Ye Olde Abandoned Realms Logs

Bloodbath 2 - Between a rock and a fire giant

posted on 2022-04-02 04:46:35
Dwiggans I completely understand the brutal situation you were in - horribly wounded and attacked by an enemy whilst knowing that another was probably at your temple. When you appeared I had mixed emotions - I was part "mmmm it's eating time" and part "oh god that sucks to word and see two fire giants in your temple". To the goods - great fights.






1013 333 434 forest (outside) 10pm (night) no opponent no opponent [ ]
n
Entrance to the Dark Forest
| You are at the entrance to dark forest comprised mostly of
| huge black oaks and towering firs. The trail from the south
| bends to the east and continues on into the dark forest at
| this point.
@-f |
| |
f |
| |
S |
---------+

[Exits: east south]
Werig flies in.
Gwur walks in.

1013 333 432 forest (outside) 10pm (night) no opponent no opponent [ ]
e
Eastern Path in Dark Forest
| You are on an east-west path through extremely old growths
| of oak. The path is fairly faint here. Undergrowth closes in
| so closely that little can be seen in any direction. Passage
| to the north is now inaccessible, due to rubble from a fallen
f-@ | keep.
| |
f |
| |
S |
---------+

[Exits: (east) west]
Werig flies in.
Gwur walks in.

1013 333 430 forest (outside) 10pm (night) no opponent no opponent [ ]
e
The door is closed.

1013 333 430 forest (outside) 10pm (night) no opponent no opponent [ ]
'oh
You say 'Oh.'

1013 333 430 forest (outside) 10pm (night) no opponent no opponent [ ]
Gwur goes to sleep.

1013 333 430 forest (outside) 10pm (night) no opponent no opponent [ ]
k glass
Your thrust MASSACRES a pane of glass!
A pane of glass disintegrates!

1013 333 430 forest (outside) 10pm (night) no opponent no opponent [ ]
Werig scans east.

1013 337 444 forest (outside) 11pm (night) no opponent no opponent [ ]
Gwur wakes and stands up.

1013 337 444 forest (outside) 11pm (night) no opponent no opponent [ ]
wake gw
Gwur is already awake.

1013 337 444 forest (outside) 11pm (night) no opponent no opponent [ ]
w
Entrance to the Dark Forest
| You are at the entrance to dark forest comprised mostly of
| huge black oaks and towering firs. The trail from the south
| bends to the east and continues on into the dark forest at
| this point.
@-f-!|
| |
f |
| |
S |
---------+

[Exits: east south]
Werig flies in.
Gwur walks in.

1013 337 443 forest (outside) 11pm (night) no opponent no opponent [ ]
scan a
You scan all around.
*** Range 2 (east) ***
(White Aura) Bonfo the Master of Moustache is here.
(Charmed) A blurry illusion of a jotun Paladin guards its master.
(Charmed) An illusion of a jotun Paladin guards its master.
(White Aura) Gidgett the Grand Spectre of Beguilement is here.
(Charmed) A young, pale tiger purrs softly here.
(White Aura) Gidgett the Grand Spectre of Beguilement is here.
(White Aura) Gidgett the Grand Spectre of Beguilement is here.
(Charmed) A lifelike marionette is here, dangling from its ethereal tethers.
(White Aura) Gidgett the Grand Spectre of Beguilement is here.
Heathcote the Holy Knight is here.
(White Aura) Dwiggans the Holy Knight, Recruit of the Order of Light is here.
*** Range 1 (south) ***
Levis the half-centaur is galloping about here.
*** Range 2 (south) ***
A trapper stands here, bartering his pelts.
*** Range 4 (south) ***
Yarbok the slith is here selling his wares to customers.
A hunter rests in here, carrying a fresh kill.
A hunter rests in here, carrying a fresh kill.
A grim ranger reclines at a table.

1013 337 443 forest (outside) 11pm (night) no opponent no opponent [ ]
south
South of the Dark Forest
| You are on a primitive north-south trail. Just north
| of here looms the entrance to a deep, dark forest. To
f-f-!| the south the trail continues.
| |
f @ |
| | |
f S |
| | |
f-f-f-z-z|
---------+

[Exits: north south]
(Invis) (Tainted) A golden robe is on the floor.
A set of hunting javelins is lying here.
Levis the half-centaur is galloping about here.
Werig flies in.
Gwur walks in.

1013 337 441 forest (outside) 11pm (night) no opponent no opponent [ ]
gt ready fire?
You tell your group 'Ready fire?'

1013 337 441 forest (outside) 11pm (night) no opponent no opponent [ ]
af
You are affected by the following:
Spell: detect invis : lasts for 36 hours
Spell: underwater breathing: lasts for 35 hours
Spell: armor : modifies armor class by 30 for 22 hours
Skill: warcry : modifies save vs afflictive by 6 for 22 hours
: modifies hitroll by 6 for 22 hours
Skill: devote : lasts for 6 hours
Spell: sanctuary : modifies armor class by 75 for 1 hours
: lasts for 1 hours

1013 337 441 forest (outside) 11pm (night) no opponent no opponent [ ]
Gwur nods.

1013 337 441 forest (outside) 11pm (night) no opponent no opponent [ ]
Werig tells the group 'Yes.'

1013 337 441 forest (outside) 11pm (night) no opponent no opponent [ ]
north

Dwiggans walks in.
Bonfo walks in.
An illusion of a jotun Paladin walks in.
An illusion of a jotun Paladin walks in.
Gidgett walks in.
Royfried the young, pale tiger walks in.
Gidgett walks in.
Gidgett walks in.
A marionette walks in.
Heathcote walks in.

1013 337 441 forest (outside) 11pm (night) no opponent no opponent [ ] Entrance to the Dark Forest
| You are at the entrance to dark forest comprised mostly of
| huge black oaks and towering firs. The trail from the south
| bends to the east and continues on into the dark forest at
| this point.
@-f-f|
| |
! |
| |
S |
---------+

[Exits: east south]
Werig flies in.
Gwur walks in.

1013 337 439 forest (outside) 11pm (night) no opponent no opponent [ ]
east
Eastern Path in Dark Forest
| You are on an east-west path through extremely old growths
| of oak. The path is fairly faint here. Undergrowth closes in
o| so closely that little can be seen in any direction. Passage
|| to the north is now inaccessible, due to rubble from a fallen
f-@-f-o| keep.
| ||
! o|
| |
S |
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 337 438 forest (outside) 11pm (night) no opponent no opponent [ ]
west
Entrance to the Dark Forest
| You are at the entrance to dark forest comprised mostly of
| huge black oaks and towering firs. The trail from the south
| bends to the east and continues on into the dark forest at
| this point.
@-f-f|
| |
! |
| |
S |
---------+

[Exits: east south]
Werig flies in.
Gwur walks in.

1013 337 436 forest (outside) 11pm (night) no opponent no opponent [ ]
south

Dwiggans walks in.
Heathcote walks in.
A marionette walks in.
Gidgett walks in.
Gidgett walks in.
Royfried the young, pale tiger walks in.
Gidgett walks in.
An illusion of a jotun Paladin walks in.
An illusion of a jotun Paladin walks in.
Bonfo walks in.

1013 337 436 forest (outside) 11pm (night) no opponent no opponent [ ] South of the Dark Forest
| You are on a primitive north-south trail. Just north
| of here looms the entrance to a deep, dark forest. To
!-f-f| the south the trail continues.
| |
f @ |
| | |
f S |
| | |
f-f-f-z-z|
---------+

[Exits: north south]
(Invis) (Tainted) A golden robe is on the floor.
A set of hunting javelins is lying here.
Levis the half-centaur is galloping about here.
Werig flies in.
Gwur walks in.

1013 337 435 forest (outside) 11pm (night) no opponent no opponent [ ]
clash

Werig utters the words, 'yucandus ghafw'.
Werig calls upon the power of the arcane and creates a storm of fire.
Werig's fire storm === OBLITERATES === Levis the "half-centaur"!
You clash your weapons together, causing a wave of lightning!
Levis the "half-centaur" is DEAD!!
Levis the "half-centaur" says 'Why does everybody hate me so much....'
Levis the "half-centaur" spills its guts all over the floor.
You get 50 gold coins from the corpse of Levis the "half-centaur".
You split 50 gold coins. Your share is 18 gold coins.
Resatimm gives you 13 gold coins for your sacrifice.
You split 13 gold coins. Your share is 5 gold coins.

1013 337 435 forest (outside) 11pm (night) no opponent no opponent [- ]
north

Dwiggans walks in.
Bonfo walks in.
An illusion of a jotun Paladin walks in.
An illusion of a jotun Paladin walks in.
Gidgett walks in.
Royfried the young, pale tiger walks in.
Gidgett walks in.
Gidgett walks in.
A marionette walks in.
Heathcote walks in.

1013 337 435 forest (outside) 11pm (night) no opponent no opponent [- ]
Gidgett utters the words, 'wugeucandusqhuai'.
Gwur yells 'Die! Gidgett, you sorcerous dog!'
Gwur's crush DISEMBOWELS Gidgett!
Gwur yells 'Help! I am being attacked by Dwiggans!'
Dwiggans's telekinesis DISEMBOWEL Gwur!
Dwiggans's telekinesis DISMEMBER Gwur!
Dwiggans's telekinesis DISMEMBER Gwur!

1013 337 435 forest (outside) 11pm (night) no opponent no opponent [- ]
Werig utters the words, 'yucandus ghafw'.
Werig calls upon the power of the arcane and creates a storm of fire.
Werig's fire storm DISEMBOWELS Heathcote!
A marionette yells 'Help! Werig just filled the room with fire!'
Werig's fire storm *** DEMOLISHES *** a marionette!
Gidgett shatters into tiny fragments of glass.
Gidgett shatters into tiny fragments of glass.
Royfried the young, pale tiger yells 'Help! Werig just filled the room with fire!'
Werig's fire storm MANGLES Royfried the young, pale tiger!
Gidgett shatters into tiny fragments of glass.
An illusion of a jotun Paladin yells 'Help! Werig just filled the room with fire!'
Werig's fire storm MANGLES an illusion of a jotun Paladin!
An illusion of a jotun Paladin yells 'Help! Werig just filled the room with fire!'
Werig's fire storm MANGLES an illusion of a jotun Paladin!
Gidgett yells 'Help! Werig just filled the room with fire!'
Werig's fire storm DISEMBOWELS Gidgett!
Werig's fire storm DISEMBOWELS Bonfo!
Werig's fire storm mauls Dwiggans.
A marionette's beating devastates Werig!
Gidgett's punch hits Gwur.
Bonfo's punch wounds Werig.
Werig is unaffected by Heathcote's wrath!
Werig is unaffected by Heathcote's wrath!
Werig is unaffected by Heathcote's wrath!
Werig is unaffected by Heathcote's freezing bite!
Werig is unaffected by Heathcote's wrath!
Dwiggans's telekinesis DISEMBOWEL Gwur!
Dwiggans's telekinesis DISEMBOWEL Gwur!
Gwur's crush MUTILATES Gidgett!
Gwur's crush DISEMBOWELS Gidgett!
A Nimbus of Power hums with an inner energy.
An illusion of a jotun Paladin blows apart with a pop!
An illusion of a jotun Paladin's body disintegrates into dust.
An illusion of a jotun Paladin blows apart with a pop!
Resatimm gives you 288 gold coins for your tenacity.
An illusion of a jotun Paladin's body disintegrates into dust.

1013 337 435 forest (outside) 11pm (night) no opponent no opponent [- ]
Gwur has fled!
Gwur walks north.

1013 337 435 forest (outside) 11pm (night) no opponent no opponent [- ]
Gwur walks in.
Entrance to the Dark Forest
| You are at the entrance to dark forest comprised mostly of
| huge black oaks and towering firs. The trail from the south
| bends to the east and continues on into the dark forest at
| this point.
@-f-f|
| |
f |
| |
S |
---------+

[Exits: east south]

1013 337 434 forest (outside) 11pm (night) no opponent no opponent [- ]
Werig yells 'Help! I am being attacked by Gidgett!'
Werig yells 'Help! I am being attacked by Dwiggans!'

1013 337 434 forest (outside) 11pm (night) no opponent no opponent [- ]
south
South of the Dark Forest
| You are on a primitive north-south trail. Just north
| of here looms the entrance to a deep, dark forest. To
f-f-f| the south the trail continues.
| |
f @ |
| | |
f S |
| | |
f-f-f-z-z|
---------+

[Exits: north south]
A steaming pile of Levis the "half-centaur"'s entrails is lying here.
(Invis) (Tainted) A golden robe is on the floor.
A set of hunting javelins is lying here.
(White Aura) Gwur is here, fighting Heathcote.
(White Aura) Heathcote is here, fighting Werig.
(Charmed) A marionette is here, fighting Werig.
(Charmed) Royfried the young, pale tiger is here, fighting Werig.
(White Aura) Gidgett is here, fighting Werig.
(White Aura) Bonfo is here, fighting Werig.
(White Aura) Dwiggans is here, fighting Werig.
Werig is here, fighting Heathcote.

1013 337 433 forest (outside) 11pm (night) no opponent no opponent [- ] Werig utters the words, 'yucandus ghafw'.
Werig calls upon the power of the arcane and creates a storm of fire.
Werig's fire storm devastates Heathcote!
Werig's fire storm MANGLES a marionette!
Werig's fire storm DISMEMBERS Royfried the young, pale tiger!
Werig's fire storm devastates Gidgett!
Werig's fire storm devastates Bonfo!
Werig's fire storm wounds Dwiggans.
Royfried the young, pale tiger is DEAD!!
Royfried the young, pale tiger's tail is severed from her dead body.
Resatimm gives you 17 gold coins for your sacrifice.
You split 17 gold coins. Your share is 7 gold coins.

1013 337 433 forest (outside) 11pm (night) no opponent no opponent [- ]
clash
You clash your weapons together, causing a wave of lightning!
Your thunderclash maims Heathcote!
A marionette yells 'Help! Skeggi just thunder clashed!'
Your thunderclash DISMEMBERS a marionette!
Gidgett yells 'Help! Skeggi just thunder clashed!'
Your thunderclash mauls Gidgett.
Your thunderclash devastates Bonfo!
Your thunderclash hits Dwiggans.
Heathcote has quite a few wounds.

1013 337 433 forest (outside) 11pm (night) shaft offensive [-- ]
Gidgett utters the words, 'sfugwahuq gsgrul'.
A prism of colors shoot out from Gidgett's hands.
You are struck by a beam of red light.
Gidgett's prismatic spray injures you.
Gwur yells 'Help! Gidgett is attacking me with prismatic spray!'
Gwur is struck by a beam of violet light.
Gidgett's prismatic spray MUTILATES Gwur!
Werig is struck by a beam of white light.
Werig is unaffected by Gidgett's prismatic spray!
Heathcote has quite a few wounds.

999 337 433 forest (outside) 11pm (night) shaft offensive [-- ]
Gwur strikes Heathcote with his weapon and attempts to hobble him.
Gwur's hobble wounds Heathcote.
Heathcote resists Gwur's hobble.
Heathcote has quite a few wounds.

