<worn as a badge> a legendary steel badge from Abandoned Elven Homestead [87%]
<worn on head> a tiger's skull
<worn on eyes> a decorated leather eyepatch
<worn in ear> a diamond earring [superior]
<worn on face> a beautiful mask made of bird feathers [71%]
<worn around neck> a blood-soaked collar [superior] [86%]
<worn about body> a black leather cloak with a spun silver lining [superior]
<worn as quiver> a silken backsheath of flight [88%]
<worn about waist> the masters belt [superior] (glowing)
<worn around wrist> an orcskin forearm guard
<worn around wrist> an orcskin forearm guard [88%]
<worn on hands> some gloves of rage
<worn on finger> the ring of the masters [poor] (glowing)
<wielding twohanded> the sword of scourging [superior] (humming)
<worn on legs> a pair of wooden shin guards covered with soot
<worn on feet> some boots of forest running [superior]
Master set granting:
*Stronger armor
< 143h/143H 58v/176V Pos: standing >
Epic Zones -----------------------------------------
Court of the Muse (good)
The Chasm of the Misty Vale (neutral)
The Battlefield (neutral)
The Swamp Laboratory of Khul'Lor (evil)
Clan Stoutdorf Settlement (slightly evil)
Kobold Settlement (pure evil)
The High Moor Forest (slightly good)
*The Stone Tomb of Kelek (pure evil)
Orrak (evil)
Pits of Cerberus (neutral)
*Myrloch Vale (extremely evil)
Pharr Valley Swamp (neutral)
Village of Werrun (good)
Nizari (slightly evil)
The Dark Stone Tower of the Northern Realms (extremely evil)
Tower of High Sorcery (neutral)
Bloodstone Keep (neutral)
The Temple of the Sun (neutral)
The Elemental Groves (slightly evil)
Temple of Flames (neutral)
Drustl's Yerdonia Enslaved (neutral)
The Obsidian Citadel (neutral)
The Ruins of Undermountain (slightly evil)
The Mountain of the Banished (slightly evil)
Nakral's Crypt (neutral)
The Outcasts Tower (neutral)
Fort Boyard (slightly evil)
Crystalspyre Mountains (neutral)
*The Prisons of Carthapia (slightly evil)
*Faerie Realm (very evil)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (neutral)
*The Githyanki Fortress (slightly evil)
Labyrinth of No Return (neutral)
*The Desert City of Venan'Trut (neutral)
Rogue Plains (neutral)
City of Torrhan (neutral)
The Lair of the Swamp Troll King (neutral)
Zalkapfaan, City of the Headless Horde (evil)
New Cave city (evil)
Ice Tower (neutral)
Desolate Under Fire (neutral)
The Citadel (neutral)
The Twin Keeps of Devastated Tharnadia (good)
IceCrag Castle (neutral)
Prison of Fort Boyard (slightly evil)
*The Ancient Halls of Ironstar (neutral)
The Jade Empire (neutral)
Mazzolin (very evil)
Forest of Mir (neutral)
Quintaragon Castle (neutral)
*The Sky City of Ultarium (extremely evil)
Lair of the Gibberling King (neutral)
Plane of Air (neutral)
The Kingdom of Torg (slightly evil)
Tribal Oasis (slightly evil)
*The Para-Elemental Plane of Smoke (slightly good)
Plane of Water (good)
Shadamehr Keep (neutral)
The Temple to Skrentherlog (neutral)
Alatorin - the Forge City (slightly evil)
The Trakkia Mountains (neutral)
The Ethereal Plane (slightly good)
*The Caverns of Armageddon (good)
The Forest City of Aravne (neutral)
Plane of Fire (neutral)
Ruined Temple of Tezcatlipoca (neutral)
The Astral Plane (slightly good)
Jotunheim (slightly evil)
*The Transparent Tower (evil)
Krethik Keep (neutral)
Temple of the Earth (slightly good)
Sea Kingdom (neutral)
*Plane of Earth (slightly good)
Sevenoaks (evil)
The Keep of Evil (neutral)
The Forgotten Mansion (neutral)
*Domain of Lost Souls (very evil)
The Hall of Knighthood (very evil)
*The Depths of Duris (slightly evil)
Arachdrathos Guilds (slightly evil)
Valley of the Snow Ogres (neutral)
The Great Shaboath (slightly evil)
The Tempest Court (neutral)
Pit of Dragons (neutral)
*Ny'Neth (neutral)
Lost Temple of Tikitzopl (evil)
The Scorched Valley (slightly evil)
*The Realm of Barovia (good)
The Royal Mausoleum of Castle IceCrag (slightly evil)
Plane of Fire, Brass (neutral)
Githzerai Stronghold (neutral)
Ceothia (slightly evil)
Tiamat (neutral)
The Fortress of Dreams (neutral)
Bahamut's Palace (neutral)
Dragonnia (slightly evil)
*The Charcoal Palace (very evil)
*Vecna's Tomb (slightly good)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (good)
*The Hall of the Ancients (evil)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (neutral)
Negative Material Plane (neutral)
Celestial Plane (slightly good)
The 222nd Layer of the Abyss (good)
Castle Ravenloft (good)
* = already completed this boot.
