The death of [21 Cleric] Vokar (Dwarf)

in An Entryway in a Large Jodani Tree

from the perspective of [21 Cleric] Vokar (Dwarf)

<worn on head>       a small steel cap
<worn on face>       a frogskin mask [superior]
<worn around neck>   some holy beads
<worn on body>       a flaming cured leather breastplate
<worn about body>    a dusty traveling cloak [superior]
<worn about waist>   a cloth belt [superior]
<primary weapon>     a large stone warhammer
<held>               a large wooden torch
<worn on legs>       thick canvas pants [superior]
<worn on feet>       some spiked boots


< 207h/207H 106v/116V Pos: standing >
A Trade Path at the Base of a Cliff
   A long stairway to the north leads up the steep cliff to the west to enter
the halfling city of Woodseer.  A well-traveled path leads south along the
base of the steep cliff to enter a steep gorge that makes its way out of the
mountains.  Lose rocks that have fallen from the cliff above have been shoved
to the east to create a low wall of lose stones that provides additional
protection from the jungle creatures who prefer the dark humid confines of
the rain forest.  Periodically, slow breezes cause the humid stench of the
jungle to seep in from the east, reminding travelers that all is not perfectly
safe here.  A well-travled pathway continues south toward a towering waterfall
that shoots down from the plateau above and the stairway leading up to Woodseer
is to the north.
Obvious exits: -North -East -South

< 207h/207H 107v/116V Pos: standing >
A Trade Path at the Base of a Cliff
   Jagged stones and loose gravel line the steep cliff to the west that leads
up to the halfling city of Woodseer.  Jungle plants have been cleared away
from this area, and rocks that have fallen from the cliff above have been
pushed to the east making a low wall of lose rocks.  This cleared area has
obviously seen a great deal of use as a merchants passage.  Halfling guards
can be seen patrolling the road immediately beneath the cliff and along the
waterfall that can be seen further south, and the ruts of wagon wheels have
been left behind in the soft ground.  The road continues to the south where
it bends around a pool that is fed by the towering waterfall that tumbles
down from the Woodseer plateau, and to the north where it eventually meets the
single stone stairway that leads into Woodseer.  A stone doorway to the
west leads into a stable of some sort built in a cave in the cliff.
Obvious exits: -North -South -West
Jarus the fourth, champion of Woodseer, keeps a careful watch.

< 207h/207H 107v/116V Pos: standing >
Pardon?

< 207h/207H 116v/116V Pos: standing >
Pardon?

< 207h/207H 116v/116V Pos: standing >
Pardon?

< 207h/207H 116v/116V Pos: standing >
Jarus the fourth leaves north.

< 207h/207H 116v/116V Pos: standing >
Autosaving...

< 207h/207H 116v/116V Pos: standing >
Pardon?

< 207h/207H 116v/116V Pos: standing >
Your group consists of ( 2/30):
( Head)                                Yargoth
(Front)   207/207   hit,  116/116  move Vokar

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V 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.

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >
A Trade Path at the Base of a Cliff
Obvious exits: -North -South -West

< 207h/207H 116v/116V Pos: standing >
A Trade Path at the Base of a Cliff
   A towering waterfall to the south plummets into a deep rock-lined pool,
as it falls water sprays outward, splashing the rocks that surround the pool
to the south as well as anything else in the area.  Water also sprinkles the
steep jagged stones of the cliff to the west, making the already unclimbable
wall even more treacherous.  It is clear from this vantage point that the city
built on the plateau ontop of the cliff to the west is in an easily defended
area, more by nature's design than anybody elses.  The jungle has been cleared
away from the base of the cliff here creating a well-used trade path that heads
north toward a stairway that leads up the cliff and heads east around the deep
rock-lined pool to the south.  A low wall of lose rocks can be climbed over to
the west to get into the jungle, though few actually choose to enter its dark
and dangerous depths.
Obvious exits: -North -East

< 207h/207H 115v/116V Pos: standing >

< 207h/207H 115v/116V Pos: standing >
A Trade Path at the Base of a Cliff
   Jagged stones and loose gravel line the steep cliff to the west that leads
up to the halfling city of Woodseer.  Jungle plants have been cleared away
from this area, and rocks that have fallen from the cliff above have been
pushed to the east making a low wall of lose rocks.  This cleared area has
obviously seen a great deal of use as a merchants passage.  Halfling guards
can be seen patrolling the road immediately beneath the cliff and along the
waterfall that can be seen further south, and the ruts of wagon wheels have
been left behind in the soft ground.  The road continues to the south where
it bends around a pool that is fed by the towering waterfall that tumbles
down from the Woodseer plateau, and to the north where it eventually meets the
single stone stairway that leads into Woodseer.  A stone doorway to the
west leads into a stable of some sort built in a cave in the cliff.
Obvious exits: -North -South -West

