<held> a lizardman totem (glowing)
Alas, you cannot go that way. . . .
< 326h/326H 184v/190V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
A large rat is scurrying about here.
< 326h/326H 182v/190V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A large rat is scurrying about here.
< 326h/326H 181v/190V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
< 326h/326H 179v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 179v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 179v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 180v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 180v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 180v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 181v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 181v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 181v/190V Pos: standing >
Pardon?
< 326h/326H 181v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 182v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 182v/190V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down
A homeless peasant is here, looking lost and hungry.
< 326h/326H 180v/190V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling outside the gates.
An odd little man, with a shaved head and an orange robe, hums something.
A young man in leather armor seems to be patrolling outside the gates.
< 326h/326H 178v/190V Pos: standing >
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling outside the gates.
< 326h/326H 177v/190V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.
< 326h/326H 175v/190V Pos: standing >
*******.
*M+**^*
^@++++
*M+*^*.
M^******
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 326h/326H 174v/190V Pos: standing >
*******..
*M+**^**
^M@++++
*M+*^*.*
M^******.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 173v/190V Pos: standing >
******...
*M+**^**.
^M+@++++
*M+*^*.**
^******..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 173v/190V Pos: standing >
*****....
M+**^**.^
^M++@++++
M+*^*.***
******...
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 172v/190V Pos: standing >
****....M
+**^**.^.
M+++@++++
+*^*.****
*****....
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 171v/190V Pos: standing >
***....M.
**^**.^.^
++++@++++
*^*.****.
****....^
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 171v/190V Pos: standing >
**....M.+
*^**.^.^+
++++@++++
^*.****.+
***....^+
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 170v/190V Pos: standing >
*....M.+.
^**.^.^+.
++++@+++.
*.****.+.
**....^+.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 169v/190V Pos: standing >
....M.+..
**.^.^+..
++++@++..
.****.+..
*....^+..
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 168v/190V Pos: standing >
...M.+..^
*.^.^+..^
++++@+...
****.+...
....^+...
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 168v/190V Pos: standing >
..M.+..^.
.^.^+..^.
++++@....
***.+....
...^+....
An Immaculate Stone Highway
Obvious exits: -North -East -South -West
< 326h/326H 167v/190V Pos: standing >
.M.+..^..
^.^+..^..
++++@....
**.+.....
..^+....^
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 326h/326H 166v/190V Pos: standing >
M.+..^...
.^+..^...
+++.@...^
*.+......
.^+....^.
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 326h/326H 164v/190V Pos: standing >
.+..^...^
^+..^....
++..@..^.
.+......M
^+....^..
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 326h/326H 163v/190V Pos: standing >
+..^...^^
+..^.....
+...@.^..
+......M.
+....^...
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 326h/326H 161v/190V Pos: standing >
..^...^^.
..^.....^
....@^...
......M..
....^....
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 326h/326H 159v/190V Pos: standing >
.^...^^.^
.^.....^^
....@....
.....M...
...^....
Rugged Hills of the Hearth Valley
Obvious exits: -North -East -South -West
< 326h/326H 157v/190V Pos: standing >
^...^^.^.
^.....^^.
...^@....
....M...
..^....
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 326h/326H 156v/190V Pos: standing >
...^^.^..
.....^^..
..^.@....
...M...
.^....
Fertile Grasslands of the Hearth Valley
Obvious exits: -North -East -South -West
< 326h/326H 154v/190V Pos: standing >
You start chanting...
< 326h/326H 154v/190V Pos: standing >
Casting: spirit jump *
< 326h/326H 156v/190V Pos: standing >
Casting: spirit jump
< 326h/326H 157v/190V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
A Wide Swath of Plain
The plains extend lazily east-to-west here, bounded to the north and south
by extremely dense jungle. The corridor is quite wide, perhaps five hundred
paces. To the east, the grasses take on an unusual blond tint, and the shapes
of distant animals can be seen roaming the veldt.
There seems to be a strange pattern in the grass here, a change in
coloration that is too regular to be the product of chance.
Obvious exits: -East -West
(Q)Luncke BIG and DUMB *-*Clan RocChaser*-* stands here.
(Q)Ange de Morte *-*Clan RocChaser*-* stands here.
(Q)Kylian Brightstar *-*Clan RocChaser*-* stands here.
(Q)Dromis, the ancient elven sage, looks for inspiration here.
< 326h/326H 157v/190V Pos: standing >
You start chanting...
