<worn on head> a bronze skull cap
<worn on body> a suit of spiked leather armor
<worn about body> a soft skin cloak
<worn about waist> an elfskin belt
<worn on belt buckle>a quill
<worn on arms> a pair of studded leather sleeves
<worn around wrist> a thick spiked leather bracer
<worn around wrist> a thick spiked leather bracer
<primary weapon> a black leather whip
<secondary weapon> a long steel sword
A zarbon misses you.
< 66h/73H 200v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
An acrola enters from above.
Sorry, you aren't allowed to do that in combat.
< 66h/73H 201v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
An acrola suddenly attacks YOU!
An acrola misses you.
Sorry, you aren't allowed to do that in combat.
< 66h/73H 201v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 201v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
The Llzazan Road
Obvious exits: -West -Up
An acrola stands here, fighting YOU!
A zarbon stands in mid-air here, fighting YOU!
< 66h/73H 201v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
You miss a zarbon.
You attempt to flee...
The Llzazan Road
The road drops through a hole in the cavern floor here as it heads towards
the rothe farms and mushroom groves. There is obvious use of this part of the
cave for the transport of mushroom timbers as chips of mushroom trunks
litter the floor. Also it seems that rother are brought through here as well,
since there is enough fecal evidence of the cattle on the ground here. The
road contineus to the east.
Obvious exits: -East -Down
A small eyeless worm opens its gaping maw to feed.
You flee upward!
< 66h/73H 171v/225V Pos: standing >
An acrola suddenly attacks YOU!
An acrola misses you.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: worm sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: worm sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: worm sta EP: excellent >
[Damage: 3 ] -=[Your decent whip seriously wounds an acrola.]=-
You dodge an acrola's vicious attack.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: worm sta EP: few wounds >
[Damage: 2 ] -=[Your decent whip strikes an acrola very hard.]=-
An acrola is stunned!
[Damage: 2 ] -=[Your decent whip seriously wounds an acrola.]=-
An acrola misses you.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: worm sta EP: bleeding, close to death >
[Damage: 3 ] -=[Your whip enshrouds an acrola in a mist of blood.]=-
An acrola is incapacitated and will slowly die, if not aided.
< 66h/73H 171v/225V Pos: standing >
<[Damage: 2 ] -=[Your whip enshrouds an acrola in a mist of blood.]=-
An acrola is mortally wounded, and will die soon, if not aided.
[Damage: 4 ] -=[Your slash hits an acrola.]=-
An acrola is mortally wounded, and will die soon, if not aided.
< 66h/73H 171v/225V Pos: standing >
<[Damage: 1 ] -=[Your weak whip hits an acrola.]=-
An acrola 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 a carnal satisfaction as an acrola's gurgling and choking signals its demise.
< 66h/73H 171v/225V Pos: standing >
The Llzazan Road
The road here continues from a hole in the cave ceiling. There is a thick
coating of fungus chips and rothe dung on the ground here, and some
footprints have tracked through it, especially near the south wall of the
cave. Flecks of durithalite dimly illuminate this section of the road,
allowing just enough light for drow eyes, but way too little for any creature
of the surface.
Obvious exits: -West -Up
A small eyeless worm opens its gaping maw to feed.
A hideous creature crawls up to you on its ribcage.
A zarbon suddenly attacks YOU!
A zarbon misses you.
< 66h/73H 170v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
An acrola suddenly attacks YOU!
An acrola misses you.
Sorry, you aren't allowed to do that in combat.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 171v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
You attempt to flee...
The Llzazan Road
The road drops through a hole in the cavern floor here as it heads towards
the rothe farms and mushroom groves. There is obvious use of this part of the
cave for the transport of mushroom timbers as chips of mushroom trunks
litter the floor. Also it seems that rother are brought through here as well,
since there is enough fecal evidence of the cattle on the ground here. The
road contineus to the east.
Obvious exits: -East -Down
Fresh blood splatters cover the area.
The corpse of an acrola is lying here.
You flee upward!
