The death of [26 Druid] Branche (Human)

in Within a Jodani Tree

from the perspective of [26 Druid] Branche (Human)

<worn on head>       a dented softwood hat from Tharnadia - City of Humans
<worn in ear>        a human-made brass earring from Rift Valley Jungle
<worn on body>       a flowing embroidered robe
<worn about body>    an angelic marble cloak from Woodseer
<worn about waist>   a thin leather belt
<worn on arms>       some jodani wood sleeves [superior]
<worn around wrist>  a misshaped ivory wristguard from Rift Valley Jungle
<worn on finger>     an icy leather signet
<worn on legs>       some well-crafted cured leather leg plates

Enchantments:    Levitation
Bartender Quests Remaining: 4
Combat Pulse:   18 Spell Pulse:  1.00 
Leaderboard Points:  262 

Active Spells:
--------------
serendipity (15 minutes)
regeneration (less than a minute remaining)
barkskin (23 minutes)
Auctions Disabled (less than a minute remaining)


< 262h/262H 107v/127V Pos: standing >
You start chanting...

< 262h/262H 112v/127V Pos: standing >
Casting: endurance 

< 262h/262H 113v/127V Pos: standing >
You complete your spell...
You feel energy begin to surge through your limbs.

< 262h/262H 114v/127V Pos: standing >
Hint: Be sure to have a raft or canoe handy in case you need to cross water.

< 262h/262H 125v/127V Pos: standing >
You currently have the following spell slots available:
  1st circle:  9 of  9
  2nd circle:  8 of  8
  3rd circle:  7 of  7
  4th circle:  6 of  6
  5th circle:  5 of  5
  6th circle:  0 of  1   (   7 seconds)

< 262h/262H 126v/127V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
Your communion with nature is now complete...

< 262h/262H 127v/127V Pos: standing >
Your current terrain is:  Forest.

< 262h/262H 127v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   It is hard to decide which is more overwhelming, the darkness, or the dank,
humid stench of rot and decay.  Trees stretch upward to create a dense cloak
that refuses to allow even the smallest amount of light down to the ground,
Twisted roots and fallen branches line the moist ground, adding their scents
to the putrid air.  A poorly constructed fence blocks passage to the north,
protecting a small swamp where a tribe of bullywugs has created a village of
decrepit buildings.  The jungle stretches off into darkness to the south,
east, and west.  It is clear that just to the west the jungle is more well-
traveled, and that the halflings of Woodseer extend their patrols to that
limit, but it is also clear that they go no further into the jungle.
Obvious exits: -East -South -West
The corpse of a small alligator is lying here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
[5] A small bandage rests upon the ground here.

< 262h/262H 125v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   A fence made of mere sticks and thin logs has been erected to the north,
protecting a small swamp and the bullywug village that has been built within
it.  Bulbous eyes stare back at those bold enough to peer into the bullywug's
domain, daring one to be bold enough to enter their home.  Even the stout
halflings who make their home so nearby hesitate to fight them on their own
ground.  Only fools would dare to challenge such creatures in their own
domain.  The gates to the village can be seen further to the west, and the
jungle continues in every other direction.
Obvious exits: -East -South -West

< 262h/262H 123v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Before the Gates to a Bullywug Village
</map>
Before the Gates to a Bullywug Village
   Standing wide open, the gates to the north reveal a clear view of the low,
swampy portion of the jungle that the bullywugs have claimed as their own.
Nobody has tried to contradict their claim, but then, few would want such land
in the first place.  With their moist skins, and bulbous eyes, they are suited
for the jungle swamps, adapted to the moisture and the darkness.  The fence
enclosing the village is made up only of thin stakes planted deep into the
moist ground and would be easy enough to knock down.  Rather than real
protection, the fence and gates appear to be more of a territorial border, a
claim to what they believe is theirs.  The jungle continues to the south,
east, and west, and the gates into the bullywug swamp lie to the north.
Obvious exits: -North -East -South -West