< 143h/143H 58v/176V Pos: standing >
You throw back your head and cackle with insane glee!
< 143h/143H 58v/176V Pos: standing >
The Quivering Leaf Inn
Obvious exits: -East -West -Down
A merchant wanders aimlessly.(Gold Aura)
A giant dragonfly zips around here.
A beautiful receptionist stands here ready to rent out rooms.
< 143h/143H 60v/176V Pos: standing >
Quivering Leaf Restaurant
The interior of the tree has been hollowed out and polished to a lustrous
shine. Solid ebonwood tables and chairs are spread out evenly through the
room, fine linens and china are at every place setting. The Quivering
Leaf serves fine food at, er, fine prices, but it is worth every penny.
Well-dressed waiters are ready to seat the customers and take their orders.
Even at off-times the restaurant is crowded, and on holidays there are lines
out the door because the Quivering Leaf accepts no reservations. A small
stairway leads down to a well-lit bar and another stairway leads up to the inn.
An open doorway leads back out to Petalrich Lane.
Obvious exits: -North -Up -Down
A young duck searches for food here.
(Q)The head maitre d' is here looking very worried.(Gold Aura)
An elven merchant has come here to try the food.(Gold Aura)
A wealthy woodcarver is here for a fine meal.(Gold Aura)
The wife of a simple farmer smiles with pleasure as she looks around.
A simple farmer is here for a special meal.(Gold Aura)
A handsome halfling waiter in a tuxedo serves his customers.
< 143h/143H 60v/176V Pos: standing >
Petalrich Lane
Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume. North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife. It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains. Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall. South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant. The flower-lined road
continues to the east and west.
Obvious exits: -North -East -South -West
< 143h/143H 60v/176V Pos: standing >
Petalrich Lane
The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road. Based on the heavy traffic
this must be the major business area of Woodseer. A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park. A doorway
to the south enters a large building built in the shade of a nearby jodani
tree. A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods". Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East -South -West
A halfling guard patrols the streets keeping the peace.(Gold Aura)
< 143h/143H 59v/176V Pos: standing >
Petalrich Lane and Vinestrong Way
Immediately inside the gates, Petalrich Lane intersects with Vinestrong Way.
Vinestrong Way leads north and south along the Woodseer wall and Petalrich Lane
leads west through Woodseer. A stone wall surrounds a huge park to the
northwest and a number of halflings can be seen going in and out of Woodseer's
more popular stores and restaurants to the west.
Obvious exits: -North -East -South -West
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A spellbook has been tossed aside here.
< 143h/143H 58v/176V Pos: standing >
Inside the Woodseer Gates
Rusty gates are propped open here, obviously not in use for quite a long
time. It seems the halflings either aren't terribly worried about invasion or
are a bit lazy when it comes to upkeep. Guards patrol the wall above and the
area of the gates watching everyone with more amusement and curiosity than
caution. An intersection of cobblestone roads can be seen to the west and a
narrow landing is to the east through the open gates.
Obvious exits: -East -West
< 143h/143H 58v/176V Pos: standing >
Outside the Woodseer Gates
Cracked but sturdy looking stone stairs lead down from this tiny landing to
the jungle valley below. A narrow passage through the Woodseer gates to the
west leads into a thriving halfling city. Stone walls, in need of repair,
extend along the top of the cliff to the north and south creating an almost
unnecessary addition to the steep cliff face to defend Woodseer from any
invasion. Halfling merchants can be heard hawking their wares and children can
be heard laughing from the other side of the stone walls.
