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: southwest.
stand>You stand back up.
>sign of defendingsign of shieldssign of swordssign of wardingYour dancing fingers weave a web of protection around you!
>Your dancing fingers weave a web of protection around you!
>You grip your weapon with renewed vigor!
Your dancing fingers weave a web of protection around you!
>sign of strikingsign of smitingYou grip your weapon with renewed vigor!
>swYou grip your weapon with renewed vigor!
>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 slender silvery thread.
Obvious exits: east, northeast, northwest.
>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 paths: west, northeast, 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.
Obvious exits: west, northwest.
>www[The Rift]
A jagged chasm opens up nearly beneath your feet. Before you can step into it, a sharp barking sound startles you, catching your attention and bringing you to a halt. Looking down, you see a small skeletal dog at your feet. He dances nimbly before you, halting your forward progress into the pit. Blinking, you look again, and both the dog and the chasm are gone. You also see a naisirc.
Obvious paths: east, west, southeast, 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, southwest.
You can't go there.
>swee[The Rift]
Chains creak and strain under the load they are holding in the center of this stone-walled room. Eight rolaren chains reach up, entangle, and reach down to the ground on the opposite side of the large shadowy mass hovering just above the floor. It shifts and moves, as if alive and seeking an escape from the bindings. The chains glow slightly in the dim light, throwing unusual shadows on the walls while keeping the mass from growing too much.
Obvious exits: east, northeast, northwest, southwest.
>[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 csetairi.
Obvious exits: east, west, northeast, southeast.
>[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.
Obvious paths: east, west, northwest, southwest.
>w[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 csetairi.
Obvious exits: east, west, northeast, southeast.
>peer seYou peer southeast and see ...
[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: south, east, west, northeast, northwest.
>prep 514castYou 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.
>A csetairi waves her four arms in a triangular motion.
>stance dYou are now in a defensive stance.
>A csetairi points two of her four hands at you!
CS: +447 - TD: +423 + CvA: +2 + d100: +40 == +66
Warded off!
>A csetairi waves her four arms in a triangular motion.
>A csetairi points two of her four hands at you!
CS: +447 - TD: +423 + CvA: +2 + d100: +60 == +86
Warded off!
>prep 912castYou concentrate on the Call Wind spell...
Your spell is ready.
You gesture.
A gust of wind tugs at your sleeves. Suddenly, a fierce wind rips through the area, scattering everything in its path and making it difficult to remain standing.
The wind then subsides.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>A csetairi swings a razor-sharp green-black scimitar at you!
AS: +547 vs DS: +725 with AvD: +24 + d100 roll: +14 = -140
A clean miss.
The csetairi twists and attacks again!
A csetairi lashes out at you with her massive tail!
AS: +586 vs DS: +725 with AvD: +34 + d100 roll: +62 = -43
A clean miss.
>prep 410castYou concentrate on the Elemental Wave spell...
Your spell is ready.
>You gesture.
A wave of dark ethereal ripples moves outward from you.
Cast Roundtime 3 Seconds.
>prep 410castWait 1 sec.
prep 410cast>You don't have a spell prepared!
>You concentrate on the Elemental Wave spell...
Your spell is ready.
You gesture.
A wave of dark ethereal ripples moves outward from you.
Cast Roundtime 3 Seconds.
>prep 410castYou concentrate on the Elemental Wave spell...
Your spell is ready.
>You gesture.
A wave of dark ethereal ripples moves outward from you.
A csetairi is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>stance oprep 410castYou are now in an offensive stance.
attack cset>Wait 1 sec.
You don't have a spell prepared!
>attack csetattack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +355 with AvD: +32 + d100 roll: +29 = +132
... and hit for 13 points of damage!
Quick slash to the csetairi's upper left arm!
Just a nick.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +355 with AvD: +32 + d100 roll: +23 = +126
... and hit for 9 points of damage!
Broken finger on the csetairi's left hand!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack csetattack cset...wait 1 seconds.
>attack csetA csetairi twists her coils beneath her until she is upright again!
>You swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +405 with AvD: +32 + d100 roll: +20 = +73
A clean miss.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack csetattack cset...wait 1 seconds.
>...wait 1 seconds.
>You swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +405 with AvD: +32 + d100 roll: +83 = +136
... and hit for 12 points of damage!