999 337 433 forest (outside) 11pm (night) shaft offensive [-- ]
Your thrust maims Heathcote!
A marionette's beating maims Werig!
Gidgett's punch wounds Werig.
Gwur's crush misses Heathcote.
Gwur's crush DISMEMBERS Heathcote!
Gwur's crush DISEMBOWELS Heathcote!
Werig's flame devastates Heathcote!
Werig's flame decimates Heathcote!
Werig is unaffected by Heathcote's wrath!
Heathcote's wrath misses Werig.
Werig is unaffected by Heathcote's wrath!
Werig is unaffected by Dwiggans's telekinesis!
Heathcote has some big nasty wounds and scratches.

999 337 433 forest (outside) 11pm (night) shaft offensive [--- ]
Heathcote closes his eyes momentarily.
A ray of light from above envelops Heathcote.
Heathcote disappears.

999 337 433 forest (outside) 11pm (night) no opponent no opponent [--- ]
Bonfo's punch mauls Werig.
Werig is unaffected by Dwiggans's telekinesis!
Werig is unaffected by Dwiggans's telekinesis!
Werig is unaffected by Dwiggans's telekinesis!

999 337 433 forest (outside) 11pm (night) no opponent no opponent [--- ]
Bonfo's kick MUTILATES Werig!

999 337 433 forest (outside) 11pm (night) no opponent no opponent [--- ]
murder $$
Gidgett yells 'Help! I am being attacked by Skeggi!'
You swing right through Gidgett's blurred image.
Your thrust misses Gidgett.
Gidgett has quite a few wounds.

999 337 433 forest (outside) 11pm (night) none unarmed [--- ] Werig utters the words, 'wzhzaf gxabraw'.
Werig summons forth a meteor swarm.
Werig's meteor swarm mauls a marionette.
Werig's meteor swarm injures Gidgett.
Werig's meteor swarm injures Bonfo.
Werig's meteor swarm hits Dwiggans.
Gidgett has quite a few wounds.

999 337 433 forest (outside) 11pm (night) none unarmed [--- ]
Gwur's life drain mauls Bonfo.
Gidgett has quite a few wounds.

999 337 433 forest (outside) 11pm (night) none unarmed [--- ]
Gwur concentrates on his combat style to prevent Bonfo from dodging.
Gwur's life drain mauls Bonfo.
Werig's flame MASSACRES a marionette!
Your thrust MUTILATES Gidgett!
Your flaming bite mauls Gidgett.
Your thrust maims Gidgett!
Your thrust maims Gidgett!
Bonfo's punch injures Werig.
Bonfo tosses throwing knives at Werig.
Throwing knives bounces off Werig's protective shield.
Bonfo's pierce misses Werig.
Werig is unaffected by Dwiggans's telekinesis!
Gidgett has some big nasty wounds and scratches.

999 337 433 forest (outside) 11pm (night) none unarmed [--- ]
Gidgett utters the words, 'xafe ay candusqarr'.
A ray of light from above envelops Gidgett.
Gidgett disappears.

999 337 433 forest (outside) 11pm (night) no opponent no opponent [--- ]
A marionette yells 'Help! Werig just filled the room with meteors!'
Werig's meteor swarm MANGLES a marionette!
Werig's meteor swarm DISMEMBERS Bonfo!
Werig's meteor swarm DISEMBOWELS Dwiggans!
A marionette has fled!
A marionette walks north.

999 337 433 forest (outside) 11pm (night) no opponent no opponent [--- ]
Werig is blinded by the dirt in his eyes!
Bonfo's kicked dirt scratches Werig.

999 337 433 forest (outside) 11pm (night) no opponent no opponent [--- ]
Gwur traps Bonfo between his weapons and attempts to hobble him.
Gwur's hobble mauls Bonfo.
Bonfo clutches his leg painfully as he begins to hobble.
Werig's flame injures Dwiggans.
Bonfo's punch mauls Werig.
Bonfo's punch mauls Werig.
Bonfo tosses throwing knives at Werig.
Throwing knives bounces off Werig's protective shield.
Bonfo's pierce misses Werig.
Werig is unaffected by Dwiggans's telekinesis!
Werig is unaffected by Dwiggans's telekinesis!
Werig is unaffected by Dwiggans's telekinesis!
Gwur's crush DISMEMBERS Bonfo!
Gwur works himself into a maniacal frenzy!
Gwur's life drain mauls Bonfo.
Gwur concentrates on his combat style to inflict more damage.
Gwur's crush DISMEMBERS Bonfo!
Gwur's crush DISEMBOWELS Bonfo!
Your thrust DISEMBOWELS Bonfo!
You concentrate on your combat style to inflict more damage.
Your flaming bite devastates Bonfo!
Your flaming bite scratches Bonfo.
Your thrust MUTILATES Bonfo!
The lightning has stopped.
Werig's force shield shimmers, then fades away.
Dwiggans slows down.
Bonfo looks pretty hurt.

1013 342 444 forest (outside) 12am (midnight) none unarmed [---- ]
bod dw
You slam into Dwiggans, knocking him senseless!
Your bodyslam decimates Dwiggans!
Bonfo looks pretty hurt.

1013 342 444 forest (outside) 12am (midnight) none unarmed [------ ]
Werig's meteor swarm *** DEMOLISHES *** Bonfo!
Werig's meteor swarm MANGLES Dwiggans!
Bonfo is in awful condition.

1013 342 444 forest (outside) 12am (midnight) none unarmed [------ ]
Werig rubs the dirt out of his eyes, but they're still watering.
Bonfo's punch wounds Werig.
Bonfo's punch mauls Werig.
Bonfo tosses throwing knives at Werig.
Throwing knives bounces off Werig's protective shield.
Bonfo's pierce misses Werig.
Werig is unaffected by Dwiggans's telekinesis!
Werig is unaffected by Dwiggans's telekinesis!
Gwur's crush DISEMBOWELS Bonfo!
Bonfo is DEAD!!
Bonfo's eyes are pulled out of his head.

1013 342 444 forest (outside) 12am (midnight) no opponent no opponent [------ ]
bod dw

Werig's meteor swarm *** DEMOLISHES *** Dwiggans!

1013 342 444 forest (outside) 12am (midnight) no opponent no opponent [------ ]
Werig's flame injures Dwiggans.
Gwur's crush devastates Dwiggans!
Gwur's life drain mauls Dwiggans.

1013 342 444 forest (outside) 12am (midnight) no opponent no opponent [----- ]
Dwiggans looks less wobbly on his feet.

1013 342 444 forest (outside) 12am (midnight) no opponent no opponent [----- ]
Gwur looks in the corpse of Bonfo.

1013 342 444 forest (outside) 12am (midnight) no opponent no opponent [----- ]
Dwiggans has fled!
Dwiggans walks south.
They aren't here.

1013 342 444 forest (outside) 12am (midnight) no opponent no opponent [----- ]
south
Trail North of the Crossroads
f f-f-f| You are on a primitive north-south trail. South of here is
| | | a major crossroads and a well-lit building. To the north
f C | the trail continues toward a deep, dark forest.
| | |
f @ |
| | |
f-f-f-z-z|
| | |
x S |
---------+

[Exits: north south]
(White Aura) Dwiggans the Holy Knight, Recruit of the Order of Light is here.
A trapper stands here, bartering his pelts.
Werig flies in.
Gwur walks in.

1013 342 441 forest (outside) 12am (midnight) no opponent no opponent [----- ]
bod dw

Werig stops the swarm of meteors.

1013 342 441 forest (outside) 12am (midnight) no opponent no opponent [----- ] Your bodyslam misses Dwiggans.
You fall flat on your face!
Dwiggans has quite a few wounds.

1013 342 441 forest (outside) 12am (midnight) segment two_handed [----- ] Dwiggans closes his eyes momentarily.
A ray of light from above envelops Dwiggans.
Dwiggans disappears.

1013 342 441 forest (outside) 12am (midnight) no opponent no opponent [----- ]
Gwur walks north.

1013 342 441 forest (outside) 12am (midnight) no opponent no opponent [----- ]
Werig flies north.

1013 342 441 forest (outside) 12am (midnight) no opponent no opponent [----- ]
north
g coins cor
South of the Dark Forest
| You are on a primitive north-south trail. Just north
| of here looms the entrance to a deep, dark forest. To
f-f-f| the south the trail continues.
| |
f @ |
| | |
f S |
| | |
f-f-f-z-z|
---------+

[Exits: north south]
The corpse of Bonfo is lying here.
The pulled-out eyes of Bonfo are lying here.
The sliced-off tail of Royfried the young, pale tiger is lying here.
A steaming pile of Levis the "half-centaur"'s entrails is lying here.
(Invis) (Tainted) A golden robe is on the floor.
A set of hunting javelins is lying here.
Werig the Sage of Arcane Power is here.
(White Aura) Gwur the Volcano of Infinite Rage is here.

1013 342 438 forest (outside) 12am (midnight) no opponent no opponent [----- ] Gwur looks in the corpse of Bonfo.
Werig's eyes stop watering.

1013 342 438 forest (outside) 12am (midnight) no opponent no opponent [---- ] You see nothing like that in the corpse of Bonfo.

1013 342 438 forest (outside) 12am (midnight) no opponent no opponent [---- ]
l in cor
The corpse of Bonfo holds:
(Glowing) a dragonblood guild-issue lantern
( 2) a dragonwing guild-issue bracer
a dragonwing guild-issue belt
an onyx-black guild-issue cape
a pair of onyx-black guild-issue boots
a pair of onyx-black guild-issue leggings
a pair of dragonblood guild-issue gloves
a pair of dragonwing guild-issue sleeves
a ruby-red guild-issue breastplate
a disease-scarred guild-issue helm
a dragonwing guild-issue amulet
a disease-scarred guild-issue amulet of survival
a dragonblood guild-issue ring
a dragonwing guild-issue ring
a large sack (open)
(Glowing) (Humming) an onyx-black balanced ioun
a water jug
throwing knives
a lair key
a Big Ol'Pack Sack (open)
( 3) a carving dagger
a perfect potion of recall
a small mahogany canoe

1013 342 438 forest (outside) 12am (midnight) no opponent no opponent [---- ]
g ey
You get the eyes of Bonfo.

1013 342 438 forest (outside) 12am (midnight) no opponent no opponent [---- ]
eat ey
You are too full to eat more.

1013 342 438 forest (outside) 12am (midnight) no opponent no opponent [---- ]
lick
You lick your mouth and smile.

1013 342 438 forest (outside) 12am (midnight) no opponent no opponent [---- ] Gwur gets a perfect potion of recall from the corpse of Bonfo.

1013 342 438 forest (outside) 12am (midnight) no opponent no opponent [---- ]
s
s
Trail North of the Crossroads
f f-f-f| You are on a primitive north-south trail. South of here is
| | | a major crossroads and a well-lit building. To the north
f C | the trail continues toward a deep, dark forest.
| | |
f @ |
| | |
f-f-f-z-z|
| | |
x S |
---------+

[Exits: north south]
A trapper stands here, bartering his pelts.
Werig flies in.
Gwur walks in.

1013 342 435 forest (outside) 12am (midnight) no opponent no opponent [---- ]
Werig snickers softly.
A trail in the forest
f C | You are at a crossroads to the wilderness areas east and north
| | | of here, and the more civilized areas to the west. The main
f S | road is west, an older road continues east, and a simple trail
| | | heads north. To the south, an old, well- lit building is being
f-f-@-z-z| used as a trading post for the surrounding wilderness.
| | |
x S |
|
|
---------+

[Exits: north east south west]
The bones of a fallen dragon protrude through the wilderness floor.
Werig flies in.
Gwur walks in.

1013 342 432 forest (outside) 12am (midnight) no opponent no opponent [---- ]
w
w
A trail through the forest
f C | You are on the old Eastern Road. The crossroads to the east
| | | joins ANOTHER northern route to this road, which continues
f S | east. South of the crossroads is a well-lit building. The
| | | area around here is lightly timbered.
o-f-@-f-z|
| | | |
o x S |
|
|
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 342 429 forest (outside) 12am (midnight) no opponent no opponent [--- ] Crossroads in the Wilderness
f C| You are in a valley in the dark dwarf forest. Short black
| || grass grows around you. Trails lead in all directions.
f S|
| ||
o-@-f-f|
| | ||
o x S|
|
|
---------+

[Exits: north east south west up]
An abandoned stone arch stands here, weathered and torn by time.
Werig flies in.
Gwur walks in.

1013 342 426 forest (outside) 12am (midnight) no opponent no opponent [--- ]
u
w
The darker dwarf forest
| You see a more dense foliage in these stunted trees. The gloom
| caused by them is enhanced by a draft coming from all around.
f | The trail leads down into a valley and west.
| |
f-f-@ |
|
|
|
|
---------+

[Exits: west down]
Werig flies in.
Gwur walks in.

1013 342 423 forest (outside) 12am (midnight) no opponent no opponent [--- ]
w
The darker dwarf forest
| You see a more dense foliage in these stunted trees. The
| gloom caused by them is enhanced by a draft coming from
f-f | all around. The trail leads east and west.
| |
f-@-f |
|
|
|
|
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 342 420 forest (outside) 12am (midnight) no opponent no opponent [--- ]
north
The darker dwarf forest
+ | You see a more dense foliage in these stunted trees. The
| | gloom caused by them is enhanced by a draft coming from
+-f-f | all around. The trail turns east from the north.
| |
@-f-f|
|
|
|
|
---------+

[Exits: north east]
(Invis) (Tainted) A pile of silk cloth has been discarded here.
Werig flies in.
Gwur walks in.

1013 342 417 forest (outside) 12am (midnight) no opponent no opponent [--- ]
west
west
The darker dwarf forest
+ | You see a more dense foliage in these stunted trees. The
| | gloom caused by them is enhanced by a draft coming from
+ | all around. The trail turns south from the west.
| |
+-f-@ |
| |
f-f-f|
|
|
---------+

[Exits: south west]
Werig flies in.
Gwur walks in.

1013 342 414 forest (outside) 12am (midnight) no opponent no opponent [--- ] The dwarf forest
+ | You see more stunted trees here. It looks almost as if
| | this place was cursed by a god to be short and dry. The
+ | trail leads east and west. It looks dark toward the east.
| |
+-+-@-f |
| |
f-f|
|
|
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 342 411 forest (outside) 12am (midnight) no opponent no opponent [--- ] The T-Intersection
+ | A small intersection has been placed here, where the forest
| | meets the trade route of Old Thalos. It has been poorly
+ | maintained, its condition clearly having slid over the
| | past few centuries. The trail continues to the west into
+-+-@-f-f| Thalos, while eastwards leads deeper into the dwarf forest.
|| To the north the old trade road motions for the Crossroads.
f|
|
|
---------+

[Exits: north east west]
A large, hairy looking humanoid is here.
Werig flies in.
Gwur walks in.

1013 342 409 road (outside) 12am (midnight) no opponent no opponent [--- ]
north
north
north
A Road through the Dwarf Forest
+-+ | An old road leads through the stunted trees of the dwarf
| | forest, its centre marked with overgrown grass and weeds.
+ | The road has been left to ruin, clearly untravelled by
| | traders in centuries. Some of the grass on the side of
@ | the road appears to be scarred by fire and has died.
| |
+-+-+-f-f|
||
f|
---------+

[Exits: north south]
Werig flies in.
Gwur walks in.

