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Wizard hunting on 2

05:59 PMI went in with 700 mana in my head....

d 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 paths: east, southeast.
>

The air begins to thin rapidly.

Air is sucked away from you!
... 1 point of damage!
Slight tug on the leg.
A strong wind swirls through the area!
Suddenly, the shadows cloaking the area in darkness fray into nothing, releasing the light like a prisoner freed from a dank cell.

The air around you crackles with potent energy!

You feel the magic alien to you slipping away...

pre 514
cast
>You concentrate on the Haste II spell...
Your spell is ready.
>
You gesture.
[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.
stand
>You stand back up.
>pre 514
cast
You concentrate on the Haste II spell...
Your spell is ready.
>You gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 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. You also see a swirling black void.
Obvious paths: east, west, southeast.
>se

[The Rift]
The path you travel upon winds its way through the scrubby ground. Amid the bushes hangs a man, suspended from his ankle. His face is a purple crimson from the blood pooled within, and his eyes have rolled back into his head. While this is not uncommon, perhaps more remarkable is the fact that the rope is anchored in the ground, and the man hangs upwards. You also see a caedera.
Obvious paths: northwest, southwest.
>sw
A caedera tries to bite you!
AS: +529 vs DS: +568 with AvD: +24 + d100 roll: +7 = -8
A clean miss.
>

[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. You also see a sturdy wooden door.
Obvious paths: northeast, northwest, southeast.
>ne

[The Rift]
The path you travel upon winds its way through the scrubby ground. Amid the bushes hangs a man, suspended from his ankle. His face is a purple crimson from the blood pooled within, and his eyes have rolled back into his head. While this is not uncommon, perhaps more remarkable is the fact that the rope is anchored in the ground, and the man hangs upwards. You also see a caedera.
Obvious paths: northwest, southwest.
>pre 415
cast caed
pre 415
cast caed
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a caedera.
CS: +606 - TD: +468 + CvA: +25 + d100: +30 == +193
Warding failed!
You blast a caedera for 48 points of damage.
... 40 points of damage!
Flames incinerate muscle tissue in neck exposing the trachea. More than you ever wanted to see.
The caedera is stunned!
pre 415
cast caed
Cast Roundtime 3 Seconds.
>Wait 3 sec.
You don't have a spell prepared!
>
Wait 2 sec.
You don't have a spell prepared!
>sw

[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. You also see a sturdy wooden door.
Obvious paths: northeast, northwest, southeast.
>pre 515
You concentrate on the Rapid Fire spell...
Your spell is ready.
>cast
You gesture.
You feel the magic surge through you.
(Your next spell will be re-prepared upon its casting.)
Cast Roundtime 3 Seconds.
>ne
Aftershocks roll through the ground, shaking everything violently!

>

[The Rift]
The path you travel upon winds its way through the scrubby ground. Amid the bushes hangs a man, suspended from his ankle. His face is a purple crimson from the blood pooled within, and his eyes have rolled back into his head. While this is not uncommon, perhaps more remarkable is the fact that the rope is anchored in the ground, and the man hangs upwards. You also see a caedera that appears stunned.
Obvious paths: northwest, southwest.
>pre 415
cast caed
pre 415
cast caed
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a caedera.
CS: +606 - TD: +468 + CvA: +25 + d100: +53 == +216
Warding failed!
You blast a caedera for 100 points of damage.
... 55 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a caedera.
Wait 3 sec.
CS: +606 - TD: +468 + CvA: +25 + d100: +49 == +212
Warding failed!
You blast a caedera for 82 points of damage.
... 55 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
pre 415
cast caed
>You already have a spell readied! You must RELEASE it if you wish to prepare another!
>
You gesture at a caedera.
Wait 2 sec.
CS: +606 - TD: +468 + CvA: +25 + d100: +13 == +176
Warding failed!
You blast a caedera for 54 points of damage.
... 40 points of damage!
Painfully bright jolt to head leaves ears glowing.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>pre 415
cast caed
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a caedera.
Wait 2 sec.
CS: +606 - TD: +468 + CvA: +25 + d100: +6 == +169
Warding failed!
You blast a caedera for 82 points of damage.
... 40 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>pre 415
cast caed
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a caedera.
Wait 2 sec.
CS: +606 - TD: +468 + CvA: +25 + d100: +92 == +255
Warding failed!
You blast a caedera for 75 points of damage.
The caedera crumples to the ground motionless.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>sw