Cut over the csetairi's left eye.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
...wait 1 seconds.
>stance dYou are now in a defensive stance.
stance d>eYou are now in a defensive stance.
>[The Rift]
A volcano erupts in the distance, spewing molten lava and ash all over. The lava flies high into the air, carrying with it chunks of mountain and clouds of ash. In the large crater the eruption created, you see figures moving about in the lava itself. They splash in it and throw it on each other, howling and laughing. Above the mountain, dark red birds of some kind dodge flying lava and debris, screeching in contentment. You also see a naisirc.
Obvious paths: east, west, northwest, southwest.
>seYou can't go there.
ee>[The Rift]
In the distance walks a tall man. His robe is grey and tattered, but the frame beneath it remains strong. Above his head floats the symbol of infinity, black and tarnished as the path he walks. No matter how rapidly you proceed towards him, you cannot seem to catch him, although he moves no faster than a saunter.
Obvious exits: west, northeast, southeast.
You can't go there.
>seww[The Rift]
An immense structure stands before you, built of now-ruined white marble columns. In the center sits a crumbling throne, flanked by two pillars. Each may have had a symbol at one time, but ages of decay have erased any decoration. Upon the throne sits a rotting zombie. Her sightless eyes stare out into nothingness, and her feet have fallen into the bowl of the stone crescent at the base of her seat.
Obvious exits: west, northwest.
>[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. You also see a naisirc.
Obvious paths: east, west.
>[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: south, east, west, northeast, northwest.
>prep 413eYou concentrate on the Elemental Saturation spell...
Your spell is ready.
>[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. You also see a naisirc.
Obvious paths: east, west.
>cast naisYou gesture at a naisirc.
CS: +475 - TD: +428 + CvA: +25 + d100: +34 == +106
Warding failed!
A dark shadow passes over a naisirc.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>prep 415cast naisYou concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +44 == +141
Warding failed!
You blast a naisirc for 21 points of damage.
... 20 points of damage!
Cast Roundtime 3 Seconds.
>prep 415cast naisA naisirc glows with an eerie green light.
>You concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +47 == +144
Warding failed!
You blast a naisirc for 23 points of damage.
... 25 points of damage!
Cast Roundtime 3 Seconds.
>prep 415cast naiswYou concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +47 == +144
Warding failed!
You blast a naisirc for 57 points of damage.
... 30 points of damage!
Cast Roundtime 3 Seconds.
>[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: south, east, west, northeast, northwest.
>prep 415Wait 1 sec.
>cast naisYou don't have a spell prepared!
>prep 415You concentrate on the Elemental Strike spell...
Your spell is ready.
>ecast nais[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.
Obvious paths: east, west.
>Cast at what?
>ecast naisYou notice that things have returned to their normal speed.
>[The Rift]
An immense structure stands before you, built of now-ruined white marble columns. In the center sits a crumbling throne, flanked by two pillars. Each may have had a symbol at one time, but ages of decay have erased any decoration. Upon the throne sits a rotting zombie. Her sightless eyes stare out into nothingness, and her feet have fallen into the bowl of the stone crescent at the base of her seat. You also see a naisirc.
Obvious exits: west, northwest.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +51 == +148
Warding failed!
You blast a naisirc for 87 points of damage.
The naisirc slumps silently to the floor and begins to rapidly dissipate.
A naisirc seems to lose an aura of confidence.
A naisirc returns to normal color.
A naisirc seems to lose some dexterity.
A dark shadow passes away from a naisirc.
Cast Roundtime 3 Seconds.
>The air shakes and twists as waves of irreality wash through the area!
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...
>search naisearch naisearch naiYou search the naisirc.
It didn't carry any silver.
Interesting, it carried some ambrominas leaf with it.
It had nothing else of value.
A naisirc fades into oblivion.
>I could not find what you were referring to.
>I could not find what you were referring to.
>prep 514castwwYou concentrate on the Haste II spell...
Your spell is ready.
>wYou gesture.
You begin to notice the world slow down around you. Strange.
Cast Roundtime 3 Seconds.
[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.
Obvious paths: east, west.
[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: south, east, west, northeast, northwest.
>[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: east, west.
>www[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: east, southwest.
>You can't go there.
>You can't go there.
>swee[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: east, northeast.
>[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 paths: east, west.