1013 342 407 road (outside) 12am (midnight) no opponent no opponent [--- ] A Road through the Dwarf Forest
| The road through the forest has been weathered heavily,
| but judging from the amount of disarrayed stones led
+-+ | over it, its clear that it hasn't been maintained in
| | a while. It looks like an old trade route that long since
@ | been left to ruin. Grass grows in the centre of the track,
| | more than a few feet high. To the sides of the roads
+ | grow trees that seem to have stunted.
| |
+-+-+-f-f|
---------+

[Exits: north south]
Werig flies in.
Gwur walks in.

1013 342 405 road (outside) 12am (midnight) no opponent no opponent [--- ]
east
A Road through the Dwarf Forest
| You are on a road leading from the crossroads of Seringale
| into a deep forest. The trees surrounding the round are strangely
| shorter than those of common breed. A thin pine scent on
| the air draws your attention a little as you walk by. The
@-+ | road has been made hurriedly, small clumps of grass growing
| | from its centre. It looks like it was designed for a horse
+ | and cart, weathered heavily and abandoned.
| |
+ |
---------+

[Exits: east south]
Werig flies in.
Gwur walks in.

1013 342 403 road (outside) 12am (midnight) no opponent no opponent [--- ]
up
west
up
Path into Dwarf Forest
| The path continues upwards if one wished to use roots and tree
| branches for support as they climbed the trail. To the east
| is a wide path which appears to be passing into a forest. To
| each side of this trail are dark, grim trees. The trees are
+-@ | so close to one another that very little light gets through.
| | The path, however, is free of foliage.
+ |
| |
+ |
---------+

[Exits: west up]
Werig flies in.
Gwur walks in.

1013 342 401 road (outside) 12am (midnight) no opponent no opponent [--- ] Quiet Forest Path
| To each side of this trail are dark, grim trees. The trees
| are so close to one another that very little light gets through.
| The path, however, is free of foliage. To the west you can
| see the path continue. There is a sharp decline in the path
+-@ | leading downwards.
|
|
|
|
---------+

[Exits: west down]
Werig flies in.
Gwur walks in.

1013 342 399 road (outside) 12am (midnight) no opponent no opponent [--- ] Quiet Forest Path
| To each side of this trail are dark, grim trees. The trees
| are so close to one another that very little light gets
| through. The path, however, is free of foliage. To the east
| you can see the path continue. There is a sharp incline
@-+ | in the path leading upwards.
|
|
|
|
---------+

[Exits: east up]
Werig flies in.
Gwur walks in.

1013 342 397 road (outside) 12am (midnight) no opponent no opponent [--- ]
east
Sharply Downturning Forest Path
+-+-+-+-+| To each side of this trail are dark, grim trees. The trees
| | are so close to one another that very little light gets
+ | through. The path, however, is free of foliage. To the west
| | you can see the path continue. To the north you can see
@-+ | a large, wide road.
|
|
|
|
---------+

[Exits: east down]
Werig flies in.
Gwur walks in.
Werig's weapon ward expires.
The white aura around your body fades.
Mud Control: Perm blocks near max allowed. Rebooting soon.
Lightning flashes across the sky as an electrical storm forms in the heavens.
You hear a deafening rumble of thunder resonate 5 miles away.

1013 350 444 road (outside) 1am (night) no opponent no opponent [--- ]
north
Path from Eastern Road into the Forest
+-+-+-+-+| To each side of this trail are dark, grim trees. The trees
| | are so close to one another that very little light gets through.
+ | The path, however, is free of foliage. To the south you can
| | see the path continue. To the north you can see the Eastern
+-@ | Road.
|
|
|
|
---------+

[Exits: north west]
Werig flies in.
Gwur walks in.

1013 350 442 road (outside) 1am (night) no opponent no opponent [--- ]
north
Path from Eastern Road into the Forest
o | To each side of this trail are dark, grim trees. The trees
| | are so close to one another that very little light gets through.
+-+-+-+-+| The path, however, is free of foliage. To the south you can
| | see the path continue. To the north you can see the Eastern
@ | Road.
| |
+-+ |
|
|
---------+

[Exits: north south]
Werig flies in.
Gwur walks in.

1013 350 440 road (outside) 1am (night) no opponent no opponent [--- ] The Crossroads
o | Here, the great eastern road intersects with an older road
| | between the mines of Tenebria and the ruined city of Thalos.
o | The outskirts of Seringale lie to your west, and the highway
| | continues to the east. An old northern road leads to the
+-+-@-+-+| dwarven kingdom and the abandoned mines, while the southern
| | road shows the scars of the war which destroyed Thalos.
+ |
| |
+-+ |
---------+

[Exits: north east south west]
The caravan attendant is here, looking dejected.
Werig flies in.
Gwur walks in.

1013 350 438 road (outside) 1am (night) no opponent no opponent [--- ]
west
west
west
west
Along the Eastern Road
o | You are traveling along a well-travelled road between Seringale
| | and the lands to the east. A northern road crosses this
o | one to the east. The path has been created from a light
| | stone material that is very resilient. It has worn away
+-+-@-+-+| over time from the flow of traffic that has passed through
| | here. This is one of Serin's busiest trade routes.
+ |
| |
+-+ |
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 350 436 road (outside) 1am (night) no opponent no opponent [--- ]
west
Along the Eastern Road
o| You are traveling along a well-travelled road between
|| Seringale and the lands to the east. The path has been
o| created from a light stone material that is very resilient.
|| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
|| trade routes.
+|
||
+-+|
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 350 434 road (outside) 1am (night) no opponent no opponent [--- ] Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 350 432 road (outside) 1am (night) no opponent no opponent [--- ]
gt aura
Along the Eastern Road
| You are traveling along a well-travelled road between
| Seringale and the lands to the east. The path has been
| created from a light stone material that is very resilient.
| It has worn away over time from the flow of traffic that
+-+-@-+-+| has passed through here. This is one of Serin's busiest
| trade routes.
|
|
|
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 350 430 road (outside) 1am (night) no opponent no opponent [--- ]
w
w
City Entrance
+ | You stand on the outskirts of Seringale, the capital of this
| | land. The road leads east along a dusty road, while to the west
+ | it becomes the main street of the town, surrounded by a mass
| | confusion of shops, bars, and market places. The east gates of
+-+-@-+-+| the town lie directly to the west of here.
| |
+ |
| |
+ |
---------+

[Exits: east west]
You can barely make out a dull grey stone on the ground.
Werig flies in.
Gwur walks in.

1013 350 428 road (outside) 1am (night) no opponent no opponent [--- ]
w
You tell your group 'Aura.'

1013 350 428 road (outside) 1am (night) no opponent no opponent [--- ] Outside the East Gate
+ | You are outside the East Gate of Seringale. Before you is a
| | great wall. It is made of huge slabs of white stones with
+ | various figures of birds, beasts, and dragons carved into
| | it. The great wall soars over your head at over 30 spans tall.
+-+-@-+-+| You see the entrance into the city of Seringale to the west
| | and a road travelling out of the city to the east.
+ |
| |
+ |
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 350 426 city (outside) 1am (night) no opponent no opponent [--- ]
where pk
Inside the East Gate
+ | You are inside the East Gate of Seringale. All around you
| | are people travelling in and out of the city. The great wall
S-* + | of Seringale soars over your head at over 30 spans tall.
| | | You see the city to the west, the east gate above you, and
+-+-@-+-+| the city walls lead to the north and south.
| | |
* + |
| |
+ |
---------+

[Exits: north east south west]
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.
Werig flies in.
Gwur walks in.

1013 350 424 city (outside) 1am (night) no opponent no opponent [--- ] The East Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
S-* + | The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | |
* + |
| |
+ |
---------+

[Exits: east west]
Werig flies in.
Gwur walks in.

1013 350 422 road (outside) 1am (night) no opponent no opponent [--- ]
west
west
Players near you:
<PK> Werig The East Common Road
<PK> Gwur The East Common Road
<PK> Skeggi The East Common Road

1013 350 422 road (outside) 1am (night) no opponent no opponent [--- ]
west
Werig utters the words, 'gaiqhjabral'.
You are surrounded by a white aura.
The East Common Road
+| You are on the Common Road of Seringale. All around you
|| are busy people hurrying along minding their own business.
S-* +| You see a shop with a sign of a leather collar to the
| || north, a shop with a sign of a glittering diamond to
+-+-@-+-+| the south, and the Common Road continues to the east
| | || and the west.
+-+ * +|
| ||
+-+ +|
---------+

[Exits: north east south west]
A half-elf citizen of Seringale wanders about rather aimlessly.
Werig flies in.
Gwur walks in.

1013 350 420 road (outside) 1am (night) no opponent no opponent [--- ] The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+-* S-*| The Common Road continues to the east and the west.
| | |
+-+-@-+-+|
| | | |
* +-+ * |
| |
+-+-*|
---------+

[Exits: east west]
This pearly white stone would probably sell for a good price.
A bright pink and green stone has been left here.
Werig flies in.
Gwur walks in.

1013 350 418 road (outside) 1am (night) no opponent no opponent [--- ] The Eastern Monument
* | Standing in the center of the road is a large marble
| | monument, chiseled at odd angles and serving as a landmark
* +-* S| for Serin adventurers. Several dusty sets of footprints
| | || can be seen around the base of the monument, as hundreds
+-+-@-+-+| of passing citizens mark their paths from this large
| | | || stone monolith. To the south you see a dark alley, and
* * +-+ *| the Common Road continues to the east and west.
| | |
* +-+|
---------+

[Exits: east south west]
A long-haired lanky man with piercing blue eyes stands here.
Werig flies in.
Gwur walks in.

1013 350 416 city (outside) 1am (night) no opponent no opponent [--- ]
west
west
The East Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * +-* | You see the entrance to the Warrior Guild to the north,
| | | | a shop with a sign of a needle to the south, and the
+-+-@-+-+| Common Road continues to the east and the west.
| | | | |
* * * +-+|
| ||
*-* +|
---------+

[Exits: north east south west]
A dwarven city guard of Seringale stands watch here.
Werig flies in.
Gwur walks in.

1013 350 414 road (outside) 1am (night) no opponent no opponent [--- ] The East Common Road
+-S *| You are on the Common Road of Seringale. All around you are
| || busy people hurrying along minding their own business. The
+-* * +-*| smell of fresh bread wafts in from the north of here. A shop
| | | | with a sign of an iron hammer is south.
+-@-+-+|
| | | ||
+-* * * +|
| | |
+-*-* |
---------+

[Exits: north east south west]
A gnomish city guard of Seringale stands here.
Werig flies in.
Gwur walks in.

1013 350 412 road (outside) 1am (night) no opponent no opponent [--- ]
west
north
East of Market Square
S-+-S | You are east of Market Square. A marvellous monument has
| | been erected here in the middle of the city of Seringale,
*-+-* * +| ever flowing with clear with clear drinkable water. The
| | | || road is well worn from the traffic constantly passing over
+ @-+-+| it. A path leads north and south around the fountain, while
| | | || the common road continues to the east.
*-+-* * *|
| | |
S-+-*-* |
---------+

[Exits: north east south]
Werig flies in.
Gwur walks in.

1013 350 410 city (outside) 1am (night) no opponent no opponent [--- ]
west
Northeast of Market Square
S-+-F | You are standing northeast of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
S-+-S | of Seringale, ever flowing The road is well worn from
| | the traffic constantly passing over it. You see a path
*-+-@ * +| around the square to the west and the south.
| | | ||
+ +-+-+|
| | | ||
*-+-* * *|
---------+

[Exits: south west]
Werig flies in.
Gwur walks in.

1013 350 409 inside (indoors) 1am (night) no opponent no opponent [--- ]
Werig utters the words, 'gaiqhjabral'.
North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
* *-@-* *| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
* *-+-* *|
---------+

[Exits: north east west]
Werig flies in.
Gwur walks in.

1013 350 408 city (outside) 1am (night) no opponent no opponent [--- ]
'werig north
You say 'Werig north.'

1013 350 408 city (outside) 1am (night) no opponent no opponent [-- ]
Werig flies north.
Gwur walks north.

1013 350 408 city (outside) 1am (night) no opponent no opponent [-- ]
'gwur south
You say 'Gwur south.'

1013 350 408 city (outside) 1am (night) no opponent no opponent [-- ]
gt gwur south
You tell your group 'Gwur south.'

1013 350 408 city (outside) 1am (night) no opponent no opponent [-- ]
w
Northwest of Market Square
+-S-+-F| You are standing northwest of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
* S-+-S| of Seringale, ever flowing with clear drinkable water.
| | | The road is well worn from the traffic constantly passing
* * @-+-*| over it.
| | | ||
+-+-+ +|
| | | ||
S * *-+-*|
---------+

[Exits: east south]

1013 350 407 inside (indoors) 1am (night) no opponent no opponent [-- ]
s
w
w
West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
* * *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S * *-+-*|
| |
S-+-*|
---------+

[Exits: north south west]

1013 350 406 city (outside) 1am (night) no opponent no opponent [-- ]
w
w
The West Common Road
* S-+| You are on the Common Road of Seringale. All around you
| || are busy people hurrying along minding their own business.
* * * *-+| You see a shop with a sign of a wizard's hat to the north,
| | | | | a shop of fresh meat to the south, and the large fountain
+-+-@-+ | of the town nearby to the east.
| | | | |
S S * *-+|
||
S-+|
---------+

[Exits: north east south west]
A gnomish city guard of Seringale stands here.
A fearless adventurer is here, asking for a group to explore the Mystic Forest.

1013 350 404 road (outside) 1am (night) no opponent no opponent [-- ] The West Common Road
* | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
* * * * *| You see a shop with a sign of a bubbling vial to the
| | | | || north, a shop of trades to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | | ||
S S * *|
|
|
---------+

[Exits: north east south west]

1013 350 402 road (outside) 1am (night) no opponent no opponent [-- ] The Western Monument
* | Raised in the middle of the Common Road is a granite pillar,
| | the Western Monument. Several glyphs and words have been
* * * * *| chiseled into its sides, as many travellers have attempted
| | | | || to leave their mark within Seringale. Many sets of footprints
+-+-@-+-+| can be seen on the ground, as several people frequent
| | || this path. The road continues east and west, and the Scroll
S S *| Shop is to the north.
|
|
---------+

[Exits: north east south west]
An avian city guard of Seringale stands watch here.

1013 350 400 city (outside) 1am (night) no opponent no opponent [-- ] The West Common Road
*| You are on the Common Road of Seringale. All around you are
|| busy people hurrying along minding their own business. You
* * * *| see a shop with a sign of a silver wand shooting sparks on
| | | || the north, the stables of an inn to the south, and the Common
+-+-@-+-+| Road continues to the east and the west.
| | ||
+ S S|
| |
f-f |
---------+

[Exits: north east west]

1013 350 398 road (outside) 1am (night) no opponent no opponent [-- ]
gt skeggi west
w
You tell your group 'Skeggi west.'