< 207h/207H 114v/116V Pos: standing >
A Trade Path at the Base of a Cliff
   A long stairway to the north leads up the steep cliff to the west to enter
the halfling city of Woodseer.  A well-traveled path leads south along the
base of the steep cliff to enter a steep gorge that makes its way out of the
mountains.  Lose rocks that have fallen from the cliff above have been shoved
to the east to create a low wall of lose stones that provides additional
protection from the jungle creatures who prefer the dark humid confines of
the rain forest.  Periodically, slow breezes cause the humid stench of the
jungle to seep in from the east, reminding travelers that all is not perfectly
safe here.  A well-travled pathway continues south toward a towering waterfall
that shoots down from the plateau above and the stairway leading up to Woodseer
is to the north.
Obvious exits: -North -East -South
A halfling sentinel keeps a close watch on the jungle.
Jarus the fourth, champion of Woodseer, keeps a careful watch.

< 207h/207H 113v/116V Pos: standing >
Before a Collapsed Long Stairway
   A long stone stairway once lead up a steep incline to the Woodseer plateau high
above.  Stone debris from past rock slides has been pushed to the south to
create a wall of lose stone to help keep some of the jungle plants away.  Paths
extend to the north and south along the base of the cliff that leads up to the
plateau and the wall of lose stone that has been erected to keep back the
jungle.  Gaps in the stones show that the halfling guards have not been
vigilant in its upkeep.
Obvious exits: -North -South

< 207h/207H 114v/116V Pos: standing >
A Clearing Below the Woodseer Plateau
   Just south of here is the narrow stairway that provides the only entrance
to the halfling city, Woodseer.  The stairway is well-guarded, and quite easy
to defend.  Woodseer itself is built on a series of plateaus that are high
above the floor of this jungle valley and very easy to defend.  The cliff
that leads up to the plateau to the west is steep and treacherous, with lose
rocks and gravel making it almost impossible to climb.  Anyone seen attempting
to climb the cliff is shot by the well-armed guards that patrol the wall that
has been built at its top.  The only way into Woodseer is the narrow stairway
to the south, and guards insure that unwanted visitors are turned away.  The
clearing along the base of the cliff continues to the north, a stairway is to
the south, and a low wall of lose gravel can be climbed through to enter the
jungle to the east.
Obvious exits: -North -East -South
A halfling logger wanders here looking for good trees.

< 207h/207H 115v/116V Pos: standing >

< 207h/207H 115v/116V Pos: standing >

< 207h/207H 115v/116V Pos: standing >
On a Wall of Lose Rocks
   Stones have been piled much higher here, and are much more precarious.
One misstep and one could fall in a rockslide and get seriously injured.  The
rocks to the south have been deliberately piled so loosely that they would be
almost impossible to climb through with any safety.  Halfling scouts can be
seen patrolling the young jungle that lies to the east and the clearing along
the base of a cliff to the west.  Lose rocks continue to the north, but the
southern passage is a bit to dangerous to travel.
Obvious exits: -North -East -West
A halfling scout keeps the trade path clear.
A halfling scout keeps the trade path clear.

< 207h/207H 113v/116V Pos: standing >
A Young Jungle
   This close to Woodseer the jungle is considered relatively safe, but there
are only a few scouts and sentinels for a huge area.  It really isn't much
consolation to know that whatever kills you might die at their hands
afterward.  Young jungle plants fight each other for as much sun and space as
they can manage and animals of every size, shape, and form are ready to take
advantage of every opportunity for survival.  It is clear that some disaster
must have hit this area of the jungle within the last twenty years or so,
none of the trees or plants in the area is much older than that.  Most
likely, battles for the defense of Woodseer may have taken place here and
mages had to burn much of the jungle away.  The humid jungle continues to the
north, south, and east, and there is a low wall of lose rocks to the west.
Obvious exits: -North -East -South -West
A young rust-colored faerie dragon is here exploring the jungle.

< 207h/207H 113v/116V Pos: standing >
A Young Jungle
   Several beautiful white orchids hang down from some of the branches
overhead, dangling from long green tendrils.  Sounds of different birds and
animals calling to one another through the jungle can be heard, at times it
seems a cresendo, yet often it seems deathly quiet.  Growing near the rotting
stump of a once huge tree are several small ebonwood trees, not quite large
enough to become lumber yet.  There are no paths here, the rapidly growing
jungle wipes out paths in an instant.  Soft humus, roots and vines lay across
the ground as the jungle continues to the north, south, and east, and there
is a low wall of lose rocks to the west.
Obvious exits: -North -East -South -West
A huge violet fungus stands here.

