The death of [50 Spiritualist] Ion (Shade)

in Entrance to The Savannah of Broken Trusts

from the perspective of [50 Spiritualist] Ion (Shade)

<worn as a badge>    a frost dragon's eye [poor] (glowing)
<worn on head>       a transparent helm [superior] (humming)
<worn on eyes>       a fuzzy eyepatch made of rabbit's fur
<worn in ear>        an earring made from bluejay feathers [83%]
<worn in ear>        a green and black oval earring [superior]
<worn around neck>   a tribal necklace of royal authority [superior] (glowing)
<worn on body>       a darksteel chainmail shirt [superior] (glowing)
<worn about body>    a cloak of swirling mist
<worn as quiver>     a beautiful dragonscale quiver
<worn on belt buckle>a petrified bone shard [superior] (humming)
<worn on arms>       some twisted dragonscale vambraces
<held as shield>     a shield lined with silver fangs [superior]
<worn around wrist>  a bracelet of woven willow leaves [superior] (illuminating) [75%]
<worn around wrist>  a lizard tail bracer (glowing) [67%]
<worn on hands>      the hands of justice [superior] (glowing)
<worn on finger>     a tiny silver ring (glowing)
<worn on finger>     a tarnished and abused ring [poor]
<held>               a fire-imbued totem of Kossuth [86%]
<worn on legs>       some shin-guards of subterfuge [superior] [65%]
<worn on feet>       some boots of the black winged dragon (glowing)


< 476h/476H 219v/219V Pos: standing >
The bartender says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum.'
You hand over the money.
The bartender says 'Remember, you can always type 'quest' to see your current quest.'

< 476h/476H 219v/219V Pos: standing >
The bartender says 'OH NO, you've cost me alot of time and money, but toss me 30 platinum, 9 g, 3 s, and 7 c and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 476h/476H 219v/219V Pos: standing >
The bartender says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum.'
You hand over the money.
The bartender says 'Remember, you can always type 'quest' to see your current quest.'

< 476h/476H 219v/219V Pos: standing >
A young duck enters from below.

< 476h/476H 219v/219V Pos: standing >
The wandering merchant leaves down.

< 476h/476H 219v/219V Pos: standing >
The bartender says 'OH NO, you've cost me alot of time and money, but toss me 30 platinum, 9 g, 3 s, and 7 c and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 476h/476H 219v/219V Pos: standing >
The bartender says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum.'
You hand over the money.
The bartender says 'Remember, you can always type 'quest' to see your current quest.'

< 476h/476H 219v/219V Pos: standing >
A young duck leaves down.
The bartender says 'OH NO, you've cost me alot of time and money, but toss me 30 platinum, 9 g, 3 s, and 7 c and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 476h/476H 219v/219V Pos: standing >
The bartender says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum.'
You hand over the money.
The bartender says 'Remember, you can always type 'quest' to see your current quest.'

< 476h/476H 219v/219V Pos: standing >
The bartender says 'OH NO, you've cost me alot of time and money, but toss me 30 platinum, 9 g, 3 s, and 7 c and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 476h/476H 219v/219V Pos: standing >
The bartender says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum.'
You hand over the money.
The bartender says 'Remember, you can always type 'quest' to see your current quest.'

< 476h/476H 219v/219V Pos: standing >
The bartender says 'OH NO, you've cost me alot of time and money, but toss me 30 platinum, 9 g, 3 s, and 7 c and I'll take care of your task!'
You hand over the money.
You no longer have a task.

< 476h/476H 219v/219V Pos: standing >
The bartender says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 1 platinum.'
You hand over the money.
The bartender says 'Remember, you can always type 'quest' to see your current quest.'

< 476h/476H 219v/219V Pos: standing >
You do not see or have the corpse.

< 476h/476H 219v/219V Pos: standing >
Ok.
You put 1491 platinum, 3 gold, 0 silver, and 1 copper coins into a rugged adventurers satchel.