1013 350 398 road (outside) 1am (night) no opponent no opponent [-- ]
w
The West Common Road
+ | You are on the Common Road of Seringale. All around you are
| | busy people hurrying along minding their own business. You
+ * * *| see a small shop with a sign of a glowing staff to the north,
| | | || and the Common Road leads to the east and west.
+-+-@-+-+|
| | ||
+ + S|
| | |
+ f-f |
---------+

[Exits: north east west]

1013 350 396 road (outside) 1am (night) no opponent no opponent [-- ]
w
The West Common Road
+ | You are on the Common Road of Seringale. All around you
| | are busy people hurrying along minding their own business.
+ * *| You see the Common Road to the east, the entrance of a
| | || park to the south, and the Western Gate to the west.
+-+-@-+-+|
| | |
+ + |
| | |
+ f-f |
---------+

[Exits: east south west]

1013 350 394 road (outside) 1am (night) no opponent no opponent [-- ] Inside the West Gate
+ | You are inside the West Gate of Seringale. All around
| | you are people travelling in and out of the city. The
+ *| great wall of Seringale soars over your head at over
| || 30 spans tall. You see the city to the east, the west
o-+-@-+-+| gate above you, and the city walls lead to the north
| | | and south.
+ + |
| | |
+ f-f|
---------+

[Exits: north east south west]
A dwarven city guard of Seringale stands watch here.
A gate guard is here guarding the gates of Seringale.
A gate guard is here guarding the gates of Seringale.

1013 350 392 city (outside) 1am (night) no opponent no opponent [-- ]
west
west
where pk
Outside the West Gate
+ | You are outside the West Gate of Seringale. Before you
| | is a great wall. It is made of huge slabs of white stones
+ | with various figures of birds, beasts, and dragons carved
| | into it. The great wall soars over your head at over
f-o-@-+-+| 30 spans tall. You see the entrance into the city of
| || Seringale to the east and the beginnings of a forest
+ +| to the west.
| ||
+ f|
---------+

[Exits: east west]

1013 350 390 city (outside) 1am (night) no opponent no opponent [-- ] The edge of the forest
+| You are standing at the eastern edge of a big forest.
|| To the east are the bright lights of Seringale and to
+| the west is a narrow trail, leading in through the forest.
||
f-f-@-+-+|
||
+|
||
+|
---------+

[Exits: (north) east west]
This small hovel door has moss and vines growing upon it.

1013 350 388 field (outside) 1am (night) no opponent no opponent [-- ]
west
west
Players near you:
<PK> Skeggi The edge of the forest

1013 350 388 field (outside) 1am (night) no opponent no opponent [-- ] A trail through the light forest
| You are on a trail leading east and west through the dense
| forest. To the east, the forest gradually seems to become
| lighter. A thinner trail twists off slowly to the north.
|
f-f-@-o-+|
|
|
|
|
---------+

[Exits: east west]

1013 350 386 forest (outside) 1am (night) no opponent no opponent [-- ] A trail through the light forest
f-o-o | You are on a trail leading east and west through the dense
| | | forest. To the east, the forest gradually seems to become
f o | lighter.
| |
f-f-@-f-o|
|
|
|
|
---------+

[Exits: east west]

1013 350 383 forest (outside) 1am (night) no opponent no opponent [-- ]
west
west
A trail through the light forest
f-o-o-o| You are on a trail leading east and west through the dense
| | | | forest. To the east, the forest gradually seems to become
f o-o | lighter.
| |
f-f-@-f-f|
| |
f * |
| | |
f-f |
---------+

[Exits: east west]
(Invis) Shargugh the Forest Brownie is here, grinning broadly at you.

1013 350 380 forest (outside) 1am (night) no opponent no opponent [-- ] A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f * |
| | |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.

1013 350 377 forest (outside) 1am (night) no opponent no opponent [-- ]
north
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound of
f-o-o| applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]

1013 350 374 forest (outside) 1am (night) no opponent no opponent [-- ]
north
A muddy path
o-S | You tread through the deep, dark forest on a dimly lit
| | path. A field overflowing with mud to the east has spilled
f o-~| mud onto the path. The sound of applause reaches your
| | || ears from the north.
@-o-o|
| | ||
f o-o|
| |
f-f-f-f-f|
---------+

[Exits: north east south]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.

1013 350 371 forest (outside) 1am (night) no opponent no opponent [-- ]
east
where pk
A Mud-Covered Field
o-S | The mud covering this open field is mostly dry. A few
| | of the remaining blades of crabgrass remain green, but
f o-~-o| most are brown and wilted. An overwhelming stench of
| | | || sulfur permeates the area, apparently wafting from the
f-@-o-o| glistening mud pond to the northeast.
| | | ||
f o-o-o|
| |
f-f-f-f-f|
---------+

[Exits: north east south west]

1013 350 369 field (outside) 1am (night) no opponent no opponent [- ]
west
Players near you:
<PK> Skeggi A Mud-Covered Field

1013 350 369 field (outside) 1am (night) no opponent no opponent [- ] A muddy path
o-S | You tread through the deep, dark forest on a dimly lit
| | path. A field overflowing with mud to the east has spilled
f o-~| mud onto the path. The sound of applause reaches your
| | || ears from the north.
@-o-o|
| | ||
f o-o|
| |
f-f-f-f-f|
---------+

[Exits: north east south]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.

1013 350 367 forest (outside) 1am (night) no opponent no opponent [- ]
south
south
A muddy path
f o-~| You tread through the deep, dark forest on a dimly lit path.
| | || The ground is somewhat muddy beneath your feet. The sound of
f-o-o| applause reaches your ears from the north.
| | ||
@ o-o|
| |
f-f-f-f-f|
| |
f |
---------+

[Exits: north south]

1013 350 364 forest (outside) 1am (night) no opponent no opponent [- ] A trail through the light forest
f-o-o| You are on a trail leading east and west through the dense
| | || forest. To the east, the forest gradually seems to become
f o-o| lighter. A small path leads north.
| |
f-f-@-f-f|
| |
f * |
| | |
f-f-f |
---------+

[Exits: north east west]
The caravan attendant is here, with caravans for hire.

1013 350 361 forest (outside) 1am (night) no opponent no opponent [- ]
west
west
A trail through the light forest
f-o| You are on a narrow trail leading east and west through
| || the forest. To the west, the forest gradually becomes more
f o| dense. A small forest path leads south and a large tree
| | silhouettes against the moon to the north.
f-f-@-f-f|
| | |
f f * |
| | | |
f-f-f-f |
---------+

[Exits: east south west]

1013 350 358 forest (outside) 1am (night) no opponent no opponent [- ] A trail through the dense forest
f| You are on a trail leading east and west through the
|| dense forest. To the east, the forest gradually seems
f| to become lighter.
||
f-f-@-f-f|
| | |
f f *|
| | ||
f-f-f-f|
---------+

[Exits: east west]

1013 350 355 forest (outside) 1am (night) no opponent no opponent [- ]
west
west

A deafening roar of thunder is heard 4 miles away.

1013 350 409 forest (outside) 2am (night) no opponent no opponent [- ] A trail through the dense forest
| You are on a trail leading east and west through the
| dense forest. To the west, the trees are so huge that
| they completely block out the moonlight, and the forest
| remains in total darkness. A small path leads south
f-f-@-f-f| through the trees.
| | ||
f f f|
| | ||
f f-f-f|
---------+

[Exits: east south west]
You see 4 of a steak of the corpse of John the Lumberjack here.
A pair of leather boots lies here.
A chequered shirt lies here.
A heavy lumber axe lies here.

1013 350 406 forest (outside) 2am (night) no opponent no opponent [- ]
west
A narrow trail through the deep, dark forest
| You are on a narrow trail winding its way between the
| enormous, grey trunks. The crowns of the trees must be
| very dense, as they leave the forest floor in utter darkness.
| The trail leads east and west.
f-f-@-f-f|
| | |
f f |
| | |
f-f f-f|
---------+

[Exits: east west]

1013 350 403 forest (outside) 2am (night) no opponent no opponent [- ] A narrow trail through the deep, dark forest
f-f | You are on a dusty trail winding its way east-west between
| | huge, ancient trees whose grey trunks remind you of ancient
f | pillars in a enormous, deserted hall. To the south, an
| | faint path leads away from the trail.
f-f-@-f-f|
| | ||
f f f|
| | ||
f-f-f f|
---------+

[Exits: east south west]
A treant stands here in defense of the forest.

1013 350 400 forest (outside) 2am (night) no opponent no opponent [- ]
west
west
A narrow trail through the deep, dark forest
f-f-f | You are on a dusty trail winding its way east-west between
| | huge, ancient trees that stand close on all sides. Not
f | a sound is to be heard - everything is ominously quiet.
| |
f-@-f-f|
| | |
f-f f |
| | |
f-f-f |
---------+

[Exits: east west]
A small pine tree stands here.

1013 350 397 forest (outside) 2am (night) no opponent no opponent [- ] A narrow trail through the deep, dark forest
f-f-f-f | You are where the dusty trail bends, as to avoid conflict
| | with a colossal trunk to the west. A faint glow emanates
f | from a hollow in the tree. Not a sound is to be heard
| | - everything is ominously quiet. The trail leads east
f @-f-f| and south.
| | ||
f-f-f f|
| | ||
f f-f-f|
---------+

[Exits: north east south up]
A colossal tree blocks the way westwards.
A stone outcropping with traces of ore is here.

1013 350 394 forest (outside) 2am (night) no opponent no opponent [- ]
north
Werig tells the group 'He likes sewers.'

1013 350 394 forest (outside) 2am (night) no opponent no opponent [- ]
north
The narrow trail
| This trail looks much spookier than any other that you
| have seen. The usual animal claw marks and bites on the
f-f-f-f | trees are increasing in frequency. The trail continues
| | north. There is the heavy smell of a swamp nearby and
@ | you can see a fish leap out to catch a bug.
| |
f f-f-f|
| | ||
f-f-f f|
---------+

[Exits: north south]

1013 350 391 forest (outside) 2am (night) no opponent no opponent [- ] The narrow trail
| This area of the trail is also very peculiar. You can
| sense no signs of animal life what so ever. The structure
| of the surrounding trees forces the path to make a sharp
| turn to the east.
f-f-@-f |
| |
f |
| |
f-f-f|
---------+

[Exits: east south west]

1013 350 388 forest (outside) 2am (night) no opponent no opponent [- ]
west
where pk
Entrance to Drkshtyre Wood
| The forest begins to thicken. Black oak surrounds you
| in constant embrace. Further down the path, it is darker
| - the light dimmer. Several animals run by the trailside.
| A feeling of peace wrought all around you.
f-f-@-f-f|
| |
f |
| |
f-f|
---------+

[Exits: east west]
You see 2 of a carving dagger here.
(White Aura) The Grandmaster of Treants is here.

1013 350 385 forest (outside) 2am (night) no opponent no opponent [- ] Players near you:
<PK> Skeggi Entrance to Drkshtyre Wood

1013 350 385 forest (outside) 2am (night) no opponent no opponent [- ]
west
west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge
| red oak forest. There is an ancient feel to this place,
| as if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here.
f-f-@-f-f| On the side of the trail, are large border stones similar
|| to large pearls.
f|
||
f|
---------+

[Exits: east west]
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

1013 350 382 forest (outside) 2am (night) no opponent no opponent [- ]
west
west
west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as
| if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here. On
f-f-@-f-f| the side of the trail, are large border stones similar
| to large pearls.
|
|
|
---------+

[Exits: east west]
You see 2 of a carving dagger here.
A crystal ooze sloshes about.
A sapling is here, trying to find sunlight.

1013 350 379 forest (outside) 2am (night) no opponent no opponent [- ]
west
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as
| if the trees are actually alive and kicking. The feeling
| of strange eyes constantly watching is evident here. On
f-f-@-f-f| the side of the trail, are large border stones similar
| to large pearls.
|
|
|
---------+

[Exits: east west]
A crystal ooze sloshes about.
A sapling is here, trying to find sunlight.

1013 350 376 forest (outside) 2am (night) no opponent no opponent [ ] The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red oak
| forest. There is an ancient feel to this place, as if the trees
| are actually alive and kicking. The feeling of strange eyes constantly
| watching is evident here. On the side of the trail, are large
f-f-@-f-f| border stones similar to large pearls.
| |
f |
| |
f |
---------+

[Exits: east west]
(Glowing) A mushroom has grown to gigantic proportions here.
An iron ring has been left here.
You see 4 of a carving dagger here.
A giant spider is here, waiting to suck your blood.
A crystal ooze sloshes about.
A sapling is here, trying to find sunlight.

1013 350 373 forest (outside) 2am (night) no opponent no opponent [ ]
Rimath the trader auctions 'Place yer bids! the dagger of Yog-Sothoth is being auctioned for 50000 gold!'

1013 350 373 forest (outside) 2am (night) no opponent no opponent [ ] The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red oak
| forest. There is an ancient feel to this place, as if the
| trees are actually alive and kicking. The feeling of strange
| eyes constantly watching is evident here. On the side of the
f-f-@-f-f| trail, are large border stones similar to large pearls.
| |
f |
| |
f |
---------+

[Exits: east west]
You see 2 of a carving dagger here.
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

1013 350 370 forest (outside) 2am (night) no opponent no opponent [ ]
gt gwur look
The main path in Drkshtyre Wood
| You are on a large open path in the middle of a huge red
| oak forest. There is an ancient feel to this place, as if
| the trees are actually alive and kicking. The feeling of
| strange eyes constantly watching is evident here. On the
f-f-@-f-f| side of the trail, are large border stones similar to large
| | pearls.
f |
| |
f |
---------+

[Exits: east south west well]
A stump of wood with an animal fang through its tip lies here.
A brick well has been set up here.
A giant spider is here, waiting to suck your blood.
A sapling is here, trying to find sunlight.

1013 350 367 forest (outside) 2am (night) no opponent no opponent [ ]
w
w
You tell your group 'Gwur look.'

1013 350 367 forest (outside) 2am (night) no opponent no opponent [ ] In Drkshtyre Wood
f | Black Oak trees are all around - it makes it extremely
| | difficult to move about. It is extremely dark and very
f | difficult to see. There is an ancient feel to this forest
| | - as if this wooded dell has been around since the beginning
f-f-@-f-f| of time. In the distance, you hear a battle cry and the
| | clashing of metal, wood, and fire.
f |
| |
f |
---------+

[Exits: east west]
You see 4 of a carving dagger here.
A crystal ooze sloshes about.
A sapling is here, trying to find sunlight.

1013 350 364 forest (outside) 2am (night) no opponent no opponent [ ]
Gwur tells the group 'Not there.'
In Drkshtyre Wood
f | Black Oak trees are all around - it makes it extremely
| | difficult to move about. It is extremely dark and very
f | difficult to see. There is an ancient feel to this forest
| | - as if this wooded dell has been around since the beginning
f-@-f-f| of time. In the distance, you hear a battle cry and the
|| clashing of metal, wood, and fire.
f|
||
f|
---------+

[Exits: east west]
You see 3 of a carving dagger here.
A gnoll is here, roaming the forest.
A sapling is here, trying to find sunlight.

1013 350 361 forest (outside) 2am (night) no opponent no opponent [ ]
west
A large wooded path
f | You are on a large open path in the middle of a huge red
| | oak forest. There is an ancient feel to this place, as
f | if the trees are actually alive and kicking. The feeling
| | of strange eyes constantly watching is evident here. On
@-f-f| the side of the trail, are large border stones similar
| to large pearls.
|
|
|
---------+

[Exits: north east up]
A giant spider is here, waiting to suck your blood.
A giant spider is here, waiting to suck your blood.

