Looks like an exit.
< 179h/179H 155v/156V Pos: standing >
A Back Alley
This back alley is home to all the thieves and assassins of
the city. Even in an evil town, the thieves and assassins aren't
looked too well upon, mainly the public being in fear of being one
of their targets, so of course most of them like to hang in the
back alleys. Not too many people come in the back alleys in
fear of getting stabbed in the back.
Obvious exits: -East -West
< 179h/179H 154v/156V Pos: standing >
You quickly scan the area.
A bugbear mercenary who is close by to your east.
An orc mercenary who is close by to your east.
A bugbear mercenary who is close by to your east.
A goblin mercenary who is close by to your east.
An orc mercenary who is not far off to your east.
An orc mercenary who is not far off to your east.
A bugbear mercenary who is not far off to your east.
An orc mercenary who is not far off to your east.
A goblin mercenary who is not far off to your east.
An ogre mercenary who is not far off to your east.
A fat orc stablekeeper who is not far off to your west.
A steeder who is not far off to your west.
A steeder who is not far off to your west.
A steeder who is not far off to your west.
A steeder who is not far off to your west.
A steeder who is not far off to your west.
A steeder who is not far off to your west.
< 179h/179H 155v/156V 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
< 179h/179H 155v/156V Pos: standing >
You quickly scan the area.
A drow guard who is close by to your north.
A gnoll commoner who is close by to your north.
A gnoll commoner who is not far off to your north.
A insane duergar who is not far off to your north.
A small child who is a brief walk away to your north.
A small child who is a brief walk away to your north.
A gnoll commoner who is a brief walk away to your north.
A drow guard who is rather far off to your north.
A insane duergar who is rather far off to your north.
A small child who is in the distance to your north.
A gnoll commoner who is in the distance to your north.
A small child who is in the distance to your north.
A goblin mercenary who is not far off to your east.
A bugbear mercenary who is not far off to your east.
A bugbear mercenary who is not far off to your east.
A goblin mercenary who is not far off to your east.
An orc mercenary who is a brief walk away to your east.
An orc mercenary who is a brief walk away to your east.
An orc mercenary who is a brief walk away to your east.
A bugbear mercenary who is a brief walk away to your east.
An orc mercenary who is a brief walk away to your east.
A small child who is a brief walk away to your east.
A goblin mercenary who is a brief walk away to your east.
An ogre mercenary who is a brief walk away to your east.
A drow guard who is close by to your south.
A steeder who is in the distance to your south.
A drow guard who is in the distance to your south.
A fat orc stablekeeper who is close by to your west.
A steeder who is close by to your west.
A steeder who is close by to your west.
A steeder who is close by to your west.
A steeder who is close by to your west.
A steeder who is close by to your west.
A steeder who is close by to your west.
< 179h/179H 155v/156V 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
A drow guard watches the area for signs of trouble.
< 179h/179H 154v/156V 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 #
< 179h/179H 153v/156V 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 #
< 179h/179H 152v/156V 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 #
< 179h/179H 155v/156V Pos: standing >
Ok.
< 179h/179H 155v/156V Pos: standing >
A Quiet Barracks
This huge barracks extends westward and cuts into a couple city
blocks. Almost the entire southern half of the city is barracks, except
for the back alleys. The barracks continues to the west while the street
is off to the west. Different warrior types of all type sleep in the
barracks, waiting for another hard day of training at the training
camps just off to the south.
Obvious exits: -East -West
A goblin warrior is stretched out, sound asleep.
A goblin warrior is stretched out, sound asleep.
A goblin warrior is stretched out, sound asleep.
A goblin warrior is stretched out, sound asleep.
< 179h/179H 154v/156V Pos: standing >
Ok.
< 179h/179H 154v/156V Pos: standing >
Easy.
< 179h/179H 155v/156V Pos: standing >
You start chanting...
< 179h/179H 156v/156V Pos: standing >
You complete your spell...
Your spell disturbs a goblin warrior's beauty sleep!
You point at a goblin warrior.
[Damage: 38 ] Your blast of molten spray slams into a goblin warrior, burning holes into his flesh.
A goblin warrior clambers to his feet.
A goblin warrior's sweep catches you in the side and you almost stumble.
-=[A goblin warrior attacks you.]=- [1 Hits]
< 157h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: few wounds >
-=[You attack a goblin warrior.]=- [0 Hits]
< 157h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: few wounds >
A goblin warrior awakens.
