>
You can do nothing...you can feel nothing...you are nothing...
>
You can do nothing...you can feel nothing...you are nothing...
>stand
You can do nothing...you can feel nothing...you are nothing...
>
You open your eyes and blink twice to find yourself hovering about six feet off the ground as soon as you become cognizant of where you are, you drop hard like a sack of potatoes.
[The Rift]
A cold, grey mist swirls around you, making it difficult to gain any sense of what is here. Through the haze a huge, gnarled hand stretches upward reaching grimly for something past your vision. As you move closer, it turns out to be only a dead tree, the bent and gnarled limbs twisting toward a blood eagle hovering just out of reach.
Obvious exits: east.
>stand
You stand back up.
>
The air around you crackles with potent energy!
An ethereal light washes over you as you sense mana collecting around and in you!
Roundtime: 3 sec.
You feel the magic alien to you slipping away...
You feel less drained.
>e
...wait 2 seconds.
>e
[The Rift]
The sound of hoofbeats approaches rapidly. When you whirl around, a white horse emerges from the surrounding mist with a black robed figure on its back. As the horse gallops by, the sound of a blade cutting the air fills your ears, and a burst of wind brushes your neck. The horseman quickly fades into the mist before you, a scythe the last thing you see as it disappears.
Obvious exits: east, west.
>e
[The Rift]
Your wandering brings you to a small clearing. The ground is dry and parched, and there are large lines scratched into the surface and coated in a red, sticky substance. Following the lines a moment, you realize they make a rune covered circle, and that you are standing in the center of it. A cold wind whips around you at that point, and you hear howls in the distance.
Obvious exits: east, west.
>e
[The Rift]
Mist swirls and flows around a small monument here. A man lies on the ground face down, quite dead. There are ten longswords protruding from his back, from the tip of the neck to the back of the knees. Small rivulets of blood have dried as they left the body, forming an unusual pattern in the dirt. You also see a n'ecare.
Obvious exits: east, west.
>
A n'ecare glows with an ice blue light!
A n'ecare swings a heavy flanged mace at you!
AS: +671 vs DS: +628 with AvD: +29 + d100 roll: +74 = +146
... and hits for 19 points of damage!
Blow leaves an imprint on your chest!
A n'ecare pads in silently!
pre 917
cast n'
search n
>You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
Blow to neck tears tissue.
... 25 points of damage!
Burst of flames to left leg blackens kneecap.
A n'ecare falls to the ground.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 1 point of damage!
Strike hits close to the left eye!
... 15 points of damage!
Minor burns to right arm. That hurts a bit.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
A n'ecare swings a heavy flanged mace at you!
AS: +671 vs DS: +628 with AvD: +29 + d100 roll: +60 = +132
... and hits for 14 points of damage!
Jarring blow to your back.
A n'ecare stands up slowly.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 15 points of damage!
Blow to back connects lightly.
... 35 points of damage!
Flames incinerate left leg to the bone. Not a pleasant sight.
It is knocked to the ground!
... 30 points of damage!
Nasty burns to left leg. Gonna need lots of butter.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>l
[The Rift]
Mist swirls and flows around a small monument here. A man lies on the ground face down, quite dead. There are ten longswords protruding from his back, from the tip of the neck to the back of the knees. Small rivulets of blood have dried as they left the body, forming an unusual pattern in the dirt. You also see a n'ecare who is lying down and a n'ecare.
Obvious exits: east, west.
>
A n'ecare swings a heavy flanged mace at you!
AS: +671 vs DS: +620 with AvD: +29 + d100 roll: +59 = +139
... and hits for 18 points of damage!
Stomach shot lands with a hollow *thump*.
A n'ecare swings a heavy flanged mace at you!
AS: +486 vs DS: +620 with AvD: +29 + d100 roll: +45 = -60
A clean miss.
pre 917
cast n'
search n
>You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 7 points of damage!
Blow grazes right leg.
... 40 points of damage!
Extreme heat causes a n'ecare's right arm to expand and snap. That must hurt!
... 40 points of damage!
Extreme heat melts the skin off a n'ecare's right hand. Gross!
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>w
[The Rift]
Your wandering brings you to a small clearing. The ground is dry and parched, and there are large lines scratched into the surface and coated in a red, sticky substance. Following the lines a moment, you realize they make a rune covered circle, and that you are standing in the center of it. A cold wind whips around you at that point, and you hear howls in the distance.
Obvious exits: east, west.
>w
[The Rift]
The sound of hoofbeats approaches rapidly. When you whirl around, a white horse emerges from the surrounding mist with a black robed figure on its back. As the horse gallops by, the sound of a blade cutting the air fills your ears, and a burst of wind brushes your neck. The horseman quickly fades into the mist before you, a scythe the last thing you see as it disappears.
Obvious exits: east, west.
>wear my shi
You sling a brass-plated shield engraved with the image of a snowcat over your shoulder.
>get aca leaf
You remove some acantha leaf from in your holy shroud.
>eat my leaf
eat my leaf
You take a bite of your acantha leaf.
You feel a little better.
You only have one bite left.
>You take a bite of your acantha leaf.
You feel a little better.
That was the last of it.
>
eat my leaf
You must pick it up first.
eat my leaf
>You must pick it up first.
>get aca leaf
You remove some acantha leaf from in your holy shroud.
eat my leaf
>eat my leaf
You take a bite of your acantha leaf.
You feel a little better.
You have only about 27 bites left.
>You take a bite of your acantha leaf.
You feel a little better.
You have only about 26 bites left.
>
eat my leaf
You take a bite of your acantha leaf.
You feel a little better.
You have only about 25 bites left.
>put leaf in my sat
You can't put that in there, it's closed!
remove my shield
>You need a free hand for that.
>put leaf in my shr
You put some acantha leaf in your holy shroud.
remove my shield
>You sling a brass-plated shield engraved with the image of a snowcat off from over your shoulder.
>open my sat
Ok, it opened.
>e
[The Rift]
Your wandering brings you to a small clearing. The ground is dry and parched, and there are large lines scratched into the surface and coated in a red, sticky substance. Following the lines a moment, you realize they make a rune covered circle, and that you are standing in the center of it. A cold wind whips around you at that point, and you hear howls in the distance.
Obvious exits: east, west.
>e
[The Rift]
Mist swirls and flows around a small monument here. A man lies on the ground face down, quite dead. There are ten longswords protruding from his back, from the tip of the neck to the back of the knees. Small rivulets of blood have dried as they left the body, forming an unusual pattern in the dirt. You also see a n'ecare and a n'ecare who is lying down.
