The death of [49 Air Magus] Maulrok The Empire (Gnome)

in At a Huge Wreckage Site

from the perspective of [52 Decay Priest] Bisil La Resistance (Orc)

<worn as a badge>    emblem of the maelstrom
<worn on head>       the helm of light
<worn on eyes>       a foggy visor [poor] [75%]             
<worn in ear>        the earring of the gods [superior] [89%]             
<worn in ear>        a gloomwing feather (magic) [83%]             
<worn on face>       the mask of the plague [superior]
<worn around neck>   the necklace of wisdom [poor] [89%]             
<worn around neck>   a humming gem charm [71%]             
<worn on body>       the armor of purity [poor]
<worn about body>    the wings of the shadow dragon [poor] (glowing) [81%]             
<worn as quiver>     a stylish platinum quiver from Myrabolus [54%]             
<worn about waist>   an elven priestess sash [superior] (magic)
<worn on belt buckle>a crude cured leather belt buckle
<worn on arms>       some glowing sleeves made of devil skin [poor] (magic) (glowing)
<worn around wrist>  a well-crafted iron bracelet
<worn around wrist>  a magical marble wristguard [79%]             
<worn on hands>      a pair of hazy green gloves (magic) (glowing) [56%]             
<worn on finger>     a silvery ring studded with gems [poor] (magic)
<worn on finger>     a ring of twisted gray mist
<primary weapon>     a high quality mining pick [24%]             
<held>               the orb of elemental fire (magic) (glowing)[235h 36m 27s]
<worn on legs>       some exquisite gold greaves [89%]             
<worn on feet>       some pitted obsidian boots [89%]             

Obvious exits: -East -West

< 947h/947H 167v/186V Pos: standing >
The Base Of A Steep Slope
   This passage has been carved from the stone of the mountain. It is
rectangular in shape, all four sides fairly smooth. Carvings adorn the
walls, ceiling and floor, some are crude, some are quite well done. The
pictures seem to depict victories in battles or hunting. It seems that
the inhabitants of this area enjoy sharing their victories and preserving
them for generations to come. The passage continues into darkness to the
south. To the east the entire passage slopes steeply upwards, maintaining
its original dimensions in the climb.
Obvious exits: -East -South

< 947h/947H 166v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 947h/947H 166v/186V Pos: standing >
A Carved Passage
   This passage is rectangular in shape, carved out of the mountain
stone. The walls are fairly smooth, but differences in depth of carving
give them a rippled appearance. An small slit has been carved into the
south face, constructed to allow numerous defenders to attack anything
that tries to enter. Large stains of blood cover the areas near the slit,
testifying that its defensive design features have been put to use. Some
crude pictures have been carved into the stone walls, ceiling and floor,
most seem to depict victories in battle or hunting. The passage continues
to the north.
Obvious exits: -North -South
You sense a lifeform nearby.

< 947h/947H 165v/186V Pos: standing >
A Narrow Passage
   The crack narrows to a small slit to the north. All four sides of the
open space seem to close in around you, restricting movement. Stains of
red indicate that some creature has taken advantage of its restrictive
conditions to gain an advantage in battle. The space is made narrower by
several rocks protruding from the walls of the area.
Obvious exits: -North

< 947h/947H 164v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 947h/947H 164v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 947h/947H 165v/186V Pos: standing >

< 947h/947H 166v/186V Pos: standing >

< 947h/947H 170v/186V Pos: standing >
A Crack In The Cliff Face
   This narrow crack is only a few meters wide and not much taller. The
bottom is fairly smooth and dry, making for good footing. Several rough
rocks stick out from the sides, the wall to the north seems to be smoother
than the than the rest. Looking down a body of water can be seen.
Obvious exits: -Down
You sense a lifeform nearby.