>[The Rift]
The granite wall before you is covered in a huge mural of gouges and scratches. The pattern spreads from the bottom of the wall upwards, branching much like a tree into various parts. Studying the damage a bit more, you realize it was all very carefully planned, although why isn't immediately apparent. You also see a csetairi.
Obvious paths: east, west.
>ew[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: east, west.
>[The Rift]
The granite wall before you is covered in a huge mural of gouges and scratches. The pattern spreads from the bottom of the wall upwards, branching much like a tree into various parts. Studying the damage a bit more, you realize it was all very carefully planned, although why isn't immediately apparent. You also see a csetairi.
Obvious paths: east, west.
>A csetairi swings a razor-sharp green-black scimitar at you!
AS: +545 vs DS: +675 with AvD: +24 + d100 roll: +94 = -12
A clean miss.
The csetairi twists and attacks again!
A csetairi lashes out at you with her massive tail!
AS: +583 vs DS: +675 with AvD: +34 + d100 roll: +63 = +5
A clean miss.
>prep 410castYou concentrate on the Elemental Wave spell...
Your spell is ready.
>You gesture.
A wave of dark ethereal ripples moves outward from you.
A csetairi is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>stance oprep 410castYou are now in an offensive stance.
attack cset>attack csetWait 2 sec.
You don't have a spell prepared!
>attack csetWait 1 sec.
Wait 1 seconds.
>Wait 1 sec.
Wait 1 seconds.
>attack csetattack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +303 with AvD: +32 + d100 roll: +82 = +237
... and hit for 61 points of damage!
Off-balance slash to the csetairi's left arm shatters its elbow.
*CRUNCH*
The csetairi is stunned!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack csetattack cset...wait 1 seconds.
>attack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +303 with AvD: +32 + d100 roll: +34 = +189
... and hit for 37 points of damage!
Mighty blow cracks several ribs.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
...wait 1 seconds.
>attack cset...wait 1 seconds.
>...wait 1 seconds.
>attack csetattack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +303 with AvD: +32 + d100 roll: +1 = +156
... and hit for 27 points of damage!
Mighty blow cracks several ribs.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack csetattack cset...wait 1 seconds.
>attack csetattack csetA strong gust of wind blows by you!
You swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +303 with AvD: +32 + d100 roll: +20 = +175
... and hit for 28 points of damage!
Blow leaves an imprint on the csetairi's chest!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
...wait 1 seconds.
>...wait 1 seconds.
>attack cset...wait 1 seconds.
>attack csetattack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +303 with AvD: +32 + d100 roll: +67 = +222
... and hit for 47 points of damage!
Left elbow smashed into a thousand pieces.
The csetairi shrieks loudly as she cradles her mangled left arm!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack csetattack csetA csetairi lies there, dazed and confused.
You swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +303 with AvD: +32 + d100 roll: +59 = +214
... and hit for 54 points of damage!
Whoosh! Several ribs driven into lungs.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack cset...wait 1 seconds.
>...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +303 with AvD: +32 + d100 roll: +40 = +195
... and hit for 44 points of damage!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack cset...wait 1 seconds.
attack cset>You swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +303 with AvD: +32 + d100 roll: +79 = +234
... and hit for 65 points of damage!
Knocked sideways several feet by blow to back.
The csetairi writhes in agony and dies.
The very powerful look leaves a csetairi.
The white light leaves a csetairi.
The opalescent aura fades from around a csetairi.
The wall of force disappears from around a csetairi.
The deep blue glow leaves a csetairi.
The brilliant aura fades away from a csetairi.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
attack cset>...wait 1 seconds.
>search lunasearch cset...wait 1 seconds.
>I could not find what you were referring to.
>You search the csetairi.
You discard the csetairi's useless equipment.
It had 357 silvers on it.
You gather the remaining 357 coins.
It had nothing else of value.
The csetairi's coils shrivel up as her human torso decays away.
>stance dYou are now in a defensive stance.
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.
Obvious paths: east, west.
>eee[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: east, west.
>[The Rift]
A throne sits in the middle of an open field. Dead and dried flower bushes grow over it, lacing thistles through the hair and bones of the half-rotted woman sitting within it. Enough flesh remains to identify her gender, but the rest is gone, devoured by the plants and elements. You also see a raving lunatic.
Obvious paths: east, west.