< 262h/262H 121v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   A large swampy area can be made out to the north and east, it appears to be
fenced in though.  The darkness here is so pervasive that any detail is
difficult to make out.  Torches and lanterns have little effect on the
darkness, simply pushing it back a bit so that the forest can be studied more
closely.  Twisted roots line the the ground, creating odd humps and
depressions underneath the thick humus that lines the ground.  The bones from
several small corpses lie shattered here, so broken that the creature or
creatures they once belonged to can't even be identified.
Obvious exits: -North -East -South -West
A twisting vine climbs to the canopy on nearby trees.
A bullywug hunter prowls through the jungle.(Red Aura)

< 262h/262H 119v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   One of the few free-growing jodani trees stands here, thrusting its long
trunk upward to stretch its branches in the sunlight.  Jodani wood is one of
the finest woods in the world for creating almost anything.  It is easy to
work, withstands the elements, and has its own magical qualities to add to the
simple, elegant beauty of the red-hued wood it produces.  This tree, like all
those in the jungle, is wrapped in vines that use it to climb into the sunlight
so high above the ground.  These vines provide a way to climb up the tree into
its higher branches to study the animals of the forest canopy.
Obvious exits: -North -East -South -West -Up

< 262h/262H 118v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   The simple word 'darkness' has a new meaning here.  Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear.  Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here.  Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West
A deep red poison dart frog clings to a large leaf.

< 262h/262H 116v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   A dense canopy created by the treetops high above lets very little, if any
light down to the jungle floor, making it relatively easy to travel through.
Dense jungle growth described in bard's tales is really only at the edges of
the jungle, where light can pass through to the ground.  It is clear that the
fancy bards that sing such tales have never truly experienced the deep jungle.
Tree trunks stretch into the heavens, as do various lianas and vines that cling
to them as they make their own way upward.  Various parasitic flowers cling to
the lianas and tree trunks adding color for those actually able to see in this
paralyzing darkness.
Obvious exits: -North -East -South -West
The corpse of a vampire orchid is lying here.

< 262h/262H 115v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   A thin mahogany stands here, its gnarled roots outsizing its trunk by at
least four times.  It, as well as the thin brown basarola near it, provides
support for several parasitic ferns and flowers that seem quite content to
survive here in the dank darkness.  The ferns and flowers add an acrid tang to
the air that only heightens the stench of the decaying humus that pads the
jungle floor.  The humus has been stirred up by some creature either digging
for food or creating a burrow, and the exposed dirt shows the wriggling tracks
of small maggots and millipedes.
Obvious exits: -North -East -South -West -Down
A bright yellow bromeliard rests here.

< 262h/262H 113v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   A dense canopy created by the treetops high above lets very little, if any
light down to the jungle floor, making it relatively easy to travel through.
Dense jungle growth described in bard's tales is really only at the edges of
the jungle, where light can pass through to the ground.  It is clear that the
fancy bards that sing such tales have never truly experienced the deep jungle.
Tree trunks stretch into the heavens, as do various lianas and vines that cling
to them as they make their own way upward.  Various parasitic flowers cling to
the lianas and tree trunks adding color for those actually able to see in this
paralyzing darkness.
Obvious exits: -North -East -South -West
A large, dark green lizard sneaks through the canopy.

< 262h/262H 111v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Near a River the Rift Valley Jungle
</map>
Near a River the Rift Valley Jungle
   A wide river to the east creates a bit of a break in the vegetation to allow
more sunlight to reach the ground here.  This is clearly a spot where many of
the jungle animals come to drink, and hunt.  As the river heads further south
it appears to narrow and drop into some sort of gorge.  A massive volcano can
be seen further to the west, towering over even the jungle trees on the far
shore of the river.  Plumes of steam or smoke can be seen rising up from it,
but it is quite far away. The jungle continues to the north, south and west,
and a slow moving river can be waded into to the east.
Obvious exits: -North -East -South -West

< 262h/262H 110v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: On a Slow-Moving River
</map>
On a Slow-Moving River
   The river swirls slowly here has it is slowly pushed further east by the
rocks and jungle that surround it here.  Mist from the waterfalls that can be
seen to the north extends even this far, casting hundreds of tiny rainbows when
the light is right, and cooling the area down a bit.  Creatures of the jungle,
and those of the river, meet here in these shallow waters, and often with
uncomfortable results.  Both large and small fish can be seen swimming in the
waters, but it is the huge alligators and the dreaded, but small, red piranha
that make these waters their feeding grounds.
Obvious exits: -North -East -South -West