[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. You also see a sturdy wooden door.
Obvious paths: northeast, northwest, southeast.
>se

[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 paths: northwest, southwest.
>sw

[The Rift]
You stand at the base of an immense tower. The spire seeks to pierce the heart of the heavens, reaching into the center of a horrible lightning storm. Bolts play over the black stone surface, illuminating it with a blinding blue light. Winds howl about the structure, and the screams of those it throws from the top of the tower barely rise above the sound of the tempest. Rain pours from the sky, as if the world wept at the wound created by the stabbing spire.
Obvious paths: northeast, northwest, southeast.
>se

[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: northwest, southwest.
sw
>
[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. You also see a seraceris.
Obvious paths: northeast, northwest, southeast.
>pre 415
cast sera
search sera
You already have a spell readied! You must RELEASE it if you wish to prepare another!
pre 415
cast sera
search sera
>You gesture at a seraceris.
CS: +606 - TD: +462 + CvA: +15 + d100: +17 == +176
Warding failed!
You blast a seraceris for 49 points of damage.
... 45 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
Sorry, you may only type ahead 1 command.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a seraceris.
[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.
>pre 415
cast sera
search sera
Wait 2 sec.
>You don't have a spell prepared!
Geez! It's still alive! Not a good time for that.
>pre 415
cast sera
search sera
Wait 1 sec.
>You don't have a spell prepared!
Geez! It's still alive! Not a good time for that.
>pre 415
cast sera
search sera
A seraceris points a ghostly finger at you!
CS: +503 - TD: +520 + CvA: +2 + d100: +100 - -5 == +90
Warded off!
The seraceris focuses its voice on you, but you are unaffected.
>You concentrate on the Elemental Strike spell...
Your spell is ready.
>
You gesture at a seraceris.
CS: +606 - TD: +462 + CvA: +15 + d100: +26 == +185
Warding failed!
You blast a seraceris for 29 points of damage.
The seraceris shrugs off the cold.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>pre 415
cast sera
search sera
Sorry, you may only type ahead 1 command.
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a seraceris.
Wait 2 sec.
CS: +606 - TD: +462 + CvA: +15 + d100: +5 == +164
Warding failed!
You blast a seraceris for 31 points of damage.
... 50 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>pre 415
cast sera
search sera
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a seraceris.
Wait 2 sec.
CS: +606 - TD: +462 + CvA: +15 + d100: +94 == +253
Warding failed!
You blast a seraceris for 39 points of damage.
The seraceris slumps silently to the ground and begins to rapidly dissipate.
The brilliant luminescence fades from around a seraceris.
The wall of force disappears from around a seraceris.
The bright luminescence fades from around a seraceris.
The silvery luminescence fades from around a seraceris.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
You search the seraceris.
You discard the seraceris's useless equipment.
It didn't carry any silver.
It had a fire opal on it!
It had nothing else of value.
A seraceris fades into oblivion.
>wear my shi
You sling a brass-plated shield engraved with the image of a snowcat over your shoulder.
>get op
put op in my sat
remove my shield
You pick up a fire opal.
>You can't put that in there, it's closed!
>
You need a free hand for that.
>open my sat
Ok, it opened.
>get op
put op in my sat
remove my shield
You already have that.
>You put a fire opal in your components satchel.
>
You sling a brass-plated shield engraved with the image of a snowcat off from over your shoulder.
>s
You can't go there.
>sw
You can't go there.
>se

[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 paths: east, west, northwest.
>sw
You can't go there.
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: east, west.
>e

[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.
Obvious paths: east, west.
>e
Waves of black anti-mana wash through the area.