1013 350 358 forest (outside) 2am (night) no opponent no opponent [ ]
north
north
A large wooded path
S-f-f | You are on a large open path in the middle of a huge red
| | oak forest. There is an ancient feel to this place, as
f | if the trees are actually alive and kicking. The feeling
| | of strange eyes constantly watching is evident here. On
@ | the side of the trail, are large border stones similar
| | to large pearls.
f-f-f|
|
|
---------+

[Exits: north south]
A carving dagger lies on the ground.
A treant sibling is here.

1013 350 355 forest (outside) 2am (night) no opponent no opponent [ ]
north
A large wooded path
f | You are on a large open path in the middle of a huge
| | red oak forest. There is an ancient feel to this place,
S-f-f | as if the trees are actually alive and kicking. The feeling
| | of strange eyes constantly watching is evident here.
@ | On the side of the trail, are large border stones similar
| | to large pearls.
f |
| |
f-f-f|
---------+

[Exits: north south]
A giant spider is here, waiting to suck your blood.
A Hero of the Enclave is ready to vanquish the darkness!
An Order of Light Captain leads their troops against the darkness.
An Order of Light Scout scours the area for signs of evil.
A treant sibling is here.

1013 350 352 forest (outside) 2am (night) no opponent no opponent [ ] A large wooded path
f-f-f| You are on a large open path in the middle of a huge red
| || oak forest. There is an ancient feel to this place, as if
f f| the trees are actually alive and kicking. The feeling of
| | strange eyes constantly watching is evident here. On the
S-f-@ | side of the trail, are large border stones similar to large
| | pearls.
f |
| |
f |
---------+

[Exits: north south west]
A small pine tree stands here.
A gnoll is here, roaming the forest.
(White Aura) A treant guardian is here, protecting its home.

1013 350 349 forest (outside) 2am (night) no opponent no opponent [ ]
north
north
A large wooded path
f-f| Trees unlike you've every seen before stand all around you.
| | They are a shiny gold in color and seem alive to the touch.
f-f-f| There is an ancient feel to this forest - as if this wooded
| || dell has been around since the beginning of time. In the
@ f| distance, you hear a battle cry and the clashing of metal,
| | wood, and fire.
S-f-f |
| |
f |
---------+

[Exits: north south]
A giant spider is here, waiting to suck your blood.

1013 350 346 forest (outside) 2am (night) no opponent no opponent [ ]
east
A large wooded path
+-f-f-f | Trees unlike you've every seen before stand all around you.
| | They are a shiny gold in color and seem alive to the touch.
f-f| There is an ancient feel to this forest - as if this wooded
| | dell has been around since the beginning of time. In the
@-f-f| distance, you hear a battle cry and the clashing of metal,
| || wood, and fire.
f f|
| |
S-f-f |
---------+

[Exits: east south]

1013 350 343 forest (outside) 2am (night) no opponent no opponent [ ]
north
north
A large wooded path
f-f-f | Bright sun light. Bright light Bright light! The rays of the
| | sun beam toward you through the openings left within the upper
f-f-f| canopy of the forest. Not used to the light, the sun temporarily
| | blinds you. Stumbling forward, you try and find your way around
f-@-f | - hitting your face against trees and other things - Ugh!
| | |
f f-f|
| |
f-f |
---------+

[Exits: north east west]
A long bladed pole with a curved axe at its tip lies here.
A pyromaniac is here, burning up the forest.

1013 350 340 forest (outside) 2am (night) no opponent no opponent [ ]
Werig tells the group 'Shadun trail.'
A large wooded path
| Bright sun light. Bright light Bright light! The rays
| of the sun beam toward you through the openings left
f-f-f | within the upper canopy of the forest. Not used to the
| | light, the sun temporarily blinds you. Stumbling forward,
@-f-f| you try and find your way around - hitting your face
| | against trees and other things - Ugh!
f-f-f |
| | |
f f-f|
---------+

[Exits: north east south]
A stone outcropping with traces of ore is here.

1013 350 337 forest (outside) 2am (night) no opponent no opponent [ ] A large wooded path
| Bright sun light. Bright light Bright light! The rays of
| the sun beam toward you through the openings left within
| the upper canopy of the forest. Not used to the light,
| the sun temporarily blinds you. Stumbling forward, you
f-f-@ | try and find your way around - hitting your face against
| | trees and other things - Ugh!
f-f-f|
| |
f-f-f |
---------+

[Exits: south west]
A mage is here doing a fiery incantation upon the trees.

1013 350 334 forest (outside) 2am (night) no opponent no opponent [ ]
west
A large wooded path
| Bright sun light. Bright light Bright light! The rays
| of the sun beam toward you through the openings left
| within the upper canopy of the forest. Not used to the
| light, the sun temporarily blinds you. Stumbling forward,
+-f-@-f | you try and find your way around - hitting your face
| | against trees and other things - Ugh! You see a poorly
f-f| carved totem pole here, the faces freshly carved.
| |
f-f-f|
---------+

[Exits: east west]
A crystal ooze sloshes about.
A small boy is here, carving trees into totem poles.
The storm is forced into submission by an Immortal.

1013 350 331 forest (outside) 2am (night) no opponent no opponent [ ]
east
A large wooded path
| Bright sun light. Bright light Bright light! The rays of
| the sun beam toward you through the openings left within
| the upper canopy of the forest. Not used to the light,
| the sun temporarily blinds you. Stumbling forward, you
f-f-@ | try and find your way around - hitting your face against
| | trees and other things - Ugh!
f-f-f|
| |
f-f-f |
---------+

[Exits: south west]
A mage is here doing a fiery incantation upon the trees.

1013 350 328 forest (outside) 2am (night) no opponent no opponent [ ]
south
south
A large wooded path
| Bright sun light. Bright light Bright light! The rays
| of the sun beam toward you through the openings left
f-f-f | within the upper canopy of the forest. Not used to the
| | light, the sun temporarily blinds you. Stumbling forward,
@-f-f| you try and find your way around - hitting your face
| | against trees and other things - Ugh!
f-f-f |
| | |
f f-f|
---------+

[Exits: north east south]
A stone outcropping with traces of ore is here.

1013 350 325 forest (outside) 2am (night) no opponent no opponent [ ] A large wooded path
f-f-f | Bright sun light. Bright light Bright light! The rays of the
| | sun beam toward you through the openings left within the upper
f-f-f| canopy of the forest. Not used to the light, the sun temporarily
| | blinds you. Stumbling forward, you try and find your way around
f-@-f | - hitting your face against trees and other things - Ugh!
| | |
f f-f|
| |
f-f |
---------+

[Exits: north east west]
A long bladed pole with a curved axe at its tip lies here.
A pyromaniac is here, burning up the forest.

1013 350 322 forest (outside) 2am (night) no opponent no opponent [ ]
west
Werig tells the group 'Go to temple.'

1013 350 322 forest (outside) 2am (night) no opponent no opponent [ ] A large wooded path
+-f-f-f | Trees unlike you've every seen before stand all around you.
| | They are a shiny gold in color and seem alive to the touch.
f-f| There is an ancient feel to this forest - as if this wooded
| | dell has been around since the beginning of time. In the
@-f-f| distance, you hear a battle cry and the clashing of metal,
| || wood, and fire.
f f|
| |
S-f-f |
---------+

[Exits: east south]

1013 350 319 forest (outside) 2am (night) no opponent no opponent [ ]
south
south
A large wooded path
f-f| Trees unlike you've every seen before stand all around you.
| | They are a shiny gold in color and seem alive to the touch.
f-f-f| There is an ancient feel to this forest - as if this wooded
| || dell has been around since the beginning of time. In the
@ f| distance, you hear a battle cry and the clashing of metal,
| | wood, and fire.
S-f-f |
| |
f |
---------+

[Exits: north south]
A giant spider is here, waiting to suck your blood.

1013 350 316 forest (outside) 2am (night) no opponent no opponent [ ]
south
A large wooded path
f-f-f| You are on a large open path in the middle of a huge red
| || oak forest. There is an ancient feel to this place, as if
f f| the trees are actually alive and kicking. The feeling of
| | strange eyes constantly watching is evident here. On the
S-f-@ | side of the trail, are large border stones similar to large
| | pearls.
f |
| |
f |
---------+

[Exits: north south west]
A small pine tree stands here.
A gnoll is here, roaming the forest.
(White Aura) A treant guardian is here, protecting its home.

1013 350 313 forest (outside) 2am (night) no opponent no opponent [ ]
g recall sack
quaf recall
A large wooded path
f | You are on a large open path in the middle of a huge
| | red oak forest. There is an ancient feel to this place,
S-f-f | as if the trees are actually alive and kicking. The feeling
| | of strange eyes constantly watching is evident here.
@ | On the side of the trail, are large border stones similar
| | to large pearls.
f |
| |
f-f-f|
---------+

[Exits: north south]
A giant spider is here, waiting to suck your blood.
A Hero of the Enclave is ready to vanquish the darkness!
An Order of Light Captain leads their troops against the darkness.
An Order of Light Scout scours the area for signs of evil.
A treant sibling is here.

1013 350 310 forest (outside) 2am (night) no opponent no opponent [ ] You get a perfect potion of recall from a Loot Sack.

1013 350 310 forest (outside) 2am (night) no opponent no opponent [ ] You quaff a perfect potion of recall.
Temple of Darkness
+| You are standing in the Temple of Darkness. The temple
|| is made of huge blackened slabs of rocks, covered with
+ +| carved images of goats, pigs, ravens, and horses. This
| || temple is where the followers of various gods of darkness
@-+-+| come and worship their gods. A dark doorway stands to
| | || the north. An obsidian staircase leads up to the altar
+-+-+-+-+| of sacrifice. To the east you can see the Temple Square,
| || and a doorway to the South Road lies to the south. The
+-* +| Temple Square to the east, and the South Road to the
---------+ south.

[Exits: north east south up]
A half-elf city guard of Seringale stands watch here.

1013 350 155 city (indoors) 2am (night) no opponent no opponent [ ]
gt skeggi go
s
w
w

Werig tells the group 'Temple of light go there.'

1013 350 155 city (indoors) 2am (night) no opponent no opponent [ ]
wear trident
rem shield
dual dag
You tell your group 'Skeggi go.'

1013 350 155 city (indoors) 2am (night) no opponent no opponent [ ] The South Road
+ +| You are on the South Road of Seringale. It is gloomy
| || and dim here. All around you are beggars and panhandlers
+-+-+| dressed in filthy clothing. The buildings surrounding
| | || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| || are made of are now only pale, brittle chunks barely
+-* +| holding the walls of the buildings together. You see
| || the Temple of Darkness to the north, and the South Road
* +| continues to the east and west.
---------+

[Exits: north east west]
You see 2 of a war banner of Seringale here.

1013 350 153 road (outside) 2am (night) no opponent no opponent [ ] The South Road
+-* + | You are on the South Road of Seringale. It is gloomy and
| | | dim here. All around you are beggars and panhandlers dressed
+-S +-+| in filthy clothing. The buildings surrounding you are old
| | || and run down. They seem like they have been made ages ago.
+-+-@-+-+| The once bright red bricks that the buildings are made
| | | of are now only pale, brittle chunks barely holding the
+-S +-* | walls of the buildings together. The South Road continues
| | | to the east and west, and the entrance to the Dark Knight
+-o * | guild is to the south.
---------+

[Exits: east south west]
(Glowing) A glowing banner bearing the emblem of Seringale rests here.

1013 350 151 road (outside) 2am (night) no opponent no opponent [ ] The South Road
S-+-* +| You are on the South Road of Seringale. It is gloomy
| || and dim here. All around you are beggars and panhandlers
S-+-S +| dressed in filthy clothing. The buildings surrounding
| || you are old and run down. They seem like they have been
+-+-@-+-+| made ages ago. The once bright red bricks that the buildings
| | | are made of are now only pale, brittle chunks barely
S-+-S +-*| holding the walls of the buildings together. The South
| || Road continues to the east and west.
+-+-o *|
---------+

[Exits: east west]

1013 350 149 road (outside) 2am (night) no opponent no opponent [ ] You do not have that item.

1013 350 149 road (outside) 2am (night) no opponent no opponent [ ] You do not have that item.

1013 350 149 road (outside) 2am (night) no opponent no opponent [ ]
west
You do not have that weapon.

1013 350 149 road (outside) 2am (night) no opponent no opponent [ ]
north
north
South Square
S-+-* | You are at the South Square of Seringale. It is gloomy
| | and dim here. The square is a tiny opening in between
S S-+-S | a few broken down buildings. The air is stuffy and pungent
| | | from the various trash lying all over the ground. You
+-+-@-+-+| see the Main Street to the north and the south, and the
| | || South Road to the east and west.
+ S-+-S +|
| | |
+ +-+-o |
---------+

[Exits: north east south west down]
A drow city guard of Seringale stands watch here.

1013 350 147 city (outside) 2am (night) no opponent no opponent [ ]
north
The Main Street
S-+-*-*| You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
S-+-* | of people rushing from one place to another, minding
| | their own business. You see the Main Street continues
S S-@-S | to the north, entrances to taverns on both sides of the
| | | street and the South Square to the south.
+-+-+-+-+|
| | ||
+ S-+-S +|
---------+

[Exits: north east south west]
A beggar, wearing a decaying, dirty and stinky old hat, wanders around asking for spare gold.
A beggar, wearing a decaying, dirty and stinky old hat, wanders around asking for spare gold.

1013 350 145 road (outside) 2am (night) no opponent no opponent [ ] The Main Street
*-+-* *| You are on the Main Street of Seringale. It is a wide
| || street with lots of space to both sides. There are tons
S-+-*-*| of people rushing from one place to another, minding
| | their own business. You see entrances to taverns on
S-@-* | both sides of the street and the Main Street continues
| | to the north and the south.
S S-+-S |
| | |
+-+-+-+-+|
---------+

[Exits: north east south west]
A duergar city guard of Seringale stands watch here.
A gnomish city guard of Seringale stands watch here.
A beggar, wearing a decaying, dirty and stinky old hat, wanders around asking for spare gold.
A halfling citizen of Seringale strolls about.

1013 350 143 road (outside) 2am (night) no opponent no opponent [ ]
north
north
The Main Street
+-+ +-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* *-+-* *| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a sword and axe to the east
S-@-*-*| and to the west, the pet shop.
| |
S-+-* |
| |
S-+-S |
---------+

[Exits: north east south west]
A fearless adventurer is here, asking for a group to explore the Mystic Forest.

1013 350 141 road (outside) 2am (night) no opponent no opponent [ ]
eq
South of Market Square
* *-+-* *| You are south of Market Square. A marvellous monument has
| | | || been erected here in the middle of the city of Seringale,
+-+ +-+| ever flowing with clear drinkable water. The road is well
| | | || worn from the traffic constantly passing over it. A path
* *-@-* *| leads east and west around the fountain, while the main
| || street continues to the south.
S-+-*-*|
| |
S-+-* |
---------+

[Exits: east south west]

1013 350 139 city (outside) 2am (night) no opponent no opponent [ ]
west
north
A fenced-in fountain! You reach for the delicious water but can't fit through the iron bars.