< 947h/947H 168v/186V Pos: standing >
Below the Khildarak Stronghold
   The might of the duergar dwarves unfolds near the heart
of the underdark. A steep ramp rising forty feet is part of the
fortresses defences to make sure that any attacking army will have
trouble with a quick assult. Two large black chains run on either
side of the ramp are used to pull heavy wagons and equipment. What
mechanism that makes these chains run is a well-kept mystery but it
must be something of awesome power. Every six feet there are round
holes in the walls surrounding the ramp and in the tunnel ceiling.
What these holes are for is hard to know but the faint smell of
boiling oil is enough to cause the hair at the back of the neck to
stand on end.
Obvious exits: -East -Up

< 947h/947H 167v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 947h/947H 168v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 947h/947H 168v/186V Pos: standing >
Nearing the Khildarak Stronghold
   The great road scretches west as far as the eye can see. Every
twenty feet are pedestals with bowls of glowing fungi that illuminate
the tunnel for the lesser races. Shouts echo down the stone walls
and occasionaly the sound of a brief dispute. Not a single brokem
rock can be spotted on the duergar road in this tunnel, as alot of
hard work have been put in to provide a good road for travellers
and duergar soldiers. There are pedestals with small bowls of
fungi providing lite for races with worse vision than the duergar.
Obvious exits: -East -South -West

< 947h/947H 168v/186V Pos: standing >
An Outpost on the Road to the Khildarak Stronghold
   This room has been chiseled out of the rocky wall with great
care. The walls are perfectly smooth without any flaws or marks.
A large stone table has been cut out from the rock and is actually
apart of the floor itself. Along the west and south walls are
three pedestals with bowls of glowing fungi that cast a
soft light on the surroundings.
Obvious exits: -North -East -South

< 947h/947H 166v/186V Pos: standing >
A Soaring Mushroom Cavern
   This area is in sharp contrast to the perfect order of the
rest of the tunnel system. The walls are rough and jagged and
this small cave gives the impression of being a natural one
rather than chiseled out anything living. The cavern floor is
filled with small violet and blue fungi that give off a sweet
but not entirely unpleasant smell. The chamber soars upwards
and there seems to be nothing to limit it. At times one might
even claim to see a tiny spek of light thousands of feet above
but most would laugh at such a statement. Sometimes the flutter
of wings can be heard coming from far above but perhaps that
was also vivid imagination playing tricks. An enormous mushroom
some twenty feet tall grows in the middle of the chamber and
it is probably the largest speciment ever.
Obvious exits: -North -Down
A steel dagger has been tossed aside here.

< 947h/947H 165v/186V Pos: standing >
Alas, you cannot go that way. . . .

< 947h/947H 166v/186V Pos: standing >
 
    MMM,,,,M    
  ,MM....MM     
  ,,M.oo..MM    
   ,,.M..o.M,   
   M.oo@.o.M,   
  MM.MoooM.MM   
   MMM.oo.M,,,  
    MMM..MMM    
       ,,M      
A Shaft Beneath a Soaring Mushroom Cavern
Obvious exits: -North -East -South -West -Up

< 947h/947H 164v/186V Pos: standing >
You start chanting...

< 947h/947H 171v/186V Pos: standing >
Casting: plane shift **

< 947h/947H 174v/186V Pos: standing >
Casting: plane shift *

< 947h/947H 177v/186V Pos: standing >
Casting: plane shift 

< 947h/947H 179v/186V Pos: standing >
You complete your spell...
You materialize in the air plane!
The Elemental Plane of Air
   All around you, guest of wind blow in every direction
as small whirlwinds dance around.
Every so often a small chuck of floating rock can be seen in the distance
and bellowing smoke can sometimes be seen. Gravity does not seem to exist here
and travel looks possible in any direction.
Obvious exits: -North -East -South -West -Up -Down

< 947h/947H 181v/186V Pos: standing >
You start chanting...

< 947h/947H 184v/186V Pos: standing >
Casting: plane shift 

< 947h/947H 186v/186V Pos: standing >
You complete your spell...
You materialize in the prime plane!
 