>

[The Rift]
A sphere of delicate glass encases you, moving as you do. Outside the sphere sits the wide, starry universe. Stars and galaxies stretch before you, spinning in the deep silence of space. At the edge of your vision, something nags. Looking, you see a dark shadow passing over the stars, the worlds, creeping and devouring all it touches. It does not seem to have intentions of stopping, and far too rapidly for comfort, it will overtake all of the glittering motes of space before you.
Obvious exits: east, west.
>e

[The Rift]
A woman stands at the head of the huge cavern. The right half of her is perhaps the most beautiful woman you have seen. Her skin is the color of milk, and blonde hair streams down over one feathered wing. The other half of her body is the opposite. The skin is rough, with matted hair tangled with a wing like leather. In her right hand she holds a staff of light, with which she gestures towards a field of surpassing beauty. Her left bears a scythe, pointing towards a pit of angry flames. You also see a slender silvery thread.
Obvious paths: east, west.
>e

[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 paths: east, west, northwest.
>nw

[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 paths: northeast, southeast.
>ne

[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: northwest, southwest.
nw
>
[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 a Vvrael witch.
Obvious exits: north, south, southeast.
>n
A Vvrael witch whispers with an ominously soft voice.
>

[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 exits: north, south, southeast.
>n

[The Rift]
Headstones of grey marble seem to grow from the ground, placed in neat rows. A pall of silence hangs over the graveyard, and not even a breath of wind disturbs the serenity. Set slightly apart from the rest of the graves is a large black tomb. Carved upon the face of the stone, in the place reserved for the identity of the departed, is the name "Elanthia."
Obvious exits: north, south, southeast.
n
>
[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. You also see a seraceris.
Obvious paths: south, southeast.
>pre 415
cast sera
search sera
pre 415
cast sera
search sera
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a seraceris.
CS: +606 - TD: +468 + CvA: +15 + d100: +53 == +206
Warding failed!
You blast a seraceris for 51 points of damage.
... 60 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
Sorry, you may only type ahead 1 command.
>
A seraceris begins to hum.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a seraceris.
[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.
>pre 415
cast sera
search sera
Wait 1 sec.
>You don't have a spell prepared!
Geez! It's still alive! Not a good time for that.
>pre 415
cast sera
search sera
pre 415
cast sera
search sera
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a seraceris.
CS: +606 - TD: +468 + CvA: +15 + d100: +30 == +183
Warding failed!
You blast a seraceris for 90 points of damage.
... 50 points of damage!
The seraceris slumps silently to the ground and begins to rapidly dissipate.
The brilliant luminescence fades from around a seraceris.
The wall of force disappears from around a seraceris.
The bright luminescence fades from around a seraceris.
The silvery luminescence fades from around a seraceris.
The very powerful look leaves a seraceris.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
You search the seraceris.
You discard the seraceris's useless equipment.
It didn't carry any silver.
It had nothing of interest.
A seraceris fades into oblivion.
>
Sorry, you may only type ahead 1 command.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture into the air.
Your spell misfires.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>n
You can't go there.
>se

[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.ne
You also see a sturdy wooden door.
Obvious paths: northeast, northwest, southeast.
>
[The Rift]
The path you travel upon winds its way through the scrubby ground. Amid the bushes hangs a man, suspended from his ankle. His face is a purple crimson from the blood pooled within, and his eyes have rolled back into his head. While this is not uncommon, perhaps more remarkable is the fact that the rope is anchored in the ground, and the man hangs upwards.
Obvious paths: northwest, southwest.
nw
>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. You also see a swirling black void.
Obvious paths: east, west, southeast.
>

[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, northwest, southeast.
>se