< 207h/207H 114v/116V Pos: standing >

< 207h/207H 114v/116V Pos: standing >
A Young Jungle
   This close to Woodseer the jungle is considered relatively safe, but there
are only a few scouts and sentinels for a huge area.  It really isn't much
consolation to know that whatever kills you might die at their hands
afterward.  Young jungle plants fight each other for as much sun and space as
they can manage and animals of every size, shape, and form are ready to take
advantage of every opportunity for survival.  It is clear that some disaster
must have hit this area of the jungle within the last twenty years or so,
none of the trees or plants in the area is much older than that.  Most
likely, battles for the defense of Woodseer may have taken place here and
mages had to burn much of the jungle away.  The humid jungle continues to the
north, south, and east, and there is a low wall of lose rocks to the west.
Obvious exits: -North -East -South -West
A young rust-colored faerie dragon is here exploring the jungle.

< 207h/207H 112v/116V Pos: standing >
A Young Jungle
   Bards never include the awful smells and other discomforts of traveling in
strange and dangerous places.  According to their tales no hero has ever even
had to go to the bathroom throughout days of battles and adventures.  This
part of the jungle is dank, humid, and smells as if EVERYTHING in the jungle
has used this area as a bathroom.  Soft humus gives off additional powerful
odors with every single step.  Birds, monkeys, and other jungle animals can
be seen an heard fighting throughout parts of the jungle as it continues to
the north, south, and east.
Obvious exits: -North -East -South
A giant black beetle forages its way through the forest.
A huge violet fungus stands here.

< 207h/207H 110v/116V Pos: standing >
A Young Jungle
   Humid air stands still here, even a light breeze can't reduce the
humidity, or the stench of rotting vegetation.  A single yellow orchid
hangs from the branch of a small osage tree.  The osage tree has a dusky,
almost orange, hue to it and exudes the faint aroma of almonds.  Monkeys can
be heard screeching to the northeast and bird calls penetrate the dank air of
the forest.  The jungle continues to the north, south, and east, and a low
wall of lose rocks is to the west.
Obvious exits: -North -East -South -West
A yellow flower hangs from a vine here.
A yellow flower hangs from a vine here.

< 207h/207H 111v/116V Pos: standing >
A Young Jungle
   A bit more light than usual seeps in here during the daylight hours due to
the clearing to the south and the low wall of lose rocks to the west.
Everything about this spot smells of death though, and the close proximity of
the road to Woodseer doesn't provide much consolation.  Dark green leaves and
stems look even darker here, taking on an almost black cast to them.  The
occasional bright red and yellow flowers add some color to the
forest, but they don't make it feel any safer.  This part of the Rift Valley
Jungle is quite young, something must have cleared the jungle some time ago
because all of the growth here appears to be less than twenty years old.
Despite its youth, the jungle grows quickly, and the dank air here already
smells of the rot and decay that helps sustain the huge trees of older rain
forests.  The jungle continues to the north and east, and there is some sort
of cleared path to the south.
Obvious exits: -North -East -South
A brightly colored parrot flies through the branches.
A red flower hangs from a vine here.
A yellow flower hangs from a vine here.
A red flower hangs from a vine here.
A yellow flower hangs from a vine here.

< 207h/207H 111v/116V Pos: standing >
A Trade Path Along a Deep Pool
   A trade path has been cleared from the jungle, which looms threateningly
to the north and east, running both west and south at this point to get
around a deep rock-lined pool to the southwest.  A tremendous cliff further
to the west forms a impressive defensive wall for the small city of Woodseer
that has been built on the plateau above it.  A thin waterfall shatters into
millions of small water droplets as it slaps the jagged rocks of the cliff
face to the southwest until the water finally comes to rest in the deep pool
that can be seen below it.  The trade path continues to the south and west.
Obvious exits: -North -East -South -West
A huge warthog wanders the forest looking for food.

< 207h/207H 111v/116V Pos: standing >
A Trade Path Along a Deep Pool
   A narrow trade path has been carved from the jungle here, allowing
relatively safe passage to the halfling city of Woodseer.  A number of stern-
looking halfling scouts can be seen wandering along the road, and through the
jungle helping to keep the road free of the dangerous creatures that make the
jungle their home.  A huge waterfall to the west feeds the deep rock-lined
pool below, splashing water even out as far as this point as it plummets
downward.  The trade path continues to the north where it bends around the
pool to run along the base of the cliff to the west, and to the south where
it begins to climb out of the valley through a narrow gorge.  The stench of the
jungle wafts in from the east, with a smell as dark and foreboding as the
jungle itself.
Obvious exits: -North -East -South
A brightly colored parrot flies through the branches.
A huge black cat prowls here, defending its territory.