< 66h/73H 143v/225V Pos: standing >
The Llzazan Road
The road here continues from a hole in the cave ceiling. There is a thick
coating of fungus chips and rothe dung on the ground here, and some
footprints have tracked through it, especially near the south wall of the
cave. Flecks of durithalite dimly illuminate this section of the road,
allowing just enough light for drow eyes, but way too little for any creature
of the surface.
Obvious exits: -West -Up
A small eyeless worm opens its gaping maw to feed.
A hideous creature crawls up to you on its ribcage.
< 66h/73H 143v/225V Pos: standing >
The Llzazan Road
The road here bends from east to south as it heads gently downwards to
the Llzazan Farms. To the east, it climbs up towards the manufacturing
district of the Llzazan Ghetto. The floor here is covered with mushroom
chips and rothe manure, showing the typical nature of traffic through this
part of the ghetto.
Obvious exits: -East -South
< 66h/73H 142v/225V Pos: standing >
A Bend on the Great Llzazan Road
The road here bends form west to north as it travels between the farms
and the manufacturing district. There is a generous piling of excement and
fungus fragments on the road here, making for some rather unusual footing.
The stench here is also quite unusual and there is very little positive
that can be said about this road.
Obvious exits: -North -West
< 66h/73H 141v/225V Pos: standing >
The Llzazan Road
The road here comes out of a hole in the cave floor to travel to the east.
The floor here is littered with rothe excrement and pieces of mushroom,
giving the floor a certain bouncy spongyness. Footprints disrupt the putrid
carpet of muck, especially along the northern wall of the cave. The road
continues towards the manufacturing distric to the east.
Obvious exits: -East -Down
< 66h/73H 141v/225V Pos: standing >
The Llzazan Road
The road here trails off to the south after coming through a hole in the
ceiling. Many rotten pieces of mushroom timbers litter the road as well as
a fair helping of rothe manure. There is a small quantity of durithalite
in the tunnel illuminating the road for underworld eyes.
Obvious exits: -South -Up
A hideous creature crawls up to you on its ribcage.
< 66h/73H 141v/225V Pos: standing >
A Bend in the Llzazan Road
The road here bends form north to west as it travels through the Lower
Llzazan Caverns on its way down to the fungus farms and rothe pasture. The
road itself has a generous coating of rothe manure and fungus chips, giving
it a soft surface. The stench accompanying this odd surfacing however is
not as pleasant.
Obvious exits: -North -West
< 66h/73H 140v/225V Pos: standing >
A zarbon enters from the north.
The Llzazan Road
The road travels form east to south here as it passes through the
Lower Llzazan Caverns. On the west side, this road is lined by a few
small dwelling that mush be the homes of the working commoners of this
part of the ghetto. The road continues up to the manufacturing sector
of the ghetto and down to the Great Llzazan Cavern.
Obvious exits: -East -South -West
A shady chemist peers at you.
A small eyeless worm opens its gaping maw to feed.
< 66h/73H 140v/225V Pos: standing >
A zarbon enters from the east.
The Llzazan Road
The road travels form east to south here as it passes through the
Lower Llzazan Caverns. On the west side, this road is lined by a few
small dwelling that mush be the homes of the working commoners of this
part of the ghetto. The road continues up to the manufacturing sector
of the ghetto and down to the Great Llzazan Cavern.
Obvious exits: -North -South -West
< 66h/73H 139v/225V Pos: standing >
A zarbon enters from the north.
An acrola enters from the north.
A zarbon suddenly attacks YOU!
A zarbon misses you.
Sorry, you aren't allowed to do that in combat.
< 66h/73H 139v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
An acrola suddenly attacks YOU!
An acrola misses you.
Sorry, you aren't allowed to do that in combat.
< 66h/73H 139v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 139v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 139v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 139v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 66h/73H 139v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: zarbon sta EP: excellent >
You attempt to flee...
A Commoner's Dwelling
This abode is very hastily assmebled from the rubble that lines the
streets of the Llzazan Ghetto. The denizens of this dwelling are probably
working drow commoners, overseers of the many svirfneblin slaves that
populate the fields to the south of here.
Obvious exits: -East
A small eyeless worm opens its gaping maw to feed.
A commoner is stretched out, sound asleep.