Obvious exits: east, west.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
Stubs left hand finger.
... 45 points of damage!
Flames incinerate left leg to the bone. Not a pleasant sight.
It is knocked to the ground!
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
A n'ecare stands up slowly.
A n'ecare swings a heavy flanged mace at you!
AS: +466 vs DS: +628 with AvD: +29 + d100 roll: +92 = -41
A clean miss.
pre 917
cast n'
search n
>You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
A n'ecare dodges out of the way!
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
[Spell Hindrance for some ancient silver-banded mail is 8% with current Armor Use skill, d100= 1]
Your armor prevents the spell from working correctly.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
[Spell Hindrance for some ancient silver-banded mail is 8% with current Armor Use skill, d100= 3]
Your armor prevents the spell from working correctly.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
A n'ecare swings a heavy flanged mace at you!
AS: +566 vs DS: +628 with AvD: +29 + d100 roll: +41 = +8
A clean miss.
A n'ecare swings a heavy flanged mace at you!
AS: +466 vs DS: +628 with AvD: +29 + d100 roll: +3 = -130
A clean miss.
>You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 10 points of damage!
Blow to back connects lightly.
... 40 points of damage!
Nasty burns to left leg. Gonna need lots of butter.
A n'ecare falls to the ground grasping his mangled left leg!
... 40 points of damage!
Nasty burns to back. Won't be sleeping on that for awhile.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
Strike glances off the chest.
... 15 points of damage!
Minor burns to right arm. That hurts a bit.
... 20 points of damage!
Minor burns to chest. That hurts a bit.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
A n'ecare swings a heavy flanged mace at you!
AS: +496 vs DS: +628 with AvD: +29 + d100 roll: +11 = -92
A clean miss.
A n'ecare swings a heavy flanged mace at you!
AS: +466 vs DS: +628 with AvD: +29 + d100 roll: +89 = -44
A clean miss.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 10 points of damage!
Blow to back connects lightly.
... 55 points of damage!
Permanently debilitating burns across stomach.
... 10 points of damage!
Minor burns to right leg. That hurts a bit.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 5 points of damage!
Blow grazes right arm lightly.
... 25 points of damage!
Minor burns to back. Looks uncomfortable.
The n'ecare wails in terrifying pain one last time and lies still.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
You search the n'ecare.
You discard the n'ecare's useless equipment.
It carried a rotting modwir chest with it!
The last vestiges of the n'ecare are caught by a dank, cold wind and blown into oblivion.
>
A n'ecare swings a heavy flanged mace at you!
AS: +373 vs DS: +628 with AvD: +29 + d100 roll: +88 = -138
A clean miss.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
[Spell Hindrance for some ancient silver-banded mail is 8% with current Armor Use skill, d100= 5]
Your armor prevents the spell from working correctly.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 5 points of damage!
Strike hits close to the left eye!
... 30 points of damage!
Nasty burns to right arm. Gonna need lots of butter.
The n'ecare's flanged mace falls to the ground.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 5 points of damage!
Stubs right hand finger.
... 35 points of damage!
Flames toast left cornea. Consider an eyepatch.
The n'ecare wails in terrifying pain one last time and lies still.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
You search the n'ecare.
You discard the n'ecare's useless equipment.
It didn't carry any silver.
It had nothing of interest.
The last vestiges of the n'ecare are caught by a dank, cold wind and blown into oblivion.
>wear my shi
You sling a brass-plated shield engraved with the image of a snowcat over your shoulder.
get che
put che in my sat
>You pick up a rotting modwir chest.
You put a rotting modwir chest in your components satchel.
remove my shield
>You sling a brass-plated shield engraved with the image of a snowcat off from over your shoulder.
>e
[The Rift]
Iridescent grey slime crawls over the walls, ceiling and floor, seeming to pulsate and almost breathe. The air is heavy with moisture, and thick with the scents of jasmine and decay. Your head swims with the conflicting scents, too sweet to inhale easily and too strong to clear from your lungs fully.
Obvious exits: east, west.
>e
[The Rift]
A small wooden sign sits before you, ancient writing scrawled across the surface. Just behind it, a huge pit extends deep into the ground. An unusual silence hangs heavily over the area, broken occasionally by a metallic squeak from the pit. Looking inside, you see thousands of small, grooved metal rods imbedded in the walls rotating slowly. The further down the pit extends, the more narrow it becomes until you can see no more. You also see a slender silvery thread.
Obvious exits: east, west.
>e
[The Rift]
Chains creak and strain under the load they are holding in the center of this stone-walled room. Eight rolaren chains reach up, entangle, and reach down to the ground on the opposite side of the large shadowy mass hovering just above the floor. It shifts and moves, as if alive and seeking an escape from the bindings. The chains glow slightly in the dim light, throwing unusual shadows on the walls while keeping the mass from growing too much.
Obvious exits: east, west.
>e
[The Rift]
A large, decrepit building stands on the top of a small hillock here. Vines cover most of the building, avoiding only the dark stains running from the windows and roof. The stains are a dark red or brown, giving the appearance the building has been sweating blood. A weathered metal sign hangs just above the entryway, creaking in the non-existant breeze.
Obvious exits: west, southeast.
>se
[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment. You also see an aivren that is flying around.
Obvious exits: south, northwest.
>pre 415
cast aiv
search aiv
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at an aivren.
CS: +606 - TD: +502 + CvA: +25 + d100: +7 == +136
Warding failed!
You blast an aivren for 52 points of damage.
... 30 points of damage!
Darn! Frozen ribs take longer to cook, and broken ones to boot!
The aivren is stunned!
The aivren is knocked over by the blast!
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 415
cast aiv
search aiv
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at an aivren.
CS: +606 - TD: +502 + CvA: +25 + d100: +36 == +165
Warding failed!
You blast an aivren for 96 points of damage.
... 35 points of damage!
Right hand fried to a crisp. Think barbecue sauce.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 415
cast aiv
search aiv
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at an aivren.
CS: +606 - TD: +502 + CvA: +25 + d100: +10 == +139
Warding failed!
You blast an aivren for 40 points of damage.
... 25 points of damage!
Visible wisps of electricity shoot up left leg. Youch!
The aivren crashes to the ground motionless.
Cast Roundtime 3 Seconds.
You search the aivren.
It had nothing else of value.