[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: northwest, southwest.
>sw

[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. You also see a seraceris.
Obvious paths: northeast, southeast.
You notice that things have returned to their normal speed.
>pre 415
cast sera
search sera
pre 415
cast sera
search sera
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a seraceris.
CS: +606 - TD: +487 + CvA: +15 + d100: +33 == +167
Warding failed!
You blast a seraceris for 87 points of damage.
... 70 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
Sorry, you may only type ahead 1 command.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a seraceris.
Wait 3 sec.
CS: +606 - TD: +487 + CvA: +15 + d100: +54 == +188
Warding failed!
You blast a seraceris for 38 points of damage.
... 50 points of damage!
The seraceris slumps silently to the ground and begins to rapidly dissipate.
The brilliant luminescence fades from around a seraceris.
The wall of force disappears from around a seraceris.
The bright luminescence fades from around a seraceris.
The silvery luminescence fades from around a seraceris.
The very powerful look leaves a seraceris.
The deep blue glow leaves a seraceris.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>search sera
You search the seraceris.
You discard the seraceris's useless equipment.
It didn't carry any silver.
It had nothing of interest.
A seraceris fades into oblivion.
>se

[The Rift]
The sounds of battle cut through the air. Melee rages around you, threatening to draw you in. People, dressed only in shreds of clothing, beat each other into the ground, climbing over the bodies of their fallen comrades in an attempt to reach a pile of gold and gems at the far side of the field. From this distance, the pile seems to be shaped like a mocking horned head, looking on at the destruction with evil glee.
Obvious exits: northwest, southwest.
>sw

[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 exits: northeast, southeast.
>se
You feel the surge of magic depart.
>

[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 paths: northwest, southwest.
>sw

[The Rift]
A herd of horses plays in the dead grass of the meadow. They frolic in the thin light that filters through the clouds, bending their heads to graze or simply standing with their herdmates. Upon the back of the leader sits a small child whose giggles seem to brighten the day. With a second look, the skin melts from the horses to leave nothing more than equine skeletons playing in the sun.
Obvious exits: northeast, southeast.
>se

[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, northwest, southeast.
>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.
Obvious exits: east, west, southeast.
>se

[The Rift]
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: northwest, southwest.
>sw

[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 a rickety wooden staircase.
Obvious paths: northeast, southeast.
>se

[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: northwest, southwest.
sw
>
[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: northeast, southeast.
>se

[The Rift]
An immense moon the color of drying blood dominates the sky. It sheds ruddy crimson light over the broken world, seeming to swallow every other color in its red glow. Horrible beasts crawl over the ground, looking like giant lobsters which raise their claws in tribute to the lunar glow, while man-wolves raise their eerie voices in a primal tribute.
Obvious paths: northwest, southwest.
>sw

[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 is headless.
Obvious exits: northeast.
>ne
nw
ne

[The Rift]
An immense moon the color of drying blood dominates the sky. It sheds ruddy crimson light over the broken world, seeming to swallow every other color in its red glow. Horrible beasts crawl over the ground, looking like giant lobsters which raise their claws in tribute to the lunar glow, while man-wolves raise their eerie voices in a primal tribute.
Obvious paths: northwest, southwest.
nw
ne
>
[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: northeast, southeast.
nw
>
[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: northwest, southwest.
>

[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 a rickety wooden staircase.
Obvious paths: northeast, southeast.