Obvious exits: -West -Down
A halfling guard patrols the streets keeping the peace.(Gold Aura)
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.(Gold Aura)
< 143h/143H 57v/176V Pos: standing >
On a Stone Stairway
It is a good thing that halflings don't have any fear of heights. This
cracked stone stairway is extremely narrow and there are no guardrails to be
seen. The drop down to the valley below would be swift, and most likely end in
a quick and painless death. Stone walls can be seen along the top of the
cliff above and a thin waterfall plummets over the edge of the cliff to the
south. Cracked stone stairs, in dire need of repair, lead down toward the
jungle valley below and climb up to Woodseer.
Obvious exits: -Up -Down
A small halfling woman wanders here, humming to herself.(Gold Aura)
< 143h/143H 57v/176V Pos: standing >
On a Stone Stairway
There are no guardrails to keep one from falling off these narrow stone
steps and making a gruesome fall to the base of the cliffs over 200 hundred
feet below. All the same, the agile halflings bounce up and down this stairway
with little worry of falling over the edge. To the south a thin waterfall can
be seen diving over the edge of the cliff into a small pond by the jungle far
below. Stone stairs rise up toward Woodseer and head down to meet the valley
below.
Obvious exits: -Up -Down
< 143h/143H 57v/176V Pos: standing >
On a Stone Stairway
A guardrail would be very nice at this point. The narrow stairway can only
fit two people abreast and is almost 150 feet above the ground now. It is easy
to see that this stairway was originally built with security and not safety in
mind. The only way to attack Woodseer would be to climb the steep rocky
cliff to the north and south or to come up this stairway, either of which are
easy to defend. Stairs lead up to Woodseer and down toward the jungle below.
Obvious exits: -Up -Down
< 143h/143H 56v/176V Pos: standing >
On a Stone Stairway
Two people can travel abreast on this narrow stairway. The stones are well
worn by the passage of many feet and are very sturdy, but there are no
guardrails to prevent someone from falling over the edge. At this height one
can see down into the lower branches of some of the trees to the east. Tree
branches throughout the jungle below and to the east are alive with birds and
monkeys as well as other creatures that are not as easy to identify. The
stairway continues up toward the Woodseer plateau and down to the jungle.
Obvious exits: -Up -Down
< 143h/143H 55v/176V Pos: standing >
A Trade Path Heading into a Ravine
This narrow trade path heads down into a ravine that makes a sharp drop
down into the hills to the north. The steep descent shows that what appear to
be unassuming hills here must become some fairly imposing mountains further to
the north. A number of small juniper bushes and a few small trees dot this
area as the path heads south toward a small forest clearing. Dank, humid air
seems to struggle its way out of the ravine to the north, where the narrow path
makes its steep descent, but otherwise this area is quite peaceful and calm.
Obvious exits: -West -Up -Down
A large wooden sign stands here.
A halfling cleric stands here smiling at everything around her.(holy)(Gold Aura)
One of the few mages in the Woodseer guard helps keep watch here.(Gold Aura)
< 143h/143H 55v/176V Pos: standing >
On a Trade Path in a Narrow Ravine
It is fortunate that this path is well-kept because it is quite steep here
and a poorly kept path could cause problems for merchant carts and wagons.
Steep rocky hills extend upward to the sides of the path, making it seem quite
cramped and uncomfortable, yet also offering a great deal of protection by
making it impossible for thieves to set up any ambushes here. The path
continues down toward a deep valley and heads upward toward a small forest
clearing.
Obvious exits: -Up -Down
< 143h/143H 54v/176V Pos: standing >
On a Trade Path in a Narrow Ravine
The small hills that surround this narrow path rise up so steeply that the
path seems trapped within them. Even stranger is the fact that the path drops
down so rapidly that what appear to be small, though rocky, hills from this
point appear to surround a very deep valley that is far, far below. The path
continues its climb upward and heads downward to eventually lead to Woodseer.
Obvious exits: -Up -Down
A set of gloves has been dropped on the ground, where they glow maliciously.