< 157h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: few wounds >
You start chanting...
< 157h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: few wounds >
You complete your spell...
You point at a goblin warrior.
[Damage: 31 ] Your blast of molten spray slams into a goblin warrior, burning holes into his flesh.
< 157h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: pretty hurt >
[Damage: 1 ] -=[You attack a goblin warrior.]=- [1 Hits]
-=[A goblin warrior attacks you.]=- [1 Hits]
< 149h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: pretty hurt >
You start chanting...
A goblin warrior clambers to his feet.
A goblin warrior suddenly attacks YOU!
< 142h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: pretty hurt >
A goblin warrior awakens.
< 142h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: pretty hurt >
Casting: molten spray
< 142h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC: small wounds E: goblin sta EP: pretty hurt >
You complete your spell...
You point at a goblin warrior.
[Damage: 30 ] Your blast of molten spray slams into a goblin warrior, burning holes into his flesh.
A goblin warrior is incapacitated and will slowly die, if not aided.
A goblin warrior slumps to the ground.
< 142h/179H 156v/156V Pos: standing >
<That's tough to do in battle, but still you try...
A goblin warrior clambers to his feet.
A goblin warrior suddenly attacks YOU!
< 142h/179H 156v/156V Pos: standing >
<[Damage: 1 ] A goblin warrior is mortally wounded, and will die soon, if not aided.
-=[You attack a goblin warrior.]=- [1 Hits]
< 142h/179H 156v/156V Pos: standing >
<OUCH! That really did HURT!
You are knocked to the ground by a goblin warrior's mighty bash!
-=[A goblin warrior attacks you.]=- [2 Hits]
< 111h/179H 156v/156V Pos: sitting >
<A goblin warrior awakens.
< 111h/179H 156v/156V Pos: sitting >
<You dodge a goblin warrior's feeble leg sweep.
-=[A goblin warrior attacks you.]=- [1 Hits]
[Damage: 3 ] A goblin warrior is mortally wounded, and will die soon, if not aided.
-=[You attack a goblin warrior.]=- [1 Hits]
< 100h/179H 156v/156V Pos: sitting >
<-=[A goblin warrior attacks you.]=- [1 Hits]
< 88h/179H 156v/156V Pos: sitting >
<[Damage: 2 ] A goblin warrior is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a goblin warrior.
< 88h/179H 156v/156V Pos: sitting >
OUCH! That really did HURT!
-=[A goblin warrior attacks you.]=- [2 Hits]
< 56h/179H 156v/156V Pos: sitting >
< T: Karnic TP: sit TC: nasty wounds E: goblin sta EP: excellent >
-=[A goblin warrior attacks you.]=- [2 Hits]
< 33h/179H 156v/156V Pos: sitting >
< T: Karnic TP: sit TC:pretty hurt E: goblin sta EP: excellent >
Ok.
< 33h/179H 156v/156V Pos: sitting >
< T: Karnic TP: sit TC:pretty hurt E: goblin sta EP: excellent >
It's already open!
< 33h/179H 156v/156V Pos: sitting >
< T: Karnic TP: sit TC:pretty hurt E: goblin sta EP: excellent >
A goblin warrior clambers to his feet.
You clamber to your feet.
A goblin warrior suddenly attacks YOU!
< 33h/179H 156v/156V Pos: standing >
< T: Karnic TP: sta TC:pretty hurt E: goblin sta EP: excellent >
You attempt to flee...
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 #
You flee westward!
< 33h/179H 135v/156V 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 #
< 33h/179H 135v/156V 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 #
A few drops of fresh blood are scattered around the area.
A steeder walks around here making clicking-sounds.
< 33h/179H 134v/156V 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. A large bone
gate lies to the south. The doors to barracks' lie to the east
and to the west.
Obvious exits: -North -East # -South# -West #
Fresh blood covers everything in the area.
A drow guard watches the area for signs of trouble.
< 33h/179H 133v/156V Pos: standing >
The bone seems to be closed.
< 33h/179H 134v/156V Pos: standing >
The bone seems to be closed.
< 33h/179H 135v/156V 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 #
Fresh blood splatters cover the area.
A goblin warrior stands here.
A steeder walks around here making clicking-sounds.
< 34h/179H 137v/156V Pos: standing >
A goblin warrior suddenly attacks YOU!
< 26h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
A drow guard enters from the south.
< 26h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
You are carrying: (4/11)
a firwood bear totem
a marbled quartz totem
some enchanted metallic glass (glowing)
a rugged adventurers satchel
< 26h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
You stop using a squat obsidian totem.