< 476h/476H 219v/219V Pos: standing >
The halfling warrior leaves down.

< 476h/476H 219v/219V Pos: standing >
Mathorn's Outer Office
   The walls are covered with wanted posters and lists of rewards.  A desk is
in the center of the room and a list of the 'Ten Most Wanted' has been posted
on the western wall and a sign against the east wall states, "Our Promise to
You:  NO Contract Will Go Unfulfilled."  Bounty-hunters travel through here
often to look for work and to collect their rewards.  Some of the bounty-
hunters that come through here are reported to be ready to do ANY job if the
money is right but Mathorn himself is reported to seek only wanted criminals.
Open doorways lead north into Mathorn's inner office and south to a cobblestone
road.  A narrow stairway leads up to what sounds like a bar.
Obvious exits: -North -South -Up   
A halfling warrior wanders through the town seeking adventure.
A merchant wanders aimlessly.
A young receptionist is here ready to accept contracts.

< 476h/476H 218v/219V Pos: standing >
Orchid Way
   Beautiful red and yellow orchid have been planted along the road as it
continues to the east and west.  An extremely large two-story building made of
jodani wood is to the north, a sign over the doorway bears the simple
statement, "Mathorn's."   Everyone in Woodseer knows that Mathorn is a bounty-
hunter, one of the best in the land.  No-one wants to discuss the business he
is in, or the number of employees he has.  The road continues to the east and
west.
Obvious exits: -North -East  -West 
A well-muscled farmer walks through the market to deliver goods.
A young duck searches for food here.
A wealthy halfling woman on a shopping trip walks down the road.
A halfling guard patrols the streets keeping the peace.
One of the halfling woodcarvers walks through the area.

< 476h/476H 217v/219V Pos: standing >
Alas, you cannot go that way. . . .

< 476h/476H 217v/219V Pos: standing >
Orchid Way
   Pleasant red and yellow orchids line the narrow road as it begins to slope
upward toward the east along a number of halfling homes.  All of the orchids
have been carefully planted and tended making the whole road look orderly and
peaceful.  Children can be heard playing nearby along with the barking of some
small dogs.  A small food vendors shop is to the north and a number of
beautiful wooden homes are to the east.
Obvious exits: -North -East  -West 

< 476h/476H 217v/219V Pos: standing >
The Intersection of Orchid Way and Fernwalk Lane
   The steady trickle of a tiny waterfall flowing into a small pool to the
west makes a pleasant counterpart to the birds playing in the trees and bushes
nearby.  A large number of small halfling cottages can be seen to the east and
north.  Most of the cottages are made of different woods or combinations of
different woods giving the collection of homes here a colorful, almost
artistic touch.  Halflings take pride in the creation and decoration of
beautiful intricate homes.  Orchid Way continues to the east and makes a short
trip to the west to a small pool of freshwater and Fernwalk Lane continues
both north and south.
Obvious exits: -North -East  -South -West 
A father duck with a bright green head watches the ducklings.

< 476h/476H 218v/219V Pos: standing >
Fernwalk Lane
   Halflings are inclined to use a wide variety of jungle woods to make their
beautiful little homes.  Although Woodseer is most famous for its jodani and
ebonwood, the Rift Valley Jungle is filled with a wide variety of trees
providing a number of different woods for building.  Dark brown cocobola has
been used in the construction of a small home to the east.  The thin light
brown veins of the cocobola seem to shimmer in the sunlight making the home
appear to be made of marble rather than wood.  Fernwalk Lane continues to
the north toward some more brightly colored homes and south to a steep drop.
Obvious exits: -North -East # -South
A halfling guard patrols the streets keeping the peace.

< 476h/476H 217v/219V Pos: standing >
Fernwalk Lane
   It appears that in some distant past the top of a mountain was somehow
sheared off and 'dropped' into the rift valley forming two plateaus on which
the halflings have built their small town.  One plateau below, which rests
above the western end of the Rift Valley Jungle, and one here on the remains of
the mountain.  A number of very colorful and beautiful homes can be seen
through the small trees and bushes on this higher plateau.  Ferns line the road
as it heads north and a narrow stairway leads down toward the lower plateau.
Obvious exits: -North -Down 

< 476h/476H 216v/219V Pos: standing >
Alas, you cannot go that way. . . .