>[The Rift]
Despair and desolation hang heavy in the air over the small plain before you. Off in the distance, near the coast, what was once a small city lies smouldering in ruins. The thick, black smoke from the razed hamlet lies heavy near the building tops, as if the weight of the carnage held it fast. A huge stack of bodies is piled near the western gate, some of which almost look familiar.
Obvious paths: west, southeast.
>w[The Rift]
A throne sits in the middle of an open field. Dead and dried flower bushes grow over it, lacing thistles through the hair and bones of the half-rotted woman sitting within it. Enough flesh remains to identify her gender, but the rest is gone, devoured by the plants and elements. You also see a raving lunatic.
Obvious paths: east, west.
>A raving lunatic swings a twisted kris at you!
AS: +504 vs DS: +758 with AvD: +24 + d100 roll: +75 = -155
A clean miss.
>prep 410castYou concentrate on the Elemental Wave spell...
Your spell is ready.
>You gesture.
A wave of dark ethereal ripples moves outward from you.
A raving lunatic is buffeted by the dark ethereal waves and is knocked to the ground.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>stance oYou are now in an offensive stance.
attack luna>Wait 1 sec.
Wait 1 seconds.
>attack lunaattack lunaattack lunaWait 1 sec.
Wait 1 seconds.
>attack lunaattack lunaYou swing a veniom-hafted silvery rolaren waraxe at a raving lunatic!
AS: +426 vs DS: +308 with AvD: +29 + d100 roll: +67 = +214
... and hit for 44 points of damage!
Blast to hand reduces it to pulp!
The raving lunatic is stunned!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack luna...wait 1 seconds.
>attack lunaYou swing a veniom-hafted silvery rolaren waraxe at a raving lunatic!
AS: +426 vs DS: +308 with AvD: +29 + d100 roll: +94 = +241
... and hit for 57 points of damage!
Blast to hand sends fingers flying in several different directions.
The raving lunatic shrieks loudly as he cradles his mangled left hand!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack luna...wait 1 seconds.
>attack lunaYou swing a veniom-hafted silvery rolaren waraxe at a raving lunatic!
AS: +426 vs DS: +308 with AvD: +29 + d100 roll: +73 = +220
... and hit for 56 points of damage!
You hear several snaps as the raving lunatic's neck is broken in several places.
The raving lunatic writhes in agony and dies.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack luna...wait 1 seconds.
>A little bit late for that don't you think?
A raving lunatic is already dead.
>search lunasearch csetYou search the raving lunatic.
You discard the lunatic's useless equipment.
It had 24 silvers on it.
You gather the remaining 24 coins.
Interesting, it carried a twisted wand with it.
It had nothing else of value.
The raving lunatic decays into a rotting heap of flesh and bones.
>I could not find what you were referring to.
>stance deYou are now in a defensive stance.
ese>A burst of ethereal light above your head brightens the area considerably.
>[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, southeast.
You can't go there.
>[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: west, northeast, northwest.
>ww[The Rift]
Deep in the forest rests what was once a small shrine carefully carved of the butchered haon wood that surrounds you. Screams and the violent falling of trees fill the air with a strong sense of destruction. From somewhere nearby, the angry sound of a river rapids completes the unusual symphony. Little else alters the disquiet save for an occasional muted plea drifting in on the breeze.
Obvious exits: east, west.
>[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: east, west.
>ww[The Rift]
Crimson veins run through the black marble of the walls of the throne room. The streaks seem to pulse, as if it they were not streamers of red lacing the black stone, but actual arteries carrying blood through the rock. Upon a massive, corroded silver throne sits a man whose eyes are pools of black essence. They seem to pull the light into themselves, allowing no spark of brightness or hope to escape. "Slaughter them," he is saying. "Kill them all and leave their corpses for the maggots."
Obvious exits: north, east, west.
>w[The Rift]
The fog you wander through parts to reveal thousands of stairways surrounding you. Sets of stairs lead to unknown destinations around you, up and down, horizontal and vertical. The bizarre monument fills your vision as far as you can see, none of the stairs really appear to be going anywhere except to other stairs.
Obvious exits: east, west, southeast, southwest.
>w[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.
Obvious exits: east, west.
>[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. You also see a sturdy wooden door.
Obvious exits: east, northwest, southwest.
