<floating about head>a bright green ioun stone[234h 11m 48s]
<worn as a badge> a elven rune of restoration of greater strength (magic) (glowing)
<worn on head> a crown of burning flames of damage
<worn on eyes> a slimy aboleth eye of damage (magic) (glowing) (humming)
<worn in ear> a golden scale dangling from a platinum chain of dexterity (magic)
<worn in ear> a golden scale dangling from a platinum chain (magic)
<worn on face> mask of the future [superior] (glowing)
<worn around neck> a necklace of halfling ears [superior]
<worn around neck> a necklace of halfling ears of dexterity
<worn on body> a suit of wickedly-barbed devil hide of damage (magic) (humming)
<worn about body> a long, flowing cape of hellfire of damage (magic) (glowing)
<worn on back> a double-buckled Alatorin backpack
<worn as quiver> a silken backsheath of flight of endurance with a strange dark bloodstone (magic)
<worn about waist> a vortex of air forming a sash of damage
<worn on belt buckle>a huge double-bladed axe called 'Skull Splitter' [superior] (magic)
<attached to belt> a mysterious concoction (magic) (glowing)
<attached to belt> a rugged adventurers satchel (magic) (illuminating)
<worn on arms> some wolf hide sleeves [poor]
<worn around wrist> a steel wire of constitution (magic) (glowing)
<worn around wrist> a bracelet of dracolich hide of endurance (magic) (humming)
<worn on hands> the sacred stone claws of Aan [superior] (magic) [82%]
<worn on finger> an obsidian circle of damage (magic)
<worn on finger> an obsidian circle of damage (magic)
<primary weapon> the mystical longsword of Volo the Traveler (magic)[234h 11m 51s]
<secondary weapon> Tiamat's poison tail stinger (magic)[234h 11m 50s]
<worn on legs> the leggings of a MaDMaN of damage (magic)
<worn on feet> the boots of speed of endurance (magic)
You score a CRITICAL HIT!!!!!
[Damage: 40 ] -=[Your powerful pierce hits the smiling cleric on the torso making her grimace in pain.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
[Damage: 17 ] -=[Your pierce strikes the smiling cleric.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
The smiling cleric dodges your futile attack.
[Damage: 18 ] -=[Your impressive slash strikes the smiling cleric.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
[Damage: 15 ] -=[Your impressive slash strikes the smiling cleric.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
Your the mystical longsword of Volo the Traveler flares with power and strikes at the back the smiling cleric's of legs!
The smiling cleric is stunned and falls to your knees in agony!
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling kne EP: pretty hurt >
A barbarian mercenary's skin seems to turn to stone.
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling kne EP: pretty hurt >
A barbarian mercenary snaps into visibility.
A barbarian mercenary dodges the smiling cleric's attack.
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling kne EP: pretty hurt >
A barbarian mercenary completes his spell...
A barbarian mercenary utters the word 'agsplnuahz'
Ghostly hands appear before the smiling cleric, close around her neck and begin to squeeze!
The smiling cleric gasps for air as a pair of ghostly hands tighten around her throat!
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling kne EP: pretty hurt >
The smiling cleric gasps for air as a pair of ghostly hands tighten around her throat!
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling kne EP: pretty hurt >
The smiling cleric gasps for air as a pair of ghostly hands tighten around her throat!
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling kne EP: pretty hurt >
A barbarian mercenary starts casting an offensive spell.
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling kne EP: pretty hurt >
Your improved dexterity grants you an additional attack!
Your improved dexterity grants you an additional attack!
[Damage: 24 ] -=[Your impressive slash seriously wounds the smiling cleric.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
The smiling cleric rises to her feet.
[Damage: 14 ] -=[Your impressive pierce strikes the smiling cleric very hard.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
The smiling cleric dodges your futile attack.
[Damage: 19 ] -=[Your impressive pierce seriously wounds the smiling cleric.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
The smiling cleric dodges your futile attack.
The smiling cleric dodges your futile attack.
[Damage: 18 ] -=[Your slash enshrouds the smiling cleric in a mist of blood.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
[Damage: 14 ] -=[Your impressive slash enshrouds the smiling cleric in a mist of blood.]=-
The globe around your body flares as it bears the brunt of the smiling cleric's assault!
