The death of [31 Elaphidist] Gaul -=Tharnadian Royal Marines=- (Human)

in The Ogre's Foot Inn

from the perspective of [31 Elaphidist] Gaul -=Tharnadian Royal Marines=- (Human)

<worn about body>    a tight green cloak

The Ogre's Foot Inn
Obvious exits: -W -D
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 232h/232H 118v/118V Pos: standing >
Your Terminal mode is now: MSP .

< 232h/232H 118v/118V Pos: standing >

		Score information for Gaul

Level: 31   Race: Human   Class: Monk / Elaphidist Sex: Male
Hit points: 232(232)  Moves: 118(118)
Coins carried:    5 platinum     6 gold     7 silver     8 copper
Compression ratio: 60%
Status:  Standing.
Frags:   +0.00   Deaths:   14
Detecting:      Invisible
Enchantments:   Fly
Combat Pulse:   15 Spell Pulse:  1.00 
Leaderboard Points:  308 

Active Spells:
--------------
rested bonus (5 minutes)


< 232h/232H 118v/118V Pos: standing >

< 232h/232H 118v/118V Pos: standing >
The Ogre's Foot Inn
Obvious exits: -W -D
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.

< 232h/232H 118v/118V Pos: standing >
Epic Zones -----------------------------------------

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

* = already completed this boot.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 232h/232H 118v/118V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 232h/232H 118v/118V Pos: standing >
Hint: Is a dragon about?  Kneel before they enter the room to keep from fleeing from their ROAR!

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 232h/232H 118v/118V Pos: standing >
Hint: It's rude to look at or consider people you don't know! Try a polite acknowledgement first.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
The receptionist looks vitalized.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'fido'

< 232h/232H 118v/118V Pos: standing >
Hint: Riding a horse or other mount will make it easier to move across tough terrain.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw diesilla'
A tharnadian illusionist starts casting a spell.

< 232h/232H 118v/118V 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.

< 232h/232H 118v/118V Pos: standing >
Autosaving...

< 232h/232H 118v/118V Pos: standing >
The receptionist starts to chant in a deep voice.

< 232h/232H 118v/118V Pos: standing >
Hint: Make sure you remember how to leave a zone you're in.  Mobs trying to hunt you down cannot leave their zone.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts to chant in a deep voice.

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 232h/232H 118v/118V Pos: standing >
You sigh as you start to feel a bit tired.

< 232h/232H 118v/118V Pos: standing >
Hint: Need help? Try the nchat channel! Type 'nchat' followed by your question, or just 'nchat Hello Duris!'.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 232h/232H 118v/118V Pos: standing >
The receptionist starts to chant in a deep voice.

< 232h/232H 118v/118V Pos: standing >
Hint: Things in your inventory weighing you down?  Wearing or holding your containers may ease the load.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts to chant in a deep voice.

< 232h/232H 118v/118V Pos: standing >
Hint: Agility affects your armor class, how often you abort your spells, and how often you dodge attacks.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'abrazak'

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw aque'

< 232h/232H 118v/118V Pos: standing >
Autosaving...

< 232h/232H 118v/118V Pos: standing >
The receptionist starts to chant in a deep voice.

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the words 'sfahzqhuai yfaw oag'

< 232h/232H 118v/118V Pos: standing >
Hint: Walking around in the dark? Buy a torch or lantern and hold it, or ask a cleric to cast continual light on a piece of your equipment.

< 232h/232H 118v/118V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 232h/232H 118v/118V 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.

< 232h/232H 118v/118V Pos: standing >
The receptionist starts to chant in a deep voice.

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 232h/232H 118v/118V Pos: standing >
Hint: 'Luring' means hitting a mob and running away to make it follow you.  Luring is useful to trick a mob into leaving its friends, so you can kill it more easily.

< 232h/232H 118v/118V 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.

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'Blessed be the glorious gods of Duris!'

< 232h/232H 118v/118V Pos: standing >
Hint: Want to see who has the world's artifacts? Try the 'artifact' command!  Currently there are 3 types of artifacts: uniques, iouns and true artifacts. Arti unique, arti ioun or arti will display these lists.