You flee westward!
< 66h/73H 118v/225V Pos: standing >
An acrola suddenly attacks YOU!
An acrola misses you.
< 66h/73H 118v/225V Pos: standing >
< T: Hairdo TP: sta TC:few scratches E: worm sta EP: excellent >
You attempt to flee...
The Llzazan Road
The road travels form east to south here as it passes through the
Lower Llzazan Caverns. On the west side, this road is lined by a few
small dwelling that mush be the homes of the working commoners of this
part of the ghetto. The road continues up to the manufacturing sector
of the ghetto and down to the Great Llzazan Cavern.
Obvious exits: -North -South -West
A small eyeless worm opens its gaping maw to feed.
A hideous creature crawls up to you on its ribcage.
You flee eastward!
< 66h/73H 94v/225V Pos: standing >
The Llzazan Road
The road travels form east to south here as it passes through the
Lower Llzazan Caverns. On the west side, this road is lined by a few
small dwelling that mush be the homes of the working commoners of this
part of the ghetto. The road continues up to the manufacturing sector
of the ghetto and down to the Great Llzazan Cavern.
Obvious exits: -North -South -West
A gentle rothe chews some cud.
< 66h/73H 93v/225V Pos: standing >
A zarbon enters from the north.
Outside the Reading Rooms
To the east ther eis an odd buliding, fashined out of rock from Concordant
Opposition. The room is a room of peace and quiet reading, where any Drow may
catch up on the news of the day without being hassled by the almost ever
present threat of death. The Llzazan Road continues to the North and South.
Obvious exits: -North -East -South
< 66h/73H 92v/225V Pos: standing >
A zarbon enters from the north.
A zarbon suddenly attacks YOU!
-=[A zarbon's powerful slash seriously wounds you.]=-
OUCH! That really did HURT!
Sorry, you aren't allowed to do that in combat.
< 50h/73H 92v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 50h/73H 92v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 50h/73H 92v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
You attempt to flee...
Reading Room
This room has a very odd feel to it. It is deatly silent, and the walls
are totally smooth. There is a feeling of peace here though, as if nobody,
not even the vilest of creatures could commit a vengeful act against
another. There is a large board here, waiting to be read and written on.
To the north, there is another room that looks almost identical to this
one.
An unnatural silence fills this area.
Obvious exits: -North -West
Before you stands a huge board containing news and feedback.
You flee eastward!
< 50h/73H 61v/225V Pos: standing >
You sit down and relax.
< 50h/73H 63v/225V Pos: sitting >
You stop sitting around and lay down.
< 50h/73H 63v/225V Pos: on your ass >
You drift off to sleep.
< 50h/73H 64v/225V Pos: on your ass >
In your dreams, or what?
< 50h/73H 101v/225V Pos: on your ass >
In your dreams, or what?
< 50h/73H 122v/225V Pos: on your ass >
In your dreams, or what?
< 50h/73H 143v/225V Pos: on your ass >
You wake up.
< 50h/73H 158v/225V Pos: on your ass >
You clamber to your feet.
< 50h/73H 160v/225V Pos: standing >
You are already about as tense as you can get.
< 50h/73H 161v/225V Pos: standing >
Outside the Reading Rooms
To the east ther eis an odd buliding, fashined out of rock from Concordant
Opposition. The room is a room of peace and quiet reading, where any Drow may
catch up on the news of the day without being hassled by the almost ever
present threat of death. The Llzazan Road continues to the North and South.
Obvious exits: -North -East -South
A hideous creature crawls up to you on its ribcage.
A zarbon suddenly attacks YOU!
A zarbon misses you.
< 50h/73H 160v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Saving Hairdo.
< 50h/73H 160v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 50h/73H 160v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 50h/73H 160v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 50h/73H 160v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 50h/73H 160v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 50h/73H 160v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 50h/73H 160v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
You attempt to flee...
The Llzazan Road
The road here climbs gently upwards towards the Llzazan Ghetto as it
provides a link between the ghetto and the Llzazan Farms. Each day, many
Rothe and mushroom timbers are dragged through this tunnel as they are
harvested for slaughter and processing. The floor here is heavily coated
with rothe crap and mushroom particles, both of which were left behind in
the transit of these goods into the ghetto.