< 262h/262H 107v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Above a Deep Gorge
</map>
Above a Deep Gorge
   The river, though still slow and lazy here, takes an abrupt dive downward to
the south, plunging into a narrow gorge in a white froth.  Eddies of water pull
back and forth toward the lip of the waterfall as the water tries to overcome
the large granite mound that impedes it.  Once the water makes it into the
gorge it gains a life of its own, charging steadily downward as the gorge
continues to deepen and narrow to the south.  The high vantage point here
reveals that the river ends at the southern cliffs in the distance where it
must flow into some sort of underground cavern
Obvious exits: -North -East -West -Down

< 262h/262H 104v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Along a River in the Rift Valley Jungle
</map>
Along a River in the Rift Valley Jungle
   The wide river to the west makes a sudden change, flowing over a large
granite overhang into the beginning of a deep gorge where the river narrows and
drops down so fast that water froths and churns.  Further to the south the
jungle vegetation has grown out into the ravine so far that plants hang over
the edge to try to get more sunlight.  Such thick vegetation makes it almost
impossible to see exactly where the edge of the ravine actually is.
Obvious exits: -North -East -South -West

< 262h/262H 101v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   The simple word 'darkness' has a new meaning here.  Strange odors, mixtures
of the rot and decay of the jungle floor and the sweet smelling flowers that
dot even this gloomy area, add the scent and taste of mystery to the darkness.
Cries of animals seep through the humid air, some familiar, others so spine-
tingling that they reach down into one's soul and tickle at some primal,
unidentifiable fear.  Though some vague light does reach the down this far
when the sun is at its highest, it simply creates more shades of darkness to
cloak the creatures that travel here.  Bards sing tales of lost cities, and
great adventures in places like this, but the tales of this jungle are few, and
it is easy to see why, few are hearty enough to withstand a darkness such as
this.
Obvious exits: -North -East -South -West
A bright yellow bromeliard rests here.

< 262h/262H 100v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   One of the few free-growing jodani trees stands here, thrusting its long
trunk upward to stretch its branches in the sunlight.  Jodani wood is one of
the finest woods in the world for creating almost anything.  It is easy to
work, withstands the elements, and has its own magical qualities to add to the
simple, elegant beauty of the red-hued wood it produces.  This tree, like all
those in the jungle, is wrapped in vines that use it to climb into the sunlight
so high above the ground.  These vines provide a way to climb up the tree into
its higher branches to study the animals of the forest canopy.
Obvious exits: -North -East -South -West -Up
A bromeliard with red and yellow petals sits here.

< 262h/262H 98v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   In some nearby spots the jungle canopy lets through enough light to grow
some spectacular plants, here though, the plants rely on those above them to
supply them with nutrients.  Several large bromeliards lie on the jungle floor
here, spreading their massive petals to create small pools of water that
provide life to many other creatures in the forest.  Most of the creatures here
feed on the rotting leaves, branches, and fruit that have fallen from the
canopy above, others feed on each other or on the living trees themselves.
Yes, in the deep jungle even plants are parasites, and predators, in the combat
for survival no trick shall remain unused.
Obvious exits: -North -East -South -West
The corpse of a wild boar is lying here.
A gluka flower chain winds around the base of a tree.

< 262h/262H 96v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   Soggy quicksand sucks at all that pass this point in the jungle, slowing
them for any predator swift enough to take advantage of their situation.
Fortunately, there is some solid ground a few feet below the surface of the
quicksand allowing travelers to slog their way through it until they reach
higher ground.  Small creatures caught in the quicksand are doomed, and larger
ones simple become easier bait for predators as they attempt to climb out of
the quicksand.
Obvious exits: -North -East -South -West