< 143h/143H 53v/176V Pos: standing >
It rains a bit harder.
< 143h/143H 54v/176V Pos: standing >
You get some gloves of rage.
< 143h/143H 55v/176V Pos: standing >
You already wear a pair of thick hydra-hide gloves [superior] on your hands.
< 143h/143H 57v/176V Pos: standing >
Hint: Dexterity affects how often you parry attacks and affects how many items you can carry at once.
< 143h/143H 59v/176V Pos: standing >
You stop using a pair of thick hydra-hide gloves [superior].
< 143h/143H 59v/176V Pos: standing >
You pull some gloves of rage onto your hands.
< 143h/143H 60v/176V Pos: standing >
On a Trade Path in a Narrow Ravine
This steep path seems to plummet downward as it heads into the Rift Valley
Jungle to the north, and makes a steep climb up to the south. Despite the
steep grade of the trade path, it has been kept quite smooth and easy to
travel. It is clear that the halflings that live in Woodseer next to the Rift
Valley Jungle want to insure that traders and merchants can find their way to
their fine city.
Obvious exits: -Up -Down
< 143h/143H 59v/176V Pos: standing >
On a Trade Path in a Narrow Ravine
Imposing rock walls thrust upward along the sides of the narrow path. The
path itself is quite smooth and, though the grade is steep, is relatively
easy to climb. More heavily used than many paths of this type this trade
route is kept relatively safe by the sheer rock walls that surround it. It
is also clear that the mountains that appear so huge from this low vantage
point, must have been created at the same time as the deep valley below. The
trade path continues upward to the south and heads down toward the Rift Valley
Jungle to the north.
Obvious exits: -Up -Down
< 143h/143H 57v/176V Pos: standing >
On a Trade Path in a Narrow Ravine
Walls of jagged rock surround this narrow ravine and the trade path that
runs through it. Merchants doing business with Woodseer must risk traveling
alongside the jungle in the valley below but that part of the journey is kept
relatively safe by the halfling scouts and sentries that have been posted
along the road. This part of the trip though is somewhat tedious and boring.
Steep rock walls and the surrounding mountains block out the direct sunlight
at all but high noon making the trip gloomy and depressing, however, by the
same token, those same high walls keep the narrow path safe from thieves and
other more dangerous creatures.
Obvious exits: -North -Up
< 143h/143H 56v/176V Pos: standing >
Alas, you cannot go that way. . . .
< 143h/143H 56v/176V Pos: standing >
A Trade Path Cut From the Jungle
Jungle vegetation of all forms has been cleared away from this point to
create a safer passage into and out of the narrow gorge that rises out of
the valley to the south. This trade path is well-guarded by halfling scouts
and sentries that do there best to keep it safe. The halfling city of
Woodseer is dependant upon the trade that this path provides and pay for all
of its upkeep. The trade path continues to the north along a rock-lined pool
as it heads toward Woodseer, and south where it enters a narrow ravine that
climbs out of the valley. The jungle can be entered to the east, for those
foolish enough to want that type of adventure.
Obvious exits: -North -East -South
< 143h/143H 56v/176V Pos: standing >
A Trade Path Along a Deep Pool
A narrow trade path has been carved from the jungle here, allowing
relatively safe passage to the halfling city of Woodseer. A number of stern-
looking halfling scouts can be seen wandering along the road, and through the
jungle helping to keep the road free of the dangerous creatures that make the
jungle their home. A huge waterfall to the west feeds the deep rock-lined
pool below, splashing water even out as far as this point as it plummets
downward. The trade path continues to the north where it bends around the
pool to run along the base of the cliff to the west, and to the south where
it begins to climb out of the valley through a narrow gorge. The stench of the
jungle wafts in from the east, with a smell as dark and foreboding as the
jungle itself.
Obvious exits: -North -East -South
< 143h/143H 56v/176V Pos: standing >
A Trade Path Along a Deep Pool
A trade path has been cleared from the jungle, which looms threateningly
to the north and east, running both west and south at this point to get
around a deep rock-lined pool to the southwest. A tremendous cliff further
to the west forms a impressive defensive wall for the small city of Woodseer
that has been built on the plateau above it. A thin waterfall shatters into
millions of small water droplets as it slaps the jagged rocks of the cliff
face to the southwest until the water finally comes to rest in the deep pool
that can be seen below it. The trade path continues to the south and west.
