The death of [42 Storm Druid] Daria The Empire (Human)

in The Great Bazaar

from the perspective of [42 Storm Druid] Daria The Empire (Human)



< 1h/279H 88v/113V Pos: standing >

< 1h/279H 92v/113V Pos: standing >

< 1h/279H 92v/113V Pos: standing >
Experience till level: 5523584

< 2h/279H 93v/113V Pos: standing >

< 2h/279H 94v/113V Pos: standing >

< 2h/279H 96v/113V Pos: standing >

< 2h/279H 98v/113V Pos: standing >

< 3h/279H 99v/113V Pos: standing >

< 3h/279H 101v/113V Pos: standing >
You sit down and relax.

< 4h/279H 104v/113V Pos: sitting >

< 4h/279H 108v/113V Pos: sitting >

< 4h/279H 110v/113V Pos: sitting >
The receptionist starts casting a spell called 'cure critic'.
The receptionist completes her spell...

< 6h/279H 113v/113V Pos: sitting >

< 6h/279H 113v/113V Pos: sitting >

< 8h/279H 113v/113V Pos: sitting >

< 8h/279H 113v/113V Pos: sitting >

< 9h/279H 113v/113V Pos: sitting >

< 10h/279H 113v/113V Pos: sitting >

< 11h/279H 113v/113V Pos: sitting >

< 12h/279H 113v/113V Pos: sitting >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.

< 17h/279H 113v/113V Pos: sitting >

< 18h/279H 113v/113V Pos: sitting >

< 19h/279H 113v/113V Pos: sitting >
The receptionist starts to chant in a deep voice.

< 22h/279H 113v/113V Pos: sitting >

< 33h/279H 113v/113V Pos: sitting >
Firestorm
=========================================
Syntax:         inn firestorm (for Death Knight)
* Area of effect: <room>
* Aggressive:     Ye 
* Cumulative:     No
* Duration:       Instantaneous
* Type of spell:  Fire

Casting "Firestorm" creates a huge maelstrom of fiery winds which sweep
through the room, striking all those not grouped with the caster for
sizable damage.

< 34h/279H 113v/113V Pos: sitting >
The receptionist starts to chant in a deep voice.

< 34h/279H 113v/113V Pos: sitting >

< 35h/279H 113v/113V Pos: sitting >
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.'

< 37h/279H 113v/113V Pos: sitting >

1st CIRCLE:
animal friendship          
barkskin                   
fortitude                  
pulchritude                

2nd CIRCLE:
aid                        
disease                    
sticks to snakes           

3rd CIRCLE:
faerie fire                
faerie fog                 
flame blade                
protection from animals    

4th CIRCLE:
create spring              
lightning bolt             
poison                     
serendipity                

5th CIRCLE:
earthquake                 
natures touch              
tranquility                

6th CIRCLE:
earthen maul               
endurance                  
regeneration               

7th CIRCLE:
call lightning             
cyclone                    
dispel magic               
earth spike                
mielikki vitality          

8th CIRCLE:
acid stream                
animal vision              
lightning curtain          
pass without trace         
wind tunnel                

9th CIRCLE:
consecrate land            
firestorm                  
storm shield               
sunray                     
wandering woods            

10th CIRCLE:
binding wind               
creeping doom              
hurricane                  
moonwell                   
natures blessing           

11th CIRCLE:
blood to stone             
elemental aura             
elemental swarm            
spike growth               

12th CIRCLE:
moonstone                  
nova                       


1st CIRCLE:
animal friendship          
barkskin                   
fortitude                  
pulchritude                

2nd CIRCLE:
aid                        
disease                    
sticks to snakes           

3rd CIRCLE:
faerie fire                
faerie fog                 
flame blade                
protection from animals    

4th CIRCLE:
create spring              
lightning bolt             
poison                     
serendipity                

5th CIRCLE:
earthquake                 
natures touch              
tranquility                

6th CIRCLE:
earthen maul               
endurance                  
regeneration               

7th CIRCLE:
call lightning             
cyclone                    
dispel magic               
earth spike                
mielikki vitality          
Hint: You can sell equipment for money at shops.  However, most stores only purchase certain types of equipment.  Shop around!