1013 350 139 city (outside) 2am (night) no opponent no opponent [ ]
north
You are using:
<used as light> (Glowing) (Humming) an Ancient Banner of Illisidar
<worn on finger> (Glowing) a Ring of Accuracy
<worn on finger> (Glowing) (Humming) a heavy-black dragonscale ring
<worn around neck> (Glowing) (Humming) a dragonblood iron-black choker of evisceration
<worn around neck> (Glowing) (Humming) a dragonwing iron-black choker of unerring flight
<worn on head> (Invis) a veil of tears
<worn on torso> a suit of granite platemail
<worn on arms> (Glowing) (Humming) the Armbands of Order
<worn on hands> (Humming) a pair of green-tinged dragonscale gauntlets
<worn on legs> (Humming) some black-tinged dragonscale legplates
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Glowing) (Humming) a multi-spiked bracelet of vengeance
<worn around wrist> (Glowing) a marked bracelet
<wielded> (Humming) a spiked mithril trident
<dual wielded> a dagger of dragon's fire
<floating nearby> (Glowing) (Humming) a bloody ioun

1013 350 139 city (outside) 2am (night) no opponent no opponent [ ] Southwest of Market Square
* * *-+-*| You are standing southwest of the Market Square. A marvellous
| | | || monument has been erected here in the middle of the city
+-+-+ +| of Seringale, ever flowing with clear drinkable water.
| | | || The road is well worn from the traffic constantly passing
S * @-+-*| over it. You see a path around the square to the east
| | and north.
S-+-*|
| |
S-+-*|
---------+

[Exits: north east]

1013 350 138 inside (indoors) 2am (night) no opponent no opponent [ ] West of Market Square
* S-+-S| You are west of Market Square. A marvellous monument
| | | has been erected here in the middle of the city of Seringale,
* * *-+-*| ever flowing with clear drinkable water. The road is
| | | || well worn from the traffic constantly passing over it.
+-+-@ +| A path leads north and south around the fountain, while
| | | || the common road continues to the west.
S * *-+-*|
| |
S-+-*|
---------+

[Exits: north south west]

1013 350 137 city (outside) 2am (night) no opponent no opponent [ ] Northwest of Market Square
+-S-+-F| You are standing northwest of the Market Square. A marvellous
| | monument has been erected here in the middle of the city
* S-+-S| of Seringale, ever flowing with clear drinkable water.
| | | The road is well worn from the traffic constantly passing
* * @-+-*| over it.
| | | ||
+-+-+ +|
| | | ||
S * *-+-*|
---------+

[Exits: east south]

1013 350 136 inside (indoors) 2am (night) no opponent no opponent [ ]
g cube sack
e
You see nothing like that in a Loot Sack.

1013 350 136 inside (indoors) 2am (night) no opponent no opponent [ ]
n
n
North of Market Square
+-S-+-F | You are north of Market Square. A marvellous monument
| | has been erected here in the middle of the city of Seringale,
S-+-S | ever flowing with clear drinkable water. The road is
| | well worn from the traffic constantly passing over it.
* *-@-* *| A path leads east and west around the fountain, while
| | | || the main street continues to the north.
+-+ +-+|
| | | ||
* *-+-* *|
---------+

[Exits: north east west]

1013 350 135 city (outside) 2am (night) no opponent no opponent [ ]
n
The Main Street
+ | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. There are tons
+-S-+-F | of people rushing from one place to another, minding
| | their own business. You see a shop with a sign of a flute
S-@-S | to the west, and the general shop to the east.
| |
* *-+-* *|
| | | ||
+-+ +-+|
---------+

[Exits: north east south west]
A human city guard of Seringale stands watch here.
A human citizen of Seringale wanders around aimlessly.

1013 350 133 road (outside) 2am (night) no opponent no opponent [ ] The Main Street
+-+-+-+-+| You are on the Main Street of Seringale. It is a wide street
| | | || with lots of space to both sides. There are tons of people
* + F +| rushing from one place to another, minding their own business.
| || You see a shop with a sign of a map to the east and the
+-S-@-F +| Mocker's Tavern to the west. Main Street continues to the
| | north and south.
S-+-S |
| |
*-+-* |
---------+

[Exits: north east south west]

1013 350 131 road (outside) 2am (night) no opponent no opponent [ ]
dual cube
The Main Street
S-+ | You are on the Main Street of Seringale. It is a very wide
| | street with lots of space to both sides. There are a significant
+-+-+-+-+| number of people rushing from one place to another, minding
| | | || their own business. You see the bustling North Square to
* @ F +| the north, as the Main street continues to the south. The
| || side of an inn lies to the west and a strange shop to the
+-S-+-F +| east, but their entrances face the North Road. A small
| | pile of breadcrumbs lies in the center of the street for
S-+-S | some mundane reason.
---------+

[Exits: north south]

1013 350 129 road (outside) 2am (night) no opponent no opponent [ ]
n
n
You stop wielding a dagger of dragon's fire.
You wield a water cube in your off-hand.
A water cube feels like a part of you!

1013 350 129 road (outside) 2am (night) no opponent no opponent [ ] North Square
B-+-* | You are at the North Square of Seringale. It is peaceful
| | | and quiet here. The square is a large opening space surrounded
S-+ *-o| by grand buildings made by fanciful stonework. You see
| | the Main Street to the north and the south and the North
+-+-@-+-+| Road to the east and the west. A small tuft of grass
| | | || pokes up defiantly in the middle of the square. A set
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+

[Exits: north east south west]
(Glowing) (Humming) A brass fingerpost stands here.
(Glowing) The Herald Bulletin Board gleams majestically in the middle of the square.
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.

1013 350 127 city (outside) 2am (night) no opponent no opponent [ ]
wher
The North Main Street
*-+-* | You are on the Main Street of Seringale. It is a wide
| | street with lots of space to both sides. It is peaceful
B-+-* | and quiet here. Around you are magnificent buildings
| | | made of fanciful stonework. The Main Street continues
S-@ *-o| to the north, the North Square is to the south, and the
| | Training Grounds is to the west.
+-+-+-+-+|
| | | ||
* + F +|
---------+

[Exits: north south west]

1013 350 125 road (outside) 2am (night) no opponent no opponent [ ] Players near you in Seringale:
Bonfo Thief Guildhall
<PK> Gwur Temple of Light
<PK> Skeggi The North Main Street

1013 350 125 road (outside) 2am (night) no opponent no opponent [ ]
s
North Square
B-+-* | You are at the North Square of Seringale. It is peaceful
| | | and quiet here. The square is a large opening space surrounded
S-+ *-o| by grand buildings made by fanciful stonework. You see
| | the Main Street to the north and the south and the North
+-+-@-+-+| Road to the east and the west. A small tuft of grass
| | | || pokes up defiantly in the middle of the square. A set
* + F +| of dents shaped curiously like one's rear end has been
| || well-worn into the paving stones here.
+-S-+-F +|
---------+

[Exits: north east south west]
(Glowing) (Humming) A brass fingerpost stands here.
(Glowing) The Herald Bulletin Board gleams majestically in the middle of the square.
(Pink Aura) A teary-eyed, scrawny little man wanders around moaning.

1013 350 123 city (outside) 2am (night) no opponent no opponent [ ]
w
w
The North Road
+-+ B-+-*| You are on the North Road on Seringale. It is peaceful
| | || and quiet here. Around you are magnificent buildings
+ S-+ *| made of fanciful stonework. You see the North Square
| | | to the east, and the North Road continues to the west.
+-+-@-+-+|
| | ||
S-* + F|
| |
+-S-+-F|
---------+

[Exits: east west]

1013 350 121 road (outside) 2am (night) no opponent no opponent [ ] The North Road
+-+ B-+| You are on the North Road on Seringale. It is peaceful
| || and quiet here. Around you are magnificent buildings
+ S-+| made of fanciful stonework. You see the North Road continuing
| || to the east and west. The Dancing Girl Inn lies to the
+-+-@-+-+| south.
| | ||
*-S-* +|
||
+-S-+|
---------+

[Exits: east south west]
A duergar city guard of Seringale stands watch here.

1013 350 119 road (outside) 2am (night) no opponent no opponent [ ]
w

Mud Control: Perm blocks near max allowed. Rebooting soon.
Lightning flashes across the sky as an electrical storm forms in the heavens.
You hear a deafening rumble of thunder resonate 5 miles away.

1013 350 173 road (outside) 3am (night) no opponent no opponent [ ] The North Road
* +-+ | You are on the North Road on Seringale. It is peaceful and
| | | quiet here. Around you are magnificent buildings made of
+ + | fanciful stonework. You see the Temple Square to the north
| | | and the North Road continues to east and the west.
+-+-@-+-+|
| | |
*-S-* |
|
|
---------+

[Exits: north east west]

1013 350 171 road (outside) 3am (night) no opponent no opponent [ ]
n
n
Temple Square
*-* | You are standing in the middle of the Temple Square. All
| | around you are statues of birds, beasts, and dragons. A
* +-+ | huge marble fountain stands in the middle of the square,
| | | sprouting water for all to drink. You see the Temple of
+ @ | Light to the north and the North Road to the south.
| | |
+-+-+-+-+|
| | |
*-S-* |
---------+

[Exits: north south]
A huge marble fountain is here spouting water for all to drink.

1013 350 169 city (outside) 3am (night) no opponent no opponent [ ] Temple of Light
| You are standing in the Temple of Light. The temple is
| made of huge slabs of marble, covered with carved dragons,
*-* | seemingly to radiate the essence of goodness. This temple
| | is where the various gods of goodness can be worshipped.
* @-+ | You see the entrance to the Paladin Guild to the east,
| | | the Temple Square to the south, and a set of marble steps
+ + | leading upwards to the Altar of Light.
| | |
+-+-+-+-+|
---------+

[Exits: east south up]
(Glowing) A silver plaque is here, emitting a solemn white aura.
Gwur the Volcano of Infinite Rage is here.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
A duergar city guard walks in.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
gt skeggi there
You tell your group 'Skeggi there.'

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
af
You are affected by the following:
Spell: detect invis : lasts for 32 hours
Spell: underwater breathing: lasts for 31 hours
Spell: armor : modifies armor class by 30 for 18 hours
Skill: warcry : modifies save vs afflictive by 6 for 18 hours
: modifies hitroll by 6 for 18 hours
Spell: sanctuary : modifies armor class by 75 for 5 hours
: lasts for 5 hours
Skill: devote : lasts for 2 hours

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
target dwiggans
$$ will now be substituted with 'dwiggans' until you untarget.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
eq
You are using:
<used as light> (Glowing) (Humming) an Ancient Banner of Illisidar
<worn on finger> (Glowing) a Ring of Accuracy
<worn on finger> (Glowing) (Humming) a heavy-black dragonscale ring
<worn around neck> (Glowing) (Humming) a dragonblood iron-black choker of evisceration
<worn around neck> (Glowing) (Humming) a dragonwing iron-black choker of unerring flight
<worn on head> (Invis) a veil of tears
<worn on torso> a suit of granite platemail
<worn on arms> (Glowing) (Humming) the Armbands of Order
<worn on hands> (Humming) a pair of green-tinged dragonscale gauntlets
<worn on legs> (Humming) some black-tinged dragonscale legplates
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Glowing) (Humming) a multi-spiked bracelet of vengeance
<worn around wrist> (Glowing) a marked bracelet
<wielded> (Humming) a spiked mithril trident
<dual wielded> (Glowing) (Humming) a water cube
<floating nearby> (Glowing) (Humming) a bloody ioun

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
i
You are carrying:
the eyes of Bonfo
(Glowing) a magic seashell
(Humming) a forged polearm
the red dragon shield
(Glowing) (Humming) a major globe of invulnerability (empty)
(Humming) an earthen storage void of wildness (open)
a dagger of dragon's fire
(Glowing) (Humming) a chomp-in-a-box
a Loot Sack (open)
(Glowing) (Humming) a girdle of conquest

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
eat ey
You are too full to eat more.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
g defender sack
af
You get a Defender potion from a Loot Sack.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ] You are affected by the following:
Spell: detect invis : lasts for 32 hours
Spell: underwater breathing: lasts for 31 hours
Spell: armor : modifies armor class by 30 for 18 hours
Skill: warcry : modifies save vs afflictive by 6 for 18 hours
: modifies hitroll by 6 for 18 hours
Spell: sanctuary : modifies armor class by 75 for 5 hours
: lasts for 5 hours
Skill: devote : lasts for 2 hours

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
put all sack
You put a Defender potion in a Loot Sack.
You put the eyes of Bonfo in a Loot Sack.
You put a magic seashell in a Loot Sack.
You put the red dragon shield in a Loot Sack.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
g sea sack
You get a magic seashell from a Loot Sack.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
wher
Players near you in Seringale:
Bonfo Thief Guildhall
<PK> Gwur Temple of Light
<PK> Skeggi Temple of Light

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
wher
Players near you in Seringale:
Bonfo Thief Guildhall
<PK> Gwur Temple of Light
<PK> Skeggi Temple of Light

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
l
Temple of Light
| You are standing in the Temple of Light. The temple is
| made of huge slabs of marble, covered with carved dragons,
*-* | seemingly to radiate the essence of goodness. This temple
| | is where the various gods of goodness can be worshipped.
* @-+ | You see the entrance to the Paladin Guild to the east,
| | | the Temple Square to the south, and a set of marble steps
+ + | leading upwards to the Altar of Light.
| | |
+-+-+-+-+|
---------+

[Exits: east south up]
(Glowing) A silver plaque is here, emitting a solemn white aura.
A duergar city guard of Seringale stands watch here.
Gwur the Volcano of Infinite Rage is here.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
af
You are affected by the following:
Spell: detect invis : lasts for 32 hours
Spell: underwater breathing: lasts for 31 hours
Spell: armor : modifies armor class by 30 for 18 hours
Skill: warcry : modifies save vs afflictive by 6 for 18 hours
: modifies hitroll by 6 for 18 hours
Spell: sanctuary : modifies armor class by 75 for 5 hours
: lasts for 5 hours
Skill: devote : lasts for 2 hours

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
wher
Players near you in Seringale:
Bonfo Thief Guildhall
<PK> Gwur Temple of Light
<PK> Skeggi Temple of Light

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
Gwur sits down and rests.

1013 350 167 city (outside) 3am (night) no opponent no opponent [ ]
A deafening roar of thunder is heard 4 miles away.
The night is about to end.

1013 350 221 city (outside) 4am (night) no opponent no opponent [ ]
A duergar city guard walks south.

1013 350 221 city (outside) 4am (night) no opponent no opponent [ ]
where pk
Players near you:
<PK> Gwur Temple of Light
<PK> Skeggi Temple of Light

1013 350 221 city (outside) 4am (night) no opponent no opponent [ ]
where pk
Players near you:
<PK> Gwur Temple of Light
<PK> Skeggi Temple of Light

1013 350 221 city (outside) 4am (night) no opponent no opponent [ ]
Dwiggans appears in the room.

1013 350 221 city (outside) 4am (night) no opponent no opponent [ ]
murder $$
Your thrust decimates Dwiggans!
Your drowning devastates Dwiggans!
Your thrust decimates Dwiggans!
Dwiggans is in awful condition.