Obvious exits: -North -East -South -West
[3] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left here.
< 143h/143H 55v/176V Pos: standing >
A Young Jungle
White, yellow, and red flowers grow so closely intertwined
here that one would think they were planted deliberately, and a well-
concealed building to the east suggests that this might be the case. The
building itself is fairly plain, it is the thick covering of vines and other
plants that helps conceal the building and make it difficult to detect.
There is no doorway into the building on this side but there is certainly an
exit somewhere. The jungle continues to the north and south, and there is a
clearing to the west.
Obvious exits: -North -South -West
A yellow flower hangs from a vine here.
A yellow flower hangs from a vine here.
< 143h/143H 70v/176V Pos: standing >
A Young Jungle
Tales of the dark foreboding nature of the Rift Valley Jungle seem a bit
overblown here, but it must be remembered that this part of the jungle is
quite young. At some time in the past the jungle here must have been cleared
because none to the trees here seems much older than twenty years. Several
brightly colored birds fly overhead, hunting for fruit or insects, and the
loud cries of something becoming an unwilling meal can be heard penetrating
the humid gloom. The jungle continues in every direction.
Obvious exits: -North -East -South -West
A halfling scout keeps the trade path clear.(Gold Aura)
A golden beetle waits for someone to pick it up.(Red Aura)
< 143h/143H 69v/176V Pos: standing >
A Young Jungle
Vines and bushes barely conceal a small building that blocks the way to
the south. It looks as if someone deliberately encouraged the plants to help
conceal the building. A number of flowering vines can be seen hanging from
trees to the east, yet there is something sinister about the way they move.
The jungle continues to the north, east, and west but a small building blocks
the way to the south.
Obvious exits: -North -East -West -Down
< 143h/143H 68v/176V Pos: standing >
A Young Jungle
Monkeys can be heard screaming from somewhere in the treetops above, and
occasionally a fruit rind drops down to the jungle floor to add to the
already rotting refuse. It is the continual cycle of life, death, and decay
that keeps the jungle a healthy and powerful testament to the strength of
nature. Animals can be heard screaming at each other throughout the forest,
some of the cries are obviously of distress. In the rainforest, only the
strong survive. The jungle continues in every direction.
Obvious exits: -North -East -South -West
A kenku adventurer wanders the forest seeking fame and fortune.(Red Aura)
< 143h/143H 67v/176V Pos: standing >
The Jungle Darkens
The forest east of this point is dark and foreboding, at least the swamps
to the north show a bit more light through the trees. South and east of here
there is only dark forest, the gloom seems almost impenetrable, and there is
little to encourage one to take the risks of trying. Rumours of lost cities
and treasures in the jungle beyond here are easy to believe. In fact, it
would be easy to pass an entire city by in the darkness of the forest.
Halfling scouts can rarely be seen traveling this far into the forest, but
never into the darkness beyond. The jungle continues in every direction.
Obvious exits: -North -East -South -West
A wooden sign has been nailed to one of the trees here.
< 143h/143H 66v/176V Pos: standing >
Deep in the Rift Valley Jungle
Gloomy darkness and dense, humid air make this jungle almost unbearable.
Trees stretch upward until they fan out, creating a dense canopy that blocks
out almost all light. The little light that does get this far down serves
only to create strange shadows, shadows that can't even be chased away with
bright torches and magical lights. Moist earth is made even softer by the
rotting vegetation, the leaves and branches that have fallen from the trees
above. Few adventurers travel even this far into the jungle, most find the
stench unbearable, and the almost ever-present darkness unnerving. The
trackless jungle continues in every direction.
