Bodyless and mindless you float...waiting for some semblance of normality...
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, southeast.
>standYou stand back up.
>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.
nwObvious exits: northwest.
>e
[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, southeast.
>
[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.
seObvious exits: east, west, 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.
sw>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. You also see a caedera and a rickety wooden staircase.
Obvious paths: northeast, northwest, southeast.
>
[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 an see, none of the stairs really appear to be going anywhere except to other stairs.
Obvious exits: northwest, southwest.
>nw
[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 caedera and a rickety wooden staircase.
Obvious paths: northeast, northwest, southeast.
> * Scoryon just bit the dust!
>You hear the faint thoughts of Gespry echo in your mind:
"hehehe"
A caedera tries to bite you!
AS: +521 vs DS: +701 with AvD: +24 + d100 roll: +18 = -138
A clean miss.
>pre 616cast caedYou concentrate on the Spike Thorn spell...
Your spell is ready.
>You gesture at a caedera.
Dozens of long thorns suddenly grow out from the ground underneath a caedera! Several of the thorns jab into it!
... hits for 8 points of damage!
... 30 points of damage!
The caedera is stunned!
... hits for 7 points of damage!
... 20 points of damage!
Cast Roundtime 3 Seconds.
>stance offYou are now in an offensive stance.
ambush ca head>You swing a dark vultite talon sword at a caedera!
AS: +447 vs DS: +254 with AvD: +35 + d100 roll: +39 = +267
... and hit for 100 points of damage!
Gruesome, slashing blow to the side of the caedera's head!
Skull split open! Brain (and life) vanishes in a fine mist.
The caedera crumples to the ground motionless.
Roundtime: 6 sec.
>You feel a gentle breath of fresh air brush across your face.
>stance defYou are now in a defensive stance.
>search caYou search the caedera.
It had nothing else of value.
The caedera fades away as if it had never been there.
>swYou can't go there.
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 an see, none of the stairs really appear to be going anywhere except to other stairs.
Obvious exits: northwest, southwest.
sw>You feel at full magical power again.
>
[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 exits: 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.
Obvious paths: northeast, northwest, southeast.
>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. You also see a Vvrael witch.
Obvious exits: east, west, northwest.
>A Vvrael witch swings a midnight black morning star at you!
AS: +584 vs DS: +825 with AvD: +28 + d100 roll: +50 = -163
A clean miss.
Not even close.
pre 117cast>You concentrate on the Spirit Strike spell...
Your spell is ready.
>You gesture.
An invisible force guides you.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>A Vvrael witch swings a midnight black morning star at you!
AS: +584 vs DS: +721 with AvD: +28 + d100 roll: +68 = -41
A clean miss.
Not even close.
>rub my glass amuletstance offambush w headYou rub a glass amulet.
You become invisible.
>You are now in an offensive stance.
>You fade into view and strike!
You swing a dark vultite talon sword at a Vvrael witch!
AS: +522 vs DS: +373 with AvD: +36 + d100 roll: +24 = +209
... and hit for 99 points of damage!
Incredible blast shatters head into a red spray.
The Vvrael witch crumples to the ground motionless.
The silvery luminescence fades from around a Vvrael witch.
The guiding force leaves you.
Roundtime: 6 sec.
>stance defYou are now in a defensive stance.
>search wYou search the Vvrael witch.
You discard the witch's useless equipment.
It had 853 silvers on it.
You gather the remaining 853 coins.
Roundtime: 1 sec.
It had a gold fang on it!
It had nothing else of value.
Black tendrils of anti-mana seep from the corpse of the Vvrael witch consuming her.
>put buckler in my harnYou put a bright crimson buckler in your threaded harness.
get fang put fang in my cloak>You pick up a gold fang.
You put a gold fang in your stalking cloak.
get buckler in my harn>You remove a bright crimson buckler from in your threaded harness.
>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 paths: 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. You also see a caedera.
Obvious exits: east, west.
>peer eYou peer east and see ...
[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 paths: east, west.
>A caedera tries to bite you!
AS: +521 vs DS: +835 with AvD: +24 + d100 roll: +88 = -202
A clean miss.
>pre 616cast caedYou concentrate on the Spike Thorn spell...
Your spell is ready.
>You gesture at a caedera.
Dozens of long thorns suddenly grow out from the ground underneath a caedera! Several of the thorns jab into it!
... hits for 4 points of damage!
... 20 points of damage!
Attack punctures the eye and connects with something really vital!
The caedera crumples to the ground motionless.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>search caYou search the caedera.