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling sta EP: awful >
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling sta EP: awful >
Score information for Semat
Level: 56 Race: Orc Class: Mercenary Rogue Sex: Male
Hit points: 1228(1228) Moves: 287(287)
Coins carried: 0 platinum 0 gold 3 silver 9 copper
Compression ratio: 81%
Status: Standing, fighting the smiling cleric.
Frags: +18.25 Deaths: 64
Disguised as: a human traveler (Poor)
Detecting: Invisible Magic Life
Protected from: Evil Good Fire Lightning Gas Acid Living All but High Circle Spells
Protected by: Greater Spirit Ward Slow Poison
Enchantments: Hawkvision Ultravision Farsee Fly Aware Haste Sneaking Tower of Iron Will Fearless Sparkling
Herbs: Medicus
Combat Pulse: 15 Spell Pulse: 1.02
Leaderboard Points: 3067
Active Spells:
--------------
climb (8 minutes)
detect invisibility (52 minutes)
vitality (11 minutes)
elephantstrength (24 minutes)
hawkvision (3 minutes)
lionrage (4 minutes)
strength (37 minutes)
dexterity (37 minutes)
biofeedback (1 minute)
roar of heroes (2 minutes)
< 1228h/1228H 287v/287V Pos: standing >
< T: a barbarian mercenary TP: sta TC:few scratches E: halfling sta EP: awful >
A barbarian mercenary completes his spell...
A barbarian mercenary utters the word 'agsplnuahz'
Ghostly hands appear before the smiling cleric, close around her neck and begin to squeeze!
The smiling cleric gasps for air as a pair of ghostly hands tighten around her throat!
The smiling cleric is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Semat by 294.
The last gasps of the smiling cleric cause a sickening chill to run up your spine.
< 1228h/1228H 287v/287V Pos: standing >
It appears to be the corpse of the smiling cleric.
a jodani wood breastplate [superior] (magic)
a small pile of coins
< 1228h/1228H 287v/287V Pos: standing >
You feel like a potion could do you good once again.
< 1228h/1228H 287v/287V Pos: standing >
On a Stone Stairway
Obvious exits: -Up -Down
Puddles of fresh blood cover the ground.
The corpse of the smiling cleric is lying here.
A well trained barbarian mercenary has been hired to guard the countryside from evil.
< 1228h/1228H 287v/287V Pos: standing >
A barbarian mercenary gets a sparkling large pike fish from his portable hole.
< 1228h/1228H 287v/287V Pos: standing >
A barbarian mercenary eats a sparkling large pike fish.
< 1228h/1228H 287v/287V Pos: standing >
A barbarian mercenary sits down in a comfortable spot.
< 1228h/1228H 287v/287V Pos: standing >
The stairway continues.
You extend your sights upward.
On a Stone Stairway
There are no guardrails to keep one from falling off these narrow stone
steps and making a gruesome fall to the base of the cliffs over 200 hundred
feet below. All the same, the agile halflings bounce up and down this stairway
with little worry of falling over the edge. To the south a thin waterfall can
be seen diving over the edge of the cliff into a small pond by the jungle far
below. Stone stairs rise up toward Woodseer and head down to meet the valley
below.
Obvious exits: -Up -Down
A barbarian mercenary opens a mystical tome covered in demon-skin and begins studying it intently.
< 1228h/1228H 287v/287V Pos: standing >
You quickly scan the area.
A minotaur mercenary wizard who is a brief walk away above you.
A minotaur mercenary guard who is a brief walk away above you.
A minotaur mercenary guard who is a brief walk away above you.
A minotaur mercenary guard who is a brief walk away above you.
The burly guardian who is a brief walk away above you.
A halfling guard who is a brief walk away above you.
The scarred mage who is not far off below you.
< 1228h/1228H 287v/287V Pos: standing >
Score information for Semat
Level: 56 Race: Orc Class: Mercenary Rogue Sex: Male
Hit points: 1228(1228) Moves: 287(287)
Coins carried: 0 platinum 0 gold 3 silver 9 copper
Compression ratio: 81%
Status: Standing.
Frags: +18.25 Deaths: 64
Disguised as: a human traveler (Poor)
Detecting: Invisible Magic Life
Protected from: Evil Good Fire Lightning Gas Acid Living All but High Circle Spells
Protected by: Greater Spirit Ward Slow Poison
Enchantments: Hawkvision Ultravision Farsee Fly Aware Haste Invisibility Sneaking Tower of Iron Will Fearless Sparkling
Herbs: Medicus
Combat Pulse: 15 Spell Pulse: 1.02
Leaderboard Points: 3067
Active Spells:
--------------
climb (7 minutes)
detect invisibility (51 minutes)
vitality (10 minutes)
elephantstrength (23 minutes)
hawkvision (2 minutes)
lionrage (3 minutes)
strength (36 minutes)
dexterity (36 minutes)
biofeedback (less than a minute remaining)
roar of heroes (1 minute)
< 1228h/1228H 287v/287V Pos: standing >
Saving Semat.