1013 350 221 city (outside) 4am (night) segment two_handed [ ]
You dodge Dwiggans's telekinesis.
Dwiggans's telekinesis DISMEMBER you!
Dwiggans braces against his armor to perform a two-handed set parry.
Dwiggans awkwardly parries your thrust with a loud clang.
Your thrust devastates Dwiggans!
Dwiggans is in awful condition.

955 350 221 city (outside) 4am (night) segment two_handed [- ]
Gwur stands up.
Dwiggans is in awful condition.

955 350 221 city (outside) 4am (night) segment two_handed [- ]
Gwur's crush devastates Dwiggans!
A Nimbus of Power hums with an inner energy.
Gwur's crush maims Dwiggans!
Dwiggans has fled!
Dwiggans crawls south.
You hear someone's death cry.

955 350 221 city (outside) 4am (night) no opponent no opponent [- ]
g cent corpse
g brac corpse
g coin corpse
You don't have a corpse.

955 350 221 city (outside) 4am (night) no opponent no opponent [- ] You don't have a corpse.

955 350 221 city (outside) 4am (night) no opponent no opponent [- ]
south
You don't have a corpse.

955 350 221 city (outside) 4am (night) no opponent no opponent [- ] Temple Square
*-* | You are standing in the middle of the Temple Square. All
| | around you are statues of birds, beasts, and dragons. A
* +-+ | huge marble fountain stands in the middle of the square,
| | | sprouting water for all to drink. You see the Temple of
+ @ | Light to the north and the North Road to the south.
| | |
+-+-+-+-+|
| | |
*-S-* |
---------+

[Exits: north south]
The corpse of Dwiggans is lying here.
A huge marble fountain is here spouting water for all to drink.
A duergar city guard of Seringale stands watch here.
A deafening roar of thunder is heard 3 miles away.
The day has begun.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [- ]
murder $$
They aren't here.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [- ]
g cent corpse
g brac corpse
g coin corpse
You get the Centurion's polearm from the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [- ] You see nothing like that in the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [- ] You get 9868 gold coins from the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [- ] Gwur walks in.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [- ]
l in cor
The corpse of Dwiggans holds:
a veracious golden mask
a Big Ol'Pack Sack (open)
(Glowing) (Humming) 'Angelus', the Sceptre of Divine Virtue
(Humming) a reinforced golden girth of perfection
a rough-cut earring in the shape of a sausage
(Glowing) the Ring of Radiance
(Glowing) (Humming) a dark moonstone pendant
black diamond-studded scintillating silver sollerets
(Glowing) (Humming) the Solar Grasp of Wendigo
an old, dusty druid's robe
(Glowing) a magic seashell
(Glowing) a heron-marked blade
(Glowing) (Humming) a dragonblood mithril-white ascot of evisceration
'Farynith', the dragonfang
(Glowing) (Humming) a major globe of invulnerability (empty)
( 2) (Glowing) (Humming) a dragonblood mithril-white bangle of evisceration
(Glowing) a gem-studded golden buckler
matching scintillating gold gauntlets
a suit of scintillating platinum platemail
a pair of scintillating silver legplates
(Glowing) (Humming) a dragonblood mithril-white claddagh of evisceration
(Glowing) (Humming) a dragonblood flawless ioun
superior mithril vambraces of perfection
a tin canteen
a small tent

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Gwur looks in the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
g clad cor
You get a dragonblood mithril-white claddagh of evisceration from the corpse of Dwiggans.
You drop a dragonblood mithril-white claddagh of evisceration disgusted by its purity.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
The storm is forced into submission by an Immortal.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Werig tells the group 'Get all his stuff.'

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
g neck cor
You see nothing like that in the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
g pend cor
You get a dark moonstone pendant from the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
g pend cor
You see nothing like that in the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
g pend cor
You see nothing like that in the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Gwur puts a perfect potion of recall in a Loot Sack.
Gwur puts a perfect potion of recall in a Loot Sack.
Gwur puts a magic seashell in a Loot Sack.
Gwur puts a perfect potion of recall in a Loot Sack.
Gwur puts a purple potion in a Loot Sack.
Gwur puts a water cube in a Loot Sack.
Gwur puts an old boat in a Loot Sack.
Gwur puts a perfect potion of recall in a Loot Sack.
Gwur puts the red dragon shield in a Loot Sack.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
g cloak cor
You see nothing like that in the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ] Dwiggans crawls in.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
l in cor

Gwur gets the Ring of Radiance from the corpse of Dwiggans.
Gwur quickly drops the Ring of Radiance with a grimace.
The corpse of Dwiggans holds:
a veracious golden mask
a Big Ol'Pack Sack (open)
(Glowing) (Humming) 'Angelus', the Sceptre of Divine Virtue
(Humming) a reinforced golden girth of perfection
a rough-cut earring in the shape of a sausage
black diamond-studded scintillating silver sollerets
(Glowing) (Humming) the Solar Grasp of Wendigo
an old, dusty druid's robe
(Glowing) a magic seashell
(Glowing) a heron-marked blade
(Glowing) (Humming) a dragonblood mithril-white ascot of evisceration
'Farynith', the dragonfang
(Glowing) (Humming) a major globe of invulnerability (empty)
( 2) (Glowing) (Humming) a dragonblood mithril-white bangle of evisceration
(Glowing) a gem-studded golden buckler
matching scintillating gold gauntlets
a suit of scintillating platinum platemail
a pair of scintillating silver legplates
(Glowing) (Humming) a dragonblood flawless ioun
superior mithril vambraces of perfection
a tin canteen
a small tent

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ] Dwiggans gets a veracious golden mask from the corpse of Dwiggans.
Dwiggans gets a Big Ol'Pack Sack from the corpse of Dwiggans.
Dwiggans gets 'Angelus', the Sceptre of Divine Virtue from the corpse of Dwiggans.
Dwiggans gets a reinforced golden girth of perfection from the corpse of Dwiggans.
Dwiggans gets a rough-cut earring in the shape of a sausage from the corpse of Dwiggans.
Dwiggans gets black diamond-studded scintillating silver sollerets from the corpse of Dwiggans.
Dwiggans gets the Solar Grasp of Wendigo from the corpse of Dwiggans.
Dwiggans gets an old, dusty druid's robe from the corpse of Dwiggans.
Dwiggans gets a magic seashell from the corpse of Dwiggans.
Dwiggans gets a heron-marked blade from the corpse of Dwiggans.
Dwiggans gets a dragonblood mithril-white ascot of evisceration from the corpse of Dwiggans.
Dwiggans gets 'Farynith', the dragonfang from the corpse of Dwiggans.
Dwiggans gets a major globe of invulnerability from the corpse of Dwiggans.
Dwiggans gets a dragonblood mithril-white bangle of evisceration from the corpse of Dwiggans.
Dwiggans gets a gem-studded golden buckler from the corpse of Dwiggans.
Dwiggans gets matching scintillating gold gauntlets from the corpse of Dwiggans.
Dwiggans gets a suit of scintillating platinum platemail from the corpse of Dwiggans.
Dwiggans gets a pair of scintillating silver legplates from the corpse of Dwiggans.
Dwiggans gets a dragonblood mithril-white bangle of evisceration from the corpse of Dwiggans.
Dwiggans gets a dragonblood flawless ioun from the corpse of Dwiggans.
Dwiggans gets superior mithril vambraces of perfection from the corpse of Dwiggans.
Dwiggans gets a tin canteen from the corpse of Dwiggans.
Dwiggans gets a small tent from the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Gwur sacrifices the Ring of Radiance to Dogran.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Dwiggans closes his eyes momentarily.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Gwur sacrifices a dragonblood mithril-white claddagh of evisceration to Dogran.
Gwur splits 3 gold coins. Your share is 1 gold coins.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
lick
You lick your mouth and smile.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
emote kneels down and begins to feast on the corpse.
Skeggi kneels down and begins to feast on the corpse.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Dwiggans looks in the corpse of Dwiggans.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Dwiggans holds a tin canteen in his hand.
Dwiggans wears superior mithril vambraces of perfection on his arms.
Dwiggans releases a dragonblood flawless ioun to float next to him.
Dwiggans wears a dragonblood mithril-white bangle of evisceration around his left wrist.
Dwiggans wears a pair of scintillating silver legplates on his legs.
Dwiggans wears a suit of scintillating platinum platemail over his torso.
Dwiggans slips matching scintillating gold gauntlets onto his hands.
Dwiggans wears a gem-studded golden buckler as a shield.
Dwiggans wears a dragonblood mithril-white bangle of evisceration around his right wrist.
Dwiggans wraps a major globe of invulnerability about his body.
Dwiggans wears a dragonblood mithril-white ascot of evisceration around his neck.
Dwiggans wears black diamond-studded scintillating silver sollerets on his feet.
Dwiggans wears a rough-cut earring in the shape of a sausage on his ears.
Dwiggans fastens a reinforced golden girth of perfection about his waist.
Dwiggans lights 'Angelus', the Sceptre of Divine Virtue.
Dwiggans wears a veracious golden mask over his face.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
Dwiggans crawls south.

977 350 273 city (outside) 5am (dawn) no opponent no opponent [ ]
The sun rises in the east.
You can devote again.
The town clock tolls once as the day begins.
Mud Control: Perm blocks near max allowed. Rebooting soon.
Lightning flashes across the sky as an electrical storm forms in the heavens.
You hear a deafening rumble of thunder resonate 5 miles away.

998 350 327 city (outside) 6am (day) no opponent no opponent [ ]
i
You are carrying:
(Glowing) (Humming) a dark moonstone pendant
(Glowing) the Centurion's polearm
(Glowing) a magic seashell
(Humming) a forged polearm
(Glowing) (Humming) a major globe of invulnerability (empty)
(Humming) an earthen storage void of wildness (open)
a dagger of dragon's fire
(Glowing) (Humming) a chomp-in-a-box
a Loot Sack (open)
(Glowing) (Humming) a girdle of conquest

998 350 327 city (outside) 6am (day) no opponent no opponent [ ]
wear pend
You remove a dragonblood iron-black choker of evisceration from your neck.
You wear a dark moonstone pendant around your neck.

998 350 327 city (outside) 6am (day) no opponent no opponent [ ]
eq
You are using:
<used as light> (Glowing) (Humming) an Ancient Banner of Illisidar
<worn on finger> (Glowing) a Ring of Accuracy
<worn on finger> (Glowing) (Humming) a heavy-black dragonscale ring
<worn around neck> (Glowing) (Humming) a dark moonstone pendant
<worn around neck> (Glowing) (Humming) a dragonwing iron-black choker of unerring flight
<worn on head> (Invis) a veil of tears
<worn on torso> a suit of granite platemail
<worn on arms> (Glowing) (Humming) the Armbands of Order
<worn on hands> (Humming) a pair of green-tinged dragonscale gauntlets
<worn on legs> (Humming) some black-tinged dragonscale legplates
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Glowing) (Humming) a multi-spiked bracelet of vengeance
<worn around wrist> (Glowing) a marked bracelet
<wielded> (Humming) a spiked mithril trident
<dual wielded> (Glowing) (Humming) a water cube
<floating nearby> (Glowing) (Humming) a bloody ioun

998 350 327 city (outside) 6am (day) no opponent no opponent [ ]
dual dag
You stop wielding a water cube.
You wield a dagger of dragon's fire in your off-hand.
A dagger of dragon's fire feels like a part of you!

998 350 327 city (outside) 6am (day) no opponent no opponent [ ]
wher
Players near you in Seringale:
Bonfo Thief Guildhall
Dwiggans The North Road
<PK> Gwur Temple Square
<PK> Skeggi Temple Square

998 350 327 city (outside) 6am (day) no opponent no opponent [ ]
l
Temple Square
*-* | You are standing in the middle of the Temple Square. All
| | around you are statues of birds, beasts, and dragons. A
* +-+ | huge marble fountain stands in the middle of the square,
| | | sprouting water for all to drink. You see the Temple of
+ @ | Light to the north and the North Road to the south.
| | |
+-+-+-+-+|
| | |
*-S-* |
---------+

[Exits: north south]
The corpse of Dwiggans is lying here.
A huge marble fountain is here spouting water for all to drink.
Gwur the Volcano of Infinite Rage is here.
A duergar city guard of Seringale stands watch here.

998 350 327 city (outside) 6am (day) no opponent no opponent [ ]
A duergar city guard walks south.

998 350 327 city (outside) 6am (day) no opponent no opponent [ ]
A deafening roar of thunder is heard 4 miles away.

1013 350 381 city (outside) 7am (day) no opponent no opponent [ ]
i
You are carrying:
(Glowing) the Centurion's polearm
(Glowing) a magic seashell
(Humming) a forged polearm
(Glowing) (Humming) a water cube
(Glowing) (Humming) a major globe of invulnerability (empty)
(Humming) an earthen storage void of wildness (open)
(Glowing) (Humming) a dragonblood iron-black choker of evisceration
(Glowing) (Humming) a chomp-in-a-box
a Loot Sack (open)
(Glowing) (Humming) a girdle of conquest

1013 350 381 city (outside) 7am (day) no opponent no opponent [ ]
Gwur walks south.

1013 350 381 city (outside) 7am (day) no opponent no opponent [ ]
drop forged
You drop a forged polearm.

1013 350 381 city (outside) 7am (day) no opponent no opponent [ ]
sac forged
Resatimm gives you 45 gold coins for your sacrifice.
Reputation with Resatimm increased by 5.

1013 350 381 city (outside) 7am (day) no opponent no opponent [ ]
l
Temple Square
*-* | You are standing in the middle of the Temple Square. All
| | around you are statues of birds, beasts, and dragons. A
* +-+ | huge marble fountain stands in the middle of the square,
| | | sprouting water for all to drink. You see the Temple of
+ @ | Light to the north and the North Road to the south.
| | |
+-+-+-+-+|
| | |
*-S-* |
---------+

[Exits: north south]
The corpse of Dwiggans is lying here.
A huge marble fountain is here spouting water for all to drink.

1013 350 381 city (outside) 7am (day) no opponent no opponent [ ]
i
You are carrying:
(Glowing) the Centurion's polearm
(Glowing) a magic seashell
(Glowing) (Humming) a water cube
(Glowing) (Humming) a major globe of invulnerability (empty)
(Humming) an earthen storage void of wildness (open)
(Glowing) (Humming) a dragonblood iron-black choker of evisceration
(Glowing) (Humming) a chomp-in-a-box
a Loot Sack (open)
(Glowing) (Humming) a girdle of conquest

1013 350 381 city (outside) 7am (day) no opponent no opponent [ ]
Bonfo tells you 'I wish Szrevey Wevey was on so we could put aside these differences and attack the stupid lizard.'
A deafening roar of thunder is heard 3 miles away.
Lightning flashes in the sky.

1013 350 435 city (outside) 8am (day) no opponent no opponent [ ]
wher
Players near you in Seringale:
Bonfo Thief Guildhall
<PK> Skeggi Temple Square
Rimath the trader auctions 'Place yer bids! an exquisite bracer is being auctioned for 10000 gold!'