Obvious exits: -North -South
You flee southward!
< 50h/73H 138v/225V Pos: standing >
The Llzazan Road
The road here climbs gently upwards towards the Llzazan Ghetto as it
provides a link between the ghetto and the Llzazan Farms. Each day, many
Rothe and mushroom timbers are dragged through this tunnel as they are
harvested for slaughter and processing. The floor here is heavily coated
with rothe crap and mushroom particles, both of which were left behind in
the transit of these goods into the ghetto.
Obvious exits: -North -West
< 50h/73H 137v/225V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/73H 137v/225V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/73H 137v/225V Pos: standing >
Alas, you cannot go that way. . . .
< 50h/73H 137v/225V Pos: standing >
The Llzazan Road
The road here climbs gently upwards towards the Llzazan Ghetto as it
provides a link between the ghetto and the Llzazan Farms. Each day, many
Rothe and mushroom timbers are dragged through this tunnel as they are
harvested for slaughter and processing. The floor here is heavily coated
with rothe crap and mushroom particles, both of which were left behind in
the transit of these goods into the ghetto.
Obvious exits: -East -West
< 50h/73H 136v/225V Pos: standing >
< 50h/73H 139v/225V Pos: standing >
The Llzazan Road
The road here climbs gently upwards towards the Llzazan Ghetto as it
provides a link between the ghetto and the Llzazan Farms. Each day, many
Rothe and mushroom timbers are dragged through this tunnel as they are
harvested for slaughter and processing. The floor here is heavily coated
with rothe crap and mushroom particles, both of which were left behind in
the transit of these goods into the ghetto. The road ends abruptly to the
west as it reaches the rothe pasture.
Obvious exits: -East -West
A gentle rothe chews some cud.
< 50h/73H 138v/225V Pos: standing >
Southeast Corner of the Rothe Pasture
The fungus here is cropped very short to the ground uniformly, providing
the cavern floor with a soft spongy turf. It also very rich in the
concentration of the low fungus, feeding off the highly nutritious substrate
that is both fertilized by rothe excrement and svirfneblin flesh. Bones of
gnome and cow alike are scattered through the plush turf.
Obvious exits: -North -East -South -West
< 51h/73H 138v/225V Pos: standing >
Edge of the Llzazan Mushroom Groves
The groves end rather abruptly to the north as the giant mushrooms give
way to clusters of low lichens and small fungus that are used to feed the
rothe cattle of the deep. Here, however, majestic mushrooms climb high
overhead, dropping spore balls that gently float both to the forest floor
and to land on the lake to the west.
Obvious exits: -North -South -West
< 51h/73H 137v/225V Pos: standing >
The Llzazan Mushroom Grove on the Lakeshore
Llzazan lake extends to the west of here, not a single wave marrs its
glassy surface. High above, giant mushroom trees loom midway between the
the floor and ceiling of this great cavern. The floor of this grove is
very moist and trufy, a perfect substrate for the giant fungi that have
overwhelmed this portion of the cavern.
Obvious exits: -North -South -West
A spore ball hovers in the air.
< 51h/73H 135v/225V Pos: standing >
Mushroom Grove at the East End of the Lake
The mushrroms here grow tall and in great quantities, stretching some
seventy feet into the the cavern above. The east side of this portion of
the grove is bordered by the cavern wall, rising abruptly to two hundred
feet overhead. The west side is bordered by the Great Llzazan Lake, which
shimmers in the light provided by the durithalite veins in the cave
ceiling.
Obvious exits: -North -South -West
< 51h/73H 133v/225V Pos: standing >
Southeast Corner of the Great Llzazan Cavern.
This portion oif the cavern is a combination of beach and forest, as it
serves as the shore of the Great Llzazan Lake and substrate for the grove
of mushroom trees that predominates this end of the cavern. The cavern walls
rise to a height of almost 200 feet above to the east and south. To the
north, the grove and beach continue along the eastern wall of the Great
Llzazan Cavern.