The aivren's leathery skin shrivels up and blows away.
>s
[The Rift]
The battlefield is carpeted in bodies, littering the rolling hills and making it nearly impossible to walk. Still the battle rages on, with men in bloodstained black plate mail battling against a struggling band of warriors in silver. Waves of the dark knights ride over the field on immense ebon steeds, herding the argent-clad fighters into certain death. A feeling of hopelessness permeates the area as those in shining armor forever fight a battle they cannot win.
Obvious paths: north, south.
>s
s
[The Rift]
A dilapidated yellow house sits just to the west of you. It is surrounded by a small, white fence, and a pebble walkway flanked by withered flowers leads to the old domicile. Sitting in the windowsill is a large, orange cat that looks at you with spectral eyes. Just behind it is a small, ghostly girl with her hair in pigtails, stroking the fur of her long departed friend. She looks at you with large eyes, seeming to see through you into some other realm altogether.
Obvious paths: north, south.
>
[The Rift]
s
Before you stands a large green house, with smoke billowing out the chimney and the windows broken out. In front of the worn domicile, an older man and woman lie dead, chests slashed open and eyes staring sightlessly into the sky. Above them stands a young man, resembling them. He regards you in a cold, calculating manner, hand clenching and unclenching a bloody blade.
Obvious exits: north, south.
>s
[The Rift]
A huge fountain of blood erupts from the ground here, gushing hundreds of feet into the air and raining back down hard. At its apex, the thick fluid holds the pattern of a pair of eyes, watching your movements as you pass through. The eyes hold your own a moment, and a wave of nausea passes over you. When it fades, they have wavered and fallen with their medium. You also see a plain silver mirror.
s
Obvious paths: north, south.
>
[The Rift]
Screaming wind tears through this area, filling the air with a dreadful howling. Just ahead a cavern looms, offering a bit of solace from the biting wind. As you move closer to the safehaven, you see that the cavern is actually the open mouth of a massive, long-fallen statue - the wind, an eternal scream.s
You also see a swirling black void.
Obvious exits: north, southwest.
>
The black void shudders violently and lurches in your direction!
The black void has almost sucked all air out of the area!
Air is sucked away from you!
... 15 points of damage!
Decompression causes muscles in arm to crack!
You are stunned for 1 round!
s
s
>You are still stunned.
>
You are still stunned.
>sw
You are still stunned.
>
You are still stunned.
>
You are still stunned.
>
* Soulcontroller just bit the dust!
>s
You are still stunned.
s
>You are still stunned.
>s
You are still stunned.
s
>You are still stunned.
>s
s
You can't go there.
s
>You can't go there.
>sw
You can't go there.
>w
[The Rift]
Above you the sky is black, dotted with shimmering stars. The constellations hold no familiar patterns, creating a strangely eerie feeling of disorientation and aloneness. Beneath your feet crumbles brown-red dirt the consistency of coarse flour. Around you the air is thin, barely breathable and reeking strongly of sulphur.
Obvious paths: west, northeast.
>w
[The Rift]
A graveyard lies before you. Unlike a normal graveyard, however, the things that now rest here never were alive. Hundreds of broken statues litter the field, some gazing sightlessly off into the distance, others reaching with stone hands up to whatever salvation waits for them beyond. The forgotten relics' final resting place gives an eerie air to the surrounding areas, as if you could share their unfortunate fate.
w
Obvious exits: east, west.
>
[The Rift]
A long field stretches before you, covered by dark clouds. The field is lined with rows and rows of long metal poles, each of which is situated near a stone door. While you look over the field, lightning flashes down from the clouds and strikes one of the poles. As the pole absorbs the burst of energy, the door nearest to it slowly swings open, revealing a black stone passage behind. The door stays open a few seconds, then slowly swings closed again.
Obvious exits: east, west.
>
[The Rift]
The granite wall before you is covered in a huge mural of gouges and scratches. The pattern spreads from the bottom of the wall upwards, branching much like a tree into various parts. Studying the damage a bit more, you realize it was all very carefully planned, although why isn't immediately apparent. You also see an aivren that is flying around.
Obvious paths: east, west.
>w
[The Rift]
Climbing a small hill, you now look over a long valley filled with warriors. A huge giantman in plate-mail stands at the front of the vanguard, holding a battle axe in each hand. His skin is rotted and mildewed, and the hollow eye sockets drop bits of goo and small bugs. The entire host of undead soldiers shifts anxiously behind him, as if waiting for a command from their chieftain. You also see a Vvrael warlock.
Obvious exits: east, west.
>e
pre 415
cast aiv
search aiv
[The Rift]
The granite wall before you is covered in a huge mural of gouges and scratches. The pattern spreads from the bottom of the wall upwards, branching much like a tree into various parts. Studying the damage a bit more, you realize it was all very carefully planned, although why isn't immediately apparent. You also see an aivren that is flying around.
Obvious paths: east, west.
>You concentrate on the Elemental Strike spell...
Your spell is ready.
>
You gesture at an aivren.
CS: +606 - TD: +499 + CvA: +25 + d100: +10 == +142
Warding failed!
You blast an aivren for 76 points of damage.
... 30 points of damage!
Extreme heat melts the skin off an aivren's right hand. Gross!
The aivren is stunned!
The aivren is knocked over by the blast!
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 415
cast aiv
search aiv
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at an aivren.
CS: +606 - TD: +499 + CvA: +25 + d100: +68 == +200
Warding failed!
You blast an aivren for 73 points of damage.
... 50 points of damage!
Neck completely incinerated; an aivren's head drops to the ground and rolls to your feet!
The aivren crashes to the ground motionless.
Cast Roundtime 3 Seconds.
You search the aivren.
It had nothing else of value.
The aivren's leathery skin shrivels up and blows away.
>w
w
w
[The Rift]
Climbing a small hill, you now look over a long valley filled with warriors. A huge giantman in plate-mail stands at the front of the vanguard, holding a battle axe in each hand. His skin is rotted and mildewed, and the hollow eye sockets drop bits of goo and small bugs. The entire host of undead soldiers shifts anxiously behind him, as if waiting for a command from their chieftain. You also see a Vvrael warlock.
Obvious exits: east, west.
>
[The Rift]
Moans and shrieks of agony fill the large brown canvas tent. Chirurgeons walk between the cots, attempting to tend the wounds of those who lay bleeding on the rude beds. Suddenly, the flap of the tent is torn down, revealing a knight in bloody black armor. He raises his gargantuan claidhmore...and the scene fades, leaving you standing on the crumbling red earth. You also see a Vvrael warlock.