Obvious exits: -North -East -South -West
A black cat prowls through the jungle.(Red Aura)
< 143h/143H 64v/176V Pos: standing >
Epic Zones -----------------------------------------
Court of the Muse (good)
The Chasm of the Misty Vale (neutral)
The Battlefield (neutral)
The Swamp Laboratory of Khul'Lor (evil)
Clan Stoutdorf Settlement (slightly evil)
Kobold Settlement (pure evil)
The High Moor Forest (slightly good)
*The Stone Tomb of Kelek (pure evil)
Orrak (evil)
Pits of Cerberus (neutral)
*Myrloch Vale (extremely evil)
Pharr Valley Swamp (neutral)
Village of Werrun (good)
Nizari (slightly evil)
The Dark Stone Tower of the Northern Realms (extremely evil)
Tower of High Sorcery (neutral)
Bloodstone Keep (neutral)
The Temple of the Sun (neutral)
The Elemental Groves (slightly evil)
Temple of Flames (neutral)
Drustl's Yerdonia Enslaved (neutral)
The Obsidian Citadel (neutral)
The Ruins of Undermountain (slightly evil)
The Mountain of the Banished (slightly evil)
Nakral's Crypt (neutral)
The Outcasts Tower (neutral)
Fort Boyard (slightly evil)
Crystalspyre Mountains (neutral)
*The Prisons of Carthapia (slightly evil)
*Faerie Realm (very evil)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (neutral)
*The Githyanki Fortress (slightly evil)
Labyrinth of No Return (neutral)
*The Desert City of Venan'Trut (neutral)
Rogue Plains (neutral)
City of Torrhan (neutral)
The Lair of the Swamp Troll King (neutral)
Zalkapfaan, City of the Headless Horde (evil)
New Cave city (evil)
Ice Tower (neutral)
Desolate Under Fire (neutral)
The Citadel (neutral)
The Twin Keeps of Devastated Tharnadia (good)
IceCrag Castle (neutral)
Prison of Fort Boyard (slightly evil)
*The Ancient Halls of Ironstar (neutral)
The Jade Empire (neutral)
Mazzolin (very evil)
Forest of Mir (neutral)
Quintaragon Castle (neutral)
*The Sky City of Ultarium (extremely evil)
Lair of the Gibberling King (neutral)
Plane of Air (neutral)
The Kingdom of Torg (slightly evil)
Tribal Oasis (slightly evil)
*The Para-Elemental Plane of Smoke (slightly good)
Plane of Water (good)
Shadamehr Keep (neutral)
The Temple to Skrentherlog (neutral)
Alatorin - the Forge City (slightly evil)
The Trakkia Mountains (neutral)
The Ethereal Plane (slightly good)
*The Caverns of Armageddon (good)
The Forest City of Aravne (neutral)
Plane of Fire (neutral)
Ruined Temple of Tezcatlipoca (neutral)
The Astral Plane (slightly good)
Jotunheim (slightly evil)
*The Transparent Tower (evil)
Krethik Keep (neutral)
Temple of the Earth (slightly good)
Sea Kingdom (neutral)
*Plane of Earth (slightly good)
Sevenoaks (evil)
The Keep of Evil (neutral)
The Forgotten Mansion (neutral)
*Domain of Lost Souls (very evil)
The Hall of Knighthood (very evil)
*The Depths of Duris (slightly evil)
Arachdrathos Guilds (slightly evil)
Valley of the Snow Ogres (neutral)
The Great Shaboath (slightly evil)
The Tempest Court (neutral)
Pit of Dragons (neutral)
*Ny'Neth (neutral)
Lost Temple of Tikitzopl (evil)
The Scorched Valley (slightly evil)
*The Realm of Barovia (good)
The Royal Mausoleum of Castle IceCrag (slightly evil)
Plane of Fire, Brass (neutral)
Githzerai Stronghold (neutral)
Ceothia (slightly evil)
Tiamat (neutral)
The Fortress of Dreams (neutral)
Bahamut's Palace (neutral)
Dragonnia (slightly evil)
*The Charcoal Palace (very evil)
*Vecna's Tomb (slightly good)
Ny'Neth's Stronghold (neutral)
Apocalypse Castle (neutral)
The Realm of Barovia Continued (good)
*The Hall of the Ancients (evil)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (neutral)
Negative Material Plane (neutral)
Celestial Plane (slightly good)
The 222nd Layer of the Abyss (good)
Castle Ravenloft (good)
* = already completed this boot.
< 143h/143H 65v/176V Pos: standing >
The forces of nature ignore you...
< 143h/143H 65v/176V Pos: standing >
Score information for Plano
Level: 12 Race: Githzerai Class: Paladin Sex: Male
Hit points: 143(143) Moves: 66(176)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 81%
Status: Standing.