< 26h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
You hold a marbled quartz totem.
< 26h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
-=[You attack a goblin warrior.]=- [0 Hits]
< 26h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
A goblin warrior's kick hits you directly in the face.
You wish that your wounds would stop BLEEDING so much!
-=[A goblin warrior attacks you.]=- [0 Hits]
< 19h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 19h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
You start chanting...
< 19h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
A drow guard assists a goblin warrior heroically.
A drow guard suddenly attacks YOU!
< 19h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
You wish that your wounds would stop BLEEDING so much!
-=[A goblin warrior attacks you.]=- [1 Hits]
< 10h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
Casting: mending *
< 10h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: awful E: goblin sta EP: excellent >
You complete your spell...
A green aura surrounds you for a moment and your wounds start to heal!
< 71h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: nasty wounds E: goblin sta EP: excellent >
You start chanting...
< 71h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: nasty wounds E: goblin sta EP: excellent >
-=[A drow guard attacks you.]=- [0 Hits]
< 71h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: nasty wounds E: goblin sta EP: excellent >
You duck under a goblin warrior's lame kick.
-=[A goblin warrior attacks you.]=- [2 Hits]
< 53h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC:pretty hurt E: goblin sta EP: excellent >
You complete your spell...
A green aura surrounds you for a moment and your wounds start to heal!
< 102h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: excellent >
[Damage: 2 ] -=[You attack a goblin warrior.]=- [1 Hits]
You attempt to flee...
PANIC! You couldn't escape!
< 102h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: few scratches >
-=[A drow guard attacks you.]=- [2 Hits]
-=[A goblin warrior attacks you.]=- [0 Hits]
< 77h/179H 137v/156V Pos: standing >
< T: Karnic TP: sta TC: nasty wounds E: goblin sta EP: few scratches >
You attempt to flee...
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 #
Puddles of fresh blood cover the ground.
You flee northward!
< 77h/179H 116v/156V 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 #
Fresh blood covers everything in the area.
< 77h/179H 116v/156V Pos: standing >
Ok.
< 77h/179H 119v/156V Pos: standing >
You start chanting...
< 77h/179H 120v/156V Pos: standing >
Casting: mending *
< 78h/179H 122v/156V Pos: standing >
You complete your spell...
A green aura surrounds you for a moment and your wounds start to heal!
< 132h/179H 123v/156V Pos: standing >
A goblin warrior enters from the south.
< 132h/179H 124v/156V Pos: standing >
You stop using a marbled quartz totem.
< 132h/179H 124v/156V Pos: standing >
You hold a squat obsidian totem.
A goblin warrior suddenly attacks YOU!
< 132h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: few scratches >
You start chanting...
< 132h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: few scratches >
-=[A goblin warrior attacks you.]=- [1 Hits]
< 123h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: few scratches >
You complete your spell...
You point at a goblin warrior.
[Damage: 42 ] Your blast of molten spray slams into a goblin warrior, burning holes into his flesh.
< 123h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: few wounds >
You start chanting...
< 123h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: few wounds >
You complete your spell...
You point at a goblin warrior.
[Damage: 33 ] Your blast of molten spray slams into a goblin warrior, burning holes into his flesh.
< 123h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: pretty hurt >
[Damage: 2 ] -=[You attack a goblin warrior.]=- [1 Hits]
You don't have that spell memorized.
< 123h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: pretty hurt >
A goblin warrior's kick hits you directly in the face.
-=[A goblin warrior attacks you.]=- [1 Hits]
< 109h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: pretty hurt >
You don't know that spell!