< 207h/207H 112v/116V Pos: standing >
A Trade Path Cut From the Jungle
   Jungle vegetation of all forms has been cleared away from this point to
create a safer passage into and out of the narrow gorge that rises out of
the valley to the south.  This trade path is well-guarded by halfling scouts
and sentries that do there best to keep it safe.  The halfling city of
Woodseer is dependant upon the trade that this path provides and pay for all
of its upkeep.  The trade path continues to the north along a rock-lined pool
as it heads toward Woodseer, and south where it enters a narrow ravine that
climbs out of the valley.  The jungle can be entered to the east, for those
foolish enough to want that type of adventure.
Obvious exits: -North -East -South

< 207h/207H 112v/116V Pos: standing >
On a Trade Path in a Narrow Ravine
   Walls of jagged rock surround this narrow ravine and the trade path that
runs through it.  Merchants doing business with Woodseer must risk traveling
alongside the jungle in the valley below but that part of the journey is kept
relatively safe by the halfling scouts and sentries that have been posted
along the road.  This part of the trip though is somewhat tedious and boring.
Steep rock walls and the surrounding mountains block out the direct sunlight
at all but high noon making the trip gloomy and depressing, however, by the
same token, those same high walls keep the narrow path safe from thieves and
other more dangerous creatures.
Obvious exits: -North -Up

< 207h/207H 113v/116V Pos: standing >
On a Trade Path in a Narrow Ravine
   Imposing rock walls thrust upward along the sides of the narrow path.  The
path itself is quite smooth and, though the grade is steep, is relatively
easy to climb.  More heavily used than many paths of this type this trade
route is kept relatively safe by the sheer rock walls that surround it.  It
is also clear that the mountains that appear so huge from this low vantage
point, must have been created at the same time as the deep valley below.  The
trade path continues upward to the south and heads down toward the Rift Valley
Jungle to the north.
Obvious exits: -Up -Down

< 207h/207H 114v/116V Pos: standing >
On a Trade Path in a Narrow Ravine
   This steep path seems to plummet downward as it heads into the Rift Valley
Jungle to the north, and makes a steep climb up to the south.  Despite the
steep grade of the trade path, it has been kept quite smooth and easy to
travel.  It is clear that the halflings that live in Woodseer next to the Rift
Valley Jungle want to insure that traders and merchants can find their way to
their fine city.
Obvious exits: -Up -Down

< 207h/207H 112v/116V Pos: standing >
On a Trade Path in a Narrow Ravine
   The small hills that surround this narrow path rise up so steeply that the
path seems trapped within them.  Even stranger is the fact that the path drops
down so rapidly that what appear to be small, though rocky, hills from this
point appear to surround a very deep valley that is far, far below.  The path
continues its climb upward and heads downward to eventually lead to Woodseer.
Obvious exits: -Up -Down

< 207h/207H 110v/116V Pos: standing >
On a Trade Path in a Narrow Ravine
   It is fortunate that this path is well-kept because it is quite steep here
and a poorly kept path could cause problems for merchant carts and wagons.
Steep rocky hills extend upward to the sides of the path, making it seem quite
cramped and uncomfortable, yet also offering a great deal of protection by
making it impossible for thieves to set up any ambushes here.  The path
continues down toward a deep valley and heads upward toward a small forest
clearing.
Obvious exits: -Up -Down

< 207h/207H 109v/116V Pos: standing >
A Trade Path Heading into a Ravine
   This narrow trade path heads down into a ravine that makes a sharp drop
down into the hills to the north.  The steep descent shows that what appear to
be unassuming hills here must become some fairly imposing mountains further to
the north.  A number of small juniper bushes and a few small trees dot this
area as the path heads south toward a small forest clearing.  Dank, humid air
seems to struggle its way out of the ravine to the north, where the narrow path
makes its steep descent, but otherwise this area is quite peaceful and calm.
Obvious exits: -West -Up -Down
A large wooden sign stands here.
A halfling cleric stands here smiling at everything around her.
One of the few mages in the Woodseer guard helps keep watch here.