< 1228h/1228H 287v/287V Pos: standing >
Saving Semat.
< 1228h/1228H 287v/287V Pos: standing >
A barbarian mercenary closes his book and grins malevolently.
< 1228h/1228H 287v/287V Pos: standing >
A barbarian mercenary clambers to his feet.
< 1228h/1228H 287v/287V Pos: standing >
The stairway continues.
You extend your sights upward.
On a Stone Stairway
There are no guardrails to keep one from falling off these narrow stone
steps and making a gruesome fall to the base of the cliffs over 200 hundred
feet below. All the same, the agile halflings bounce up and down this stairway
with little worry of falling over the edge. To the south a thin waterfall can
be seen diving over the edge of the cliff into a small pond by the jungle far
below. Stone stairs rise up toward Woodseer and head down to meet the valley
below.
Obvious exits: -Up -Down
< 1228h/1228H 287v/287V Pos: standing >
A barbarian mercenary nods.
< 1228h/1228H 287v/287V Pos: standing >
On a Stone Stairway
There are no guardrails to keep one from falling off these narrow stone
steps and making a gruesome fall to the base of the cliffs over 200 hundred
feet below. All the same, the agile halflings bounce up and down this stairway
with little worry of falling over the edge. To the south a thin waterfall can
be seen diving over the edge of the cliff into a small pond by the jungle far
below. Stone stairs rise up toward Woodseer and head down to meet the valley
below.
Obvious exits: -Up -Down
< 1228h/1228H 286v/287V Pos: standing >
The stairway continues.
You extend your sights upward.
On a Stone Stairway
It is a good thing that halflings don't have any fear of heights. This
cracked stone stairway is extremely narrow and there are no guardrails to be
seen. The drop down to the valley below would be swift, and most likely end in
a quick and painless death. Stone walls can be seen along the top of the
cliff above and a thin waterfall plummets over the edge of the cliff to the
south. Cracked stone stairs, in dire need of repair, lead down toward the
jungle valley below and climb up to Woodseer.
Obvious exits: -Up -Down
< 1228h/1228H 286v/287V Pos: standing >
On a Stone Stairway
It is a good thing that halflings don't have any fear of heights. This
cracked stone stairway is extremely narrow and there are no guardrails to be
seen. The drop down to the valley below would be swift, and most likely end in
a quick and painless death. Stone walls can be seen along the top of the
cliff above and a thin waterfall plummets over the edge of the cliff to the
south. Cracked stone stairs, in dire need of repair, lead down toward the
jungle valley below and climb up to Woodseer.
Obvious exits: -Up -Down
< 1228h/1228H 285v/287V Pos: standing >
The stairway ends at a small landing.
You extend your sights upward.
Outside the Woodseer Gates
Cracked but sturdy looking stone stairs lead down from this tiny landing to
the jungle valley below. A narrow passage through the Woodseer gates to the
west leads into a thriving halfling city. Stone walls, in need of repair,
extend along the top of the cliff to the north and south creating an almost
unnecessary addition to the steep cliff face to defend Woodseer from any
invasion. Halfling merchants can be heard hawking their wares and children can
be heard laughing from the other side of the stone walls.
Obvious exits: -West -Down
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.
A halfling guard patrols the streets keeping the peace.
< 1228h/1228H 287v/287V Pos: standing >
A barbarian mercenary's mighty battle cry rallies his comrades and instills fear
into the hearts of his enemies.
< 1228h/1228H 287v/287V Pos: standing >
Outside the Woodseer Gates
Cracked but sturdy looking stone stairs lead down from this tiny landing to
the jungle valley below. A narrow passage through the Woodseer gates to the
west leads into a thriving halfling city. Stone walls, in need of repair,
extend along the top of the cliff to the north and south creating an almost
unnecessary addition to the steep cliff face to defend Woodseer from any
invasion. Halfling merchants can be heard hawking their wares and children can
be heard laughing from the other side of the stone walls.
Obvious exits: -West -Down
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.
A halfling guard patrols the streets keeping the peace.