[The Rift]
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: northwest, southwest.
>

[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.
Obvious exits: east, west, southeast.
>e

[The Rift]
The courtroom is packed with shambling corpses, filling the jury box and judge seat. A living person sits in the spot reserved for the defendant, chained to the desk with thick irons. He looks nervous, glancing around at the dead surrounding him with a wild look in his eyes. At the back of the courtroom hangs a blindfolded woman, head lolling grotesquely to the side as if the noose had broken her neck. Her dead fingers clutch a set of balance scales. You also see a Vvrael witch.
Obvious exits: east, west, northwest, southeast.
>se

[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.
Obvious paths: northwest, southwest.
>sw

[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.
Obvious exits: northeast, southeast.
se
>
[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.
sw
Obvious exits: northwest, southwest.
>
[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 occationally striking him.
Obvious paths: northeast, southeast.
>se

[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. You also see a plain silver mirror and a caedera.
Obvious exits: northwest, southeast, southwest.
>sw

[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: northeast, southeast.
>ne

[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. You also see a plain silver mirror and a caedera.
Obvious exits: northwest, southeast, southwest.
>pre 415
cast sera
search sera
You feel the magic of your spell depart.
>You concentrate on the Elemental Strike spell...
Your spell is ready.
>
You gesture into the air.
[Spell Hindrance for some ancient silver-banded mail is 8% with current Armor Use skill, d100= 8]
Your armor prevents the spell from working correctly.
I could not find what you were referring to.
>
A caedera tries to bite you!
AS: +521 vs DS: +598 with AvD: +24 + d100 roll: +51 = -2
A clean miss.
>
A caedera tries to bite you!
AS: +521 vs DS: +598 with AvD: +24 + d100 roll: +72 = +19
A clean miss.
>pre 515
You concentrate on the Rapid Fire spell...
Your spell is ready.
>cast
You gesture.
You feel the magic surge through you.
(Your next spell will be re-prepared upon its casting.)
Cast Roundtime 3 Seconds.
>
You feel a gentle breath of fresh air brush across your face.

>pre 415
cast caed
pre 415
cast caed
pre 415
cast caed
You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a caedera.
CS: +606 - TD: +462 + CvA: +25 + d100: +94 == +263
Warding failed!
You blast a caedera for 68 points of damage.
... 55 points of damage!
The caedera is stunned!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a caedera.
Wait 3 sec.
CS: +606 - TD: +462 + CvA: +25 + d100: +46 == +215
Warding failed!
You blast a caedera for 89 points of damage.
... 45 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a caedera.
Wait 3 sec.
CS: +606 - TD: +462 + CvA: +25 + d100: +14 == +183
Warding failed!
You blast a caedera for 67 points of damage.
... 50 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>pre 415
cast caed
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a caedera.
Wait 2 sec.
CS: +606 - TD: +462 + CvA: +25 + d100: +40 == +209
Warding failed!
You blast a caedera for 47 points of damage.
... 45 points of damage!
Base of skull frozen, removing any feeling from the neck down. The caedera lives just long enough to realize a painless death!
The caedera crumples to the ground motionless.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>wear my shi
search caed
put my caed in my shr
You sling a brass-plated shield engraved with the image of a snowcat over your shoulder.
remove my shield
>You plunge your hand into the grisly bowels of the caedera, your arm becoming slick with ichor. You find nothing of interest.
The caedera fades away as if it had never been there.
I could not find what you were referring to.
>
You sling a brass-plated shield engraved with the image of a snowcat off from over your shoulder.
>se
sw

[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: northwest.
>You can't go there.
>nw
sw

[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. You also see a plain silver mirror.
Obvious paths: northwest, southeast, southwest.
>
[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.
se
Obvious paths: northeast, southeast.
>
[The Rift]
sw
The courtroom is packed with shambling corpses, filling the jury box and judge seat. A living person sits in the spot reserved for the defendant, chained to the desk with thick irons. He looks nervous, glancing around at the dead surrounding him with a wild look in his eyes. At the back of the courtroom hangs a blindfolded woman, head lolling grotesquely to the side as if the noose had broken her neck. Her dead fingers clutch a set of balance scales.
Obvious exits: east, west, northwest, southeast.
>You can't go there.
>se

[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.
Obvious paths: northwest, southwest.
e
>You can't go there.
>nw
e