< 207h/207H 108v/116V Pos: standing >
On a Stone Stairway
   Two people can travel abreast on this narrow stairway.  The stones are well
worn by the passage of many feet and are very sturdy, but there are no
guardrails to prevent someone from falling over the edge.  At this height one
can see down into the lower branches of some of the trees to the east.  Tree
branches throughout the jungle below and to the east are alive with birds and
monkeys as well as other creatures that are not as easy to identify.  The
stairway continues up toward the Woodseer plateau and down to the jungle.
Obvious exits: -Up -Down

< 207h/207H 106v/116V Pos: standing >
On a Stone Stairway
   A guardrail would be very nice at this point.  The narrow stairway can only
fit two people abreast and is almost 150 feet above the ground now.  It is easy
to see that this stairway was originally built with security and not safety in
mind.  The only way to attack Woodseer would be to climb the steep rocky
cliff to the north and south or to come up this stairway, either of which are
easy to defend.  Stairs lead up to Woodseer and down toward the jungle below.
Obvious exits: -Up -Down

< 207h/207H 107v/116V 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

< 207h/207H 107v/116V 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
A halfling guard patrols the streets keeping the peace.

< 207h/207H 106v/116V 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 merchant wanders aimlessly.
A fuzzy white duckling wanders here searching for food.
Yargoth (Barbarian)(large) stands in mid-air here.
A halfling guard patrols the streets keeping the peace.
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.

< 207h/207H 107v/116V Pos: standing >
You start chanting...

< 207h/207H 115v/116V Pos: standing >
Casting: heal 

< 207h/207H 116v/116V Pos: standing >
You complete your spell...
You heal Yargoth.

< 207h/207H 116v/116V Pos: standing >
Your group consists of ( 2/30):
( Head)   194/477   hit,  174/174  move Yargoth
(Front)   207/207   hit,  116/116  move Vokar

< 207h/207H 116v/116V Pos: standing >
You sit down.

< 207h/207H 116v/116V Pos: sitting >
You wiggle to find the most comfortable position.

< 207h/207H 116v/116V Pos: sitting >
You start meditating...

< 207h/207H 116v/116V Pos: sitting >
Yargoth stops following you.
Yargoth starts following you.

< 207h/207H 116v/116V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               2 - summon
               1 - protection from good
               1 - protection from lightning
( 3rd circle)  1 - cure critic
               5 - cause critical
( 2nd circle)  2 - blindness
               3 - cure serious
               2 - cause serious
( 1st circle)  1 - armor
               1 - bless
               3 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   16 seconds:  ( 5th) heal

You can pray no more spells.
You continue your praying.
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               2 - summon
               1 - protection from good
               1 - protection from lightning
( 3rd circle)  1 - cure critic
               5 - cause critical
( 2nd circle)  2 - blindness
               3 - cure serious
               2 - cause serious
( 1st circle)  1 - armor
               1 - bless
               3 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   16 seconds:  ( 5th) heal

A fuzzy duckling leaves down.

< 207h/207H 116v/116V Pos: sitting >
You stop meditating.

< 207h/207H 116v/116V Pos: sitting >
Hint: Want to see what's for sale?  Try the 'list' command in a shop.

< 207h/207H 116v/116V Pos: sitting >
A fuzzy duckling enters from below.

< 207h/207H 116v/116V Pos: sitting >
A minotaur mercenary wizard starts casting a spell.

< 207h/207H 116v/116V Pos: sitting >
The wandering merchant leaves down.

< 207h/207H 116v/116V Pos: sitting >
A minotaur mercenary wizard completes his spell...
A minotaur mercenary wizard is surrounded by burning flames!

< 207h/207H 116v/116V Pos: sitting >

< 207h/207H 116v/116V Pos: sitting >
You have finished praying for heal.
Your prayers are complete.

< 207h/207H 116v/116V Pos: sitting >
You clamber to your feet.

< 207h/207H 116v/116V Pos: standing >
You are already standing.

< 207h/207H 116v/116V Pos: standing >
You quickly scan the area.
The small woman who is close by to your west.
A tiny humming bird who is close by to your west.
A speckled duck who is close by to your west.
The halfling warrior who is a brief walk away to your west.
Ctenmir who is a brief walk away to your west.
A fuzzy duckling who is in the distance to your west.
The wandering merchant who is close by below you.
A halfling guard who is close by below you.
The smiling cleric who is in the distance below you.
The scarred mage who is in the distance below you.

< 207h/207H 116v/116V Pos: standing >
Outside the Woodseer Gates
Obvious exits: -West -Down
A fuzzy white duckling wanders here searching for food.
Yargoth (Barbarian)(large) stands in mid-air here.
A halfling guard patrols the streets keeping the peace.
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.

< 207h/207H 116v/116V Pos: standing >
A halfling guard enters from below.

< 207h/207H 116v/116V Pos: standing >
A fuzzy duckling leaves down.

< 207h/207H 116v/116V Pos: standing >
A minotaur mercenary wizard starts casting a spell.