< 1228h/1228H 286v/287V Pos: standing >
Inside the Woodseer Gates
Rusty gates are propped open here, obviously not in use for quite a long
time. It seems the halflings either aren't terribly worried about invasion or
are a bit lazy when it comes to upkeep. Guards patrol the wall above and the
area of the gates watching everyone with more amusement and curiosity than
caution. An intersection of cobblestone roads can be seen to the west and a
narrow landing is to the east through the open gates.
Obvious exits: -East -West
A halfling guard patrols the streets keeping the peace.
A halfling guard suddenly attacks YOU!
You snap into visibility.
-=[A halfling guard's weak slash grazes you.]=-
< 1227h/1228H 285v/287V Pos: standing >
< T: Semat TP: sta TC:few scratches E: halfling sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 1227h/1228H 285v/287V Pos: standing >
< T: Semat TP: sta TC:few scratches E: halfling sta EP: excellent >
[Damage: 69 ] -=[You leave a huge, red swollen lump on a halfling guard's temple.]=-
< 1227h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:few scratches E: halfling sta EP: few wounds >
A barbarian mercenary starts casting an offensive spell.
A barbarian mercenary snaps into visibility.
< 1227h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:few scratches E: halfling sta EP: few wounds >
You parry a halfling guard's lunge at you.
You parry a halfling guard's lunge at you.
You snap into visibility.
< 1227h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:few scratches E: halfling sta EP: few wounds >
Your improved dexterity grants you an additional attack!
[Damage: 25 ] -=[Your powerful pierce strikes a halfling guard very hard.]=-
[Damage: 26 ] -=[Your powerful slash strikes a halfling guard very hard.]=-
A halfling guard dodges your futile attack.
[Damage: 25 ] -=[Your powerful pierce seriously wounds a halfling guard.]=-
[Damage: 29 ] -=[Your powerful slash hits a halfling guard on the torso making him grimace in pain.]=-
[Damage: 23 ] -=[Your slash seriously wounds a halfling guard.]=-
< 1227h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:few scratches E: halfling sta EP: pretty hurt >
A barbarian mercenary completes his spell...
A barbarian mercenary utters the word 'agsplnuahz'
Ghostly hands appear before a halfling guard, close around his neck and begin to squeeze!
A halfling guard gasps for air as a pair of ghostly hands tighten around his throat!
< 1227h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:few scratches E: halfling sta EP: awful >
A halfling guard gasps for air as a pair of ghostly hands tighten around his throat!
A halfling guard is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Semat by 6.
The unmistakable scent of fresh blood can be smelled as a halfling guard dies in agony.
< 1227h/1228H 286v/287V Pos: standing >
It appears to be the corpse of a halfling guard.
a short sword [superior] (magic)
a leather tunic
a few coins
< 1227h/1228H 286v/287V Pos: standing >
Inside the Woodseer Gates
Obvious exits: -East -West
Fresh blood splatters cover the area.
The corpse of a halfling guard is lying here.
*A well trained barbarian mercenary has been hired to guard the countryside from evil.
< 1227h/1228H 286v/287V Pos: standing >
Petalrich Lane and Vinestrong Way
Immediately inside the gates, Petalrich Lane intersects with Vinestrong Way.
Vinestrong Way leads north and south along the Woodseer wall and Petalrich Lane
leads west through Woodseer. A stone wall surrounds a huge park to the
northwest and a number of halflings can be seen going in and out of Woodseer's
more popular stores and restaurants to the west.
Obvious exits: -North -East -South -West
< 1227h/1228H 285v/287V Pos: standing >
Petalrich Lane
The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road. Based on the heavy traffic
this must be the major business area of Woodseer. A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park. A doorway
to the south enters a large building built in the shade of a nearby jodani
tree. A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods". Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East -South -West
A merchant wanders aimlessly.
A halfling guard patrols the streets keeping the peace.
A barbarian mercenary sneaks in from the east.
A halfling guard suddenly attacks YOU!
A halfling guard suddenly appears a bit confused!
You watch in glee as a halfling guard looks dazzled.
A halfling guard misses you.
< 1227h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:few scratches E: halfling sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 1228h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: halfling sta EP: excellent >
You're still spinning in circles from your last headbutt.
< 1228h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: halfling sta EP: excellent >
A barbarian mercenary starts casting an offensive spell.
A barbarian mercenary snaps into visibility.
< 1228h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: halfling sta EP: excellent >
You snap into visibility.