   ,MM,,MM      
  MMMM,,MM      
   MMM,,MM      
    MMMMM       
     MM@,,,M,   
      MM,,,,,,  
          MMMM  
           M,   
          MM    
A Network of Tunnels Dug by the Giant Purple Worm
Obvious exits: -North -East -South -West

< 947h/947H 186v/186V Pos: standing >
 
   M,M,,MM      
  MMMM,,MM      
   MMM,,MM      
    MMMMM       
     MM@,,,M,   
      MM,,,,,,  
          MMMM  
           M,   
          MM    
A Network of Tunnels Dug by the Giant Purple Worm
Obvious exits: -North -East -South -West

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >
You draw a 10th circle of energy from your surroundings.

< 947h/947H 186v/186V Pos: standing >
You start chanting...

< 947h/947H 186v/186V Pos: standing >
Casting: plane shift 

< 947h/947H 186v/186V Pos: standing >
You complete your spell...
You materialize in the air plane!
The Elemental Plane of Air
   All around you, guest of wind blow in every direction
as small whirlwinds dance around.
Every so often a small chuck of floating rock can be seen in the distance
and bellowing smoke can sometimes be seen. Gravity does not seem to exist here
and travel looks possible in any direction.
Obvious exits: -North -East -South -West -Up -Down

< 947h/947H 186v/186V Pos: standing >
You draw a 10th circle of energy from your surroundings.

< 947h/947H 186v/186V Pos: standing >
A faint hum can be heard from the oaken staff of the woodlands you are carrying.
You start chanting...

< 947h/947H 186v/186V Pos: standing >
Casting: plane shift 

< 947h/947H 186v/186V Pos: standing >
You complete your spell...
You materialize in the prime plane!
 
   *******..^^    
  *****..**...^   
 ***********^^^^  
 ...M....^*.^.^^  
 *******@**..^^.  
 *******.**....^  
 ****.**.**..^^.  
  ....**.**..^.   
   ...**.*.^..    
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >
Autosaving...
 
   *******..^^    
  *****..**...^   
 ***********^^^^  
 ...M....^*.^.^^  
 *******@**..^^.  
 *******.**....^  
 ****.**.**..^^.  
  ....**.**..^.   
   ...**.*.^..    
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West

< 947h/947H 186v/186V Pos: standing >
 
   ***.*....^M    
  ********..^^^   
 ******..**...^M  
 ***********^^^^  
 ...M...@^*.^.^^  
 *******.**..^^.  
 *******.**....^  
  ***.**.**..^^   
   ...**.**..^    
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West

< 947h/947H 184v/186V Pos: standing >
You draw a 10th circle of energy from your surroundings.
A Thick Outcrop of Trees
The trees have grown very close to together in this part of the glade and

prevent any further exploration to the west.  Each of the trees looks small

and weedy but is strong enough to stop you from moving further into the glade.

Obvious exits: -North -West
A large buck stands here listening for trouble.

< 947h/947H 182v/186V Pos: standing >
 
   ***.*....^M    
  ********..^^^   
 ******..**...^M  
 ***********^^^^  
 ...M...@^*.^.^^  
 *******.**..^^.  
 *******.**....^  
  ***.**.**..^^   
   ...**.**..^    
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West

< 947h/947H 182v/186V Pos: standing >
 
   *******..^^    
  *****..**...^   
 ***********^^^^  
 ...M....^*.^.^^  
 *******@**..^^.  
 *******.**....^  
 ****.**.**..^^.  
  ....**.**..^.   
   ...**.*.^..    
A Path Carved Through the Forest by Animals
Obvious exits: -North -East -South -West

< 947h/947H 180v/186V Pos: standing >
 
   ******..^^^    
  MM**..**...^M   
 **********^^^^M  
 ..M....^*.^.^^^  
 ******.@*..^^.^  
 ******.**....^^  
 ***.**.**..^^.^  
  ...**.**..^.^   
   ..**.*.^..^    
The Great Sylvan Woods of Mielikki
Obvious exits: -East -South -West

< 947h/947H 179v/186V Pos: standing >
Epic Zones -----------------------------------------