< 207h/207H 116v/116V Pos: standing >
Pardon?

< 207h/207H 116v/116V Pos: standing >
A minotaur mercenary wizard completes his spell...
A minotaur mercenary wizard utters the words 'gpaeax gpuzre'
Shadows start to swirl around and cover a minotaur mercenary wizard's skin.
You start chanting...

< 207h/207H 116v/116V Pos: standing >
You complete your spell...
You heal Yargoth.

< 207h/207H 116v/116V Pos: standing >
The snow is coming down faster now.

< 207h/207H 116v/116V Pos: standing >
A minotaur mercenary wizard starts casting a spell.

< 207h/207H 116v/116V Pos: standing >
Pardon?

< 207h/207H 116v/116V Pos: standing >
A minotaur mercenary wizard completes his spell...
A minotaur mercenary wizard utters the words 'wuiaf orabz ay uizjrizfaburuhl'
A minotaur mercenary wizard begins to shimmer.

< 207h/207H 116v/116V Pos: standing >
Your group consists of ( 2/30):
( Head)   305/477   hit,  174/174  move Yargoth
(Front)   207/207   hit,  116/116  move Vokar

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >
You sit down.

< 207h/207H 116v/116V Pos: sitting >
You wiggle to find the most comfortable position.

< 207h/207H 116v/116V Pos: sitting >
You start meditating...

< 207h/207H 116v/116V Pos: sitting >
The wandering merchant enters from below.

< 207h/207H 116v/116V Pos: sitting >

< 207h/207H 116v/116V Pos: sitting >
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               2 - summon
               1 - protection from good
               1 - protection from lightning
( 3rd circle)  1 - cure critic
               5 - cause critical
( 2nd circle)  2 - blindness
               3 - cure serious
               2 - cause serious
( 1st circle)  1 - armor
               1 - bless
               3 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   16 seconds:  ( 5th) heal

You can pray no more spells.
You continue your praying.
You have memorized the following spells:
( 4th circle)  1 - protection from evil
               2 - summon
               1 - protection from good
               1 - protection from lightning
( 3rd circle)  1 - cure critic
               5 - cause critical
( 2nd circle)  2 - blindness
               3 - cure serious
               2 - cause serious
( 1st circle)  1 - armor
               1 - bless
               3 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

And you are currently praying for the following spells:
   16 seconds:  ( 5th) heal

A halfling guard leaves west.

< 207h/207H 116v/116V Pos: sitting >
You stop meditating.

< 207h/207H 116v/116V Pos: sitting >

< 207h/207H 116v/116V Pos: sitting >
Yargoth leaves west.

< 207h/207H 116v/116V Pos: sitting >

< 207h/207H 116v/116V Pos: sitting >
The wandering merchant leaves down.

< 207h/207H 116v/116V Pos: sitting >

< 207h/207H 116v/116V Pos: sitting >
You have finished praying for heal.
Your prayers are complete.

< 207h/207H 116v/116V Pos: sitting >
You clamber to your feet.

< 207h/207H 116v/116V Pos: standing >
You are already standing.

< 207h/207H 116v/116V Pos: standing >
You quickly scan the area.
A halfling guard who is close by to your west.
The small woman who is close by to your west.
A tiny humming bird who is not far off to your west.
A speckled duck who is not far off to your west.
The halfling warrior who is not far off to your west.
Ctenmir who is a brief walk away to your west.
Yargoth who is rather far off to your west.
A giant dragonfly who is in the distance to your west.
The wandering merchant who is close by below you.
A fuzzy duckling who is close by below you.
The smiling cleric who is in the distance below you.
The scarred mage who is in the distance below you.

< 207h/207H 116v/116V Pos: standing >
Outside the Woodseer Gates
Obvious exits: -West -Down
A halfling guard patrols the streets keeping the peace.
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.

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >
Hint: Knocking your foe down will increase the damage you do to him.

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >
A fuzzy duckling enters from below.

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >
A minotaur mercenary wizard starts casting a spell.

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >
A minotaur mercenary wizard completes his spell...
A minotaur mercenary wizard utters the words 'wuiaf orabz ay uizjrizfaburuhl'
A minotaur mercenary guard begins to shimmer.

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >
Yargoth stops following you.
Your group has been disbanded.

< 207h/207H 116v/116V Pos: standing >
The sun hangs low on the southern sky.

< 207h/207H 116v/116V Pos: standing >
But you are a member of no group?!

< 207h/207H 116v/116V Pos: standing >
You wave.

< 207h/207H 116v/116V Pos: standing >
Outside the Woodseer Gates
Obvious exits: -West -Down
A fuzzy white duckling wanders here searching for food.
A halfling guard patrols the streets keeping the peace.
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.