< 476h/476H 216v/219V Pos: standing >
Hint: 'Luring' means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 476h/476H 218v/219V Pos: standing >
On a Long Stairway
   The roof of a jodani wood building can be seen sticking out of the cliff
directly below and a number of trees and small buildings can be made out on the
plateau far below.  Water roars past to the west as it plummets over the edge
of the cliff above.  Though the waterfall is thin, the volume of water
streaking down toward the pool below appears to be more than enough to drag a
small boat with it.  The stairway continues upward toward another small plateau
and downward toward a building built in the face of the cliff.
Obvious exits: -Up    -Down 

< 476h/476H 218v/219V Pos: standing >
In Front of Ctenmir's
   A beautiful jodani wood building juts out of the cliff face here, heavy
black palm struts keep it from tumbling to the plateau below.  A sign over the
doorway says, "Ctenmir's Fine Goods" in several different languages.  It
appears half of the building must actually be built into the face of the
mountain, probably a natural opening or ledge of some sort.  Though it hangs
out into open space, fine construction and good design make the building quite
safe.  A narrow stairway leads further up toward a higher plateau and heads
downward toward the commercial part of Woodseer.
Obvious exits: -East  -Up    -Down 
A young halfling child plays here.

< 476h/476H 217v/219V Pos: standing >
On a Long Stairway
   Halflings seem able to bounce down this stairway with no fear of tumbling
over the edge.  There are no guardrails of any sort here, a fall over the edge
would end with a gruesome landing on the rough rocks below.  The beautiful
plateau below is framed by a river that runs along the base of the mountains
and cliffs at its western and southern edges.  Lose rocks and boulders make up
a wide wall that encloses a large park below and to the east which is full of
so many bright flowers that the vibrant colors can be seen from here.  The
stairway continues upward toward a building that has been built into the side
of the cliff and downward toward the plateau.
Obvious exits: -Up    -Down 
A giant dragonfly zips around here.

< 476h/476H 216v/219V Pos: standing >
Before a Long Stairway
   Pleasant ferns and flowers have been planted here at the base of a  long
stairway leading up to another small plateau.  Water spills over the edge of
the plateau above and falls into a small pool over to the west.  Large rocks
and prevent any travel toward the pool to the west and part of the cliff face
is to the east.  Fernwalk Lane continues to the south and the stairway leads
upward toward a small building built on the face of the cliff and beyond.
Obvious exits: -South -Up   
A fuzzy white duckling wanders here searching for food.

< 476h/476H 215v/219V Pos: standing >
Alas, you cannot go that way. . . .

< 476h/476H 216v/219V Pos: standing >
Fernwalk Lane
   Tall thick ferns line the road as it heads north toward a long stairway and
as it continues south past a large boulder.  The side of a huge building blocks
all view of the east but a small pond and waterfall can be seen beyond the
small cottage to the west.  The cottage itself is made of beautiful lacewood.
Lacy veins in the light colored wood reflect the light and sparkling rainbows
from the waterfall further to the northwest making the home seem to glimmer.
An open doorway leads into the small cottage to the west and the road continues
to the north and south.
Obvious exits: -North -South -West 
A wealthy halfling woman on a shopping trip walks down the road.