< 262h/262H 95v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>

<map>
Zone: Rift Valley Jungle.
Room: Deep in the Rift Valley Jungle
</map>
Deep in the Rift Valley Jungle
   Jagged cliffs to the east make any travel in that direction unthinkable, and
the stench and oppressive humidity of the jungle as it extends in every other
direction makes any adventurer wonder why they are here in the first place.
The only flowers that can be seen here are small epiphytic plants that hang off
the sides of the tall tree trunks.  Though these few flowers are quite
beautiful, they do nothing to alleviate the overpowering aroma of the rotting
humus that lines the jungle floor.
Obvious exits: -North -South -West

< 262h/262H 93v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 262h/262H 94v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 262h/262H 94v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 262h/262H 94v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 262h/262H 95v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Near a Jodani Wood Wall Deep in the Jungle
</map>
Near a Jodani Wood Wall Deep in the Jungle
   A magnificent jodani wood wall runs along the west to meet with the jagged
cliffs that surround the Rift Valley Jungle.  The wall has a highly polished
red hue to it that almost glows when sunlight comes pouring through the canopy
to meet it.  Branches and leaves of the trees nearby the wall have been trimmed
back so that they don't extend over the wall, preventing creatures from
leaping, or falling over the wall into whatever lies beyond.  The jungle
continues to the north, south, and west.
Obvious exits: -North -South -West

< 262h/262H 95v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Before a Huge Jodani Tree
</map>
Before a Huge Jodani Tree
   An opening through the massive jodani tree to the north is clearly being
used as the gateway into a village or town of some sort.  Tall jodani wood
walls flow seamlessly from the sides of the tree to extend to the northwest and
southeast where they must meet the steep cliffs that surround this dark jungle
valley.  The wall itself is quite a spectacle, made entirely of jodani wood
magically melded together so that no gaps or junctions can be seen in the wall
itself.  Jodani trees are only found in the Rift Valley Jungle, and very rare
outside of the halfling town of Woodseer.  Wood from the tree to the north
could be used to build houses for entire cities, here though it has clearly
been used to create a gateway to help protect a village from the rest of the
jungle.
Obvious exits: -North -South -West

< 262h/262H 94v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Within a Jodani Tree
</map>
Within a Jodani Tree
   This tall, narrow passage cuts through the Jodani tree to enter a small
village of wild-elves to the north.  It is clear that the passage has been made
deliberately narrow so only one person can make it through at a time.  A
lantern suspended high above reveals the lustrous red wood grain and careful
craftsmanship of the entryway.  The tight quarters and humid air make the
strong aroma of the wood almost overpowering.  Gates flanking either side of
the passageway are drawn up out of view from the outside.  Small holes in the
roof of the passage indicate that there is another room above.  In the event of
an attack, guards in the room above must be able to drop the gates to close off
the village and trap anyone foolish enough to still be in the passageway.
This area seems to be devoid of magic!
This area seems to be exceptionally narrow!
Obvious exits: -North -South

< 262h/262H 93v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Inside the Gates to Moonhollow
</map>

<map>
Zone: Rift Valley Jungle.
Room: Inside the Gates to Moonhollow
</map>
Inside the Gates to Moonhollow
   A village of wild-elves has been carefully constructed here, deep inside the
Rift Valley Jungle.  These elves are far more sturdy and muscular than their
more well-protected brethren in more distant lands.  Life in the Rift Valley
Jungle is brutal, leaving only the strong and wise to survive for long.  The
elves allow visitors, though they clearly aren't very trusting.  A narrow
passageway leads out of the village through a massive jodani tree to the south.
Flawless jodani wood walls extend south and west from the tree to meet the
large cliffs that enclose the Rift Valley Jungle.  Moss-lined paths wind off to
the east and west passing through and around a variety of ebonwood and jodani
trees.
Obvious exits: -East -South -West
A thin elven warrior stands guard at the gates.
A thin elven warrior stands guard at the gates.
A muscular elven warrior stands guard at the gates.
A muscular elven warrior stands guard at the gates.

< 262h/262H 93v/127V Pos: standing >
Alas, you cannot go that way. . . .