< 207h/207H 116v/116V Pos: standing >
The small woman enters from the west.

< 207h/207H 116v/116V Pos: standing >

< 207h/207H 116v/116V Pos: standing >
The small woman leaves down.

< 207h/207H 116v/116V Pos: standing >
You have memorized the following spells:
( 5th circle)  1 - heal
( 4th circle)  1 - protection from evil
               2 - summon
               1 - protection from good
               1 - protection from lightning
( 3rd circle)  1 - cure critic
               5 - cause critical
( 2nd circle)  2 - blindness
               3 - cure serious
               2 - cause serious
( 1st circle)  1 - armor
               1 - bless
               3 - cure light
               1 - detect evil
               1 - detect good
               1 - detect magic

You can pray no more spells.

< 207h/207H 116v/116V Pos: standing >
Hint: Remember that this is Duris and there are no safe zones or areas. Disguised assassins, thieves, and illusionists wait around every corner. Be careful and have fun.

< 207h/207H 116v/116V Pos: standing >
A minotaur mercenary wizard starts casting a spell.

< 207h/207H 116v/116V Pos: standing >
You are well on your way towards your next level.

< 207h/207H 116v/116V Pos: standing >
A minotaur mercenary wizard completes his spell...
A minotaur mercenary wizard utters the words 'wuiaf orabz ay uizjrizfaburuhl'
A minotaur mercenary guard begins to shimmer.

< 207h/207H 116v/116V Pos: standing >
Outside the Woodseer Gates
Obvious exits: -West -Down
A fuzzy white duckling wanders here searching for food.
A halfling guard patrols the streets keeping the peace.
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.

< 207h/207H 116v/116V 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

< 207h/207H 115v/116V 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
A small halfling woman wanders here, humming to herself.

< 207h/207H 114v/116V 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
Ctenmir stands here pondering his next heist.

< 207h/207H 115v/116V Pos: standing >
This thing will kill you so fast, it's not EVEN funny!

< 207h/207H 115v/116V Pos: standing >
The halfling warrior enters from the west.

< 207h/207H 115v/116V 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

< 207h/207H 114v/116V 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

< 207h/207H 114v/116V 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
A giant dragonfly zips around here.

< 207h/207H 115v/116V Pos: standing >
The door seems to be closed.

< 207h/207H 115v/116V Pos: standing >
Ok.

< 207h/207H 115v/116V Pos: standing >
An Entryway in a Large Jodani Tree
   This beautifully carved entryway leads in a number of directions.  A highly
polished staircase leads up and down as it curves along the inner rim of the
tree and an open doorway leads into a room to the south.  The eastern wall is
taken up by a huge carving of a dragon about to pounce on a buffalo.  Loud
laughter and discussion can be heard to the south, along with an occasional
song.  Barely edging out the din to the south is the faint clang of weapons
that seems to be coming from below.
Obvious exits: -North -South -Up -Down
A halfling adventurer wanders here humming to himself.

< 207h/207H 114v/116V Pos: standing >
Autosaving...

< 207h/207H 116v/116V Pos: standing >
You could do it with a needle!

< 207h/207H 116v/116V Pos: standing >
The halfling adventurer leaves south.

< 207h/207H 116v/116V Pos: standing >
Leelon's Armory
   Fine chain armor lines the walls.  Chain shirts, leggings, and sleeves have
been hung on pegs along the eastern wall for easy inspection.  Simple stands to
the west display the few sets of plate that Leelon has in stock and some fine
helms.  All of the armor is of good quality, and disgustingly overpriced.
Admittedly, chain armor is a bit difficult to obtain in these parts, but it is
often uncomfortable in warm humid areas like this.  The most prized armor
around is splint mail armor made from heavily magiced jodani wood.  At rare
times, Leelon has one suit of such rare armor to offer and it is always
auctioned off to the highest bidder.  A narrow stairway leads down along the
inner edge of the tree.
Obvious exits: -Down
A merchant wanders aimlessly.
Leelon stands here ready to fit warriors with new armor.

< 207h/207H 115v/116V Pos: standing >
The wandering merchant leaves down.

< 207h/207H 115v/116V Pos: standing >

< 207h/207H 115v/116V Pos: standing >
Leelon the armorer says to you, 'I do not sell to your people!'

< 207h/207H 115v/116V Pos: standing >

< 207h/207H 115v/116V Pos: standing >
Hint: If you are an ethermancer, your purge spell is very effective against the summoned creatures.