Obvious exits: -North -West
< 51h/73H 131v/225V Pos: standing >
Alas, you cannot go that way. . . .
< 51h/73H 132v/225V Pos: standing >
Mushroom Grove at the South End of The Lake
The Mushroom grove is thin here as the south end of the lake confines it
to a narrow strip between the lakes end and the cavern wall. To the east and
west the grove extends, but to the north the lake extends for a good distance
across this cavern before curving to the west. Small spore balls float on
the surface of the lake here, landing so softly they produce nary a wave as
they strike the lakes mirror-like surface.
Obvious exits: -North -East -West
A spore ball hovers in the air.
< 51h/73H 130v/225V Pos: standing >
The Great LLzazan Mushroom Grove
High overehead, a canopy of mushroom caps blossoms from thousands of
mighty stalks of mushroom-trees. These caps are maybe thirty feet in
diameter and the lowest of them come no closer than 60 feet to the
substrate floor of the cavern from which they sprout. To the northeast
the Great Llzazan lake reaches ist southmost terminus.
Obvious exits: -North -East -West
A spore ball hovers in the air.
< 51h/73H 128v/225V Pos: standing >
The Llzazan Mushroom Grove
Huge mushrooms tower high overhead, some ranging as tall as eighty feet
above the ground. Large grapeforuit sized spore balls lazily float down
from these great heights to settle gently on the ground in a small puff
of dust. To the south and west the cavern walls enclose this grove of
mushroom-trees.
Obvious exits: -North -East
A hideous creature crawls up to you on its ribcage.
< 51h/73H 126v/225V Pos: standing >
A zarbon suddenly attacks YOU!
A zarbon misses you.
< 51h/73H 127v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 51h/73H 127v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 51h/73H 127v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.
You attempt to flee...
The Great LLzazan Mushroom Grove
High overehead, a canopy of mushroom caps blossoms from thousands of
mighty stalks of mushroom-trees. These caps are maybe thirty feet in
diameter and the lowest of them come no closer than 60 feet to the
substrate floor of the cavern from which they sprout. To the northeast
the Great Llzazan lake reaches ist southmost terminus.
Obvious exits: -North -East -West
A spore ball hovers in the air.
You flee eastward!
< 51h/73H 102v/225V Pos: standing >
The Llzazan Mushroom Grove
Huge mushrooms tower high overhead, some ranging as tall as eighty feet
above the ground. Large grapeforuit sized spore balls lazily float down
from these great heights to settle gently on the ground in a small puff
of dust. To the south and west the cavern walls enclose this grove of
mushroom-trees.
Obvious exits: -North -East
A hideous creature crawls up to you on its ribcage.
< 51h/73H 101v/225V Pos: standing >
Fallen Mushrooms
Someone or something has felled many of the mushrooms in this portion
of the Llzazan Mushroom Groves. Huge mushroom stalks lie like tree trunks
along the ground. some on single pieces, others shattered into many small
pieces of stalk. A few mighty mushrooms stand above the carnage of their
ilk here, waiting for their chance to fall.
Obvious exits: -North -East -South
< 51h/73H 99v/225V Pos: standing >
A zarbon enters from the south.
The Llzazan Mushroom Groves at the Lakeshore
Thousands of giant mushrooms hover overhead, depositing and endless
stream of grapefruit sized spore balls on both the ground here and the lake
to the north and east. To the south and west the mushroom grove continues
along the lakeshore. The ground here is made ov a very moist and turfy
substrate. A chopping sound echos in from the south.
Obvious exits: -North -East -South -West
< 51h/73H 97v/225V Pos: standing >
A zarbon enters from the south.
A zarbon suddenly attacks YOU!
A zarbon misses you.
Sorry, you aren't allowed to do that in combat.
< 51h/73H 97v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 51h/73H 97v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 51h/73H 97v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 51h/73H 97v/225V Pos: standing >
< T: Hairdo TP: sta TC: few wounds E: zarbon sta EP: excellent >
You attempt to flee...
Heart of the Llzazan Mushroom Groves.