Negative Shielded Coldshielded Strained Lungs
Frags: +0.00 Deaths: 0
Detecting: Evil Good Heat Holiness
Enchantments: Ultravision Fly Aware Haste
Herbs: Medicus
Combat Pulse: 16 Spell Pulse: 0.87
Leaderboard Points: 120
Active Spells:
--------------
well-rested bonus (132 minutes)
< 143h/143H 66v/176V Pos: standing >
Deep in the Rift Valley Jungle
It is hard to decide which is more overwhelming, the darkness, or the dank,
humid stench of rot and decay. Trees stretch upward to create a dense cloak
that refuses to allow even the smallest amount of light down to the ground,
Twisted roots and fallen branches line the moist ground, adding their scents
to the putrid air. A poorly constructed fence blocks passage to the north,
protecting a small swamp where a tribe of bullywugs has created a village of
decrepit buildings. The jungle stretches off into darkness to the south,
east, and west. It is clear that just to the west the jungle is more well-
traveled, and that the halflings of Woodseer extend their patrols to that
limit, but it is also clear that they go no further into the jungle.
Obvious exits: -East -South -West
A bright red and yellow lizard basks here.
< 143h/143H 64v/176V Pos: standing >
Deep in the Rift Valley Jungle
A fence made of mere sticks and thin logs has been erected to the north,
protecting a small swamp and the bullywug village that has been built within
it. Bulbous eyes stare back at those bold enough to peer into the bullywug's
domain, daring one to be bold enough to enter their home. Even the stout
halflings who make their home so nearby hesitate to fight them on their own
ground. Only fools would dare to challenge such creatures in their own
domain. The gates to the village can be seen further to the west, and the
jungle continues in every other direction.
Obvious exits: -East -South -West
A black cat prowls through the jungle.(Red Aura)
A wild boar roots through the humus searching for food.
< 143h/143H 63v/176V Pos: standing >
A wild boar suddenly attacks YOU!
A wild boar misses you.
Sorry, you aren't allowed to do that in combat.
< 143h/143H 64v/176V Pos: standing >
< T: Plano TP: sta TC:excellent E: boar sta EP: excellent >
You miss a wild boar.
You miss a wild boar.
< 143h/143H 64v/176V Pos: standing >
< T: Plano TP: sta TC:excellent E: boar sta EP: excellent >
You parry a wild boar's lunge at you.
You dodge a bash from a wild boar, who loses its balance and falls.
< 143h/143H 64v/176V Pos: standing >
< T: Plano TP: sta TC:excellent E: boar kne EP: excellent >
You miss a wild boar.
[Damage: 11 ] -=[Your slash enshrouds a wild boar in a mist of blood.]=-
< 143h/143H 64v/176V Pos: standing >
< T: Plano TP: sta TC:excellent E: boar kne EP: nasty wounds >
[Damage: 8 ] -=[Your fine slash causes a wild boar to grimace in pain.]=-
A wild boar is stunned!
A wild boar staggers about, but manages to get to its feet.
You miss a wild boar.
< 143h/143H 64v/176V Pos: standing >
< T: Plano TP: sta TC:excellent E: boar sta EP: awful >
You dodge a wild boar's vicious attack.
< 143h/143H 64v/176V Pos: standing >
< T: Plano TP: sta TC:excellent E: boar sta EP: awful >
Deep in the Rift Valley Jungle
Obvious exits: -East -South -West
A wild boar stands with a stunned look here, fighting YOU!
< 143h/143H 64v/176V Pos: standing >
< T: Plano TP: sta TC:excellent E: boar sta EP: awful >
[Damage: 10 ] -=[Your fine slash hits a wild boar.]=-
A wild boar is mortally wounded, and will die soon, if not aided.
< 143h/143H 64v/176V Pos: standing >
The first rays of sunlight signal that day is approaching.
< 143h/143H 69v/176V Pos: standing >
[Damage: 2 ] -=[Your weak slash hits a wild boar.]=-
A wild boar is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a wild boar's gurgling and choking signals its demise.
< 143h/143H 75v/176V Pos: standing >
A half-elf bard snaps into visibility.
Divine power encases you as you turn to battle evil.
A half-elf bard disappears from your vision for a moment, suddenly appearing behind you; you fail to counter his advance...