8th CIRCLE:
acid stream                
animal vision              
lightning curtain          
pass without trace         
wind tunnel                

9th CIRCLE:
consecrate land            
firestorm                  
storm shield               
sunray                     
wandering woods            

10th CIRCLE:
binding wind               
creeping doom              
hurricane                  
moonwell                   

< 40h/279H 113v/113V Pos: sitting >

< 40h/279H 113v/113V Pos: sitting >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'
Sorry, but there are no help topics that match your search.

< 41h/279H 113v/113V Pos: sitting >

< 41h/279H 113v/113V Pos: sitting >

< 42h/279H 113v/113V Pos: sitting >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist looks vitalized.

< 42h/279H 113v/113V Pos: sitting >
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.'

< 43h/279H 113v/113V Pos: sitting >

< 43h/279H 113v/113V Pos: sitting >
Pass without trace
=========================================
* Area of effect: <caster>
* Aggressive:     No
* Cumulative:     No
* Duration:       Dependent on proficiency of caster
* Type of spell:  Generic

This spell is rather potent when used outdoors. "Pass Without Trace" 
enables you to efficiently cover your tracks while moving. You will also be 
almost impossible to see from a long distance away.

< 44h/279H 113v/113V Pos: sitting >
The receptionist starts to chant in a deep voice.

< 44h/279H 113v/113V Pos: sitting >
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.'

< 47h/279H 113v/113V Pos: sitting >
You must commune with nature more before invoking its power.

< 48h/279H 113v/113V Pos: sitting >
Wind tunnel
=========================================
* Area of effect: (room)
* Aggressive: No
* Cumulative: No
* Duration: Dependent on proficiency of caster
* Type of spell: Generic

This spell summons the winds to blow in a fashion that causes melee swings and
ranged based attacks to be easier than normal.  It's also been known to add a
little more force behind each attack as well.

See also: Storm Druid, Binding Wind

< 51h/279H 113v/113V Pos: sitting >
The receptionist starts to chant in a deep voice.

< 54h/279H 113v/113V Pos: sitting >
Sunray
=========================================
* Area of effect: <victim>
* Aggressive:     Yes
* Cumulative:     No
* Duration:       Instantaneous
* Type of spell:  Fire

This spell calls upon the power of the sun itself to send a concentrated 
beam of pure sunlight towards the victim causing extensive damage from burns
and possible blindness.

	See also:cureblind ,blindness

< 54h/279H 113v/113V Pos: sitting >
Hint: The consider command will compare your level to that of the victims, nothing else. Lower level mobs can be nastier than they appear, and higher level mobs easier than you thought.

< 57h/279H 113v/113V Pos: sitting >
The receptionist starts casting a spell.
The receptionist completes her spell...

< 58h/279H 113v/113V Pos: sitting >

< 58h/279H 113v/113V Pos: sitting >

< 59h/279H 113v/113V Pos: sitting >

< 60h/279H 113v/113V Pos: sitting >

< 61h/279H 113v/113V Pos: sitting >
Nah... You feel too relaxed to do that...

< 62h/279H 113v/113V Pos: sitting >
You clamber to your feet.

< 63h/279H 113v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 63h/279H 113v/113V Pos: standing >
You must commune with nature more before invoking its power.

< 64h/279H 113v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 64h/279H 113v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 64h/279H 113v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 65h/279H 113v/113V 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.'

< 65h/279H 112v/113V Pos: standing >
The door seems to be closed.

< 65h/279H 112v/113V Pos: standing >
Ok.

< 66h/279H 113v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 66h/279H 113v/113V Pos: standing >
Alas, you cannot go that way. . . .

< 67h/279H 113v/113V 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
Fresh blood covers everything in the area.
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 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.

< 67h/279H 112v/113V 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
Fresh blood covers everything in the area.
A peasant farmer is here from his farmstead, probably on business.

< 67h/279H 111v/113V 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
A few drops of fresh blood are scattered around the area.

< 67h/279H 110v/113V 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

< 67h/279H 110v/113V 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
Fresh blood splatters cover the area.
A human merchant from another town stands here, perusing Tharnadia.

< 68h/279H 110v/113V 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
Puddles of fresh blood cover the ground.
A wooden stall stands here, goods displayed upon its counter.
A militia guard is posted here, keeping watch over the bazaar.

< 68h/279H 110v/113V Pos: standing >
A half-elf merchant snaps into visibility.
Out of nowhere, a half-elf merchant stabs you in the back, RIP...