[Damage: 45 ] -=[You leave a huge, red swollen lump on a halfling guard's temple.]=-
A halfling guard is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Semat by 0.
You feel the bloodlust in your heart as you hear the death cry of a halfling guard.
A barbarian mercenary stops invoking abruptly!
< 1228h/1228H 286v/287V Pos: standing >
A barbarian mercenary sits down in a comfortable spot.
< 1228h/1228H 286v/287V Pos: standing >
A barbarian mercenary opens a mystical tome covered in demon-skin and begins studying it intently.
< 1228h/1228H 286v/287V Pos: standing >
A barbarian mercenary closes his book and grins malevolently.
< 1228h/1228H 286v/287V Pos: standing >
A barbarian mercenary clambers to his feet.
< 1228h/1228H 286v/287V Pos: standing >
It appears to be the corpse of a halfling guard.
a leather tunic
a handful of coins
a pike with a jagged tip
< 1228h/1228H 286v/287V Pos: standing >
Petalrich Lane
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
The corpse of a halfling guard is lying here.
*A well trained barbarian mercenary has been hired to guard the countryside from evil.
A merchant wanders aimlessly.
< 1228h/1228H 286v/287V Pos: standing >
Saving Semat.
< 1228h/1228H 286v/287V Pos: standing >
Saving Semat.
< 1228h/1228H 286v/287V Pos: standing >
Petalrich Lane continues.
You extend your sights westward.
Petalrich Lane
Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume. North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife. It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains. Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall. South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant. The flower-lined road
continues to the east and west.
Obvious exits: -North -East -South -West
A small halfling woman wanders here, humming to herself.
< 1228h/1228H 287v/287V Pos: standing >
Petalrich Lane
Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume. North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife. It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains. Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall. South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant. The flower-lined road
continues to the east and west.
Obvious exits: -North -East -South -West
A small halfling woman wanders here, humming to herself.
< 1228h/1228H 286v/287V Pos: standing >
Petalrich Lane
The wide entrance to the park north of here beckons to be used. Narrow
paths lead through a variety of plants and flowers through a beautiful peaceful
setting. Just to the south is a fine clothing store offering everything from
fine shirts to leather work-boots and armor. Along the sides of the
cobblestone road small narrow flower beds have been planted with a variety of
beautiful flowers. The flower-lined road continues to the east and west, and
an entrance to the park is to the north. A doorway leads into a clothing shop
to the south.
Obvious exits: -North -East -South -West
[5] A small bandage rests upon the ground here.
[2] A large wooden torch has been discarded here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A long steel sword is here in the dirt.
A steel dagger about a foot in length lies here.
A steel dagger has been tossed aside here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A warhammer with a sturdy-looking steel head lies here.
A large two-handed sword has been left here.
A large two-handed sword has been left here.
A great flail has been carelessly left here.
A giant dragonfly zips around here.
< 1228h/1228H 285v/287V Pos: standing >
Petalrich Lane
Some of the boulders and rocks in the wall surrounding the park to the north
have been pushed aside to make room for the Woodseer bank which has been built
entirely of heavy black palm. Guards and heavily armored adventurers travel in
and out of the open doorway into the large jodani tree to the south. A sign
above the doorway to the south reads "Leelon's and The Golden Hammer".
Apparently, both a bar and a store of some sort lie within. The pleasant road
continues east and west along long flower beds.
Obvious exits: -North -East -South# -West
< 1228h/1228H 285v/287V Pos: standing >
Petalrich Lane
A small nondescript cottage to the south has been carefully tucked against
the base of the large jodani tree immediately to the east of it. A much larger
home to the north has been made with a variety of rare and expensive woods
flaunting the wealth of its owner. Flowers have been planted along the smooth
cobblestone road adding color and beautiful aromas to the area. Halfling
townsmen of all occupations travel back and forth along the road which
continues to the east and west.
Obvious exits: -North# -East -South -West
A young halfling woman is here seeking adventure.
< 1228h/1228H 286v/287V Pos: standing >
Petalrich Lane
Beautiful flowers line the road here before the huge building to the north
that houses the meetings of the Woodseer High Council to the north and chief
councilor Eruffu's home to the south. The meeting hall to the north is a truly
immense building by halfling standards, most meeting rooms of such size are
made in large burrows to save on time and money. Petalrich Lane ends at a
four-way intersection to the west and continues west toward the Woodseer gates.