< 143h/143H 76v/176V Pos: standing >
< T: Plano TP: sta TC:excellent E: a half-elf bard sta EP: excellent >
A half-elf bard snaps into visibility.
-=[You scream in pain as a half-elf bard's pierce tears into your flesh.]=-
OUCH! That really did HURT!
A half-elf bard snaps into visibility.
[Damage: 16 ] -=[A half-elf bard shivers from the unnatural cold as he hits you!]=-
A half-elf bard misses you.
You parry a half-elf bard's lunge at you.
-=[You scream in pain as a half-elf bard's slash tears into your flesh.]=-
OUCH! That really did HURT!
Your spell flows around someone, leaving him unharmed!
A half-elf bard snaps into visibility.
A half-elf bard dances an acrobatic maneuver in battle, tripping you.
< 183h/235H 76v/176V Pos: sitting >
< T: Plano TP: sit TC: small wounds E: a half-elf bard sta EP: few scratches >
Someone parries your futile lunge at him.
Someone parries your futile lunge at him.
A half-elf bard snaps into visibility.
You raise a level!
< 191h/243H 76v/176V Pos: sitting >
< T: Plano TP: sit TC: small wounds E: a half-elf bard sta EP: few scratches >
A half-elf bard snaps into visibility.
-=[You scream in pain as a half-elf bard's slash tears into your flesh.]=-
A half-elf bard snaps into visibility.
[Damage: 14 ] -=[A half-elf bard shivers from the unnatural cold as he hits you!]=-
-=[You scream in pain as a half-elf bard's slash tears into your flesh.]=-
OUCH! That really did HURT!
A half-elf bard snaps into visibility.
[Damage: 16 ] -=[A half-elf bard shivers from the unnatural cold as he hits you!]=-
-=[You scream in pain as a half-elf bard's slash tears into your flesh.]=-
A half-elf bard snaps into visibility.
[Damage: 14 ] -=[A half-elf bard shivers from the unnatural cold as he hits you!]=-
A half-elf bard's darksteel rapier [poor] with a strange black stone murmurs some strange incantations...
A half-elf bard snaps into visibility.
-=[A half-elf bard's concussion blast rips into you, shattering your soul!]=-
YIKES! Another hit like that, and you've had it!!
-=[You scream in pain as a half-elf bard's slash tears into your flesh.]=-
OUCH! That really did HURT!
You wish that your wounds would stop BLEEDING so much!
A half-elf bard snaps into visibility.
[Damage: 16 ] -=[A half-elf bard shivers from the unnatural cold as he hits you!]=-
< 29h/243H 76v/176V Pos: sitting >
< T: Plano TP: sit TC: awful E: a half-elf bard sta EP: small wounds >
You miss someone.
Someone dodges your futile attack.
A half-elf bard snaps into visibility.
It appears to be the corpse of a wild boar.
Nothing.
< 29h/243H 76v/176V Pos: sitting >
< T: Plano TP: sit TC: awful E: a half-elf bard sta EP: small wounds >
You're too busy fighting to be pulling things out of bags!
< 29h/243H 76v/176V Pos: sitting >
< T: Plano TP: sit TC: awful E: someone sta EP: small wounds >
Sorry, you aren't allowed to do that in combat.
< 29h/243H 76v/176V Pos: sitting >
< T: Plano TP: sit TC: awful E: someone sta EP: small wounds >
Saving Plano.
< 29h/243H 76v/176V Pos: sitting >
< T: Plano TP: sit TC: awful E: someone sta EP: small wounds >
You scramble madly to your feet!
< 29h/243H 76v/176V Pos: standing >
< T: Plano TP: sta TC: awful E: someone sta EP: small wounds >
A half-elf bard snaps into visibility.
-=[You scream in pain as a half-elf bard's slash tears into your flesh.]=-
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your spell flows around someone, leaving him unharmed!
Someone misses you.
A half-elf bard snaps into visibility.
-=[You scream in pain as a half-elf bard's pierce tears into your flesh.]=-
Your jeweled emerald choker from Abandoned Elven Homestead was completely destroyed by the massive blow!
Your vambraces of the Ebriham [poor] was completely destroyed by the massive blow!
Your tarnished bronze ring was completely destroyed by the massive blow!
Your diamond earring [superior] was completely destroyed by the massive blow!