1013 350 435 city (outside) 8am (day) no opponent no opponent [ ]
who
[ Human ] Iliandra the Master Shaman
[ Elf ] <PK> <SCHOLAR> Duchess Ilromie Illistarre the Arcane Archivist, Polymath of History
[ Elf ] <PK> Duke Gidgett Ballyori the Grand Spectre of Beguilement
[ Human ] <PK> <HERALD> Avenar the Holy Patriarch of Healing, Master Scribe of History
[ Demon ] <PK> Werig the Sage of Arcane Power
[ Half ] Bonfo the Master of Moustache
[ H-Elf ] <PK> Heathcote Pursuit the Holy Knight
[ Dwarf ] Dwiggans the Holy Knight, Recruit of the Order of Light, Patron of the Tavern
[ Fire ] <PK> Gwur the Volcano of Infinite Rage
[ Gnome ] <PK> <MYSTIC> Wylsin Plindane the Sage of Arcane Power, Savant of Arcane
[ Half ] Falkas Shadowshine the Seeker of Knowledge
[50 Fire Ber] <PK> [LEGION] (Fiend) Skeggi Jarlsson the Volcano of Infinite Rage
[ Beast ] Tsov the Steward of the Wooded Grove
Players found: 13
[LEGION] The lands shall be held under the cold grip of winter.
There are 13 characters on; the most on this past month was 16.

1013 350 435 city (outside) 8am (day) no opponent no opponent [ ]
reply uh huh
You tell Bonfo 'Uh huh.'

1013 350 435 city (outside) 8am (day) no opponent no opponent [ ]
reply skeggi want eat dragon
You tell Bonfo 'Skeggi want eat dragon.'

1013 350 435 city (outside) 8am (day) no opponent no opponent [ ]
The storm is forced into submission by an Immortal.

1013 350 435 city (outside) 8am (day) no opponent no opponent [ ]
The white aura around your body fades.
Mud Control: Perm blocks near max allowed. Rebooting soon.
Lightning flashes across the sky as an electrical storm forms in the heavens.
You hear a deafening rumble of thunder resonate 5 miles away.

1013 350 444 city (outside) 9am (day) no opponent no opponent [ ]
reply bonfo be vessul
You tell Bonfo 'Bonfo be vessul.'

1013 350 444 city (outside) 9am (day) no opponent no opponent [ ]
reply be friend
You tell Bonfo 'Be friend.'

1013 350 444 city (outside) 9am (day) no opponent no opponent [ ]
wher
Players near you in Seringale:
Bonfo Thief Guildhall
<PK> Skeggi Temple Square

1013 350 444 city (outside) 9am (day) no opponent no opponent [ ]
i
You are carrying:
(Glowing) the Centurion's polearm
(Glowing) a magic seashell
(Glowing) (Humming) a water cube
(Glowing) (Humming) a major globe of invulnerability (empty)
(Humming) an earthen storage void of wildness (open)
(Glowing) (Humming) a dragonblood iron-black choker of evisceration
(Glowing) (Humming) a chomp-in-a-box
a Loot Sack (open)
(Glowing) (Humming) a girdle of conquest

1013 350 444 city (outside) 9am (day) no opponent no opponent [ ]
eq
You are using:
<used as light> (Glowing) (Humming) an Ancient Banner of Illisidar
<worn on finger> (Glowing) a Ring of Accuracy
<worn on finger> (Glowing) (Humming) a heavy-black dragonscale ring
<worn around neck> (Glowing) (Humming) a dark moonstone pendant
<worn around neck> (Glowing) (Humming) a dragonwing iron-black choker of unerring flight
<worn on head> (Invis) a veil of tears
<worn on torso> a suit of granite platemail
<worn on arms> (Glowing) (Humming) the Armbands of Order
<worn on hands> (Humming) a pair of green-tinged dragonscale gauntlets
<worn on legs> (Humming) some black-tinged dragonscale legplates
<worn on feet> (Glowing) a pair of turtle shell boots
<worn about body> an unmoving black cloak
<worn about waist> (Humming) a thick, blue sash
<worn around wrist> (Glowing) (Humming) a multi-spiked bracelet of vengeance
<worn around wrist> (Glowing) a marked bracelet
<wielded> (Humming) a spiked mithril trident
<dual wielded> a dagger of dragon's fire
<floating nearby> (Glowing) (Humming) a bloody ioun

1013 350 444 city (outside) 9am (day) no opponent no opponent [ ]
st
You are already standing.

1013 350 444 city (outside) 9am (day) no opponent no opponent [ ]
l
Temple Square
*-* | You are standing in the middle of the Temple Square. All
| | around you are statues of birds, beasts, and dragons. A
* +-+ | huge marble fountain stands in the middle of the square,
| | | sprouting water for all to drink. You see the Temple of
+ @ | Light to the north and the North Road to the south.
| | |
+-+-+-+-+|
| | |
*-S-* |
---------+

[Exits: north south]
The corpse of Dwiggans is lying here.
A huge marble fountain is here spouting water for all to drink.

1013 350 444 city (outside) 9am (day) no opponent no opponent [ ]
A deafening roar of thunder is heard 4 miles away.

1013 350 444 city (outside) 10am (day) no opponent no opponent [ ]
pose feasting on Dwiggans' corpse
Pose set to: Skeggi is here feasting on Dwiggans' corpse.

Comments

  1. Dwig/Heath/Bon/Gidg: I hope you guys had fun. I know you lost this battle but I hope you keep at it. I'm going to give you some tips and tricks for you to think about. I'm not god's gift to AR but I know a thing or two and I'm a big believer in sharing knowledge. There is a lot of luck involved in big battles like this, but planning and skill can play a big role. Please don't read the below with a condescending tone or anything. I'm not saying "I know better than you" or "I'm right and you're wrong" or anything like that. Just some helpful tips!


    Some advice to Dwiggans/Heathcote/Bonfo/Gidgett:

    1 - Pick a primary and secondary target. You all need to focus the primary target together, then very quickly move to the secondary target once the primary target either dies or recalls. If they flee and come back in, redirect back to them and take them down. Be ready to both engage and flee. If the enemies attack you first, flee out and come back in and engage on the primary. If you're faster/luckier, engage on the primary and mow him down.

    In this fight I probably would have gone for Werig as primary and Skeggi as secondary. Werig because he's the squishy with big damage output and Skeggi as the secondary because it looks like he was the leader. I'm sure Werig and Gwur can both track but if you can take out the enemy point man you might be able to sow some confusion/disorganization and maybe prevent them from tracking you.

    2 - Use your class abilities to your advantage. You had two summoners and a blackjacker. Try to lure them to a huge area where you can try to summon/blackjack. Maybe try to lure to the mansion? That would be great to lure to the mansion, summon a firegiant, blackjack that firegiant, and then summon the other fire giant, blackjack him too, then 4v1 werig, then 4v1 the first sleeping giant, then 4v1 the last sleeping giant. With a ton of hasted attacks I'm sure you totally could have mowed them down.

    3 - Dispel, dispel, dispel! Ills have a lot of awesome spells like terrain and misdirect but honestly in a big battle like this, you need to try to hit the dispel on your primary (or secondary once primary is dead or has fled).

    4 - Assign a leader. I can see from this log that Skeggi was the leader for the bad guys (ie the primary tracker and gave instructions in seringale for the bad guys to go search in different directions). You probably had a leader too but I just want to point out their role.

    Leader calls the shots in terms of who the primary and secondary targets are (of course you can discuss this before hand and agree as a group). They also make decisions on the fly. I.e. changing targets, calling the retreat or like skeggi here telling group to split up. The job of the leader in the chase/run phase is to track the enemies as fast as possible but not engage. You let your team spam murder/etc while you just run and get ready to move again once the enemy flees.

    If you had the bad guys on the run, pick your best tracker to be the leader and while he leads the other guys spam spells (paladin summon, ill terrain, thief murder). You can always split up and try to run them down individually too but you'll have a much easier time keeping up with one primary tracker vs each attack/initiate and eat that initiate lag.

    Once you've killed 1 or 2 and you are now chasing down the other guys, try to hit terrain. Personally I find I can figure out the misdirect super fast but terrain is quite punishing if you get turned around (easy to happen when running/being attacked/fleeing).

    5 - Be ready to run. If it starts off badly, get out fast. With four of you, even if you have one guy (the guy the enemy group picks as primary probably) flee/word 2 rounds in, that's 2 rounds your team gets to beat on the enemy's primary and you still have 3 guys left over at ~full hp to carry on the fight. It was smart for the bad guys to go after the ill (picking mage for primary is usually good idea). As a squishy you can expect to be the primary so be ready to try one dispel and then flee/word if needed.

    If you know you're the primary, you might be able to flee one round in and come back in once everyone is swinging away at each other. You might be able to get them to swap right to the secondary (probably someone with more survivability) and be able to slip in another dispel attempt.

    6 - Use mobs to your advantage. One thing with fighting against an invoker in a big fight like this is that you know they are just itching to hit those big AOE spells. If you can lure the fight into an area with some tough mobs, you might be able to get the invoker to make a mistake and aggro something buff. Shopkeepers in seringale, forest five in darkhaven, some shopkeepers in mudfall, etc. You can even prep the battlefield by summoning a bunch of monsters there (tritons, fire giants, etc). You guys didn't have any aoe so you didn't have to worry about aggroing anything but that invoker would have his aoe spells kept on a leash (or risk making a costly mistake).

    If you can get him to aggro something, it might do damage but it will also hinder his ability to run/track since it will be hunting him. That could be a game changer.

    7 - Tripwires! Those things are awesome. Make sure you set up some tripwires around the battle area (make sure they are high for giant/flying mage). That can slow down the enemy and let you engage/stop them from fleeing well, and could be especially helpful if you can also split up the group with some summon +/- blackjack.




    I'm not saying that those are rules for group fights or that you must do those things or anything. Those are just a few thoughts on the matchup. Hope you had fun and good luck with the next fight. It looked like mayhem in there!
    1. Interesting, interesting. Iwas thinking about this battle and I do so love hearing illusionist abilities discussed as they are so few of us! A few questions for you if I may...

      "Figure out" misdirection? What does this mean? It isn't random? Does it just reassign directions?

      I had theorized that slow on the giants might be a more impactful opening attempt than dispel due to its longer duration and they high damage output. Also thought it might be easier to land than dispel on werig. Is slow not as impactful on melee types as I am thinking?

      When you say eat that initiate lag is there a large lag on initiating when the target isn't there? I had always assumed people were running around trying it every room!
    2. Misdirection reassigns a couple direction commands so most will be normal but it might flip south and west. When it lands on me I run normal until I realize the way I want to go doesn’t work and then quickly figure out what was changed.

      Slow is a wonderful spell for fighting war/zerk/ranger - you can find some Kali logs of him using slow to beat all of those classes. That could be effective here but with a hasted thief, two hasted paladins, and 2 dupes + marionette you’d probably kill the primary in 1 round if you knock off the sanc. You’re right about Werig saves though, it probably would have been easier to dispel one of the giants. Maybe it would have been smart to make one of them the primary and take them down that way. Good idea Tril!

      Oh there’s no lag for trying to murder someone not there. I mean the actual lag on murdering someone or opening with a bodyslam and missing. Depending on how fast someone is, that small amount of lag might mean you will have trouble catching up again if they flee immediately.

      Good questions!
    3. Yeah you could see Gwur had the nimbus on in the log so he's got a saves down equipped. I guess he had cloak of mist to counteract but how good could his saves really be also using the requisite hit dam gear? So even if you did him as primary you would still say don't bother slow just go for the dispel and kill. I see, I see. Yes I suppose big group numbers makes it very fast.
    4. What are your thoughts on dream strike? Is it worth landing to lower mental save or is the fight so fast it isn't worth it despite the mental save reduction?
    5. I think a group fight like this goes by so fast you should just go straight for the dispel - if it lands it’s an easy win and if it fails you can always try to flee and reset.

      I never really used dream strike on kali. I fought Dogran a lot and he’s a smart player so if I landed it he’d probably run it off and re engage after. It could be a good strategy though. I found I usually landed slow pretty reliably on fighters anyways since it’s a mal and they’d usually stack mental saves.
    6. Let me add here, that terrain can be terrifying, misdirect is pretty easy to get around. Not being able to see if you are safe to rest is a pretty big deal especially if you are weakened. Terrain is definitely more useful than misdirect. Anyways, totally agree that dispe should have been primary focus, none of us had adequate mental saves. Course the moment I got dispelled I would have put mine on, but sometimes one is all it takes.
    7. Gotcha. Yeah dreamstruck is a tricky one to understand because it's so unique. Since it's aggressive I can kind of only test it on myself but the help file indicates that perhaps the ease of landing it and the magnitude of its effect vary based on hit roll and intelligence differential. Obviously I can play with my hit roll but I can't be dumber than myself! It's tricky to figure it out exactly...
    8. Another point about misdirection: if you follow somebody else around it's basically negated.
    [reply to Kalist19]
  2. Kalist - Let me start by sayin' I sincerely appreciate yer feedback. Yer a good lad, ye are.

    Me responses, point by point:
    1. Primary was Gwur. Then later switched to Werig. All the skirmishing by evils messed our party up with their targeting, me thinks.
    2. Smart. We opted against blackjack thinkin' it would slow down the pace (which we probably needed, to be fair).
    3. Aye. Lookin' at ye, Gidgett!
    4. I was leadin...if ye can call it that! Excellent feedback.
    5. I overstep, to be sure. Me first death to Gwur I had him at pretty hurt, then he raged up to big and nasty. Worked him back down to awful...overstepped when I should've fled. Heat o' the moment!
    6. Missed opportunity, to be sure. Especially in a party our size. Bah!
    7. Bonfo was settin' 'em up me thinks but not sure why they weren't triggerin'. Pretty sure Gwur did trip over a few but never at a key moment.

    We talked a little strategy after the slaughter but me thinks our main issue is simply execution. Plannin' is one thing but executin' is entirely different when yer heart's a racin' and stubby fingers a shakin'. Again, appreciate yer feedback. It's constructive and helpful. Me hopes others will learn from ye as well. Dwiggans discouraged? Ha! I'll be gettin' some evil meat fer me next batch o' sausages.
    1. I've interacted with Dwiggans on a couple different characters and I'm a big fan. I like that you still speak like a dwarf on the logboard. I've been called names for doing that in the past but talking like a dwarf is jes so durned fun that I dinnae care 'bout it. Nor should you! It's one of the perks of the race imho.

      I definitely get you with the overstep vs flee in the heat of the moment. You have some elite players that will always always always flee/reset when things are looking down, but others that will stick it through and try to pull it off - big risk big reward. Personally I think the latter is the more fun way to play.

      There is no doubt in my mind that team good will have learned more from this battle than team evil. At the end of the day it's all about learning from your failures by analyzing the battle and identifying opportunities/strategies to try in the future.

      Oh and if there were more goods on (someone said in other log that Avenar was around?) - recruit them. A 4v3 might go either way but if you can make it a 6v3, you've got it in the bag!
    2. Hold up there, laddy. If I take yer meanin' right, me thinks yer suggestin' I'm some sort o' scrawny wee human punchin' away at me keyboard. Well ye can guess again. I can assure ye the dwarven blood in me runs deep as the mines o' Tenebria.
    [reply to Dwiggans]

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