< 262h/262H 94v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: A Crossing of Paths
</map>
A Crossing of Paths
   The moss-lined path splits here, heading north through the elven village as
well as to the east and west along the wall that separates it from the jungle.
The wall itself is quite impressive, made entirely of jodani wood that has been
flawlessly melded together.  Magical treatments have added to the natural
strengths of the wood to make it even more impervious to both physical and
magical attacks.
Obvious exits: -North -East -West

< 262h/262H 95v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: A Bend Along the Jodani Wood Wall
</map>
A Bend Along the Jodani Wood Wall
   The wall to the south meets the cliff just to the west, ending there.  The
path continues north past several large trees before ending by a large boulder.
Voices can be heard from above and to the north, it is clear that the wild-
elves that live in this village tend to stay high up in the trees, dancing
through the high branches as if they were solid ground.
Obvious exits: -North -East

< 262h/262H 94v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Before an Elven Home
</map>
Before an Elven Home
  An open doorway leads into an elven home that has been constructed inside a
tree to the west.  The tree is quite large at its base but seems relatively
short, as if the top were cleaved off by some calamity.  Mist seems to poor
down from the tree branches high above as the path continues to the north and
south.  Far in the distance the sound of a lone flute floats through the air.
Obvious exits: -North -South -West

< 262h/262H 94v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: A Small Elven Home
</map>

<map>
Zone: Rift Valley Jungle.
Room: A Small Elven Home
</map>
A Small Elven Home
   This small place is clearly being lived in by several guards or warriors.
There is no kitchen of any sort to be seen, the only furniture here is a set of
twin beds flanked by racks for holding armor and weapons and a single chair.
The only item that is close to being decorative is the lantern that hangs from
the ceiling, the glass facets have been engraved on each side with the symbol
of a jodani leaf.  An open doorway leads back out to a moss-lined path to the
east.
Obvious exits: -East
A wild-elf guard is stretched out, sound asleep.

< 262h/262H 94v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Before an Elven Home
</map>
Before an Elven Home
  An open doorway leads into an elven home that has been constructed inside a
tree to the west.  The tree is quite large at its base but seems relatively
short, as if the top were cleaved off by some calamity.  Mist seems to poor
down from the tree branches high above as the path continues to the north and
south.  Far in the distance the sound of a lone flute floats through the air.
Obvious exits: -North -South -West

< 262h/262H 103v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: The Path Ends Beside a Large Boulder
</map>
The Path Ends Beside a Large Boulder
   A massive gray boulder to the north blocks the path from going any further
and the tremendous roots of a jodani tree block passage to the east.  To the
west there is a huge ebonwood tree that has a door made of some creamy brown
wood in its face.  The whole area is somewhat quiet and peaceful, though a bit
hot and humid.  The elves that reside in this village are clearly quite
cautious of what sort of people they allow in their village, that they allow
any other than elves is an amazement in and of itself.
Obvious exits: -South -West#

< 262h/262H 102v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Before an Elven Home
</map>
Before an Elven Home
  An open doorway leads into an elven home that has been constructed inside a
tree to the west.  The tree is quite large at its base but seems relatively
short, as if the top were cleaved off by some calamity.  Mist seems to poor
down from the tree branches high above as the path continues to the north and
south.  Far in the distance the sound of a lone flute floats through the air.
Obvious exits: -North -South -West

< 262h/262H 103v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: A Small Elven Home
</map>

<map>
Zone: Rift Valley Jungle.
Room: A Small Elven Home
</map>
A Small Elven Home
   This small place is clearly being lived in by several guards or warriors.
There is no kitchen of any sort to be seen, the only furniture here is a set of
twin beds flanked by racks for holding armor and weapons and a single chair.
The only item that is close to being decorative is the lantern that hangs from
the ceiling, the glass facets have been engraved on each side with the symbol
of a jodani leaf.  An open doorway leads back out to a moss-lined path to the
east.
Obvious exits: -East
A wild-elf guard is stretched out, sound asleep.

< 262h/262H 103v/127V Pos: standing >
You start chanting...

< 262h/262H 106v/127V Pos: standing >
Casting: earthen maul *

< 262h/262H 108v/127V Pos: standing >
Casting: earthen maul 

< 262h/262H 110v/127V Pos: standing >
You complete your spell...
Your spell disturbs a wild-elf guard's beauty sleep!
Your spell flows around a wild-elf guard, leaving him unharmed!
A wild-elf guard misses you.
A wild-elf guard clambers to his feet.
You dodge a bash from a wild-elf guard, who loses his balance and falls.