< 476h/476H 216v/219V Pos: standing >
Fernwalk Lane
   A tremendous boulder to the west blocks all view of the river beyond it and
the side of a huge building is to the east.  Heavy traffic and loud voices can
be heard from the southeast and the gentle sound of a waterfall can be heard
from somewhere beyond the boulder to the west.  Fernwalk Lane continues north
toward a long stairway that leads higher into the mountains and south toward a
four-way intersection.
Obvious exits: -North -South

< 476h/476H 216v/219V Pos: standing >
A Four-Way Intersection
   Halfling merchants and tradesman hawk their wares along the major commercial
road in Woodseer, Petalrich Lane, which heads to the east past a pair of huge
jodani trees toward the Woodseer Gate.  River Circle travels beside some
cottages built along the river to the east and Fernwalk Lane heads north toward
a stone stairway that goes higher into the mountains and south toward another
intersection.
Obvious exits: -North -East  -South -West 
A small, pink marble fountain gurgles quietly.
A young halfling child plays here.
The Woodseer Quartermaster stands here.

< 476h/476H 218v/219V Pos: standing >
Petalrich Lane
   Beautiful flowers line the road here before the huge building to the north
that houses the meetings of the Woodseer High Council to the north and chief
councilor Eruffu's home to the south.  The meeting hall to the north is a truly
immense building by halfling standards, most meeting rooms of such size are
made in large burrows to save on time and money.  Petalrich Lane ends at a
four-way intersection to the west and continues west toward the Woodseer gates.
The door to a large home is to the south and an open doorway leads into the
Woodseer High Council meeting hall.
Obvious exits: -North -East  -South# -West 
A lieutenant of the Woodseer guard patrols the area.

< 476h/476H 217v/219V Pos: standing >
Petalrich Lane
   A small nondescript cottage to the south has been carefully tucked against
the base of the large jodani tree immediately to the east of it.  A much larger
home to the north has been made with a variety of rare and expensive woods
flaunting the wealth of its owner.  Flowers have been planted along the smooth
cobblestone road adding color and beautiful aromas to the area.  Halfling
townsmen of all occupations travel back and forth along the road which
continues to the east and west.
Obvious exits: -North# -East  -South -West 
A young halfling woman is here seeking adventure.

< 476h/476H 216v/219V Pos: standing >
Petalrich Lane
   Some of the boulders and rocks in the wall surrounding the park to the north
have been pushed aside to make room for the Woodseer bank which has been built
entirely of heavy black palm.  Guards and heavily armored adventurers travel in
and out of the open doorway into the large jodani tree to the south.  A sign
above the doorway to the south reads "Leelon's and The Golden Hammer".
Apparently, both a bar and a store of some sort lie within.  The pleasant road
continues east and west along long flower beds.
Obvious exits: -North -East  -South# -West 

< 476h/476H 215v/219V Pos: standing >
Petalrich Lane
   The wide entrance to the park north of here beckons to be used.  Narrow
paths lead through a variety of plants and flowers through a beautiful peaceful
setting.  Just to the south is a fine clothing store offering everything from
fine shirts to leather work-boots and armor.  Along the sides of the
cobblestone road small narrow flower beds have been planted with a variety of
beautiful flowers.  The flower-lined road continues to the east and west, and
an entrance to the park is to the north.  A doorway leads into a clothing shop
to the south.
Obvious exits: -North -East  -South -West 

< 476h/476H 215v/219V 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 
[5] 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.
[3] Someone has left a crystalline chatkcha here. (glowing)
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.
[2] A double-bladed weapon lies here.
A great flail has been carelessly left here.
A halfling warrior wanders through the town seeking adventure.

< 476h/476H 215v/219V 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 warrior wanders through the town seeking adventure.
A halfling guard patrols the streets keeping the peace.

< 476h/476H 215v/219V 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 

< 476h/476H 215v/219V 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 
A kitten jumps here playing with leaves tossed by the wind.
A shady-looking halfling stands here, keeping to the shadows.
A wealthy halfling woman on a shopping trip walks down the road.
A giant dragonfly zips around here.

< 476h/476H 215v/219V 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 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.
A halfling guard patrols the streets keeping the peace.

< 476h/476H 215v/219V Pos: standing >
A minotaur mercenary wizard starts casting a spell.

< 476h/476H 216v/219V 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.