It had nothing of interest.
The caedera fades away as if it had never been there.
e>
[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 paths: 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 seraceris.
Obvious paths: east, west.
>A seraceris begins to hum.
>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. You also see a seraceris.
Obvious exits: east, west, northwest.
>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.
wObvious exits: east, west, northwest.
>nw
[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. You also see a seraceris.
Obvious exits: east, west, northwest.
>
[The Rift]
Thick mist covers the ground in this small cemetary. 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 paths: northwest, southwest.
nw>
[The Rift]
The horizon is scrutinized by cautious sentrys 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 swirling black void.
Obvious paths: north, south, southeast.
>nn
[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: north, south, southeast.
>
[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.
>se
[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 slender silvery thread.
Obvious paths: northwest.
>You feel less drained.
>nwn
[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.
>
[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: south, southeast.
>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.
Obvious paths: northeast, northwest, southeast.
>Waves of black anti-mana wash through the area.
The air around you crackles with potent energy!
Black tendrils of anti-mana climb over you as you sense your mana being drained away!
Roundtime: 3 sec.
You feel the magic alien to you slipping away...
>ne...wait 1 seconds.
>nenw
[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.
>
[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 caedera.
Obvious paths: east, west, southeast.
>A caedera tries to bite you!
AS: +521 vs DS: +731 with AvD: +24 + d100 roll: +85 = -101
A clean miss.
>pre 616cast caedYou concentrate on the Spike Thorn spell...
Your spell is ready.
>You gesture at a caedera.
Dozens of long thorns suddenly grow out from the ground underneath a caedera! One of the thorns jabs into it!
... hits for 18 points of damage!
... 45 points of damage!
Incredible shot clean through the throat severs the spine!
The caedera crumples to the ground motionless.
Cast Roundtime 3 Seconds.
>search caYou search the caedera.
It had nothing of interest.
The caedera fades away as if it had never been there.
>ee
[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. You also see a Vvrael witch.
Obvious paths: east, west, northwest, southeast.
>
[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 paths: east, west, southeast.
>pre 117castA Vvrael witch strides in!
>You concentrate on the Spirit Strike spell...
Your spell is ready.
>You gesture.
An invisible force guides you.
Cast Roundtime 3 Seconds.
>A Vvrael witch swings a midnight black morning star at you!
AS: +646 vs DS: +731 with AvD: +28 + d100 roll: +6 = -51
A clean miss.
Black morning star clashes with crimson buckler!
[STR/DU: 60/145 vs. 45/165, d100(Open)= 146]
>rub my glass amuletstance offambush w headYou rub a glass amulet.
You become invisible.
>You are now in an offensive stance.
>You fade into view and strike!
You swing a dark vultite talon sword at a Vvrael witch!
AS: +522 vs DS: +477 with AvD: +36 + d100 roll: +26 = +107
... and hit for 8 points of damage!
Glancing strike to the head!
The guiding force leaves you.
Roundtime: 6 sec.
>A Vvrael witch exudes sickly black tendrils of anti-mana.
>ee...wait 1 seconds.
eee>...wait 1 seconds.
>estance def...wait 1 seconds.
...wait 1 seconds.
>A Vvrael witch releases a flash of anti-mana at you!
The ground beneath your feet begins to boil violently!
Fiery debris explodes from the ground!
... 15 points of damage!
Nasty blow to your abdomen!
You are stunned for 1 round!
... 1 point of damage!
Flames tickle left leg. Feels warm.
... 1 point of damage!
Flames tickle right leg. Feels warm.
The ground then quickly cools.
e>You are still stunned.
You are still stunned.
You are still stunned.
>You are still stunned.
>stance defstance defYou are still stunned.
stance defstance defstance def>You are still stunned.
>stance defstance defYou are still stunned.
>stance defYou are still stunned.
>You are still stunned.
>stance defYou are still stunned.
>You are still stunned.
>stance defA Vvrael witch exudes sickly black tendrils of anti-mana.
>You are still stunned.
>stance defstance defYou are still stunned.
>stance defstance defYou are still stunned.
>stance defstance defYou are still stunned.
>You are still stunned.
>stance defYou are still stunned.
You are still stunned.
>stance defYou are still stunned.
You are still stunned.
>You are now in a defensive stance.
>You are now in a defensive stance.
>Gespry just arrived.
>Gespry just went east.
>standA Vvrael witch releases a flash of anti-mana at you!
CS: +543 - TD: +438 + CvA: +2 + d100: +8 - -5 == +120
Warding failed!