   Heaven                                        
   The Twisting Tunnels of the Durian Underdark  
   The Battlefield                               (slightly good)
   The Swamp Laboratory of Khul'Lor              (pure evil)
   Clan Stoutdorf Settlement                     (evil)
  *Kobold Settlement                             (evil)
  *The High Moor Forest                          (slightly evil)
  *The Stone Tomb of Kelek                       (extremely evil)
  *Orrak                                         (slightly good)
  *Pits of Cerberus                              (very evil)
   Myrloch Vale                                  (slightly evil)
  *Pharr Valley Swamp                            (slightly good)
   Village of Werrun                             (good)
  *Nizari                                        (slightly good)
   The Dark Stone Tower of the Northern Realms   (evil)
  *Tower of High Sorcery                         (very good)
   Bloodstone Keep                               (slightly good)
   The Temple of the Sun                         (good)
  *The Elemental Groves                          (very good)
   Temple of Flames                              (slightly good)
   Drustl's Yerdonia Enslaved                    (slightly good)
   The Obsidian Citadel                          (evil)
   The Ruins of Undermountain                    (very evil)
   The Mountain of the Banished                  (slightly good)
   Nakral's Crypt                                (evil)
   The Outcasts Tower                            (very good)
  *Fort Boyard                                   (evil)
   Crystalspyre Mountains                        
   The Prisons of Carthapia                      (slightly evil)
   Faerie Realm                                  (very good)
   The Ruins of Tharnadia's Old Quarter          (very good)
   The Fields Between                            (slightly evil)
  *The Githyanki Fortress                        (very good)
   Labyrinth of No Return                        (evil)
  *The Desert City of Venan'Trut                 (slightly evil)
  *Rogue Plains                                  (very good)
   City of Torrhan                               (slightly good)
   The Lair of the Swamp Troll King              (slightly good)
  *Zalkapfaan, City of the Headless Horde        (slightly good)
   New Cave city                                 (slightly good)
   Ice Tower                                     (slightly evil)
   Desolate Under Fire                           
   The Citadel                                   (slightly evil)
   The Twin Keeps of Devastated Tharnadia        (slightly good)
  *IceCrag Castle                                (slightly evil)
  *Prison of Fort Boyard                         (slightly good)
   The Ancient Halls of Ironstar                 (slightly evil)
   The Jade Empire                               (slightly good)
   Mazzolin                                      (evil)
   Forest of Mir                                 (slightly good)
   Quintaragon Castle                            (slightly good)
  *The Sky City of Ultarium                      (evil)
   Lair of the Gibberling King                   
   Plane of Air                                  (evil)
   The Kingdom of Torg                           (good)
  *Tribal Oasis                                  (slightly evil)
  *The Para-Elemental Plane of Smoke             (slightly evil)
   Plane of Water                                (slightly good)
   Shadamehr Keep                                (slightly evil)
   The Temple to Skrentherlog                    (good)
   Alatorin - the Forge City                     (evil)
  *The Trakkia Mountains                         (very good)
   The Ethereal Plane                            (slightly evil)
   The Caverns of Armageddon                     (very evil)
   The Forest City of Aravne                     (slightly good)
   Plane of Fire                                 (slightly good)
  *Ruined Temple of Tezcatlipoca                 (slightly good)
   The Astral Plane                              (slightly evil)
   Jotunheim                                     (slightly evil)
   The Transparent Tower                         (very good)
   Krethik Keep                                  (very good)
   Temple of the Earth                           (slightly good)
   Sea Kingdom                                   (slightly evil)
  *Plane of Earth                                (good)
  *Sevenoaks                                     (good)
   The Keep of Evil                              (good)
   The Forgotten Mansion                         (slightly evil)
  *Domain of Lost Souls                          (slightly good)
   The Hall of Knighthood                        (slightly evil)
   The Depths of Duris                           (slightly good)
   Arachdrathos Guilds                           (evil)
   Valley of the Snow Ogres                      (slightly good)
   The Great Shaboath                            (good)
   The Tempest Court                             
  *Pit of Dragons                                (very evil)
   Ny'Neth                                       (slightly good)
   Lost Temple of Tikitzopl                      (slightly evil)
   The Scorched Valley                           (slightly evil)
   The Realm of Barovia                          (slightly evil)
  *The Royal Mausoleum of Castle IceCrag         (evil)
   Plane of Fire, Brass                          (evil)
   Githzerai Stronghold                          
   Ceothia                                       (slightly good)
   Tiamat                                        (slightly good)
   The Fortress of Dreams                        (slightly good)
   Bahamut's Palace                              (evil)
   Dragonnia                                     (slightly evil)
   The Charcoal Palace                           (slightly evil)
   Vecna's Tomb                                  (slightly good)
   Ny'Neth's Stronghold                          (slightly evil)
   Apocalypse Castle                             (slightly good)
   The Realm of Barovia Continued                
  *The Hall of the Ancients                      (slightly evil)
   The Bronze Citadel                            (very evil)
   Ny'Neth's Stronghold Continued                (slightly evil)
   Negative Material Plane                       (slightly evil)
   Celestial Plane                               (slightly evil)
   The 222nd Layer of the Abyss                  (slightly evil)
   Castle Ravenloft                              