< 262h/262H 110v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP: excellent >
 You miss a wild-elf guard.

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP: excellent >
 You start chanting...

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP: excellent >
 Casting: lightning bolt 

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP: excellent >
 You complete your spell...
[Damage: 40 ] The lightning bolt hits a wild-elf guard with full impact.

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  small wounds >
 A wild-elf guard misses you.

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  small wounds >
 You start chanting...

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  small wounds >
 Casting: lightning bolt 

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  small wounds >
 You complete your spell...
[Damage: 32 ] The lightning bolt hits a wild-elf guard with full impact.

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  small wounds >
 You start chanting...

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  small wounds >
 A wild-elf guard misses you.

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  small wounds >
 Casting: lightning bolt 

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  small wounds >
 You complete your spell...
[Damage: 56 ] The lightning bolt hits a wild-elf guard with full impact.

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  few wounds >
 You miss a wild-elf guard.
You miss a wild-elf guard.

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  few wounds >
 You start chanting...

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  few wounds >
 Casting: lightning bolt 

< 262h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:excellent E: elf ass EP:  few wounds >
 You complete your spell...
Your spell flows around a wild-elf guard, leaving him unharmed!
A wild-elf guard's punch strikes you.

< 252h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:few scratches E: elf ass EP:  few wounds >
 You start chanting...

< 252h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:few scratches E: elf ass EP:  few wounds >
 Casting: lightning bolt 

< 252h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:few scratches E: elf ass EP:  few wounds >
 A wild-elf guard clambers to his feet.
You complete your spell...
Your spell flows around a wild-elf guard, leaving him unharmed!

< 252h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC:few scratches E: elf sta EP:  few wounds >
 A wild-elf guard misses you.
A wild-elf guard's fine punch strikes you.
A wild-elf guard's kick hits you directly in the face.

< 225h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: elf sta EP:  few wounds >
 You start chanting...

< 225h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: elf sta EP:  few wounds >
 Casting: lightning bolt 

< 225h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: elf sta EP:  few wounds >
 You complete your spell...
[Damage: 51 ] The lightning bolt hits a wild-elf guard with full impact.

< 225h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: elf sta EP:  nasty wounds >
 You miss a wild-elf guard.

< 225h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: elf sta EP:  nasty wounds >
 A Small Elven Home
Obvious exits: -East
A wild-elf guard stands here, fighting YOU!

< 225h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: elf sta EP:  nasty wounds >
 You dodge a wild-elf guard's vicious attack.
You dodge a wild-elf guard's vicious attack.

< 225h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: elf sta EP:  nasty wounds >
 You must commune with nature more before invoking its power.

< 225h/262H 111v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: elf sta EP:  nasty wounds >
 You attempt to flee...

<map>
Zone: Rift Valley Jungle.
Room: Before an Elven Home
</map>
Before an Elven Home
  An open doorway leads into an elven home that has been constructed inside a
tree to the west.  The tree is quite large at its base but seems relatively
short, as if the top were cleaved off by some calamity.  Mist seems to poor
down from the tree branches high above as the path continues to the north and
south.  Far in the distance the sound of a lone flute floats through the air.
Obvious exits: -North -South -West
You flee eastward!

< 225h/262H 86v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: A Bend Along the Jodani Wood Wall
</map>
A Bend Along the Jodani Wood Wall
   The wall to the south meets the cliff just to the west, ending there.  The
path continues north past several large trees before ending by a large boulder.
Voices can be heard from above and to the north, it is clear that the wild-
elves that live in this village tend to stay high up in the trees, dancing
through the high branches as if they were solid ground.
Obvious exits: -North -East

< 225h/262H 86v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: A Crossing of Paths
</map>
A Crossing of Paths
   The moss-lined path splits here, heading north through the elven village as
well as to the east and west along the wall that separates it from the jungle.
The wall itself is quite impressive, made entirely of jodani wood that has been
flawlessly melded together.  Magical treatments have added to the natural
strengths of the wood to make it even more impervious to both physical and
magical attacks.
Obvious exits: -North -East -West