< 326h/326H 161v/190V Pos: standing >
Casting: spirit jump *
< 326h/326H 162v/190V Pos: standing >
Casting: spirit jump
< 326h/326H 163v/190V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
The Road to Desolate
The road to Desolate continues here, though is just the begining
compared to the length of the journey. The road increases in quality
the further one gets away from the Savannah, most likely due to the
lack of animals around that can trample a pathway. There is a small
group of humans standing here, watching the skies intently, as if
waiting for something to come down and pick them up. Looking up,
nothing can be seen other than the odd flock of birds and the still
serenity of the Savannah sky.
Obvious exits: -North -West
A crewman from the Sunweaver stands here waiting for a ride.
A crewman from the Sunweaver stands here waiting for a ride.
Gregory, aid to the High Magistrate, watches the skies here.
< 326h/326H 164v/190V Pos: standing >
You start chanting...
< 326h/326H 167v/190V Pos: standing >
Casting: spirit jump *
< 326h/326H 168v/190V Pos: standing >
Casting: spirit jump
< 326h/326H 169v/190V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
The Western Section of the Potato Field
The field ends here in the western part of the potato patch. The plants
here seem to grow even larger and faster than the rest of the field, as if the
ground had been blessed or something. The soil is very dark and full of all
kinds of minerals essential to the potatoes health. The fence is sturdy and
built to withstand a great deal of pressure, usually from straying cattle. It
stands at nearly five feet tall, but there are gates in several places to allow
the farmers to travel freely through the field. The potatoes that grow here
are prized through out the lands for their wonderful starchy taste, and as a
key ingredient for some of the most delicious meals served. One may travel to
the east from this point.
Obvious exits: -East
[3] An uprooted potato lies here upon the ground.
One of the worst insects around, this potato bug eats the leaves of a plant.
< 326h/326H 170v/190V Pos: standing >
You sit down and relax.
< 326h/326H 178v/190V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - greater spirit sight
(10th circle) 4 - restoration
( 9th circle) 5 - arieks shattering iceball
( 8th circle) 1 - corrosive blast
1 - tormenting spirits
( 7th circle) 4 - greater soul disturbance
1 - elephantstrength
1 - ravenflight
( 6th circle) 2 - wellness
5 - greater mending
( 5th circle) 8 - molten spray
( 4th circle) 2 - pantherspeed
1 - summon beast
2 - hawkvision
4 - mending
( 3rd circle) 6 - scalding blast
3 - purify spirit
1 - fire ward
( 2nd circle) 5 - flameburst
5 - lesser mending
( 1st circle) 9 - ice missile
1 - spirit armor
And you are currently memorizing the following spells:
1 seconds: ( 1st) spirit armor
6 seconds: ( 8th) spirit jump
10 seconds: ( 8th) spirit jump
15 seconds: ( 8th) spirit jump
You can memorize no more spells.
You continue your study.
< 326h/326H 179v/190V Pos: sitting >
You start meditating...
< 326h/326H 179v/190V Pos: sitting >
You have finished memorizing spirit armor.
< 326h/326H 182v/190V Pos: sitting >
You have finished memorizing spirit jump.
< 326h/326H 188v/190V Pos: sitting >
You have finished memorizing spirit jump.
< 326h/326H 190v/190V Pos: sitting >
You stop meditating.
The Western Section of the Potato Field
Obvious exits: -East
[3] An uprooted potato lies here upon the ground.
One of the worst insects around, this potato bug eats the leaves of a plant.
< 326h/326H 190v/190V Pos: sitting >
You have finished memorizing spirit jump.
You snap out of your meditative trance, memorization complete.
< 326h/326H 190v/190V Pos: sitting >
You clamber to your feet.
< 326h/326H 190v/190V Pos: standing >
But you are a member of no group?!
< 326h/326H 190v/190V Pos: standing >
You start chanting...
< 326h/326H 190v/190V Pos: standing >
Casting: spirit jump *
< 326h/326H 190v/190V Pos: standing >
Casting: spirit jump
< 326h/326H 190v/190V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
A Small Pathway Around A Lake
The path around the ice lake continues in this direction. A large
dense forest can be seen to the west of the lake. Within the forest,
many small creatures can be seen hunting and foraging for food.
The large ice lake to the east seems to extend for a great distance.
It is partially frozen over. There are exits all around leading into
various directions.
Obvious exits: -North -East -South -West
A fire elemental is here blazing with heat!