The Mushrooms here have incredible trunks reaching almost eighty feet into
the cavern sky. The canopy of mushroom caps completely obscures the cavern
roof. The grund here is sparsely covered with small mushroom colonies, but
for the most part it is just a mass of turfy substrate on which these giant
mushrooms feed. Spore balls the size of grapefruit slowly float to the ground
to be collected later by the Svirfneblin slaves. The cavern ends abruptly to
the south, but the mushroom grove contineus in all directions.
Obvious exits: -North -East -West
You flee westward!
< 51h/73H 74v/225V Pos: standing >
The Llzazan Mushroom Groves
This grove of giant mushrooms has all the features of a surface forest.
Majestic mushroom stalks extend like tree trunks above the floor of this
grove. Small mushrooms clustered around the base of these greater mushrooms
make up a semblance of underbrush as well as obscure the ground. The caps
of the great mushrooms must be twenty to thirty feet across. Spores the
size of grapefruit fall from these great caps, floating softly downward
to land in a pile of dust.
Obvious exits: -North -East -West
A gentle rothe chews some cud.
A gentle rothe chews some cud.
< 51h/73H 72v/225V Pos: standing >
A gentle rothe leaves east.
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
< 51h/73H 71v/225V Pos: standing >
Entrance to the Llzazan Mushroom Groves
Obvious exits: -North -East -South -West
< 51h/73H 73v/225V Pos: standing >
You quickly scan the area.
A gentle rothe who is a brief walk away to your north.
A gentle rothe who is rather far off to your north.
A durithalite golem who is rather far off to your north.
A durithalite elemental who is rather far off to your north.
A durithalite elemental who is rather far off to your north.
A durithalite elemental who is rather far off to your north.
A durithalite elemental who is rather far off to your north.
A young Olipthian who is in the distance to your north.
A gentle rothe who is in the distance to your north.
A durithalite golem who is in the distance to your north.
A durithalite golem who is in the distance to your north.
A gentle rothe who is close by to your east.
A zarbon who is rather far off to your east.
A spore ball who is in the distance to your east.
A large rothe who is a brief walk away to your south.
< 51h/73H 74v/225V Pos: standing >
You sit down and relax.
< 51h/73H 76v/225V Pos: sitting >
You stop sitting around and lay down.
< 52h/73H 77v/225V Pos: on your ass >
< 52h/73H 79v/225V Pos: on your ass >
3rd CIRCLE:
detect magic
magic missile
4th CIRCLE:
sleep
5th CIRCLE:
baladors protection
6th CIRCLE:
ray of enfeeblement
7th CIRCLE:
ferrix precision
8th CIRCLE:
dispel magic
kanchelsis fury
9th CIRCLE:
detect invisibility
eshabalas vitality
feeblemind
10th CIRCLE:
haste
11th CIRCLE:
bigbys clenched fist
dimension door
< 52h/73H 82v/225V Pos: on your ass >
< 54h/73H 112v/225V Pos: on your ass >
You can choose from the following specializations:
Ice Reaver
Flame Reaver
Shock Reaver
Earth Reaver
< 55h/73H 117v/225V Pos: on your ass >
< 56h/73H 130v/225V Pos: on your ass >
< 57h/73H 150v/225V Pos: on your ass >
Autosaving...
< 66h/73H 225v/225V Pos: on your ass >
Hint: Most commands have help files. Type 'help (command)' to learn how to use game commands.
< 71h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Boats are sold in many hometowns. These will allow you to cross river and other bodies of water.
< 73h/73H 225v/225V Pos: on your ass >
Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Autosaving...
< 73h/73H 225v/225V Pos: on your ass >
The taste of blood slowly fades from your body.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.
< 73h/73H 225v/225V Pos: on your ass >
Hint: If you're a Druid, cast the Animal Vision spell in different terrains for different effects.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Fireshield makes you less vulnerable to fire attacks but you will suffer more from cold. Coldshield works in an opposite way.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.
< 73h/73H 225v/225V Pos: on your ass >
Autosaving...
< 73h/73H 225v/225V Pos: on your ass >
Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: To scribe spells into your spellbook, you need to goto a teacher mob, hold a quill and spellbook in your hands, rest, and type 'practice (spell name)'. For shorter way, you can all do 'practice all'. You can also do it if you have another players book in your inventory and type 'scribe (spell name)'.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Things in your inventory weighing you down? Wearing or holding your containers may ease the load.