< 207h/207H 115v/116V Pos: standing >
An Entryway in a Large Jodani Tree
   This beautifully carved entryway leads in a number of directions.  A highly
polished staircase leads up and down as it curves along the inner rim of the
tree and an open doorway leads into a room to the south.  The eastern wall is
taken up by a huge carving of a dragon about to pounce on a buffalo.  Loud
laughter and discussion can be heard to the south, along with an occasional
song.  Barely edging out the din to the south is the faint clang of weapons
that seems to be coming from below.
Obvious exits: -North -South -Up -Down
A merchant wanders aimlessly.
Graeme stands here ready to spar with anyone foolish enough to try him.
A merchant wanders aimlessly.

< 207h/207H 115v/116V Pos: standing >
The wandering merchant leaves north.

< 207h/207H 115v/116V Pos: standing >
The wandering merchant leaves up.

< 207h/207H 115v/116V Pos: standing >
Sorry, but you cannot do that here!

< 207h/207H 115v/116V Pos: standing >
Graeme's face is a brutal visage of scars, marked by coal black eyes that hide
beneath bushy graying eyebrows.  What is most impressive about Graeme is not
his strength, and certainly not his size, it is his speed.  His sword almost
hums through the air as he goes through his practice forms.  It is his duty
to test and train the guardsmen, as well as any adventures with the money.
Training with this halfling can be hazardous though, as he firmly believes that
practice makes perfect, he has no qualms about killing unskilled or lazy people.
It is hard to imagine anyone ever beating Graeme in fair combat, it is
clear he could hit most opponents three times before being hit even once
himself.
Graeme appears to be Halfling and is in excellent condition.
He's small in size.
He seems to be moving much faster than normal..

<worn on finger>     a dragonbone ring
<primary weapon>     a bone handled short sword

< 207h/207H 115v/116V Pos: standing >
This thing will kill you so fast, it's not EVEN funny!

< 207h/207H 115v/116V Pos: standing >
The wandering merchant enters from above.

< 207h/207H 115v/116V Pos: standing >
The wandering merchant leaves north.

< 207h/207H 115v/116V Pos: standing >
A young duck enters from the north.

< 207h/207H 115v/116V Pos: standing >
Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.

< 207h/207H 115v/116V Pos: standing >
A young duck leaves down.

< 207h/207H 116v/116V Pos: standing >
A young duck enters from below.

< 207h/207H 116v/116V Pos: standing >
Someone closes the door.

< 207h/207H 116v/116V Pos: standing >
A Lich snaps into visibility.

< 207h/207H 116v/116V Pos: standing >
A Lich snaps into visibility.
A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH!  That really did HURT!

< 143h/207H 116v/116V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: A Lich sta EP: excellent >
 Sparkling magic surrounds someone as he begins his chant.
A Lich snaps into visibility.

< 143h/207H 116v/116V Pos: standing >
< T: Vokar TP: sta TC: few wounds E: A Lich sta EP: excellent >
 A Lich completes his spell...
A Lich utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Lich engulfs you.
OUCH!  That really did HURT!
A Lich is knocked to the ground by Graeme's mighty bash!
Graeme's weak slash grazes a Lich.
Graeme ignites into black flames as he hits a Lich!
Graeme's weak slash grazes a Lich.
Graeme's weak slash grazes a Lich.
Graeme ignites into black flames as he hits a Lich!
Graeme's weak slash grazes a Lich.

< 82h/207H 116v/116V Pos: standing >
< T: Vokar TP: sta TC: nasty wounds E: A Lich sit EP: excellent >
 A Lich snaps into visibility.
The electrical arcs turn your exposed flesh black!
OUCH!  That really did HURT!

< 45h/207H 116v/116V Pos: standing >
< T: Vokar TP: sta TC:pretty hurt E: A Lich sit EP: excellent >
 Someone misses you.
A Lich snaps into visibility.

< 45h/207H 116v/116V Pos: standing >
< T: Vokar TP: sta TC:pretty hurt E: A Lich sit EP: excellent >
 The electrical arcs turn your exposed flesh black!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 8h/207H 116v/116V Pos: standing >
< T: Vokar TP: sta TC: awful E: someone sit EP: excellent >
 A Lich snaps into visibility.
The electrical arcs turn your exposed flesh black!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!

< -1h/207H 116v/116V Pos: standing >
Graeme's powerful slash grazes a Lich.
Graeme ignites into black flames as he hits a Lich!
Graeme's weak slash grazes a Lich.
Graeme's slash grazes a Lich.
Graeme ignites into black flames as he hits a Lich!
Graeme's impressive slash grazes a Lich.
Graeme ignites into black flames as he hits a Lich!

< -1h/207H 116v/116V Pos: standing >
A Lich snaps into visibility.
Your brain overloads causing immediate death!!!