You are unaffected.
oute>You are already standing.
>You can't go there.
>
[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 paths: east, west, northwest, southeast.
> * Gullik just bit the dust!
> * Thasil just bit the dust!
>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.
Obvious exits: west, southeast.
>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 exits: north, northwest, southwest.
sw>
[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.
Obvious paths: 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.
>wse
[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.
Obvious paths: east, northeast, southeast.
>
[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: northwest, southwest.
>pre 117castswYou concentrate on the Spirit Strike spell...
Your spell is ready.
>You gesture.
An invisible force guides you.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
[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: east, northeast, southeast.
>eGespry just arrived.
>Gespry just went east.
>
[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. You also see a caedera and a Vvrael witch.
Also here: Gespry
Obvious paths: west.
>wGespry just went west.
>A Vvrael witch exudes sickly black tendrils of anti-mana.
>
[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.
Also in the room: Gespry
Obvious exits: east, northeast, southeast.
>Gespry chuckles menacingly.
>shudderA Vvrael witch strides in!
>You shudder.
>Gespry just went east.
>A Vvrael witch releases a flash of anti-mana at you!
The ground beneath your feet begins to boil violently!
Fiery debris explodes from the ground!
... 5 points of damage!
Strike glances off your chest.
... 10 points of damage!
Burst of flames to right leg burns skin bright red.
... 5 points of damage!
Minor burns to left leg. That hurts a bit.
The ground then quickly cools.
>A Vvrael witch swings a midnight black morning star at you!
AS: +639 vs DS: +761 with AvD: +28 + d100 roll: +16 = -78
A clean miss.
Black morning star clashes with crimson buckler!
[STR/DU: 60/145 vs. 45/165, d100(Open)= 49]
>rub my glass amuletstance offGespry just arrived.
>You rub a glass amulet.
You become invisible.
>Gespry just went southeast.
>ambush w headYou are now in an offensive stance.
>You fade into view and strike!
You swing a dark vultite talon sword at a Vvrael witch!
AS: +522 vs DS: +507 with AvD: +36 + d100 roll: +61 = +112
... and hit for 45 points of damage!
Awesome shot skewers skull! The Vvrael witch blinks once and falls quite dead!
The Vvrael witch crumples to the ground motionless.
The silvery luminescence fades from around a Vvrael witch.
A Vvrael witch appears somehow different.
The tingling sensation and sense of security leaves a Vvrael witch.
A Vvrael witch glances around, looking a bit less confident.
The brilliant luminescence fades from around a Vvrael witch.
The guiding force leaves you.
Roundtime: 6 sec.
>Gespry just arrived.
>Gespry beams happily at you!
stance def>You are now in a defensive stance.
>grinYou grin.
>search wYou search the Vvrael witch.
You discard the witch's useless equipment.
It didn't carry any silver.
It had nothing of interest.
Black tendrils of anti-mana seep from the corpse of the Vvrael witch consuming her.
>Gespry applauds you.
> * Durason just bit the dust!
grin>Gespry says, "kill them Vvrael wenches"
>You grin.
>Gespry says, "all of dem"
>Gespry nods.
>'I am tryingYou say, "I am trying"
>Gespry just went northeast.
>'they are all spelled upYou say, "they are all spelled up"
>eYou do not feel drained anymore.
>
[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.
>wse
[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: east, northeast, southeast.
>
[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 exits: northeast.
>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...
> * Phaz just bit the dust!
>ne
[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.
>put buckler in my harnYou put a bright crimson buckler in your threaded harness.
>get aca leafYou remove some acantha leaf from in your black satchel.
>eat my leafeat my leafeat my leafYou take a bite of your acantha leaf.
YUCK! That stuff tastes horrible!
You feel a little better.
You have only about 4 bites left.
>You take a bite of your acantha leaf.
You feel a little better.
You have only about 3 bites left.
You take a bite of your acantha leaf.
You feel a little better.
You have only about 2 bites left.
>eat my leafeat my leafYou 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.
>get buckler in my harnYou remove a bright crimson buckler from in your threaded harness.
>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: east, northeast, southeast.
pre 117cast>You concentrate on the Spirit Strike spell...
Your spell is ready.
>You gesture.
An invisible force guides you.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>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: northwest, southwest.
>nw
[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.
Obvious paths: 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>ne
[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.
Obvious paths: 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 exits: north, northwest, southwest.
>nw
[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.
Obvious exits: 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. You also see a seraceris and a sturdy wooden door.