A fire elemental is here blazing with heat!
Melbh, floating sits atop a large horse.
< 326h/326H 190v/190V Pos: standing >
A Small Footpath
The footpath here cuts through a dense forest. Thick vegetation
surrounds both sides of the path causing limited visibility into
the forest. Sounds of movement can be heard as some animal treks
through the snow just beyond a few bushes. Many of the small plant
life on the forest floor have been covered snow and ice. There are
two visible exits from this path that lead in opposite directions.
Obvious exits: -North -South
< 326h/326H 188v/190V Pos: standing >
You start chanting...
< 326h/326H 188v/190V Pos: standing >
Casting: spirit jump *
< 326h/326H 188v/190V Pos: standing >
Casting: spirit jump
< 326h/326H 188v/190V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
Vulm's Gem Shop
This large place seems to be the shop of gems in Verspin. Many glittering
prizes lie about, all for sure with their price. Many gawking onlookers walk
about, dazed at the magnicicent rubies, and emeralds. A large sign is in the
corner. Vulm sits behind his counter, counting his money and chuckling quietly
to himself.
Obvious exits: -West
A mime walks around here, looking foolish.
A noble of Verspin proudly walks here.
(Q)Vulm, the gem master of Verspin, is here.
< 326h/326H 188v/190V Pos: standing >
You start chanting...
< 326h/326H 188v/190V Pos: standing >
Casting: spirit jump *
< 326h/326H 188v/190V Pos: standing >
Casting: spirit jump
< 326h/326H 188v/190V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
A Guard Station
This is the huge iron gate leading toward the great castle of Valois.
Its huge iron frame is dotted with dull knobs to enforce it against battering
rams and lesser assaults. The hinges are secured deep into the brick wall with
thick metal bolts. Huge timbers lean against the wall, used to block the gate
if the kingdom is ever invaded. Two small towers flank the gate, each one
housing a single guard. These provide a constant watch for invaders. Guards
man these gates at all times during the day and night. Intruders have been
caught before trying to sneak their way into the area. Ruffians and shady
people are turned away from the castle. The road continues to the east and
runs toward the massive castle to the north. The castle Valois is protected
at all times with massive forces. It is said to have a large armed force
protecting the gates at all times and even a deadlier squad of warriors inside
warding against assassins. The wind creates a whining sound.
Obvious exits: -North -West
Hugo, the war cleric, prepares the guard for combat.
A dusty guard stands proudly in uniform.
A dusty guard stands proudly in uniform.
< 326h/326H 188v/190V Pos: standing >
You sit down and relax.
< 326h/326H 188v/190V Pos: sitting >
You have memorized the following spells:
(11th circle) 1 - greater spirit sight
(10th circle) 4 - restoration
( 9th circle) 5 - arieks shattering iceball
( 8th circle) 1 - corrosive blast
1 - tormenting spirits
( 7th circle) 4 - greater soul disturbance
1 - elephantstrength
1 - ravenflight
( 6th circle) 2 - wellness
5 - greater mending
( 5th circle) 8 - molten spray
( 4th circle) 2 - pantherspeed
1 - summon beast
2 - hawkvision
4 - mending
( 3rd circle) 6 - scalding blast
3 - purify spirit
1 - fire ward
( 2nd circle) 5 - flameburst
5 - lesser mending
( 1st circle) 9 - ice missile
2 - spirit armor
And you are currently memorizing the following spells:
4 seconds: ( 8th) spirit jump
9 seconds: ( 8th) spirit jump
13 seconds: ( 8th) spirit jump
You can memorize no more spells.
You continue your study.
< 326h/326H 188v/190V Pos: sitting >
You start meditating...
< 326h/326H 188v/190V Pos: sitting >
Autosaving...
< 326h/326H 190v/190V Pos: sitting >
You have finished memorizing spirit jump.
< 326h/326H 190v/190V Pos: sitting >
You have finished memorizing spirit jump.
< 326h/326H 190v/190V Pos: sitting >
You have finished memorizing spirit jump.
You snap out of your meditative trance, memorization complete.
< 326h/326H 190v/190V Pos: sitting >
You clamber to your feet.
< 326h/326H 190v/190V Pos: standing >
But you are a member of no group?!
< 326h/326H 190v/190V Pos: standing >
You start chanting...