[The Rift]
The courtroom is packed with shambling corpses, filling the jury box and judge seat. A living person sits in the spot reserved for the defendant, chained to the desk with thick irons. He looks nervous, glancing around at the dead surrounding him with a wild look in his eyes. At the back of the courtroom hangs a blindfolded woman, head lolling grotesquely to the side as if the noose had broken her neck. Her dead fingers clutch a set of balance scales.
Obvious exits: east, west, northwest, southeast.
>
[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 seraceris.
Obvious paths: west, southeast.
>pre 415
cast sera
search sera
pre 415
cast sera
search sera
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a seraceris.
CS: +606 - TD: +462 + CvA: +15 + d100: +92 == +251
Warding failed!
You blast a seraceris for 86 points of damage.
... 55 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
Sorry, you may only type ahead 1 command.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a seraceris.
Wait 2 sec.
CS: +606 - TD: +462 + CvA: +15 + d100: +48 == +207
Warding failed!
You blast a seraceris for 83 points of damage.
... 50 points of damage!
The seraceris slumps silently to the ground and begins to rapidly dissipate.
The brilliant luminescence fades from around a seraceris.
The wall of force disappears from around a seraceris.
The bright luminescence fades from around a seraceris.
The silvery luminescence fades from around a seraceris.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>search sera
You search the seraceris.
You discard the seraceris's useless equipment.
It didn't carry any silver.
Interesting, it carried some basal moss with it.
It had nothing else of value.
A seraceris fades into oblivion.
>se

[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.
Obvious paths: north, northwest, southwest.
>n

[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: south.
>s
sw

[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.
Obvious paths: north, northwest, southwest.
>
[The Rift]
Rows of sarcophagi line the rough stone walls of the corridor. They remain tightly shut, although hopeless moans emanate from within the sealed boxes. At the head of the hallway leans a mummy. His arms are crossed over his chest, bound by the shrouds that cover the large frame. From his back sprout two wings, also wrapped within the bandages. Although perhaps a trick of the dim light, you could swear you saw one of the wings move. You also see a caedera and a swirling black void.
Obvious exits: east, northeast, southeast.
>e

[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: west.
>w

[The Rift]
Rows of sarcophagi line the rough stone walls of the corridor. They remain tightly shut, although hopeless moans emanate from within the sealed boxes. At the head of the hallway leans a mummy. His arms are crossed over his chest, bound by the shrouds that cover the large frame. From his back sprout two wings, also wrapped within the bandages. Although perhaps a trick of the dim light, you could swear you saw one of the wings move.pre 415
cast caed
You also see a caedera and a swirling black void.
Obvious exits: east, northeast, southeast.
>pre 415
cast caed
pre 415
cast caed
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a caedera.
CS: +606 - TD: +462 + CvA: +25 + d100: +58 == +227
Warding failed!
You blast a caedera for 94 points of damage.
... 50 points of damage!
Permanently debilitating burns across stomach.
The caedera is stunned!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a caedera.
Wait 3 sec.
CS: +606 - TD: +462 + CvA: +25 + d100: +4 == +173
Warding failed!
You blast a caedera for 53 points of damage.
... 40 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a caedera.
Wait 3 sec.
CS: +606 - TD: +462 + CvA: +25 + d100: +14 == +183
Warding failed!
You blast a caedera for 85 points of damage.
... 45 points of damage!
[Spell re-prepared]
pre 415
cast caed
Cast Roundtime 3 Seconds.
>pre 415
cast caed
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a caedera.
Wait 2 sec.
CS: +606 - TD: +462 + CvA: +25 + d100: +64 == +233
Warding failed!
You blast a caedera for 55 points of damage.
... 50 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a caedera.
Wait 3 sec.
CS: +606 - TD: +462 + CvA: +25 + d100: +84 == +253
Warding failed!
You blast a caedera for 37 points of damage.
... 55 points of damage!
The caedera crumples to the ground motionless.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>se
sw