Obvious paths: east, west.
>
[The Rift]
Despair and desolation hang heavy in the air over the small plain before you. Off in the distance, near the coast, what was once a small city lies smouldering in ruins. The thick, black smoke from the razed hamlet lies heavy near the building tops, as if the weight of the carnage held it fast. A huge stack of bodies is piled near the western gate, some of which almost look familiar.
Obvious paths: east, west.
>w
[The Rift]
A small, faded festival tent has been set up in a patch of grass here. The tent covers several long tables with cakes and pastries arranged on them. Behind and to the sides of the tent, couples dance together, completely oblivious to your presence. The crowd of revelers moves stiffly, like puppets under the hand of a new master. Slowly they all turn and look at you, lifeless eyes pleading for release from this grim masquerade, then return to their partners in resignation as the dance continues.
Obvious paths: east, northwest.
>nw
[The Rift]
The path is flanked on both sides by black water, thick and sluggish with salt. A tiny boat is beached on the shore, but the waves and tide still reach beyond its bow. As the waves break around it, the dinghy rocks slightly and shifts in the swirling, bubbling sand. Two people relax in the boat, a young man and woman, talking and laughing. While they sit, however, the boat lurches sickeningly and begins to take on water. They look sad, and stare into each other's eyes as the sea claims them. You also see a swirling black void.
Obvious exits: northwest, southeast.
>nw
n
[The Rift]
The fog you wander through parts to reveal thousands of stairways surrounding you. Sets of stairs lead to unknown destinations around you, up and down, horizontal and vertical. The bizarre monument fills your vision as far as you can see, none of the stairs really appear to be going anywhere except to other stairs.
Obvious exits: north, south.
>n
[The Rift]
A set of stairs carved from the purest white marble spirals up...into nothingness. No landing, no floor, simply a darkness so deep it seems to consume the light around it. The stairs rest on a floor of dark black onyx, making the twisting white column the only spot of light in the area.
Obvious paths: north, south.
>
[The Rift]
Four banks of mist flow together, a distant scene forming within them. A bustling town comes together in the square. Halflings dressed in old style clothing stand about, some yelling angrily, others slain as they lay on their cloaks on the ground. One ancient dark elf leans against the base of the large frozen statue of a pack animal, smirking arrogantly.
Obvious exits: north, south.
>n
[The Rift]
Deep in the forest rests what was once a small shrine carefully carved of the butchered haon wood that surrounds you. Screams and the violent falling of trees fill the air with a strong sense of destruction. From somewhere nearby, the angry sound of a river rapids completes the unusual symphony. Little else alters the disquiet save for an occasional muted plea drifting in on the breeze.
Obvious exits: south, northeast.
>ne
A n'ecare pads in silently!
>
[The Rift]
A battered wooden gate rests against the pitted stone walls surrounding a small city. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Members of an invading force, beasts of burden, and captives travel the broken street leading into the remnants of town. A bestial military squad drills on the rocky parade ground just inside the gate. Fog obscures them as they march to and fro, and the gruff barks of their sergeant blend in with the din of the prisoners at the gate.
Obvious exits: east, southwest.
>sw
[The Rift]
Deep in the forest rests what was once a small shrine carefully carved of the butchered haon wood that surrounds you. Screams and the violent falling of trees fill the air with a strong sense of destruction. From somewhere nearby, the angry sound of a river rapids completes the unusual symphony. Little else alters the disquiet save for an occasional muted plea drifting in on the breeze. You also see a n'ecare.
Obvious exits: south, northeast.
>pre 917
cast n'
search n
You have a headache.
>Sorry, you may only type ahead 1 command.
You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 15 points of damage!
Blow to back connects lightly.
... 20 points of damage!
Burst of flames to left leg burns skin bright red.
A n'ecare falls to the ground.
... 45 points of damage!
A n'ecare takes a breath of super-heated air and expires gasping.
The n'ecare wails in terrifying pain one last time and lies still.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>search n
You search the n'ecare.
You discard the n'ecare's useless equipment.
It carried a weathered monir strongbox with it!
The last vestiges of the n'ecare are caught by a dank, cold wind and blown into oblivion.
>wear my shi
You sling a brass-plated shield engraved with the image of a snowcat over your shoulder.
get str
put str in my sat
>remove my shield
You pick up a weathered monir strongbox.
>
You put a weathered monir strongbox in your components satchel.
>
You sling a brass-plated shield engraved with the image of a snowcat off from over your shoulder.
>ne
[The Rift]
A battered wooden gate rests against the pitted stone walls surrounding a small city. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Members of an invading force, beasts of burden, and captives travel the broken street leading into the remnants of town. A bestial military squad drills on the rocky parade ground just inside the gate. Fog obscures them as they march to and fro, and the gruff barks of their sergeant blend in with the din of the prisoners at the gate.
Obvious exits: east, southwest.
>e
[The Rift]
The horizon is scrutinized by cautious sentries as you arrive at the wide gateway guarding the land route to a wildland outpost. The frantic preparations of the citizens to the south are a far cry from the deceptive calm of the mists around you. Two charred and beaten towers survey the countryside and hold silent vigil over the town, flanking the road to the east and west.
Obvious paths: east, west.
>e
[The Rift]
Thousands upon thousands of black wings cover the walls, moving restlessly in an almost deafening whisper of feathers. Eyes wink out from beneath the ebon pinions, glaring malevolently at you before being covered once again.
Obvious exits: east, west.
>e
[The Rift]
A circular marble pillar sits in the middle of a room with thick grey tapestries for walls. Above this pillar floats a large skull that appears to be serpentine or lizardlike in nature, slowly rotating in a sphere of blue energy. The skull rotates, morphing into an elven one, then gently spinning again and changing into a human one, then a krolvin skull, then a giant one, and finally back to the serpent one. You also see a sturdy wooden door.
Obvious paths: east, west.
>e
[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises.
Obvious exits: east, west.
>e
[The Rift]
A giant hangs on an elaborate set of poles and straps here. Two thick poles set crossing each other are framed by two vertical and two horizontal ones. Violet eyes shrouded in shadow float near the giant's head, watching the expressions that pass there with great interest. A pair of winged snakes hover near the giant, flying idly about and occasionally striking him.
Obvious paths: east, west.