* = already completed this boot.

< 947h/947H 182v/186V Pos: standing >
You draw a 10th circle of energy from your surroundings.
Your consumption of nature's energy is complete.

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >
 
   ******..^^^    
  ****..**...^M   
 **MM******^^^^M  
 ...M...^*.^.^^^  
 ******.@*..^^.^  
 ******.**....^^  
 ***.**.**..^^.^  
  ...**.**..^.M   
   ..**.*.^..^    
The Great Sylvan Woods of Mielikki
Obvious exits: -East -South -West

< 947h/947H 186v/186V Pos: standing >

< 947h/947H 186v/186V Pos: standing >
You start chanting...

< 947h/947H 186v/186V Pos: standing >
Casting: plane shift 

< 947h/947H 186v/186V Pos: standing >
You complete your spell...
You materialize in the air plane!
The Elemental Plane of Air
   All around you, guest of wind blow in every direction
as small whirlwinds dance around.
Every so often a small chuck of floating rock can be seen in the distance
and bellowing smoke can sometimes be seen. Gravity does not seem to exist here
and travel looks possible in any direction.
Obvious exits: -North -East -South -West -Up -Down
*A powerful jann floats about here, looking for someone to kill.(Red Aura)
*An air elemental is here, roaming his native plane.

< 947h/947H 186v/186V Pos: standing >
An air elemental recognizes you, and charges to attack!
An air elemental suddenly attacks YOU!
An air elemental snaps into visibility.
You snap into visibility.
[Damage:  1 ] As an air elemental strikes you, you smile as it tears its flesh!

< 928h/947H 186v/186V Pos: standing >
< T: Bisil TP: sta TC:few scratches E: air sta EP: few scratches >
 Impossible! You can't concentrate enough!

< 928h/947H 186v/186V Pos: standing >
< T: Bisil TP: sta TC:few scratches E: air sta EP: few scratches >
 [Damage:  1 ] As an air elemental strikes you, you smile as it tears its flesh!
[Damage:  1 ] As an air elemental strikes you, you smile as it tears its flesh!
[Damage:  1 ] As an air elemental strikes you, you smile as it tears its flesh!
-=[an air elemental attacks you.]=- [3 hits]

< 869h/947H 186v/186V Pos: standing >
< T: Bisil TP: sta TC:few scratches E: air sta EP: few scratches >
 -=[You attack an air elemental.]=- [0 hits]

< 869h/947H 186v/186V Pos: standing >
< T: Bisil TP: sta TC:few scratches E: air sta EP: few scratches >
 You attempt to flee...
The Elemental Plane of Air
   All around you, guest of wind blow in every direction
as small whirlwinds dance around.
Every so often a small chuck of floating rock can be seen in the distance
and bellowing smoke can sometimes be seen. Gravity does not seem to exist here
and travel looks possible in any direction.
Obvious exits: -North -East -South -West -Up -Down
*An air elemental is here, roaming his native plane.
You flee westward!