[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 paths: northwest, southwest.
>
[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. You also see a seraceris.
Obvious exits: east, northeast, southeast.
>pre 415
cast sera
search sera
pre 415
cast sera
search sera
Sorry, you may only type ahead 1 command.
>Sorry, you may only type ahead 1 command.
>
Sorry, you may only type ahead 1 command.
>
Sorry, you may only type ahead 1 command.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>
You gesture at a seraceris.
CS: +606 - TD: +496 + CvA: +15 + d100: +39 == +164
Warding failed!
You blast a seraceris for 49 points of damage.
The seraceris shrugs off the cold.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
pre 415
cast sera
search sera
>pre 415
cast sera
search sera
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a seraceris.
Wait 2 sec.
CS: +606 - TD: +496 + CvA: +15 + d100: +75 == +200
Warding failed!
You blast a seraceris for 63 points of damage.
... 50 points of damage!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
Geez! It's still alive! Not a good time for that.
>
Sorry, you may only type ahead 1 command.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a seraceris.
Wait 3 sec.
CS: +606 - TD: +496 + CvA: +15 + d100: +21 == +146
Warding failed!
You blast a seraceris for 77 points of damage.
The seraceris slumps silently to the floor and begins to rapidly dissipate.
The brilliant luminescence fades from around a seraceris.
The wall of force disappears from around a seraceris.
The bright luminescence fades from around a seraceris.
The silvery luminescence fades from around a seraceris.
The very powerful look leaves a seraceris.
The deep blue glow leaves a seraceris.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
A seraceris fades into oblivion.
>search sera
I could not find what you were referring to.
>se

[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 exits: northwest, southwest.
>sw

[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 paths: northeast.
>ne
nw
e
Sorry, you may only type ahead 1 command.
>
[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 exits: northwest, southwest.

[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. You also see some tattered flowing robes.
Obvious exits: east, northeast, southeast.
>e

[The Rift]
A line of women walks through here, moaning and weeping softly to themselves as they dip the jugs they carry into the waters of the river to the east. As they walk back to the well south of you their jars begin to leak, water streaming onto the ground until there is none left in the containers. Still the women trudge on, going through the motions of pouring the liquid into the well before returning to the river for a refill.
Obvious paths: west.
>w
ne
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. You also see some tattered flowing robes.
Obvious exits: east, northeast, southeast.
ne
nw
>
[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 paths: northwest, southwest.
>

[The Rift]
Rows of sarcophagi line the rough stone walls of the corridor. They remain tightly shut, although hopeless moans emanate from within the sealed boxes. At the head of the hallway leans a mummy. His arms are crossed over his chest, bound by the shrouds that cover the large frame. From his back sprout two wings, also wrapped within the bandages. Although perhaps a trick of the dim light, you could swear you saw one of the wings move. You also see a caedera which appears dead and a swirling black void.
Obvious exits: east, northeast, southeast.
>

[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.
Obvious paths: north, northwest, southwest.
>

[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 some basal moss.
Obvious paths: west, southeast.
>w

[The Rift]
The courtroom is packed with shambling corpses, filling the jury box and judge seat. A living person sits in the spot reserved for the defendant, chained to the desk with thick irons. He looks nervous, glancing around at the dead surrounding him with a wild look in his eyes. At the back of the courtroom hangs a blindfolded woman, head lolling grotesquely to the side as if the noose had broken her neck. Her dead fingers clutch a set of balance scales.
Obvious exits: east, west, northwest, southeast.
>se

[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.
Obvious paths: northwest, southwest.
>sw