< 326h/326H 190v/190V Pos: standing >
Casting: spirit jump *
< 326h/326H 190v/190V Pos: standing >
Casting: spirit jump
< 326h/326H 190v/190V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
^^..^^.^^
MM..^..^^
..^.@^.M^
^^^.^..M^
^..M.^^M^
A Valley Geyser
Obvious exits: -North -East -South -West
A small campfire burns softly at the center of the campsite. (glowing) (illuminating)
A refreshing spring has sprung up from the earth here.
(Q)Ungalen the Bounty Hunter kneels here, preparing to track his target.
< 326h/326H 190v/190V Pos: standing >
You start chanting...
< 326h/326H 190v/190V Pos: standing >
Casting: spirit jump *
< 326h/326H 190v/190V Pos: standing >
Casting: spirit jump
< 326h/326H 190v/190V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
A Channeling Circle
This comfortable-looking chamber is not quite as imposing as
BrightAxe Hall or the Hall of Adventurers are. However, the magic
present within these walls is omnipresent and at times nearly
overwelming. Small pillows rest in semi-circles in various
portions of this chamber. Small candles of various shapes and
sizes rest in all parts of the Mystic Ward, melted to the ground
and on various magic relics.
Obvious exits: -South -West
A LARGE water elemental is here, flowing like a living current.
A LARGE earth elemental stands here, looking like a living rock.
A LARGE fire elemental is here blazing with heat!
A LARGE water elemental is here, flowing like a living current.
A LARGE earth elemental stands here, looking like a living rock.
A LARGE earth elemental stands here, looking like a living rock.
A LARGE water elemental is here, flowing like a living current.
A LARGE earth elemental stands here, looking like a living rock.
A LARGE fire elemental is here blazing with heat!
Jedd Burningbraids the Mountain Dwarf channeler and dwarven lord stands here.
A young channeler, wise and experienced beyond his apparent age stands here, focusing on his magic.
A young channeler, wise and experienced beyond his apparent age stands here, focusing on his magic.
A young channeler, wise and experienced beyond his apparent age stands here, focusing on his magic.
< 326h/326H 190v/190V Pos: standing >
The Mystic Ward
This comfortable-looking chamber is not quite as imposing as
BrightAxe Hall or the Hall of Adventurers are. However, the magic
present within these walls is omnipresent and at times nearly
overwelming. Small pillows rest in semi-circles in various
portions of this chamber. Small candles of various shapes and
sizes rest in all parts of the Mystic Ward, melted to the ground
and on various magic relics.
Obvious exits: -North -East -South -West
A crazy, wild-eyed goblin walks through the ward, crackling with power.
A shadowmage walks through here, fading in and out of existence.
< 326h/326H 189v/190V Pos: standing >
The Mystic Ward
This comfortable-looking chamber is not quite as imposing as
BrightAxe Hall or the Hall of Adventurers are. However, the magic
present within these walls is omnipresent and at times nearly
overwelming. Small pillows rest in semi-circles in various
portions of this chamber. Small candles of various shapes and
sizes rest in all parts of the Mystic Ward, melted to the ground
and on various magic relics.
Obvious exits: -East -South -West
< 326h/326H 187v/190V Pos: standing >
The Hallway of Elemental Fusion
This velvet-floored hallway winds through the depths of the Mystic Ward,
here within Alatorin. The hallway is not nearly as monolithic as some
of the other spaces in this massive dwarven city. It does, however, have
a potent magical essence to it, as all of the Four Elements are exposed
through various positions in this hallway.
Obvious exits: -East -West
A swirling cyclone makes a portal, surrounded by strange crystal.
< 326h/326H 185v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 185v/190V Pos: standing >
Alas, you cannot go that way. . . .
< 326h/326H 185v/190V Pos: standing >
The Mystic Ward
This comfortable-looking chamber is not quite as imposing as
BrightAxe Hall or the Hall of Adventurers are. However, the magic
present within these walls is omnipresent and at times nearly
overwelming. Small pillows rest in semi-circles in various
portions of this chamber. Small candles of various shapes and
sizes rest in all parts of the Mystic Ward, melted to the ground
and on various magic relics.
Obvious exits: -East -South -West
< 326h/326H 184v/190V Pos: standing >
The Mystic Ward
This comfortable-looking chamber is not quite as imposing as
BrightAxe Hall or the Hall of Adventurers are. However, the magic
present within these walls is omnipresent and at times nearly
overwelming. Small pillows rest in semi-circles in various
portions of this chamber. Small candles of various shapes and
sizes rest in all parts of the Mystic Ward, melted to the ground
and on various magic relics.