>e
[The Rift]
The fog parts revealing a pitch black area. Blackness wraps around you like a velvety greatcloak as you step tenatively into the dark. A slithering hiss surrounds you, circling you several times before retreating into the heavy silence and darkness.
Obvious exits: west, southeast.
>se
[The Rift]
A forest of large trees stretches in all directions. Their bark is an ashen grey, and their leaves almost glow crimson in the dim light. Tied to each tree is a man, arms over his head and bound tightly against the rough bark. Each man is alive, if only barely, emaciated and weak from lack of food or water. Every head is bowed, awaiting the sacrifice each knows he must make. You also see a Vvrael warlock.
Obvious paths: northwest, southeast.
>se
A Vvrael warlock gestures mystically!
A brilliant luminescence surrounds a Vvrael warlock.
>
[The Rift]
A huge cliff looms before you, stretching far into the sky above. About halfway up the face an immense red-skinned man rides the air currents, flapping his leathery wings to hold his position. On the wall next to him are crude columns made of bodies impaled to the wall, each column topped off with a different type of weapon resting on rough hooks.
Obvious exits: south, northwest.
s
>
[The Rift]
A long line of robed monks walks solemnly, fading off into the distance. They seem to be traveling toward the largest mountain of a set which runs across the distant horizon. Two bursts of flame shoot up from an opening in the mountain occasionally, illuminating a skull-shaped castle and a line of supplicants several miles long moving towards it. You also see a n'ecare.
Obvious exits: north, south.
>pre 917
cast n'
search n
A n'ecare swings a wickedly curved falchion at you!
AS: +536 vs DS: +628 with AvD: +32 + d100 roll: +46 = -14
A clean miss.
>You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 5 points of damage!
Blow grazes right arm lightly.
... 55 points of damage!
Right leg aflame. When the smoke clears, there's nothing left.
A n'ecare falls to the ground grasping his mangled right leg!
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 30 points of damage!
Good blow to neck!
Something snaps!
... 35 points of damage!
Flames burn hole in chest exposing ribs!
... 25 points of damage!
Burst of flames to left hand fries palm. Ouch!
... 3 points of damage!
Minor burns to right arm. That hurts a bit.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 917
cast n'
search n
A n'ecare swings a wickedly curved falchion at you!
AS: +373 vs DS: +628 with AvD: +32 + d100 roll: +45 = -178
A clean miss.
>Sorry, you may only type ahead 1 command.
>
You concentrate on the Boil Earth spell...
Your spell is ready.
You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 25 points of damage!
Nice blow to chest!
... 15 points of damage!
Minor burns to left arm. That hurts a bit.
... 40 points of damage!
Flames cook a n'ecare's abdomen. Looks about medium well.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
>pre 917
cast n'
search n
You concentrate on the Boil Earth spell...
Your spell is ready.
>You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 10 points of damage!
Strike glances off the chest.
... 30 points of damage!
Nasty burns to back. Won't be sleeping on that for awhile.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
A n'ecare swings a wickedly curved falchion at you!
AS: +365 vs DS: +628 with AvD: +32 + d100 roll: +60 = -171
A clean miss.
pre 917
cast n'
search n
>Wait 1 sec.
>pre 917
cast n'
search n
You don't have a spell prepared!
Geez! It's still alive! Not a good time for that.
>You concentrate on the Boil Earth spell...
Your spell is ready.
>
You gesture at a n'ecare.
The ground beneath a n'ecare begins to boil violently!
Fiery debris explodes from the ground!
... 20 points of damage!
Light strike to chest.
... 15 points of damage!
Minor burns to right arm. That hurts a bit.
The n'ecare wails in terrifying pain one last time and lies still.
The ground then quickly cools.
Cast Roundtime 3 Seconds.
You search the n'ecare.
You discard the n'ecare's useless equipment.
It carried an engraved haon chest with it!
The last vestiges of the n'ecare are caught by a dank, cold wind and blown into oblivion.
>wear my shi
You sling a brass-plated shield engraved with the image of a snowcat over your shoulder.
get che
put che in my sat
>You pick up an engraved haon chest.
You put an engraved haon chest in your components satchel.
>remove my shield
You sling a brass-plated shield engraved with the image of a snowcat off from over your shoulder.
>s
[The Rift]
Gargoyles hover above a huge, dark pit in the ground a small distance off. They occasionally swoop into it, then shoot out on a burst of air, screaming with excitement. All manner of bugs and small creatures swarm around the lip of the hole, the thick ring oozing slowly outward from its point of origin.
Obvious paths: north, south.
>s
[The Rift]
An immense tapestry hangs here in midair. Thin magical threads create the shimmering cloth, almost seeming to move and adjust themselves as they hang. Several long, shadowy outlines hover near the tapestry, attending to the minor knots and slips. At this position you are too close to see the entire work of art, but it does seem somehow familiar.
Obvious exits: north, southwest.
>sw
[The Rift]
The road beneath your feet is made of grey stone, polished smooth and slick save several deep gouges in each cobble. Looking more closely, the scratches form words...names of those beloved to you. With a start, you realize the cobbles are not paving stones after all, but headstones, laid flat to create a path of the dead.
Also here: High Lord Kraiz
Obvious paths: west, northeast.
>
High Lord Kraiz just went northeast.
>w
[The Rift]
A large snow-filled valley with rough sloping sides opens up before you. On the ridge tops from one end to the other stand two main groups of creatures. The north ridge holds huge clans of ice trolls standing ready with large slabs of ice, while on the south ridge groups of frost giants mutter at each other, holding equally large slabs. In the center of the valley a lone storm giant stands, arms up to signal the racers.
Obvious exits: east, west.
>w
[The Rift]
A stout wooden wall impedes your progress forward. In the center of the wall, on a large yellowed parchment, is a poster. The poster is a side view of a man laying in a coffin or box of some kind. Small arrows point to parts of the picture, and in an unknown language describe some of the things in it. A second, older poster next to the first has the picture of an old, one-eyed dark elf with the number "12000" below it.
Obvious paths: east, west.
>w
[The Rift]
Thick mist covers the ground in this small cemetery. Moss-covered headstones and graves placed in a chaotic order stretch as far as the eye can see. Several tombs rest on a small hill in the center of the quiet graves, on which three shapeless collections of ooze gather. As you watch them, they morph into various shapes and sizes, speaking amongst themselves in some deep, flowing tongue.
Obvious exits: east, west.