The door to a large home is to the south and an open doorway leads into the
Woodseer High Council meeting hall.
Obvious exits: -North -East -South# -West
< 1228h/1228H 285v/287V Pos: standing >
A Four-Way Intersection
Halfling merchants and tradesman hawk their wares along the major commercial
road in Woodseer, Petalrich Lane, which heads to the east past a pair of huge
jodani trees toward the Woodseer Gate. River Circle travels beside some
cottages built along the river to the east and Fernwalk Lane heads north toward
a stone stairway that goes higher into the mountains and south toward another
intersection.
Obvious exits: -North -East -South -West
A small, pink marble fountain gurgles quietly.
The Woodseer Quartermaster stands here.
< 1228h/1228H 286v/287V Pos: standing >
Fernwalk Lane
A tremendous boulder to the west blocks all view of the river beyond it and
the side of a huge building is to the east. Heavy traffic and loud voices can
be heard from the southeast and the gentle sound of a waterfall can be heard
from somewhere beyond the boulder to the west. Fernwalk Lane continues north
toward a long stairway that leads higher into the mountains and south toward a
four-way intersection.
Obvious exits: -North -South
A young halfling boy is running here, screaming at the top of his lungs.
An ugly frog is here eating insects.
< 1228h/1228H 285v/287V Pos: standing >
Fernwalk Lane
Tall thick ferns line the road as it heads north toward a long stairway and
as it continues south past a large boulder. The side of a huge building blocks
all view of the east but a small pond and waterfall can be seen beyond the
small cottage to the west. The cottage itself is made of beautiful lacewood.
Lacy veins in the light colored wood reflect the light and sparkling rainbows
from the waterfall further to the northwest making the home seem to glimmer.
An open doorway leads into the small cottage to the west and the road continues
to the north and south.
Obvious exits: -North -South -West
A giant dragonfly zips around here.
< 1228h/1228H 284v/287V Pos: standing >
Before a Long Stairway
Pleasant ferns and flowers have been planted here at the base of a long
stairway leading up to another small plateau. Water spills over the edge of
the plateau above and falls into a small pool over to the west. Large rocks
and prevent any travel toward the pool to the west and part of the cliff face
is to the east. Fernwalk Lane continues to the south and the stairway leads
upward toward a small building built on the face of the cliff and beyond.
Obvious exits: -South -Up
A kitten jumps here playing with leaves tossed by the wind.
< 1228h/1228H 284v/287V Pos: standing >
Alas, you cannot go that way. . . .
< 1228h/1228H 285v/287V Pos: standing >
On a Long Stairway
Halflings seem able to bounce down this stairway with no fear of tumbling
over the edge. There are no guardrails of any sort here, a fall over the edge
would end with a gruesome landing on the rough rocks below. The beautiful
plateau below is framed by a river that runs along the base of the mountains
and cliffs at its western and southern edges. Lose rocks and boulders make up
a wide wall that encloses a large park below and to the east which is full of
so many bright flowers that the vibrant colors can be seen from here. The
stairway continues upward toward a building that has been built into the side
of the cliff and downward toward the plateau.
Obvious exits: -Up -Down
< 1228h/1228H 286v/287V Pos: standing >
In Front of Ctenmir's
A beautiful jodani wood building juts out of the cliff face here, heavy
black palm struts keep it from tumbling to the plateau below. A sign over the
doorway says, "Ctenmir's Fine Goods" in several different languages. It
appears half of the building must actually be built into the face of the
mountain, probably a natural opening or ledge of some sort. Though it hangs
out into open space, fine construction and good design make the building quite
safe. A narrow stairway leads further up toward a higher plateau and heads
downward toward the commercial part of Woodseer.
Obvious exits: -East -Up -Down
A large black squirrel makes his way through the forest
One of the halfling woodcarvers walks through the area.
A halfling adventurer wanders here humming to himself.
< 1228h/1228H 285v/287V Pos: standing >
The sun rises over the northern horizon.
Ctenmir's Fine Goods
Half of this well-adorned building has been built into the face of the
mountain, the other half hangs out into the air above the plateau below.
Ctenmir has made a fine reputation for himself by carving a niche for himself
in the fine goods market. Buzzle and Clora have locked up most of the market
for lesser goods so Ctenmir deals in only the finest supplies. Exotic perfumes
and fine wines are for sale as well as embroidered shirts and other clothing.