< 227h/262H 86v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Inside the Gates to Moonhollow
</map>

<map>
Zone: Rift Valley Jungle.
Room: Inside the Gates to Moonhollow
</map>
Inside the Gates to Moonhollow
   A village of wild-elves has been carefully constructed here, deep inside the
Rift Valley Jungle.  These elves are far more sturdy and muscular than their
more well-protected brethren in more distant lands.  Life in the Rift Valley
Jungle is brutal, leaving only the strong and wise to survive for long.  The
elves allow visitors, though they clearly aren't very trusting.  A narrow
passageway leads out of the village through a massive jodani tree to the south.
Flawless jodani wood walls extend south and west from the tree to meet the
large cliffs that enclose the Rift Valley Jungle.  Moss-lined paths wind off to
the east and west passing through and around a variety of ebonwood and jodani
trees.
Obvious exits: -East -South -West
A thin elven warrior stands guard at the gates.
A thin elven warrior stands guard at the gates.
A muscular elven warrior stands guard at the gates.
A muscular elven warrior stands guard at the gates.

< 228h/262H 87v/127V Pos: standing >

<map>
Zone: Rift Valley Jungle.
Room: Within a Jodani Tree
</map>

<map>
Zone: Rift Valley Jungle.
Room: Within a Jodani Tree
</map>
Within a Jodani Tree
   This tall, narrow passage cuts through the Jodani tree to enter a small
village of wild-elves to the north.  It is clear that the passage has been made
deliberately narrow so only one person can make it through at a time.  A
lantern suspended high above reveals the lustrous red wood grain and careful
craftsmanship of the entryway.  The tight quarters and humid air make the
strong aroma of the wood almost overpowering.  Gates flanking either side of
the passageway are drawn up out of view from the outside.  Small holes in the
roof of the passage indicate that there is another room above.  In the event of
an attack, guards in the room above must be able to drop the gates to close off
the village and trap anyone foolish enough to still be in the passageway.
This area seems to be devoid of magic!
This area seems to be exceptionally narrow!
Obvious exits: -North -South
An Orc (medium) La Resistance stands here.(Red Aura)
An Orc (medium) La Resistance stands here.(Red Aura)
An Orc (medium) La Resistance stands here.(Red Aura)
An Orc (medium) La Resistance stands here.(Red Aura)

< 229h/262H 87v/127V Pos: standing >
Grunt!  You clamber over someone's supine form.
You can't leave that way.

< 229h/262H 88v/127V Pos: standing >
Oof!  It seems that an Orc is in your way.
You can't leave that way.

< 231h/262H 91v/127V Pos: standing >
Someone suddenly attacks YOU!
The orcish adventurer misses you.

< 232h/262H 91v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: the orcish adventurer sta EP: excellent >
 An Orc suddenly attacks YOU!
An Orc misses you.

< 232h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: the orcish adventurer sta EP: excellent >
 You attempt to flee...
Oof!  It seems that the orcish adventurer is in your way.
You can't leave that way.
PANIC!  You couldn't escape!

< 232h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: small wounds E: the orcish adventurer sta EP: excellent >
 The orcish adventurer misses you.
The orcish adventurer's pierce strikes you.
The orcish adventurer's impressive pierce strikes you hard.
You attempt to flee...
Oof!  It seems that an Orc is in your way.
You can't leave that way.
PANIC!  You couldn't escape!

< 195h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: the orcish adventurer sta EP: excellent >
 Someone parries your futile lunge at her.

< 195h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: the orcish adventurer sta EP: excellent >
 An Orc misses you.

< 195h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 A wild-elf guard enters from the north.

< 195h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 The orcish adventurer's impressive pierce strikes you hard.
The orcish adventurer misses you.

< 178h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: the orcish adventurer sta EP: excellent >
 
< 178h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 
< 178h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 Someone parries your futile lunge at her.

< 178h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: the orcish adventurer sta EP: excellent >
 You dodge an Orc's vicious attack.

< 178h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 You attempt to flee...
Oof!  It seems that someone is in your way.
You can't leave that way.
PANIC!  You couldn't escape!