>w
[The Rift]
Even for a giant, the body laying on the ground before you is huge. It lies face down, a pool of blood widening slowly around it. The giant's outstretched arms clutch a battle axe in one hand and a thin veil iron circlet in the other, as if to keep hold of them even in death. Fortunately, the pack of wild dogs ripping at the body doesn't seem to care about them, only about their dinner.
Obvious exits: east, west.
>w
[The Rift]
All the world is white, covered in a snow so pure and crystalline that any light that strikes it is reflected back one-thousandfold. The reflections are then reflected back, magnifying and growing in intensity until anyone unfortunate enough to wander in could possibly be struck blind. Unfortunately, the sun is shining.
Obvious exits: east, west.
w
>
[The Rift]
An immense statue stands before you towering hundreds of feet high, giving you an excellent view of its ankle. The statue has a large, muscular frame, and is resting his hands on the pommel of a two-handed sword. As you look up the statue's length, you realize it has one fatal flaw - it's headless.
Obvious exits: northwest, southeast.
>nw
[The Rift]
The sound of blades violently whipping through the air fills your ears. As you move a bit further, the fog churning around you parts, and you see an unusual type of cell before you. Scimitars whirl through the air of their own volition, holding a roughly circular pattern. Inside the cell sits an old Krolvin warlord missing a few chunks of flesh, probably from attempted escapes.
Obvious paths: north, south.
nw
>n
You can't go there.
>
[The Rift]
A white pillar stretches up into the vast reaches of the dark sky here. On either side of the enruned pillar are two full length mirrors, slowly rotating horizontally. One mirror is lined with a white haon frame, the other with a black thanot one. A small pool of blood has coagulated around the white pillar, and while something appears to be written in it, the letters are too messy to make out.
Obvious exits: north, south.
>n
[The Rift]
A portrait rests against an immense boulder here. The boulder seems to have a vaguely familiar shape, but exactly what is too difficult to place. Leaning against the base of the boulder is a modwir-framed picture, depicting an incredibly strong man wrestling with a heavy burden. The rock he holds appears to grow heavier, and he looks tired and pained by the weight of it. At the base of the painting before you are two footprints imbedded deeply into the ground.
Obvious exits: south, northeast.
>n
You can't go there.
ne
>
[The Rift]
Fragments of fine glass mirrors line the walls, floor and ceiling here. Each reflects back your face and form, but no two images are the same. To your left you lie dead, body broken and mangled. To your right you hang from a gallows, struggling for your last breath before the noose steals it from you. No mirror grants reprieve from the horrific reflections, and it seems you cannot look in any direction without seeing yourself frighteningly deceased.
Obvious exits: northeast, southwest.
>ne
[The Rift]
A shoreline stretches before you, the sea dark and thick with salt. Just a small way up the beach, an unusual sight catches your eye. A small child walks the beach, holding hands with a large winged humanoid. One of its reddish wings is wrapped protectively around the child, and her small hand is tightly clutching one of his large fingers. She appears to be talking, although what she is saying is too difficult to understand to any except her unusual companion.
Obvious exits: east, southwest.
>e
[The Rift]
A beached ship lies in the middle of the field here, no clues or explanation as to how it arrived. The once shiny maoral wood has dulled now with age, and the ship's ribs and masts have split and fallen. The only passengers of the vessel are the rats, which number in the thousands. It's almost as if the boat itself writhes with their movements. High above, on the one remaining mast, flies a flag bearing a rat skull and crossbones.
Obvious exits: east, west.
>e
[The Rift]
A marble wall stretches for some distance to either side of you. In the center of the wall hangs a golden scale, with a small shelf on either side of it. On each of the shelves lies a shiny razor and a white towel. The bowls of the scales are spotless, although they have a slight coppery odor.
Obvious exits: west, southeast.
>se
[The Rift]
A wide stretch of forest opens before you, the huge border of trees giving the impression of stoic guards protecting their land and secrets. Packs of ghostly dogs run toward you at the will of a huge, antlered man commanding them at the forest border. His bony finger points to you, and the dark gleam in his eye tells you he will not allow passage further into the woods. You also see a rickety wooden staircase.
Obvious exits: northwest, southeast.
>se
[The Rift]
The darkness seems to wrap about you, seeking to hold you and bind you to it. But the darkness is cold, burning and scalding you with its icy touch. Too alien to be the comfortable darkness of the night, too hungry to be the peace of a room with curtains drawn, it leeches and draws the strength from you, threatening to leave you a dried husk.
Obvious exits: northwest.
>nw
nw
[The Rift]
A wide stretch of forest opens before you, the huge border of trees giving the impression of stoic guards protecting their land and secrets. Packs of ghostly dogs run toward you at the will of a huge, antlered man commanding them at the forest border. His bony finger points to you, and the dark gleam in his eye tells you he will not allow passage further into the woods. You also see a rickety wooden staircase.
Obvious exits: northwest, southeast.
>w
[The Rift]
A marble wall stretches for some distance to either side of you. In the center of the wall hangs a golden scale, with a small shelf on either side of it. On each of the shelves lies a shiny razor and a white towel. The bowls of the scales are spotless, although they have a slight coppery odor.
Obvious exits: west, southeast.
w
>w
[The Rift]
w
A beached ship lies in the middle of the field here, no clues or explanation as to how it arrived. The once shiny maoral wood has dulled now with age, and the ship's ribs and masts have split and fallen. The only passengers of the vessel are the rats, which number in the thousands. It's almost as if the boat itself writhes with their movements. High above, on the one remaining mast, flies a flag bearing a rat skull and crossbones.
Obvious exits: east, west.
[The Rift]
A shoreline stretches before you, the sea dark and thick with salt. Just a small way up the beach, an unusual sight catches your eye. A small child walks the beach, holding hands with a large winged humanoid. One of its reddish wings is wrapped protectively around the child, and her small hand is tightly clutching one of his large fingers. She appears to be talking, although what she is saying is too difficult to understand to any except her unusual companion.
Obvious exits: east, southwest.
>You can't go there.
>
You can't go there.
>sw
[The Rift]
sw
Fragments of fine glass mirrors line the walls, floor and ceiling here. Each reflects back your face and form, but no two images are the same. To your left you lie dead, body broken and mangled. To your right you hang from a gallows, struggling for your last breath before the noose steals it from you. No mirror grants reprieve from the horrific reflections, and it seems you cannot look in any direction without seeing yourself frighteningly deceased.
Obvious exits: northeast, southwest.