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 exits: 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 paths: 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.
swObvious paths: 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 exits: 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 Vvrael witch.
Obvious exits: northwest, southeast, southwest.
>pre 117castYou concentrate on the Spirit Strike spell...
Your spell is ready.
>You gesture.
An invisible force guides you.
Cast Roundtime 3 Seconds.
>A Vvrael witch exudes sickly black tendrils of anti-mana.
>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 exits: northeast, southeast.
>se
[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 seraceris and a sturdy wooden door.
Obvious exits: east, west, northwest, southeast.
>w
[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 paths: 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.
swObvious paths: 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 seraceris and a Vvrael witch.
seObvious exits: northeast, southeast.
>
[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. You also see a seraceris and a caedera that appears stunned.
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. You also see a swirling black void.
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. You also see a seraceris and a caedera that appears stunned.
Obvious exits: northeast, southeast.
>
[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.
>peer nwYou peer northwest and see ...
[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 seraceris and a Vvrael witch.
Obvious exits: northeast, southeast.
>nw
[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 seraceris and a Vvrael witch.
Obvious exits: northeast, southeast.
>pre 619A seraceris claws at you!
AS: +588 vs DS: +731 with AvD: +23 + d100 roll: +49 = -71
A clean miss.
A Vvrael witch swings a midnight black morning star at you!
AS: +661 vs DS: +731 with AvD: +28 + d100 roll: +100 = +58
A clean miss.
Black morning star clashes with crimson buckler!
[STR/DU: 60/145 vs. 45/165, d100(Open)= 20]
>You concentrate on the Mass Calm spell...
Your spell is ready.
>casYou gesture.
A calm washes over a seraceris.
Nothing happens.
Cast Roundtime 3 Seconds.
>The ground trembles and shakes as it spews forth a caedera!
A Vvrael witch falls to the ground!
>standYou are already standing.
>A spectral fog rolls through the area.
>pre 619casYou concentrate on the Mass Calm spell...
Your spell is ready.
>You gesture.
A calm washes over a seraceris.
Nothing happens.
Cast Roundtime 3 Seconds.
>standA caedera tries to bite you!
AS: +521 vs DS: +761 with AvD: +24 + d100 roll: +91 = -125
A clean miss.
A Vvrael witch leaps to her feet!
stand\>You are already standing.
>I don't understand what you typed.
>pre 619You concentrate on the Mass Calm spell...
Your spell is ready.
>casA Vvrael witch swings a midnight black morning star at you!
AS: +661 vs DS: +761 with AvD: +28 + d100 roll: +14 = -58
A clean miss.
Black morning star clashes with vultite talon sword!
[STR/DU: 60/145 vs. 90/200, d100(Open)= 87]
>You gesture.
A calm washes over a caedera.
A calm washes over a seraceris.
Nothing happens.
Cast Roundtime 3 Seconds.
>rub my glass amuletstance offYou rub a glass amulet.
Feels smooth!
You become invisible.
>You are now in an offensive stance.
>ambush w headYou fade into view and strike!
You swing a dark vultite talon sword at a Vvrael witch!
AS: +522 vs DS: +517 with AvD: +36 + d100 roll: +90 = +131
... and hit for 64 points of damage!
Gruesome, slashing blow to the side of the Vvrael witch's head!
Skull split open! Brain (and life) vanishes in a fine mist.
The Vvrael witch crumples to the ground motionless.
The silvery luminescence fades from around a Vvrael witch.
The tingling sensation and sense of security leaves a Vvrael witch.
A Vvrael witch glances around, looking a bit less confident.
The brilliant luminescence fades from around a Vvrael witch.
A Vvrael witch becomes solid again.
A Vvrael witch seems a bit less imposing.
The guiding force leaves you.
Roundtime: 6 sec.
>stance defYou are now in a defensive stance.
>
A seraceris emits a low, unearthly moan!
An unearthly moaning echoes around you, dispelling any sense of peace and security from the area.
>search wYou search the Vvrael witch.
You discard the witch's useless equipment.
It didn't carry any silver.
It had a shard of dragonmist crystal on it!
It had nothing else of value.
Black tendrils of anti-mana seep from the corpse of the Vvrael witch consuming her.
>put buckler in my harnget cry put cry in my cloakYou put a bright crimson buckler in your threaded harness.
>get buckler in my harnYou pick up a shard of dragonmist crystal.
>You put a shard of dragonmist crystal in your stalking cloak.
You remove a bright crimson buckler from in your threaded harness.
>A seraceris glides in!
