The death of [1 Monk] Nibafk (Human)

in The Great Crossroad

from the perspective of [1 Monk] Nibafk (Human)



< 26h/26H 116v/116V Pos: standing >
Pardon?

< 26h/26H 116v/116V Pos: standing >
You have not yet earned the right to use that ability.

< 26h/26H 116v/116V Pos: standing >
You do not seem to have the 'nib'.

< 26h/26H 116v/116V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
The innkeeper stores Duce's stuff in the safe and shows him to his room.

< 26h/26H 116v/116V Pos: standing >
Hint: When you are poisoned, ask a cleric for help. You can also buy some anti-venom vials in Gnome and Goblin hometowns, they will make poison much less painful.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk stops using a ring of twisted gray mist.

< 26h/26H 116v/116V Pos: standing >
Drozk slips his finger into a ring of constitution [modified].

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk stops using a ring of constitution [modified].

< 26h/26H 116v/116V Pos: standing >
Drozk slips his finger into a ring of twisted gray mist.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk gets some leggings of red flames from his bag of wonderous depth.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk recites a scroll of Numbla.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk tickles you - Hee Ha Hehe Ha Hee hee Ha

< 26h/26H 116v/116V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.

< 26h/26H 116v/116V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 26h/26H 116v/116V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'spaihaw abrazak'

< 26h/26H 116v/116V Pos: standing >
A faint hum can be heard from the orb of the sea carried by Drozk.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk sits down in a comfortable spot.

< 26h/26H 116v/116V Pos: standing >
Drozk opens a hide-bound spellbook with a glowing Alatorin insignia and begins studying it intently.

< 26h/26H 116v/116V Pos: standing >
Drozk closes his book and smiles broadly.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk clambers to his feet.

< 26h/26H 116v/116V Pos: standing >
Drozk starts casting a spell.

< 26h/26H 116v/116V Pos: standing >
Drozk completes his spell...
Drozk utters the word 'uoculoihuyl'

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
A faint hum can be heard from the orb of the sea carried by Drozk.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Hint: Charisma affects the prices stores charge you and affects how obedient your summoned monsters (pets) are.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk makes a magical gesture, sending someone back to the nether plane.
Drozk makes a magical gesture, sending someone back to the nether plane.
Drozk makes a magical gesture, sending someone back to the nether plane.
Someone suddenly attacks Drozk!
An air elemental's feeble crush grazes Drozk.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
A faint hum can be heard from the orb of the sea carried by Drozk.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. for a price.'

< 26h/26H 116v/116V Pos: standing >
Hint: If someone wants to group with you and says "f/c", that means you need to type "follow <person>" and "consent <person>"

< 26h/26H 116v/116V Pos: standing >
A faint hum can be heard from the orb of the sea carried by Drozk.

< 26h/26H 116v/116V Pos: standing >
Drozk gets a silvery sack from his bag of wonderous depth.

< 26h/26H 116v/116V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 26h/26H 116v/116V Pos: standing >
Drozk puts a silvery sack into a bag of wonderous depth.

< 26h/26H 116v/116V Pos: standing >
A tharnadian illusionist completes his spell...
A tharnadian illusionist utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a tharnadian illusionist's skin.

< 26h/26H 116v/116V Pos: standing >
Autosaving...

< 26h/26H 116v/116V Pos: standing >
Drozk gets a strange warhammer [superior] from his bag of wonderous depth.

< 26h/26H 116v/116V Pos: standing >
Drozk sits down in a comfortable spot.

< 26h/26H 116v/116V Pos: standing >
Drozk opens a hide-bound spellbook with a glowing Alatorin insignia and begins studying it intently.

< 26h/26H 116v/116V Pos: standing >
Drozk closes his book and smiles broadly.

< 26h/26H 116v/116V Pos: standing >
Drozk clambers to his feet.

< 26h/26H 116v/116V Pos: standing >
Drozk starts casting a spell.

< 26h/26H 116v/116V Pos: standing >
Drozk completes his spell...
Drozk utters the word 'uoculoihuyl'

< 26h/26H 116v/116V Pos: standing >
Drozk puts a strange warhammer [superior] into a bag of wonderous depth.

< 26h/26H 116v/116V Pos: standing >
Hint: If you would like to get rid of a spell that is currently memorized type forget <spellname>.

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
The town crier shouts in common 'We can use all the warriors and fighters there is!'
The town crier shouts in common 'Force those evils back into the Underdark where they belong.'

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Drozk sent you a tell, and your AFK is toggled on!

< 26h/26H 116v/116V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
The innkeeper stores Drozk's stuff in the safe and shows him to his room.

< 26h/26H 116v/116V Pos: standing >
Hint: Visited Vella's brothel yet? Try giving an 'employee' a bit of gold!

< 26h/26H 116v/116V Pos: standing >

< 26h/26H 116v/116V Pos: standing >
Hint: Remember that all the citizens of Woodseer attack evil-aligned people on sight.