< 73h/73H 225v/225V Pos: on your ass >
Hint: When out on the maps, avoid walking in hills (marked with ^) and mountains (marked with M) as they will fatigue you more quickly. Flying in these areas will not fatigue you as quickly.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Autosaving...
< 73h/73H 225v/225V Pos: on your ass >
Hint: Want to see who has the world's artifacts? Try the 'artifact' command! Currently there are 3 types of artifacts: uniques, iouns and true artifacts. Arti unique, arti ioun or arti will display these lists.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Intelligence affects how easily you can search for hidden items or exits and affects how quickly Magic-User classes memorize spells.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
Hint: Some mobs are friendlier than others. Try 'ask <mob> hi' to get a quest started or look for clues in their description on what to ask them about.
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
Hint: Pay attention to what your group does. If someone does something you don't understand, ask why.
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
Autosaving...
< 73h/73H 225v/225V Pos: on your ass >
Hint: Some mobs will hunt you down if you attack them and flee.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
Hint: Did you die? Don't despair! Death is a great part of this game. Learn to avoid making the same mistakes.
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: If someone wants to group with you and says 'f/c', that means you need to type 'follow <person>' and 'consent <person>'
< 73h/73H 225v/225V Pos: on your ass >
Hint: Beware of guards! Some guards will come to the aid of your victims!
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Autosaving...
< 73h/73H 225v/225V Pos: on your ass >
Hint: The consider command will compare your level to that of the victims, nothing else. Lower level mobs can be nastier than they appear, and higher level mobs easier than you thought.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Taking a long time to pray or memorize your spells? Try using meditate while you pray/memorize.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Been to the website yet? Point your browser to https://www.durismud.com.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Try 'toggle battle' before your next fight. It displays attacks a little more vividly.
< 73h/73H 225v/225V Pos: on your ass >
Autosaving...
< 73h/73H 225v/225V Pos: on your ass >
Hint: The main stat for armor class is agility. You can improve your armor class with equipment.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Most commands have help files. Type 'help (command)' to learn how to use game commands.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Autosaving...
< 73h/73H 225v/225V Pos: on your ass >
Hint: No food or water? No problem! You don't need to eat or drink on Duris.
< 73h/73H 225v/225V Pos: on your ass >
Hint: When casting offensive spells make sure you are careful about noticing new mobs entering with the same target name.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: Make sure to use your class's skills to do more damage or to escape from harm.
< 73h/73H 225v/225V Pos: on your ass >
Autosaving...
< 73h/73H 225v/225V Pos: on your ass >
Hint: Type 'score' to get some information about your character.
< 73h/73H 225v/225V Pos: on your ass >
Saving Hairdo.
< 73h/73H 225v/225V Pos: on your ass >
Hint: You can use 'offensive off' to stop from fighting back, and 'offensive' or 'offensive on' to start again.
< 73h/73H 225v/225V Pos: on your ass >
A Human enters from the west.
A Githzerai enters from the west.
< 73h/73H 225v/225V Pos: on your ass >
A Human leaves south.
A Githzerai leaves south.
< 73h/73H 225v/225V Pos: on your ass >
A Human enters from the south.
A Githzerai enters from the south.
< 73h/73H 225v/225V Pos: on your ass >
Someone pats you on your head.
Someone suddenly attacks YOU!
A Firbolg snaps into visibility.
-=[A Firbolg's mighty slash hits you.]=-
Your blood rushes out of your veins, as you slowly run out of life.
Blood pours from your many serious wounds and your strength fails.
You realize this may have been your last battle, and prepare for oblivion.
< -4h/73H 225v/225V Pos: on your ass >
You raise a level!
< 6h/83H 225v/225V Pos: on your ass >
A Githzerai wills the flames of the abyss to overwhelm and consume thier foe...
-=[You scream in agony as searing heat ignites and bursts into flames within your body.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
Your some thick leather gloves shattered in bits as the tortured body spasms and quivers!