There are many rumors that Ctenmir's shop is simply a front for a massive
thieving operation, but the shop does do a thriving business and some of the
wealthier clients simply scoff at the idea. A wide window in the southern wall
reveals much of Woodseer to the viewers eye. A watery frame formed by a river
flowing around the edges of the plateau sparkles as it reflects light.
This area seems to be devoid of magic!
Obvious exits: -West
A handsome halfling takes care of the shop.
< 1228h/1228H 286v/287V Pos: standing >
You find a secret entrance!
< 1228h/1228H 286v/287V Pos: standing >
< 1228h/1228H 286v/287V Pos: standing >
Ok.
< 1228h/1228H 286v/287V Pos: standing >
A Secret Chamber
A small chamber has been carved out of the mountain here, cleverly
concealed, of course, by Ctenmir's shop to the south. Though this chamber
obviously sees a great deal of use, it is plain, dark, and undecorated. Oddly
enough, there appears to be a second shop through a narrow doorway to the east.
A narrow stone stairway leads down into darkness and a well-concealed door to
the south leads into Ctenmir's shop.
Obvious exits: -East -South -Down
< 1228h/1228H 285v/287V Pos: standing >
Ok.
< 1228h/1228H 285v/287V Pos: standing >
A narrow stone stairway leads deeper into the mountain.
You extend your sights downward.
A Dark Hall
The rough stone hallway is cloaked in darkness. Not even the simplest of
decorations has been put up here, this a strictly utilitarian hallway built
only to be a juncture between whatever rooms lie north and west and the
stairway that leads up. The rooms to the north and south appear to be faintly
lit, but the darkness of the hallway somehow prevents the light from coming
very far.
Obvious exits: -North -West -Up
A young halfling child plays here.
A father duck with a bright green head watches the ducklings.
< 1228h/1228H 287v/287V Pos: standing >
A halfling child enters from below.
An open doorway leads into a small shop.
You extend your sights eastward.
Luc's Goods
Luc, one of Ctenmir's closest friends runs a small market for stolen goods
here. Not only will Luc buy just about anything, but he also sells somewhat
questionable items such as lock picks, stilettos, thin shivs and other small
daggers. Luc has a lengthy log of all the items he has bought and sold, with
the small question of who they were bought from or sold to conveniently left
out. All of the goods that have been bought are ready to be sold, though at a
somewhat stiff price. It might be dangerous to buy anything to recognizable
here though, it would be inconvenient to be accused of being a thief. Luc's
loyalty to Ctenmir is unquestionable, it is said that Ctenmir once saved Luc's
life and that they have been close friends ever since. An open doorway leads
into a small dark chamber to the west.
This area seems to be devoid of magic!
Obvious exits: -West
A sturdy halfling guard stands here.
< 1228h/1228H 287v/287V Pos: standing >
A Secret Chamber
Obvious exits: -East -South# -Down
A young halfling child plays here.
*A well trained barbarian mercenary has been hired to guard the countryside from evil.
< 1228h/1228H 287v/287V Pos: standing >
Autosaving...
< 1228h/1228H 287v/287V Pos: standing >
< 1228h/1228H 287v/287V Pos: standing >
A narrow stone stairway leads deeper into the mountain.
You extend your sights downward.
A Dark Hall
The rough stone hallway is cloaked in darkness. Not even the simplest of
decorations has been put up here, this a strictly utilitarian hallway built
only to be a juncture between whatever rooms lie north and west and the
stairway that leads up. The rooms to the north and south appear to be faintly
lit, but the darkness of the hallway somehow prevents the light from coming
very far.
Obvious exits: -North -West -Up
A father duck with a bright green head watches the ducklings.
< 1228h/1228H 287v/287V Pos: standing >
A Dark Hall
The rough stone hallway is cloaked in darkness. Not even the simplest of
decorations has been put up here, this a strictly utilitarian hallway built
only to be a juncture between whatever rooms lie north and west and the
stairway that leads up. The rooms to the north and south appear to be faintly
lit, but the darkness of the hallway somehow prevents the light from coming
very far.
Obvious exits: -North -West -Up
A father duck with a bright green head watches the ducklings.
< 1228h/1228H 286v/287V Pos: standing >
An open doorway leads into a small well-lit room.
You extend your sights westward.