< 869h/947H 157v/186V Pos: standing >
You draw a 10th circle of energy from your surroundings.
Your consumption of nature's energy is complete.
You start chanting...

< 869h/947H 157v/186V Pos: standing >
An air elemental recognizes you, and charges to attack!
An air elemental suddenly attacks YOU!
An air elemental snaps into visibility.
You snap into visibility.
[Damage:  1 ] As an air elemental strikes you, you smile as it tears its flesh!

< 861h/947H 157v/186V Pos: standing >
< T: Bisil TP: sta TC:few scratches E: air sta EP: few scratches >
 
< 861h/947H 157v/186V Pos: standing >
< T: Bisil TP: sta TC:few scratches E: air sta EP: few scratches >
 Impossible! You can't concentrate enough!
You abort your prayer before it's done!

< 861h/947H 157v/186V Pos: standing >
< T: Bisil TP: sta TC:few scratches E: air sta EP: few scratches >
 [Damage:  1 ] As an air elemental strikes you, you smile as it tears its flesh!
-=[an air elemental attacks you.]=- [1 hits]

< 849h/947H 157v/186V Pos: standing >
< T: Bisil TP: sta TC: small wounds E: air sta EP: few scratches >
 -=[You attack an air elemental.]=- [0 hits]

< 849h/947H 157v/186V Pos: standing >
< T: Bisil TP: sta TC: small wounds E: air sta EP: few scratches >
 You attempt to flee...
The Elemental Plane of Air
   All around you, guest of wind blow in every direction
as small whirlwinds dance around.
Every so often a small chuck of floating rock can be seen in the distance
and bellowing smoke can sometimes be seen. Gravity does not seem to exist here
and travel looks possible in any direction.
Obvious exits: -North -East -South -West -Up -Down
You flee upward!

< 849h/947H 134v/186V Pos: standing >
You start chanting...

< 849h/947H 134v/186V Pos: standing >
Casting: plane shift 

< 849h/947H 137v/186V Pos: standing >
You complete your spell...
You materialize in the prime plane!
 
   .^+^MM^^^.*    
  MMM++^M^..***   
 ^.MMM+^MM.^****  
 ^^^M^+..^^*****  
 *^MMM+^@^^*****  
 ^^M^M+^.^.****.  
 ^^^.^+^...****.  
  *^^.+....****   
   *^^+...****    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 849h/947H 139v/186V Pos: standing >
You draw a 10th circle of energy from your surroundings.
Your consumption of nature's energy is complete.

< 849h/947H 155v/186V Pos: standing >

< 849h/947H 156v/186V Pos: standing >
 
   ^+^MM^^^.**    
  MM++^M^..****   
 .MMM+^MM.^*****  
 ^^M^+..^^******  
 ^MMM+^.@^*****.  
 ^M^M+^.^.****..  
 ^^.^+^...****..  
  ^^.+....****.   
   ^^+...*****    
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 849h/947H 155v/186V Pos: standing >
 
   +^MM^^^.***    
  M++^M^..*****   
 MMM+^MM.^******  
 ^M^+..^^******.  
 MMM+^.^@*****..  
 M^M+^.^.****...  
 ^.^+^...****..   
  ^.+....****..   
   ^+...*****.    
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 849h/947H 153v/186V Pos: standing >
 
   ^MM^^^.****    
  ++^M^..******   
 MM+^MM.^******.  
 M^+..^^******..  
 MM+^.^^@****..M  
 ^M+^.^.****...   
 .^+^...M***..    
  .+....****..    
   +...*****..    
The Tropical Forests of Khomani-Khan
Obvious exits: -North -East -South -West

< 849h/947H 152v/186V Pos: standing >

< 849h/947H 153v/186V Pos: standing >

< 849h/947H 153v/186V Pos: standing >

< 850h/947H 159v/186V Pos: standing >

< 850h/947H 163v/186V Pos: standing >

< 850h/947H 165v/186V Pos: standing >
You start chanting...