< 476h/476H 218v/219V 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 

< 476h/476H 217v/219V 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 

< 476h/476H 216v/219V 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 

< 476h/476H 218v/219V Pos: standing >
Alas, you cannot go that way. . . .

< 476h/476H 218v/219V 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.
One of the few mages in the Woodseer guard helps keep watch here.

< 476h/476H 217v/219V Pos: standing >

< 476h/476H 219v/219V Pos: standing >
 
   ......***^M    
  ....M..^^^MMM   
 ........^^^MM^^  
 ........^^MMM^^  
 +++++++@^MMM^^^  
 .....*^^MMMM^^.  
 ....**^MMM^^^..  
  .***^^MMM^^..   
   **^^^MM^^..    
An Immaculate Stone Highway
Obvious exits: -North -East  -South -West 

< 476h/476H 217v/219V Pos: standing >
 
   ^......***^    
  .......***^MM   
 .....M..^^^MMMM  
 ........^^^MM^^  
 .......@^^MMM^^  
 ++++++++^MMM^^^  
 .....*^^MMMM^^.  
  ...**^MMM^^^.   
   ***^^MMM^^.    
Endless Plains of Grassy Pastures
Obvious exits: -North -East  -South -West 

< 476h/476H 216v/219V Pos: standing >
You start chanting...

< 476h/476H 219v/219V Pos: standing >
Casting: spirit jump 

< 476h/476H 219v/219V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
A Wide Swath of Plain
   The plains extend lazily east-to-west here, bounded to the north and south
by extremely dense jungle. The corridor is quite wide, perhaps five hundred
paces. To the east, the grasses take on an unusual blond tint, and the shapes
of distant animals can be seen roaming the veldt.
   There seems to be a strange pattern in the grass here, a change in
coloration that is too regular to be the product of chance.
Obvious exits: -East  -West 
(Q)Luncke BIG and DUMB *-*Clan RocChaser*-* stands here.
(Q)Ange de Morte *-*Clan RocChaser*-* stands here.
(Q)Kylian Brightstar *-*Clan RocChaser*-* stands here.
(Q)Dromis, the ancient elven sage, looks for inspiration here.

< 476h/476H 219v/219V Pos: standing >
You start chanting...

< 476h/476H 219v/219V Pos: standing >
Casting: spirit jump 

< 476h/476H 219v/219V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
The First Floor Guard Room
   The guard of the first floor has been given this small,
closet-sized room.  The first floor guard appears to be a
troll of some occupation.  This room is barely big enough for
this troll to live in, and is frequently seen roaming the
hallways instead of staying in his crampt room.  The walls of
the room are solid rock, and there are some furs in the corner
for the troll to sleep on.  In addition, there are several
corpses of various races that the troll has eaten.
Obvious exits: -West 
Some sleeves lie here in a pool of muck.
Flog, the troll guardian sits in his small room.

< 476h/476H 219v/219V Pos: standing >
You sit down and relax.

< 476h/476H 219v/219V Pos: sitting >
You start meditating...

< 476h/476H 219v/219V Pos: sitting >
You have memorized the following spells:
(10th circle)  2 - restoration
               2 - etherportal
( 9th circle)  5 - arieks shattering iceball
( 8th circle)  1 - corrosive blast
               1 - spirit jump
               1 - tormenting spirits
( 7th circle)  4 - greater soul disturbance
               1 - elephantstrength
               1 - ravenflight
( 6th circle)  2 - wellness
               5 - greater mending
( 5th circle)  8 - molten spray
( 4th circle)  2 - pantherspeed
               1 - summon beast
               1 - hawkvision
               5 - mending
( 3rd circle)  5 - scalding blast
               2 - purify spirit
               1 - cold ward
               1 - fire ward
( 2nd circle) 10 - flameburst
( 1st circle)  9 - ice missile
               2 - spirit armor

And you are currently memorizing the following spells:
    3 seconds:  ( 8th) spirit jump
    7 seconds:  ( 8th) spirit jump

You can memorize no more spells.
You continue your study.