[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 caedera.
Obvious exits: northeast, southeast.
>pre 415
cast caed
pre 415
cast caed
pre 415
cast caed
You already have a spell readied! You must RELEASE it if you wish to prepare another!
>You gesture at a caedera.
[Spell Hindrance for some ancient silver-banded mail is 8% with current Armor Use skill, d100= 2]
Your armor prevents the spell from working correctly.
>
You concentrate on the Elemental Strike spell...
Your spell is ready.
You gesture at a caedera.
CS: +606 - TD: +462 + CvA: +25 + d100: +64 == +233
Warding failed!
You blast a caedera for 92 points of damage.
... 55 points of damage!
Neck completely incinerated; a caedera's head drops to the ground and rolls to your feet!
The caedera crumples to the ground motionless.
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>
You already have a spell readied! You must RELEASE it if you wish to prepare another!
You gesture at a caedera.
Wait 3 sec.
But it is dead!
[Spell re-prepared]
Cast Roundtime 3 Seconds.
>
The air around you crackles with potent energy!

You feel the magic alien to you slipping away...

wear my shi
>search caed
put my caed in my shr
You sling a brass-plated shield engraved with the image of a snowcat over your shoulder.
>You plunge your hand into the grisly bowels of the caedera, your arm becoming slick with ichor. You find nothing of interest.
The caedera fades away as if it had never been there.
>
I could not find what you were referring to.
>remove my shield
You sling a brass-plated shield engraved with the image of a snowcat off from over your shoulder.
>se

[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 caedera.
sw
Obvious exits: northwest, southwest.
>
[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 occationally striking him.
Obvious paths: northeast, southeast.
>ne
The ground shakes violently as a caedera explodes from the ground!
You lose your footing and fall to the ground!
Roundtime: 14 sec.
>
...wait 14 seconds.
>snarl
Ooh! That felt great!
>
You feel the surge of magic depart.
A caedera tries to ensnare you!
AS: +582 vs DS: +489 with AvD: +34 + d100 roll: +28 = +155
... and hits for 6 points of damage!
Ineffectual strike.
>pre 415
cast caed
pre 415
cast caed
pre 415
cast caed
You already have a spell readied! You must RELEASE it if you wish to prepare another!
pre 415
cast caed
>Sorry, you may only type ahead 1 command.
You gesture at a caedera.
CS: +606 - TD: +462 + CvA: +25 + d100: +88 == +257
Warding failed!
You blast a caedera for 30 points of damage.
... 55 points of damage!
Blow to head removes skull!
The caedera crumples to the ground motionless.
Cast Roundtime 3 Seconds.
Wait 3 sec.
>
Wait 3 sec.
You don't have a spell prepared!
>
Wait 3 sec.
You don't have a spell prepared!
>stand
You stand back up.
Roundtime: 5 sec.
>wear my shi
search caed
put my caed in my shr
...wait 1 seconds.
remove my shield
>...wait 1 seconds.
>
...wait 1 seconds.
>
...wait 1 seconds.
>
You hear a loud *POP* as a mirror enlarges before you!
>wear my shi
search caed
put my caed in my shr
You sling a brass-plated shield engraved with the image of a snowcat over your shoulder.
>remove my shield
You plunge your hand into the grisly bowels of the caedera, your arm becoming slick with ichor. You find nothing of interest.
The caedera fades away as if it had never been there.
>
I could not find what you were referring to.
>
You sling a brass-plated shield engraved with the image of a snowcat off from over your shoulder.
>exp

Level: 117 Experience: 5378771
Next level at: 5400000 exp. Exp. until next lvl: 21229
Family Fame: 538101011 Character Fame: 537888024
Deeds: 20 Deaths this level: 0
Mana: 84/351 Max

Your mind is becoming numbed.

**I was at clear when I started. Not belled.**

>g mirr
You walk through a plain silver mirror.

[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 Vlatimire coffin, a copper lockpick, a narrow fissure and a jagged stone ledge with some stuff on it.
Also in the room: Darkbeauti who is seated, Wulfguy who is kneeling
Obvious exits: south, southwest.
>pre 916
You concentrate on the Invisibility spell...
Your spell is ready.
>cast
You gesture.
You become invisible.
Cast Roundtime 3 Seconds. reg