< 109h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: pretty hurt >
-=[You attack a goblin warrior.]=- [0 Hits]
< 109h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: pretty hurt >
-=[A goblin warrior attacks you.]=- [1 Hits]
1st CIRCLE:
ice missile
spirit armor
transfer wellness
wolfspeed
2nd CIRCLE:
flameburst
lesser mending
reveal spirit essence
3rd CIRCLE:
cold ward
fire ward
molevision
purify spirit
pythonsting
scalding blast
snailspeed
4th CIRCLE:
hawkvision
mending
mousestrength
pantherspeed
scorching touch
soul disturbance
summon beast
5th CIRCLE:
bearstrength
malison
molten spray
sense spirit
shrewtameness
6th CIRCLE:
earthen grasp
greater mending
lionrage
spirit anguish
spirit sight
wellness
7th CIRCLE:
elephantstrength
greater soul disturbance
ravenflight
spirit ward
8th CIRCLE:
corrosive blast
greater pythonsting
reveal true form
scathing wind
spirit jump
9th CIRCLE:
arieks shattering iceball
greater ravenflight
greater spirit ward
10th CIRCLE:
earthen rain
etherportal
gaseous cloud
11th CIRCLE:
greater earthen grasp
greater spirit sight
12th CIRCLE:
greater spirit anguish
1st CIRCLE:
ice missile
spirit armor
transfer wellness
wolfspeed
2nd CIRCLE:
flameburst
lesser mending
reveal spirit essence
3rd CIRCLE:
cold ward
fire ward
molevision
purify spirit
pythonsting
scalding blast
snailspeed
4th CIRCLE:
hawkvision
mending
mousestrength
pantherspeed
scorching touch
soul disturbance
summon beast
5th CIRCLE:
bearstrength
malison
molten spray
sense spirit
shrewtameness
6th CIRCLE:
earthen grasp
greater mending
lionrage
spirit anguish
spirit sight
wellness
< 100h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: pretty hurt >
You start chanting...
< 100h/179H 125v/156V Pos: standing >
< T: Karnic TP: sta TC: few wounds E: goblin sta EP: pretty hurt >
You complete your spell...
You point at a goblin warrior.
[Damage: 27 ] Your flameburst collides silently with a goblin warrior, who screams out in sudden pain.
A goblin warrior is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a goblin warrior's last actions in this world.
< 100h/179H 125v/156V Pos: standing >
You get a small pile of coins from the corpse of a goblin warrior.
There were: 15 gold coins, 11 silver coins, 14 copper coins.
< 100h/179H 125v/156V Pos: standing >
Ok.
You put 0 platinum, 15 gold, 11 silver, and 14 copper coins into a rugged adventurers satchel.
< 100h/179H 125v/156V Pos: standing >
You quickly scan the area.
A drow guard who is close by to your north.
A gnoll commoner who is rather far off to your north.
A gnoll commoner who is rather far off to your north.
A gnoll commoner who is rather far off to your north.
A gnoll commoner who is in the distance to your north.
A insane duergar who is in the distance to your north.
A small child who is in the distance to your north.
A steeder who is not far off to your south.
A drow guard who is a brief walk away to your south.
< 100h/179H 126v/156V Pos: standing >
Tvlar Street
Obvious exits: -North -East # -South -West #
A few drops of fresh blood are scattered around the area.
The corpse of a goblin warrior is lying here.
< 100h/179H 129v/156V Pos: standing >
You are carrying: (4/11)
a marbled quartz totem
a firwood bear totem
some enchanted metallic glass (glowing)
a rugged adventurers satchel
< 101h/179H 131v/156V Pos: standing >
Ok.
< 102h/179H 137v/156V Pos: standing >
You sit down and relax.
< 102h/179H 139v/156V Pos: sitting >
You have memorized the following spells:
( 4th circle) 2 - pantherspeed
1 - soul disturbance
( 3rd circle) 2 - snailspeed
5 - purify spirit
( 2nd circle) 6 - flameburst
( 1st circle) 5 - ice missile
2 - spirit armor
1 - wolfspeed
And you are currently memorizing the following spells:
13 seconds: ( 5th) molten spray
26 seconds: ( 5th) molten spray
39 seconds: ( 5th) molten spray
50 seconds: ( 4th) mending
62 seconds: ( 4th) mending
74 seconds: ( 4th) mending
87 seconds: ( 5th) molten spray
100 seconds: ( 5th) molten spray
108 seconds: ( 2nd) flameburst
You can memorize no more spells.
You continue your study.
< 102h/179H 140v/156V Pos: sitting >
You start meditating...
< 102h/179H 140v/156V Pos: sitting >
< 104h/179H 153v/156V Pos: sitting >
You have finished memorizing molten spray.
< 104h/179H 156v/156V Pos: sitting >
You have finished memorizing molten spray.
< 106h/179H 156v/156V Pos: sitting >
You have finished memorizing molten spray.
< 108h/179H 156v/156V Pos: sitting >
You have finished memorizing mending.
< 111h/179H 156v/156V Pos: sitting >
You are enveloped in flames from a fireball sent by a Vampire. OUCH!
Your consciousness begins to fade in and out as your mortality slips away.....
< -10h/179H 156v/156V Pos: sitting >