< 476h/476H 219v/219V Pos: sitting >
You are already meditating.

< 476h/476H 219v/219V Pos: sitting >
You stop meditating.
You get the sleeves of the swamp troll [superior].

< 476h/476H 219v/219V Pos: sitting >

		Character attributes for Ion

Level: 50   Race: Shade   Class: Shaman / Spiritualist 
Age: 96 yrs / 7 mths  Height: 42 inches Weight: 45 lbs  Size: small

  Actual (Base)     Actual (Base)
Str: 129 (117)    Pow:  83 ( 83)
Dex:  89 ( 77)    Int: 103 ( 94)   
Agi: 115 (100)    Wis: 107 (107)
Con: 118 (124)    Cha:  74 ( 87)   Luk:  74 ( 87)
Equipped Items:  23     Carried weight:   34

Armor Points: -267  Reduces melee damage taken by 26.7% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 110% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 21   Damroll: 28
Alignment: 163  (-1000 to 1000)

Saving Throws: PAR[10]  FEA[10]
               BRE[-33]  SPE[7]

Load carried: Not a problem

< 476h/476H 219v/219V Pos: sitting >
Autosaving...

< 476h/476H 219v/219V Pos: sitting >
You have finished memorizing spirit jump.

< 476h/476H 219v/219V Pos: sitting >
You stop using some twisted dragonscale vambraces.

< 476h/476H 219v/219V Pos: sitting >
You cover your arms with the sleeves of the swamp troll [superior].

< 476h/476H 219v/219V Pos: sitting >
You have finished memorizing spirit jump.
You snap out of your meditative trance, memorization complete.

< 476h/476H 219v/219V Pos: sitting >
You clamber to your feet.

< 476h/476H 219v/219V Pos: standing >

		Character attributes for Ion

Level: 50   Race: Shade   Class: Shaman / Spiritualist 
Age: 96 yrs / 7 mths  Height: 42 inches Weight: 45 lbs  Size: small

  Actual (Base)     Actual (Base)
Str: 129 (117)    Pow:  83 ( 83)
Dex:  89 ( 77)    Int: 103 ( 94)   
Agi: 115 (100)    Wis: 107 (107)
Con: 118 (124)    Cha:  74 ( 87)   Luk:  74 ( 87)
Equipped Items:  23     Carried weight:   37

Armor Points: -249  Reduces melee damage taken by 24.9% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 110% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: 22   Damroll: 28
Alignment: 163  (-1000 to 1000)

Saving Throws: PAR[10]  FEA[30]
               BRE[-33]  SPE[7]

Load carried: Not a problem

< 476h/476H 219v/219V Pos: standing >
You stop using the sleeves of the swamp troll [superior].

< 476h/476H 219v/219V Pos: standing >
You are carrying: (3/11)
the sleeves of the swamp troll [superior]
some twisted dragonscale vambraces
a rugged adventurers satchel (illuminating)

< 476h/476H 219v/219V Pos: standing >
Wear what?

< 476h/476H 219v/219V Pos: standing >

This item is from the zone: Heaven.
'some twisted dragonscale vambraces'
Weight 8, Item type: ARMOR
Item is: NOREPAIR FLOAT 
AC-apply is 46
This item will also affect your SV_FEAR positively.
Some twisted dragonscale vambraces has an item value of 170.
Some twisted dragonscale vambraces is made of dragonscale and appears to be of average quality.
Some twisted dragonscale vambraces has an item value of 170.

< 476h/476H 219v/219V Pos: standing >
Hint: Boats are sold in many hometowns. These will allow you to cross river and other bodies of water. 

< 476h/476H 219v/219V Pos: standing >
You cover your arms with some twisted dragonscale vambraces.

< 476h/476H 219v/219V Pos: standing >
The First Floor Guard Room
Obvious exits: -West 
Flog, the troll guardian sits in his small room.

< 476h/476H 219v/219V Pos: standing >
You start chanting...