< 850h/947H 166v/186V Pos: standing >
Casting: shadow gate *****

< 850h/947H 169v/186V Pos: standing >
Casting: shadow gate ****

< 851h/947H 172v/186V Pos: standing >
Casting: shadow gate ***

< 851h/947H 174v/186V Pos: standing >
Casting: shadow gate **

< 851h/947H 177v/186V Pos: standing >
Casting: shadow gate *

< 851h/947H 180v/186V Pos: standing >
You complete your spell...
A pitch black gate rises out of the ground!


< 851h/947H 183v/186V Pos: standing >

< 852h/947H 186v/186V Pos: standing >

< 852h/947H 186v/186V Pos: standing >
You peer into a pitch-black gate and see...
At a Huge Wreckage Site

< 853h/947H 186v/186V Pos: standing >
You enter a pitch-black gate and reappear elsewhere...
At a Huge Wreckage Site
   A battle of epic proportions took place here once, ages ago, and now the
skeletons of a two massive airships cover the mountain area.  Powered by
wind and magic, at one point must have both been the flagships of the two
opposing forces that fought here, as they appear much larger than any other
airship in use to today, or found elsewhere.
Obvious exits: -North -South -West
A pitch-black gate stands like a pillar here. (magic)
Puddles of fresh blood cover the ground.
The corpse of an exiled moon-elf is lying here.
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*An air elemental is here looking like a small living tornado. (minion) 
*A Gnome (small) Magister Equitum of The Empire stands in mid-air here.(Gold Aura)
A Void Elemental lurks here, phasing in and out of existence. (minion) 
A globe of darkness floats near a void elemental's head.
Vroth La Resistance (Drow Elf)(medium) stands, floating here.(Red Aura)
A globe of darkness floats near Vroth's head.
Gha (Kobold)(small) stands in mid-air here.

< 853h/947H 186v/186V Pos: standing >

< 853h/947H 186v/186V Pos: standing >
A Gnome gives an order to his followers.
An air elemental snaps into visibility.
An air elemental's mass slams into Vroth, knocking her to the ground!
An air elemental snaps into visibility.
Vroth avoids being bashed by an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
Vroth avoids being bashed by an air elemental, who loses its balance and falls.

< 853h/947H 186v/186V Pos: standing >
Vroth attacks an air elemental. [0 hits]
An air elemental shivers as it hits Vroth.
An air elemental attacks Vroth. [1 hits]

< 853h/947H 186v/186V Pos: standing >
You draw a 10th circle of energy from your surroundings.
Your consumption of nature's energy is complete.

< 853h/947H 186v/186V Pos: standing >
Vroth's spell flows around an air elemental, leaving it unharmed!
An air elemental shivers as it hits Vroth.
An air elemental shivers as it hits Vroth.
An air elemental attacks Vroth. [3 hits]

< 854h/947H 186v/186V Pos: standing >
You start chanting...

< 854h/947H 186v/186V Pos: standing >
Vroth attacks an air elemental. [0 hits]

< 854h/947H 186v/186V Pos: standing >
A Gnome starts casting an offensive spell.
A Gnome snaps into visibility.

< 854h/947H 186v/186V Pos: standing >
Casting: horrid wilting 

< 854h/947H 186v/186V Pos: standing >

< 854h/947H 186v/186V Pos: standing >
A Gnome completes his spell...
A Gnome utters the words 'zrzqhfuqar znzjudihuai'
A Gnome's spell flows around Vroth, leaving her unharmed!
You complete your spell...
A Gnome seems to be blinded!
[Damage: 132 ] You suck all the water from a Gnome.
A Gnome's thick black leather robe [poor] melted corroded by the acid.
A Gnome makes a magical gesture, sending an air elemental back to the nether plane.
An air elemental stops following a Gnome.
A Gnome makes a magical gesture, sending an air elemental back to the nether plane.
An air elemental stops following a Gnome.
A Gnome makes a magical gesture, sending an air elemental back to the nether plane.
An air elemental stops following a Gnome.
A Gnome is dead! R.I.P.
You receive your share of experience.