>
[The Rift]
A portrait rests against an immense boulder here. The boulder seems to have a vaguely familiar shape, but exactly what is too difficult to place. Leaning against the base of the boulder is a modwir-framed picture, depicting an incredibly strong man wrestling with a heavy burden. The rock he holds appears to grow heavier, and he looks tired and pained by the weight of it. At the base of the painting before you are two footprints imbedded deeply into the ground.
Obvious exits: south, northeast.
>s
[The Rift]
A white pillar stretches up into the vast reaches of the dark sky here. On either side of the enruned pillar are two full length mirrors, slowly rotating horizontally. One mirror is lined with a white haon frame, the other with a black thanot one. A small pool of blood has coagulated around the white pillar, and while something appears to be written in it, the letters are too messy to make out.
Obvious exits: north, south.
s
>
[The Rift]
The sound of blades violently whipping through the air fills your ears. As you move a bit further, the fog churning around you parts, and you see an unusual type of cell before you. Scimitars whirl through the air of their own volition, holding a roughly circular pattern. Inside the cell sits an old Krolvin warlord missing a few chunks of flesh, probably from attempted escapes.
s
Obvious paths: north, south.
>
[The Rift]
An immense statue stands before you towering hundreds of feet high, giving you an excellent view of its ankle. The statue has a large, muscular frame, and is resting his hands on the pommel of a two-handed sword. As you look up the statue's length, you realize it has one fatal flaw - it's headless.
Obvious exits: northwest, southeast.
s
>se
You can't go there.
>
[The Rift]
All the world is white, covered in a snow so pure and crystalline that any light that strikes it is reflected back one-thousandfold. The reflections are then reflected back, magnifying and growing in intensity until anyone unfortunate enough to wander in could possibly be struck blind. Unfortunately, the sun is shining.
Obvious exits: east, west.
se
>e
You can't go there.
>
[The Rift]
Even for a giant, the body laying on the ground before you is huge. It lies face down, a pool of blood widening slowly around it. The giant's outstretched arms clutch a battle axe in one hand and a thin veil iron circlet in the other, as if to keep hold of them even in death. Fortunately, the pack of wild dogs ripping at the body doesn't seem to care about them, only about their dinner.
e
Obvious exits: east, west.
>
[The Rift]
Thick mist covers the ground in this small cemetery. Moss-covered headstones and graves placed in a chaotic order stretch as far as the eye can see. Several tombs rest on a small hill in the center of the quiet graves, on which three shapeless collections of ooze gather. As you watch them, they morph into various shapes and sizes, speaking amongst themselves in some deep, flowing tongue.
e
Obvious exits: east, west.
>
[The Rift]
A stout wooden wall impedes your progress forward. In the center of the wall, on a large yellowed parchment, is a poster. The poster is a side view of a man laying in a coffin or box of some kind. Small arrows point to parts of the picture, and in an unknown language describe some of the things in it. A second, older poster next to the first has the picture of an old, one-eyed dark elf with the number "12000" below it.
Obvious paths: east, west.
>e
[The Rift]
A large snow-filled valley with rough sloping sides opens up before you. On the ridge tops from one end to the other stand two main groups of creatures. The north ridge holds huge clans of ice trolls standing ready with large slabs of ice, while on the south ridge groups of frost giants mutter at each other, holding equally large slabs. In the center of the valley a lone storm giant stands, arms up to signal the racers.
Obvious exits: east, west.
>
* Cymrian just bit the dust!
>e
[The Rift]
The road beneath your feet is made of grey stone, polished smooth and slick save several deep gouges in each cobble. Looking more closely, the scratches form words...names of those beloved to you. With a start, you realize the cobbles are not paving stones after all, but headstones, laid flat to create a path of the dead.
Obvious paths: west, northeast.
>ne
[The Rift]
An immense tapestry hangs here in midair. Thin magical threads create the shimmering cloth, almost seeming to move and adjust themselves as they hang. Several long, shadowy outlines hover near the tapestry, attending to the minor knots and slips. At this position you are too close to see the entire work of art, but it does seem somehow familiar.
Obvious exits: north, southwest.
>n
[The Rift]
Gargoyles hover above a huge, dark pit in the ground a small distance off. They occasionally swoop into it, then shoot out on a burst of air, screaming with excitement. All manner of bugs and small creatures swarm around the lip of the hole, the thick ring oozing slowly outward from its point of origin.
Obvious paths: north, south.
n
>
[The Rift]
A long line of robed monks walks solemnly, fading off into the distance. They seem to be traveling toward the largest mountain of a set which runs across the distant horizon. Two bursts of flame shoot up from an opening in the mountain occasionally, illuminating a skull-shaped castle and a line of supplicants several miles long moving towards it.
Obvious exits: north, south.
>
The hairs on the back of your neck stand on end as waves of energy ripple through the area!
You feel the magic alien to you slipping away...
>n
[The Rift]
A huge cliff looms before you, stretching far into the sky above. About halfway up the face an immense red-skinned man rides the air currents, flapping his leathery wings to hold his position. On the wall next to him are crude columns made of bodies impaled to the wall, each column topped off with a different type of weapon resting on rough hooks.
Obvious exits: south, northwest.
>nw
[The Rift]
A forest of large trees stretches in all directions. Their bark is an ashen grey, and their leaves almost glow crimson in the dim light. Tied to each tree is a man, arms over his head and bound tightly against the rough bark. Each man is alive, if only barely, emaciated and weak from lack of food or water. Every head is bowed, awaiting the sacrifice each knows he must make.
Obvious paths: northwest, southeast.
>nw
[The Rift]
The fog parts revealing a pitch black area. Blackness wraps around you like a velvety greatcloak as you step tenatively into the dark. A slithering hiss surrounds you, circling you several times before retreating into the heavy silence and darkness.
Obvious exits: west, southeast.
>w
[The Rift]
A giant hangs on an elaborate set of poles and straps here. Two thick poles set crossing each other are framed by two vertical and two horizontal ones. Violet eyes shrouded in shadow float near the giant's head, watching the expressions that pass there with great interest. A pair of winged snakes hover near the giant, flying idly about and occasionally striking him.
Obvious paths: east, west.
>w
[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises. You also see a sturdy wooden door.
Obvious exits: east, west.
>w
[The Rift]
A circular marble pillar sits in the middle of a room with thick grey tapestries for walls. Above this pillar floats a large skull that appears to be serpentine or lizardlike in nature, slowly rotating in a sphere of blue energy. The skull rotates, morphing into an elven one, then gently spinning again and changing into a human one, then a krolvin skull, then a giant one, and finally back to the serpent one.