< 232h/232H 118v/118V Pos: standing >
Autosaving...

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'Bars are open all night boys!'

< 232h/232H 118v/118V Pos: standing >
Hint: Remember that all the citizens of Woodseer attack evil-aligned people on sight.

< 232h/232H 118v/118V 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>'

< 232h/232H 118v/118V Pos: standing >
A tharnadian illusionist starts casting a spell.

< 232h/232H 118v/118V 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.

< 232h/232H 118v/118V 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.'

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'If anyone wants me to shut up just tell me, don't kill me.'

< 232h/232H 118v/118V Pos: standing >
The receptionist starts casting a spell.
The receptionist completes her spell...
The receptionist utters the word 'zuharuhl'
An elite guard looks vitalized.

< 232h/232H 118v/118V Pos: standing >
The town crier shouts in common 'If you're headin' outside of Tharnadia be careful!'
The town crier shouts in common 'Trolls, giants, and many dangers may threaten your lives.'

< 232h/232H 118v/118V Pos: standing >
The receptionist starts to chant in a deep voice.

< 232h/232H 118v/118V Pos: standing >
Hint: Walking around in the dark? Buy a torch or lantern and hold it, or ask a cleric to cast continual light on a piece of your equipment.

< 232h/232H 118v/118V Pos: standing >
A tharnadian illusionist suddenly attacks a huge rat!
A huge rat snaps into visibility.
A tharnadian illusionist's punch grazes a huge rat.

< 232h/232H 118v/118V Pos: standing >
An elite guard assists a tharnadian illusionist heroically.
An elite guard suddenly attacks a huge rat!
An elite guard's feeble punch grazes a huge rat.

< 232h/232H 118v/118V Pos: standing >
A huge rat attempts to flee.
A huge rat leaves down.

< 232h/232H 118v/118V Pos: standing >
A huge rat enters from below.

< 232h/232H 118v/118V Pos: standing >
A huge rat starts casting an offensive spell.

< 232h/232H 118v/118V Pos: standing >
A tharnadian illusionist suddenly attacks a huge rat!
A tharnadian illusionist's punch grazes a huge rat.

< 232h/232H 118v/118V Pos: standing >
A huge rat completes his spell...
A huge rat utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH!  That really did HURT!

< 201h/232H 118v/118V Pos: standing >
A huge rat snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH!  That really did HURT!

< 159h/232H 118v/118V Pos: standing >
A huge rat snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH!  That really did HURT!

< 116h/232H 118v/118V Pos: standing >
A huge rat starts casting a spell.

< 116h/232H 118v/118V Pos: standing >
An elite guard assists a tharnadian illusionist heroically.
An elite guard suddenly attacks a huge rat!
A huge rat snaps into visibility.
An elite guard's punch grazes a huge rat.

< 116h/232H 118v/118V Pos: standing >
A huge rat completes his spell...
A huge rat utters the word 'candusyrzqhuai'
A huge rat sssppllliiitttsss into many images!
A tharnadian illusionist dodges a Kobold's attack.
A tharnadian illusionist dodges a Kobold's attack.

< 116h/232H 118v/118V Pos: standing >
A tharnadian illusionist's fine punch strikes a Kobold hard.
A tharnadian illusionist's fine punch strikes a Kobold very hard.
A tharnadian illusionist's fine punch strikes a Kobold very hard.
A tharnadian illusionist starts casting an offensive spell.

< 116h/232H 118v/118V Pos: standing >
A huge rat starts casting an offensive spell.

< 116h/232H 118v/118V Pos: standing >
An elite guard suddenly attacks a Kobold!
An elite guard's fine punch strikes a Kobold hard.

< 117h/232H 118v/118V Pos: standing >
A huge rat completes his spell...
A huge rat utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
A huge rat snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!
OUCH!  That really did HURT!

< 71h/232H 118v/118V Pos: standing >
A huge rat snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 22h/232H 118v/118V Pos: standing >
A huge rat snaps into visibility.
You gasp for air as a pair of ghostly hands tighten around your throat!