< 476h/476H 219v/219V Pos: standing >
Casting: spirit jump 

< 476h/476H 219v/219V Pos: standing >
You complete your spell...
You failed.

< 476h/476H 219v/219V Pos: standing >
A black rift in space opens next to you, and a Drider steps out of it grinning.

< 476h/476H 219v/219V Pos: standing >
A Drider starts casting an offensive spell.

< 476h/476H 219v/219V Pos: standing >
You start chanting...

< 476h/476H 219v/219V Pos: standing >
A Drider completes his spell...
A Drider utters the words 'garbzzsg wuggurz babragruoz'
-=[A Drider's force missile slams into you.]=-
Your frost dragon's eye [poor] was damaged from the massive blow!
-=[A Drider's force missile slams into you.]=-
-=[A Drider's huge missile of force impacts on your chest with a loud thud, causing you to reel in pain.]=-
OUCH!  That really did HURT!

< 315h/476H 219v/219V Pos: standing >
Casting: spirit jump *

< 315h/476H 219v/219V Pos: standing >
A Drider starts casting an offensive spell.

< 315h/476H 219v/219V Pos: standing >
You complete your spell...
You disappear in a radiant flash of light.
You appear in a radiant flash of light.
A Wide Swath of Plain
   The plains extend lazily east-to-west here, bounded to the north and south
by extremely dense jungle. The corridor is quite wide, perhaps five hundred
paces. To the east, the grasses take on an unusual blond tint, and the shapes
of distant animals can be seen roaming the veldt.
   There seems to be a strange pattern in the grass here, a change in
coloration that is too regular to be the product of chance.
Obvious exits: -East  -West 
(Q)Luncke BIG and DUMB *-*Clan RocChaser*-* stands here.
(Q)Ange de Morte *-*Clan RocChaser*-* stands here.
(Q)Kylian Brightstar *-*Clan RocChaser*-* stands here.
(Q)Dromis, the ancient elven sage, looks for inspiration here.

< 315h/476H 219v/219V Pos: standing >
You start chanting...

< 316h/476H 219v/219V Pos: standing >
Casting: greater mending 

< 316h/476H 219v/219V Pos: standing >
A black rift in space opens next to you, and a Drider steps out of it grinning.
You complete your spell...
You shudders as an immense rush of life flows into his body!

< 476h/476H 219v/219V Pos: standing >
A Drider suddenly attacks YOU!
A Drider misses you.

< 476h/476H 219v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 
< 476h/476H 219v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 476h/476H 219v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 476h/476H 219v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 You attempt to flee...
Entrance to The Savannah of Broken Trusts
   The sparse plains grasses give way to a luxuriant veldt, with tall stalks
that are as white as they are yellow. The ground underfoot is very dry. The
savannah extends out of sight to the east and south, while the line of the
jungle can be seen heading north and southwest. Considering the dry climate,
a surprisingly large number of wild animals can be seen roaming the area.
Obvious exits: -North -East  -South -West 
You flee eastward!

< 476h/476H 188v/219V Pos: standing >
A Drider skitters in from the west.

< 476h/476H 191v/219V Pos: standing >
A Drider suddenly attacks YOU!
A Drider misses you.

< 476h/476H 192v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 You start chanting...

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 You complete your spell...
You point at a Drider.
The sphere circling a Drider's body darts in front of your assault!

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 You start chanting...

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 A Drider starts casting an offensive spell.

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 
< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP: excellent >
 You complete your spell...
You point at a Drider.
[Damage: 126 ] -=[Your iceball shatters upon impacting a Drider, rending flesh and sending blood flying.]=-

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP:  small wounds >
 A Drider completes his spell...
A Drider utters the word 'uwwarahz'
A flaming conflagration spews from a Drider striking you full on!
The flames cause your skin to smoke!
OUCH!  That really did HURT!
You start chanting...

< 375h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: small wounds E: A Drider sta EP:  small wounds >
 You complete your spell...
You point at a Drider.
[Damage: 136 ] -=[Your iceball shatters upon impacting a Drider, rending flesh and sending blood flying.]=-

< 375h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: small wounds E: A Drider sta EP:  few wounds >
 A Drider starts casting an offensive spell.