Obvious paths: east, west.
>w
[The Rift]
Thousands upon thousands of black wings cover the walls, moving restlessly in an almost deafening whisper of feathers. Eyes wink out from beneath the ebon pinions, glaring malevolently at you before being covered once again.
Obvious exits: east, west.
>w
[The Rift]
The horizon is scrutinized by cautious sentries as you arrive at the wide gateway guarding the land route to a wildland outpost. The frantic preparations of the citizens to the south are a far cry from the deceptive calm of the mists around you. Two charred and beaten towers survey the countryside and hold silent vigil over the town, flanking the road to the east and west. You also see an aivren that is flying around.
Obvious paths: east, west.
>pre 415
cast aiv
search aiv
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at an aivren.
CS: +606 - TD: +520 + CvA: +25 + d100: +27 == +138
Warding failed!
You blast an aivren for 68 points of damage.
... 20 points of damage!
Blow to back connects lightly.
The aivren is knocked over by the blast!
Cast Roundtime 3 Seconds.
>
Geez! It's still alive! Not a good time for that.
>pre 415
cast aiv
search aiv
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at an aivren.
CS: +606 - TD: +520 + CvA: +25 + d100: +73 == +184
Warding failed!
You blast an aivren for 39 points of damage.
... 35 points of damage!
Near miss! Cool blast to the lower back and the aivren staggers.
The aivren is stunned!
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 415
cast aiv
search aiv
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at an aivren.
CS: +606 - TD: +520 + CvA: +25 + d100: +69 == +180
Warding failed!
You blast an aivren for 81 points of damage.
... 45 points of damage!
The aivren crashes to the ground motionless.
Cast Roundtime 3 Seconds.
You search the aivren.
It had nothing else of value.
The aivren's leathery skin shrivels up and blows away.
>e
[The Rift]
Thousands upon thousands of black wings cover the walls, moving restlessly in an almost deafening whisper of feathers. Eyes wink out from beneath the ebon pinions, glaring malevolently at you before being covered once again.
Obvious exits: east, west.
>e
[The Rift]
A circular marble pillar sits in the middle of a room with thick grey tapestries for walls. Above this pillar floats a large skull that appears to be serpentine or lizardlike in nature, slowly rotating in a sphere of blue energy. The skull rotates, morphing into an elven one, then gently spinning again and changing into a human one, then a krolvin skull, then a giant one, and finally back to the serpent one.
Obvious paths: east, west.
>e
[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises. You also see a sturdy wooden door.
Obvious exits: east, west.
>g door
You walk through a sturdy wooden door.
[Birthing Sands, Cavern of Ages]
This part of the cavern seems intimate after the expansiveness just around a bend of the red stone. Recesses all along the east wall give the rock a filigreed appearance which belies the vast size of each enclosure. The fine sand is a constant carpet, however, the light it expends is much dimmer here, fading to a soft twilight within the eastern niches. To the south, the walls swirl to create an oval passageway into another cavern where more of the recesses can be glimpsed. You also see the Wulfguy disk, a narrow fissure and a jagged stone ledge with some stuff on it.
Also in the room: High Lady Rubytears, High Lady Zolantria, High Lord Wulfguy who is lying down
Obvious exits: south, southwest.
>
Rubytears gestures and utters a phrase of magic.
>
Rubytears concentrates.
Rubytears' back looks better.
>whisper ruby can I get some healing?
Rubytears gestures and utters a phrase of magic.
You whisper quietly to Rubytears.
>
Rubytears concentrates.
Rubytears' neck looks better.
>close my sat
Rubytears says, "yea in a second"
>
Ok, it shut.
>
* Zejana just bit the dust!
pre 514
>You concentrate on the Haste II spell...
Your spell is ready.
>cast rubyt
You gesture at Rubytears.
Rubytears begins moving faster than you thought possible.
Cast Roundtime 3 Seconds.
>
Rubytears meditates over you.
Rubytears takes your chest damage.
>
Rubytears meditates over you.
Rubytears takes your abdomen damage.
>
Rubytears meditates over you.
Rubytears takes your back damage.
>
Rubytears meditates over you.
Rubytears takes your left arm damage.
>
Rubytears meditates over you.
Rubytears takes some of your blood loss.
>
Rubytears meditates over you.
Nothing happens.
I had to have 700 mana just to fry on that hunt. I send to someone before the hunt and wrack.
You lose spirit as you go through the sphere into the rift. Most of the time it takes me down to 6 spirit. So, I am low on spirit when hunting.
This is my training to for those that want to know what to expect.
Name: Edgeleaf Drastlore Race: Dark Elf Profession: Wizard (shown as: Hedgewizard)
Gender: Male Age: 150 Expr: 5361921 Level: 117
Currently Stat Bonus
Constitution (CO): 57 .... -2
Dexterity (DE): 100 .... 35
Discipline (DI): 100 .... 15
Logic (LO): 100 .... 25
Intelligence (IN): 100 .... 30
Strength (ST): 68 .... 9
Reflexes (RE): 96 .... 28
Charisma (CH): 60 .... 0
Wisdom (WI): 100 .... 30
Aura (AU): 100 .... 35
Mana: 351 Silver: 608
Edgeleaf (at level 117), your skill bonuses and ranks are:
Skill Bonus Rank
-------------------------------------------------------------
Armor Use : 140 [40]
Shield Use : 218 [118]
Combat Maneuvers : 169 [69]
Edged Weapons : 5 [1]
Blunt Weapons : 218 [118]
Climbing : 124 [32]
Swimming : 102 [24]
Disarm Traps : 78 [17]
Pick Locks : 102 [24]
Perception : 187 [87]
Scroll Reading : 102 [24]
Magic Item Use : 105 [25]
Mana Sharing : 102 [24]
Spell Aiming : 336 [236]
Physical Training : 105 [25]
First Aid : 161 [61]
Picking Pockets : 40 [8]
Physical Training Points : 19
Your spell lists:
Major Elemental...50
Minor Elemental...144
Wizard Circle.....50
Use SPELL ALL to view detailed list of spells.
Next hunt I will cast estrike at N'cares and if I get enough spirit back before the end of the hunt. I will try and bolt one.
also my gear this hun was 10x weapon, 5x shield, and 7x heavy crit padded brig.
edge reg