Ctenmir's Private Chambers
Ctenmir has found that this is the only place he feels safe to rest. His
small knowledge of magic has helped him create glyphs and sigils to warn him of
any guards that might be trying to get to him and to protect him from scrying
and magic spells. Fine clothes and products are everywhere, from small jade
statues to ancient elven wines. A soft bed rests against one wall along with a
small reading chair and lamp. An oddly shaped dummy in the center of the room
provides a practice and instructional tool for the finer points of, er,
'acquiring' things and a series of different locks lines a long wooden board,
apparently another practice tool of some sort.
This area seems to be devoid of magic!
Obvious exits: -East
A shady-looking halfling stands here, keeping to the shadows.
< 1228h/1228H 286v/287V Pos: standing >
An open doorway leads into a large well-lit room.
You extend your sights northward.
A Meeting Hall
Cocabola wood has been used to panel all of the walls of this large room.
Unlike ebonwood, cocabola is a dark wood with beautiful thin white veins which
help make the room look a little larger than it really is, and is perfect for
hiding secret doors or compartments. A long ebonwood table and a number of
chairs occupy the center of the room which is lit by a crystal chandelier.
This is where Ctenmir meets with his loyal underlings to plan his heists.
Ctenmir's arms stretch quite far, he has carried off spectacular robberies in a
number of different towns but he has been very careful in Woodseer for the
guards here are quite familiar with his reputation.
Obvious exits: -South
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A spellbook has been tossed aside here.
[81] The corpse of a Gnome is lying here.
A Gnome (small) stands here.
A Githzerai (medium) stands here. (Casting)
Gerrard, the human thief hides here under Ctenmir's protection.
< 1228h/1228H 286v/287V Pos: standing >
A Meeting Hall
Cocabola wood has been used to panel all of the walls of this large room.
Unlike ebonwood, cocabola is a dark wood with beautiful thin white veins which
help make the room look a little larger than it really is, and is perfect for
hiding secret doors or compartments. A long ebonwood table and a number of
chairs occupy the center of the room which is lit by a crystal chandelier.
This is where Ctenmir meets with his loyal underlings to plan his heists.
Ctenmir's arms stretch quite far, he has carried off spectacular robberies in a
number of different towns but he has been very careful in Woodseer for the
guards here are quite familiar with his reputation.
Obvious exits: -South
[5] A small bandage rests upon the ground here.
A sturdy looking wooden club has been left here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A spellbook has been tossed aside here.
[81] The corpse of a Gnome is lying here.
A Gnome (small) stands here.
A Githzerai (medium) stands here. (Casting)
Gerrard, the human thief hides here under Ctenmir's protection.
< 1228h/1228H 285v/287V Pos: standing >
A Githzerai completes her spell...
A Githzerai utters the word 'candusgjfcandusqh'
A Gnome howls in pain as his body crumbles to dust.
An aura of intensely bright light surrounds a Gnome for a moment.
A Gnome comes to life again! Taking a deep breath, a Gnome opens his eyes!
You snap into visibility.
You stealthily position yourself behind a Gnome, circling him.
< 1228h/1228H 285v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Gnome sta EP: excellent >
You parry a Gnome's lunge at you.
You snap into visibility.
< 1228h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Gnome sta EP: excellent >
< 1228h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Gnome sta EP: excellent >
You snap into visibility.
[Damage: 45 ] -=[A Gnome screams in pain as your slash tears into his flesh]=-
A Gnome dodges your futile attack.
[Damage: 42 ] -=[A Gnome screams in pain as your pierce tears into his flesh]=-
[Damage: 41 ] -=[A Gnome screams in pain as your slash tears into his flesh]=-
[Damage: 46 ] -=[A Gnome screams in pain as your slash tears into his flesh]=-
A Gnome dodges your futile attack.
< 1228h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Gnome sta EP: pretty hurt >
Sparkling magic surrounds a barbarian mercenary as he begins his chant.
A barbarian mercenary starts casting an offensive spell.
A barbarian mercenary snaps into visibility.
< 1228h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Gnome sta EP: pretty hurt >
A barbarian mercenary completes his spell...
A barbarian mercenary utters the word 'agsplnuahz'
Ghostly hands appear before a Gnome, close around his neck and begin to squeeze!
A Gnome gasps for air as a pair of ghostly hands tighten around his throat!
< 1228h/1228H 286v/287V Pos: standing >
< T: Semat TP: sta TC:excellent E: A Gnome sta EP: awful >
A barbarian mercenary snaps into visibility.
A Gnome gasps for air as a pair of ghostly hands tighten around his throat!
A Gnome is dead! R.I.P.
You receive your share of experience.
Experience(KILL): Semat by 13200000.