< 375h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: small wounds E: A Drider sta EP:  few wounds >
 You start chanting...

< 375h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: small wounds E: A Drider sta EP:  few wounds >
 Casting: greater mending 

< 375h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: small wounds E: A Drider sta EP:  few wounds >
 You complete your spell...
You shudders as an immense rush of life flows into his body!

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP:  few wounds >
 The flames cause your skin to smoke!
-=[The fire burns white hot as it consumes your flesh!]=-
OUCH!  That really did HURT!

< 423h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: small wounds E: A Drider sta EP:  few wounds >
 You start chanting...

< 423h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: small wounds E: A Drider sta EP:  few wounds >
 A Drider completes his spell...
A Drider utters the word 'uwwarahz'
A flaming conflagration spews from a Drider striking you full on!
The flames cause your skin to smoke!
OUCH!  That really did HURT!

< 322h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: few wounds E: A Drider sta EP:  few wounds >
 Casting: greater mending 

< 322h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: few wounds E: A Drider sta EP:  few wounds >
 You complete your spell...
You shudders as an immense rush of life flows into his body!
A Drider starts casting an offensive spell.

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP:  few wounds >
 You miss a Drider.
A Drider dodges your futile attack.

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP:  few wounds >
 You start chanting...

< 476h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC:excellent E: A Drider sta EP:  few wounds >
 The flames cause your skin to smoke!
-=[The fire burns white hot as it consumes your flesh!]=-
OUCH!  That really did HURT!

< 423h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: small wounds E: A Drider sta EP:  few wounds >
 A Drider completes his spell...
A Drider utters the word 'uwwarahz'
A flaming conflagration spews from a Drider striking you full on!
The flames cause your skin to smoke!
OUCH!  That really did HURT!

< 321h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: few wounds E: A Drider sta EP:  few wounds >
 The flames cause your skin to smoke!
-=[The fire burns white hot as it consumes your flesh!]=-
OUCH!  That really did HURT!

< 269h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: few wounds E: A Drider sta EP:  few wounds >
 You complete your spell...
You point at a Drider.
[Damage: 132 ] -=[Your iceball shatters upon impacting a Drider, rending flesh and sending blood flying.]=-

< 269h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: few wounds E: A Drider sta EP:  few wounds >
 A Drider starts casting an offensive spell.

< 269h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: few wounds E: A Drider sta EP:  few wounds >
 Hint: In certain rooms, you can heal at an advanced rate!  In others, you won't heal at all!
You start chanting...

< 269h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: few wounds E: A Drider sta EP:  few wounds >
 The flames cause your skin to smoke!
-=[The fire burns white hot as it consumes your flesh!]=-

< 227h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: nasty wounds E: A Drider sta EP:  few wounds >
 The flames cause your skin to smoke!
-=[The fire burns white hot as it consumes your flesh!]=-
OUCH!  That really did HURT!
A Drider completes his spell...
A Drider utters the words 'garbzzsg wuggurz babragruoz'
-=[A Drider's force missile slams into you.]=-
-=[A Drider's force missile slams into you.]=-
-=[A Drider's force missile slams into you.]=-
You wish that your wounds would stop BLEEDING so much!
-=[A Drider's force missile slams into you.]=-
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 12h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: awful E: A Drider sta EP:  few wounds >
 A Drider misses you.
You dodge a Drider's vicious attack.

< 12h/476H 193v/219V Pos: standing >
< T: Ion TP: sta TC: awful E: A Drider sta EP:  few wounds >
 The flames cause your skin to smoke!
-=[The fire burns white hot as it consumes your flesh!]=-
Your medallion of gaia [superior] melted from the intense heat!
Your beautiful mask made of bird feathers melted from the intense heat!
Your thick duergar-hide belt with a mithril buckle melted from the intense heat!