>l[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 seraceris, a caedera who appears rather calm and a seraceris who appears rather calm.
Obvious exits: northeast, southeast.
>A seraceris begins to hum.
>ne
[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 paths: northwest, southwest.
>nw
[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 paths: east, west, southeast.
>wse
[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 paths: east, west, northwest, southeast.
>
[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 exits: 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.
Obvious exits: northeast, southeast.
>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. You also see a Vvrael witch.
Obvious paths: northwest, southwest.
>pre 117castYou concentrate on the Spirit Strike spell...
Your spell is ready.
You gesture.
An invisible force guides you.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>A Vvrael witch swings a midnight black morning star at you!
AS: +618 vs DS: +701 with AvD: +28 + d100 roll: +38 = -17
A clean miss.
Black morning star clashes with vultite talon sword!
[STR/DU: 60/145 vs. 90/200, d100(Open)= 9]
>rub my glass amuletstance offambush w headYou rub a glass amulet.
You become invisible.
>You are now in an offensive stance.
>You fade into view and strike!
You swing a dark vultite talon sword at a Vvrael witch!
AS: +522 vs DS: +362 with AvD: +36 + d100 roll: +42 = +238
... and hit for 112 points of damage!
Gruesome, slashing blow to the side of the Vvrael witch's head!
Skull split open! Brain (and life) vanishes in a fine mist.
The Vvrael witch crumples to the ground motionless.
The tingling sensation and sense of security leaves a Vvrael witch.
A Vvrael witch glances around, looking a bit less confident.
The guiding force leaves you.
Roundtime: 6 sec.
>stance defYou are now in a defensive stance.
>search wYou search the Vvrael witch.
You discard the witch's useless equipment.
It had 868 silvers on it.
You gather the remaining 868 coins.
Roundtime: 1 sec.
It had a radiant opalescent thunderstone on it!
It had nothing else of value.
Black tendrils of anti-mana seep from the corpse of the Vvrael witch consuming her.
>put buckler in my harnYou put a bright crimson buckler in your threaded harness.
>get thu put thu in my cloakget buckler in my harnYou pick up a radiant opalescent thunderstone.
>You put a radiant opalescent thunderstone in your stalking cloak.
>You remove a bright crimson buckler from in your threaded harness.
>The air around you crackles with potent energy!
You feel the magic alien to you slipping away...
>l[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 paths: 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. You also see a plain silver mirror.
Obvious paths: northeast, southeast.
>go mirrYou 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 Boomsplat disk, a jagged stone ledge with some stuff on it and a narrow fissure.
Obvious exits: south, southwest.
>sw
[Heated Sands, Cavern of Ages]
After the bitter, numbing cold of outside, the luxuriousness of warm air is all encompassing. Then the surroundings creep upon one's consciousness, like a panoramic view emerging as fog lifts. Red stone walls arch in ridges overhead, reminiscent of an immense rib cage. The cavern's higher regions are remote and dark, however, soft light radiates from a fine, ivory-colored carpet of sand that stretches from wall to wall. Heat rises from the sand as well, lending a shimmering quality to the air. You also see a dark lake bordering the cavern's southern expanse.
Also in the room: Dendrik, Lord Holymoon who is lying down
Obvious exits: northeast, southeast.
>Dendrik nods to Holymoon in greeting.
>seDendrik just went southeast.
>
[Horde, Cavern of Ages]
An amazing pile -- more a mountain really -- of old chests and boxes inhabits this region of the cavern, rising up out of the drifts of fine sand, a monumental refuse heap of riches that have vanished. The boxes are apparently empty, most of them gaped open and lying upon each other in various stages of decay like fallen soldiers. Not even the tarnished hardware avoids the appearance of desolation. You also see some manna bread and some manna bread.
Also in the room: Dendrik
Obvious exits: northwest.
>Dendrik just went northwest.
>nwne
[Heated Sands, Cavern of Ages]
After the bitter, numbing cold of outside, the luxuriousness of warm air is all encompassing. Then the surroundings creep upon one's consciousness, like a panoramic view emerging as fog lifts. Red stone walls arch in ridges overhead, reminiscent of an immense rib cage. The cavern's higher regions are remote and dark, however, soft light radiates from a fine, ivory-colored carpet of sand that stretches from wall to wall. Heat rises from the sand as well, lending a shimmering quality to the air. You also see a dark lake bordering the cavern's southern expanse.
Also in the room: Dendrik, Lord Holymoon who is lying down
Obvious exits: northeast, southeast.
reg