< 26h/26H 116v/116V Pos: standing >
The Ogre's Foot Lounge
   One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn.  A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates.  Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale.  A small bar runs along the southern wall,
around which some warriors wait looking for work.  At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'

< 26h/26H 115v/116V Pos: standing >
The Great Fountain of Tharnadia
   An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia.  The fountains pristine waters are
quite inviting, crystal clear and about two feet deep.  You can see some grey
fish swimming lazily about the fountain's bottom.  The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street.  A tall
two story building rises to the south of here, its sides made of adobe and
wood.  An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn.  From here, you can see the high city
walls in all directions off in the distance.  There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.

< 26h/26H 114v/116V Pos: standing >
A street sweeper leaves east.

< 26h/26H 114v/116V Pos: standing >
The Tharnadia-Keats Intersection
   This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza.  The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil.  Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here.  To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East# -South -West
A street sweeper is cleaning here, singing songs of labor.

< 26h/26H 113v/116V Pos: standing >
Keats Street
   A major road only by convenience, Keats street biscects the city from north
to south.  Originally its sable cobblestones were meant to serve as a patrol
path for the city guard.  As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east.  This
is the reason none of the buildings exit onto this street.  In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue.   The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South

< 26h/26H 113v/116V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city.  The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West

< 26h/26H 112v/116V Pos: standing >
The Center of the Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  This part of the market is
the only place where you can walk without bumping into people.  The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A street sweeper is cleaning here, singing songs of labor.

< 26h/26H 111v/116V Pos: standing >
The Great Bazaar
   This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands.  Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season.  Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city.  Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city.  The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.

< 26h/26H 111v/116V Pos: standing >
The Grand Tharnadian Way
   This broad avenue runs through the center of Tharnadia, continuing to the
east of here.  There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city.  Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system.  The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West

< 26h/26H 110v/116V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 26h/26H 116v/116V Pos: standing >
Inside the Eastern City Gates
   Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall.  The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected.  A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator.  The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance.  The wall road leads to
the north and to the south.
Obvious exits: -North -East -South -West
The corpse of a large rat is lying here.
A stray tomcat is darting after rodents, here.
A street sweeper is cleaning here, singing songs of labor.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.

< 26h/26H 115v/116V Pos: standing >
Outside the Eastern City Gates
   Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers.  The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers.  The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built.  A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.

< 26h/26H 114v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
A young man in leather armor seems to be patrolling outside the gates.

< 26h/26H 112v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 26h/26H 111v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West

< 26h/26H 109v/116V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/26H 109v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
A large rat is scurrying about here.

< 26h/26H 108v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
An odd little man, with a shaved head and an orange robe, hums something.

< 26h/26H 106v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
A young man in leather armor seems to be patrolling outside the gates.

< 26h/26H 105v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down

< 26h/26H 103v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling outside the gates.
A homeless peasant is here, looking lost and hungry.

< 26h/26H 101v/116V Pos: standing >
The Road Leading From Tharnadia
   This road leads away from Tharnadia, toward the lands east.  This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago.  Green grasses flank the road, and
a small forest opens to the south and north.  The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West

< 26h/26H 100v/116V Pos: standing >
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A Duergar (medium) Worshipper - The Empire of Lloth stands in mid-air here.
A Drider (large) Highlord - The Empire of Lloth stands in mid-air here.
A Githyanki (small) Denizen - The Empire of Lloth stands in mid-air here, fighting an elite guard.
An elite guard is lying here, fighting a Githyanki.

< 26h/26H 99v/116V Pos: standing >
 
   MM^***..^    
   M^**^*.^^.   
    *******...  
     *M+**^**.  
      ^@++++++  
     *M+*^*.**  
    M^******..  
  MMMM^***^..   
   MMMM*^*..    
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
Shattered bits of ice are scattered about the area.
[6] The corpse of a tharnadian highway marshall is lying here.
The corpse of an elite highwayman is lying here.
The corpse of a member of the Woodseer Brigade is lying here.
[3] The corpse of a tharnadian highway marshall is lying here.
[2] The corpse of A Town Guardian is lying here.

< 26h/26H 98v/116V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
The Great Crossroad
   The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world.  The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here.  All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident.  A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A Duergar (medium) Worshipper - The Empire of Lloth stands in mid-air here.
A Drider (large) Highlord - The Empire of Lloth stands in mid-air here.
A Githyanki (small) Denizen - The Empire of Lloth stands in mid-air here, fighting an elite guard.
An elite guard is lying here, fighting a Githyanki.

< 26h/26H 98v/116V Pos: standing >
You say in common 'hi'

< 26h/26H 99v/116V Pos: standing >
You are knocked to the ground by a Githyanki's mighty bash!
A Githyanki grins as he skewers you with his holy flamberge of the efreeti.