Obvious exits: -North -East -South -West #
< 326h/326H 183v/190V Pos: standing >
A Stepped Foyer
This long, almost dismal-seeming hallway stretches through the
Mystic Ward, joining the west pass to the north pass through the
pillared ward itself. Every other stone block on the walls facing
each other is a large, inscribed glyph, each giving off a faint
magical glow.
Obvious exits: -North -East -South -West
A small glowing bauble floats and bobs overhead in small rhythmic circles. (glowing)
< 326h/326H 182v/190V Pos: standing >
The Hallway of Elemental Fusion
This velvet-floored hallway winds through the depths of the Mystic Ward,
here within Alatorin. The hallway is not nearly as monolithic as some
of the other spaces in this massive dwarven city. It does, however, have
a potent magical essence to it, as all of the Four Elements are exposed
through various positions in this hallway.
Obvious exits: -East -West
The corpse of a Grey Elf is lying here.
A portal surrounded by rocks and earthen growth stands here, facing the hallway. (glowing)
An earth elemental stands here, looking like a living rock.
An earth elemental stands here, looking like a living rock.
An earth elemental stands here, looking like a living rock.
A shield dwarf summoner walks through here, head bowed.
An earth elemental stands here, looking like a living rock.
An earth elemental stands here, looking like a living rock.
An earth elemental stands here, looking like a living rock.
A shield dwarf summoner walks through here, head bowed.
< 326h/326H 180v/190V Pos: standing >
A Drow Elf snaps into visibility.
You are knocked to the ground by a Drow Elf's skillful bash!
< 321h/326H 181v/190V Pos: sitting >
< T: Jelli TP: sit TC:few scratches E: A Drow Elf sta EP: excellent >
A Drow Elf parries your futile lunge at him.
-=[A Drow Elf's powerful crush strikes you.]=-
-=[A Drow Elf's impressive crush strikes you.]=-
-=[A Drow Elf's crush strikes you.]=-
-=[A Drow Elf's crush strikes you.]=-
< 264h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
A convicted rapist snaps into visibility.
< 264h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
A Drider snaps into visibility.
< 264h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
A convicted rapist snaps into visibility.
< 264h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
A shield dwarf summoner leaves west.
An earth elemental leaves west.
An earth elemental leaves west.
An earth elemental leaves west.
< 264h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
A convicted rapist completes his spell...
A convicted rapist utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You resist the effects of a convicted rapist's spell!
< 264h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: small wounds E: A Drow Elf sta EP: excellent >
A shield dwarf summoner leaves east.
An earth elemental leaves east.
An earth elemental leaves east.
An earth elemental leaves east.
A convicted rapist snaps into visibility.
-=[You gasp for air as a pair of ghostly hands tighten around your throat!]=-
OUCH! That really did HURT!
< 224h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
A convicted rapist snaps into visibility.
-=[You gasp for air as a pair of ghostly hands tighten around your throat!]=-
OUCH! That really did HURT!
< 191h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
< 191h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: few wounds E: A Drow Elf sta EP: excellent >
A Drider completes his spell...
A Drider utters the words 'garbzzsg wuggurz babragruoz'
-=[A Drider's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.]=-
OUCH! That really did HURT!
-=[A Drider's force missile slams into you.]=-
OUCH! That really did HURT!
-=[A Drider's force missile slams into you.]=-
OUCH! That really did HURT!
< 52h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC:pretty hurt E: A Drow Elf sta EP: excellent >
-=[A Drow Elf's crush strikes you very hard.]=-
-=[A Drow Elf's crush strikes you very hard.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Drow Elf's impressive crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Drow Elf's impressive crush seriously wounds you.]=-
You wish that your wounds would stop BLEEDING so much!
A convicted rapist snaps into visibility.
< 17h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: awful E: A Drow Elf sta EP: excellent >
A Drow Elf's shield of the earthwyrm [superior] blocks your futile attack.
< 17h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: awful E: A Drow Elf sta EP: excellent >
A Drider starts casting an offensive spell.
< 17h/326H 182v/190V Pos: sitting >
< T: Jelli TP: sit TC: awful E: A Drow Elf sta EP: excellent >
A convicted rapist completes his spell...
A convicted rapist utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
A convicted rapist snaps into visibility.
-=[You gasp for air as a pair of ghostly hands tighten around your throat!]=-
Your marbled quartz totem was completely destroyed by the massive blow!