< 178h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 Someone misses you.
The orcish adventurer's fine pierce strikes you.
The orcish adventurer's impressive pierce strikes you very hard.

< 147h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: the orcish adventurer sta EP: excellent >
 A wild-elf guard is waving a platinum coin around wanting to make a bet on the outcome.

< 147h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 Someone parries your futile lunge at her.

< 147h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: the orcish adventurer sta EP: excellent >
 An Orc misses you.

< 147h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 
< 147h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: someone sta EP: excellent >
 Before you can react the orcish adventurer suddenly lashes at you.

< 137h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: few wounds E: the orcish adventurer sta EP: excellent >
 The orcish adventurer's decent pierce strikes you.
The orcish adventurer's impressive pierce strikes you very hard.
The orcish adventurer misses you.

< 115h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: the orcish adventurer sta EP: excellent >
 Within a Jodani Tree
Obvious exits: -North -South
A wild-elf guard stands here.
An Orc (medium) La Resistance stands here, fighting YOU!(Red Aura)
An Orc (medium) La Resistance stands here.(Red Aura)
An Orc (medium) La Resistance stands here.(Red Aura)
An Orc (medium) La Resistance stands here.(Red Aura)

< 115h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: someone sta EP: excellent >
 The taste of blood slowly fades from your body.
You stop regenerating.

< 115h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: someone sta EP: excellent >
 Hint: Type 'news' daily to read the latest changes and updates on Duris.

< 115h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: someone sta EP: excellent >
 Someone parries your futile lunge at her.

< 115h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: the orcish adventurer sta EP: excellent >
 An Orc misses you.

< 115h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: someone sta EP: excellent >
 The orcish adventurer's pierce strikes you.
The orcish adventurer's fine pierce strikes you hard.
The orcish adventurer's pierce strikes you very hard.

< 81h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: the orcish adventurer sta EP: excellent >
 A wild-elf guard stands to the side, evaluating the fray.

< 81h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: someone sta EP: excellent >
 You attempt to flee...
PANIC!  You couldn't escape!

< 81h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: someone sta EP: excellent >
 Someone parries your futile lunge at her.
You miss someone.

< 81h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: nasty wounds E: the orcish adventurer sta EP: excellent >
 You dodge an Orc's vicious attack.
Someone misses you.
Someone misses you.
The orcish adventurer's impressive pierce seriously wounds you.
You attempt to flee...
Oof!  It seems that the orcish adventurer is in your way.
You can't leave that way.
PANIC!  You couldn't escape!

< 65h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC:pretty hurt E: the orcish adventurer sta EP: excellent >
 Before you can react the orcish adventurer suddenly lashes at you.

< 57h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC:pretty hurt E: someone sta EP: excellent >
 Someone misses you.
Someone misses you.
Someone misses you.

< 57h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC:pretty hurt E: the orcish adventurer sta EP: excellent >
 An Orc misses you.
Someone parries your futile lunge at her.

< 57h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC:pretty hurt E: the orcish adventurer sta EP: excellent >
 You feel too uncomfortable casting at someone that far away in such tight quarters.

< 57h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC:pretty hurt E: someone sta EP: excellent >
 A wild-elf guard frowns in boredom at the obviously one-sided struggle.

< 57h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC:pretty hurt E: someone sta EP: excellent >
 The orcish adventurer's decent pierce strikes you hard.
The orcish adventurer's decent pierce strikes you hard.
The orcish adventurer's powerful pierce grievously wounds you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 6h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: awful E: the orcish adventurer sta EP: excellent >
 An Orc misses you.

< 6h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: awful E: someone sta EP: excellent >
 Someone dodges your futile attack.
Someone parries your futile lunge at her.

< 6h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: awful E: the orcish adventurer sta EP: excellent >
 
< 6h/262H 92v/127V Pos: standing >
< T: Branche TP: sta TC: awful E: someone sta EP: excellent >
 The orcish adventurer's stab causes massive blood-loss and you fall to the ground, lifeless.
Your rusty brass earring from Rift Valley Jungle was completely destroyed by the massive blow!