>wYou can't go there.
sw>[The Rift]
The horizon is scrutinized by cautious sentries as you arrive at the wide gateway guarding the land route to a wildland outpost. The frantic preparations of the citizens to the south are a far cry from the deceptive calm of the mists around you. Two charred and beaten towers survey the countryside and hold silent vigil over the town, flanking the road to the east and west.
Obvious paths: east, northeast.
>ee[The Rift]
The immense cathedral is dark. The candles have melted to their holders in deformed blobs, and the torches have long since burned out. At the pulpit kneels a high man of the church. He faces the splintered and destroyed pews, the desecrated place of worship, and weeps brokenheartedly, staff on the ground before him.
Obvious exits: east, west.
>[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: east, west, northeast.
>ee[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises.
Obvious exits: east, west, northwest.
>[The Rift]
A giant hangs on an elaborate set of poles and straps here. Two thick poles set crossing each other are framed by two vertical and two horizontal ones. Violet eyes shrouded in shadow float near the giant's head, watching the expressions that pass there with great interest. A pair of winged snakes hover near the giant, flying idly about and occasionally striking him.
Obvious paths: east, west.
>ee[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, west, southeast.
>[The Rift]
The sky boils with dark black clouds. Lightning flashes across the sky, and wind howls across the barren landscape. Within the clouds, you can see the form of a man, standing in the center of the tempest. He stares down upon the ruins of an old shrine, where a man and woman huddle in a corner, cleaving to each other for comfort.
Obvious exits: east, west, southwest.
You hear a loud *POP* as a mirror enlarges before you!
>ee[The Rift]
A huge cliff looms before you, stretching far into the sky above. About halfway up the face an immense red-skinned man rides the air currents, flapping his leathery wings to hold his position. On the wall next to him are crude columns made of bodies impaled to the wall, each column topped off with a different type of weapon resting on rough hooks.
Obvious exits: west, southeast.
>You can't go there.
>sewww[The Rift]
Rows of cages line the walkways, bars rusting away in the damp air. Within each is a deformed and horrible creature, stalking behind the metal grills. The cage in the center contains a three-headed lion, frothing and drooling in snarling rage. A woman stands within it, desperately attempting to hold the maws of the lion's heads shut, but her chances look slim at best.
Obvious paths: west, northwest.
>[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: east, west.
>[The Rift]
Thick mist covers the ground in this small cemetery. Moss-covered headstones and graves placed in a chaotic order stretch as far as the eye can see. Several tombs rest on a small hill in the center of the quiet graves, on which three shapeless collections of ooze gather. As you watch them, they morph into various shapes and sizes, speaking amongst themselves in some deep, flowing tongue.
Obvious exits: east, west, northeast, northwest.
[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: east, west.
>wwYou notice that things have returned to their normal speed.
>w[The Rift]
A large snow-filled valley with rough sloping sides opens up before you. On the ridge tops from one end to the other stand two main groups of creatures. The north ridge holds huge clans of ice trolls standing ready with large slabs of ice, while on the south ridge groups of frost giants mutter at each other, holding equally large slabs. In the center of the valley a lone storm giant stands, arms up to signal the racers.
Obvious paths: east, west.
>[The Rift]
A chariot sits in the center of the path. The horses pulling it run hard, sweat and foam flying off their bodies as their hooves churn. The driver whips them on, leaning into the wind. He occasionally glances over his shoulder, as if watching for some threat from behind. Despite the running horses or windblown driver, the chariot is going nowhere, simply spinning its wheels in the middle of the road.
Obvious exits: east, west.
>[The Rift]
An immense tapestry hangs here in midair. Thin magical threads create the shimmering cloth, almost seeming to move and adjust themselves as they hang. Several long, shadowy outlines hover near the tapestry, attending to the minor knots and slips. At this position you are too close to see the entire work of art, but it does seem somehow familiar.
Obvious exits: east, west.
>A swirling cloud of eerie green light floats in and coalesces into a naisirc!
ww>[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: east, west.
>[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: east, southwest.
>eeee[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: east, west.
>e[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. You also see a naisirc.
Obvious exits: east, west.
>[The Rift]
A chariot sits in the center of the path. The horses pulling it run hard, sweat and foam flying off their bodies as their hooves churn. The driver whips them on, leaning into the wind. He occasionally glances over his shoulder, as if watching for some threat from behind. Despite the running horses or windblown driver, the chariot is going nowhere, simply spinning its wheels in the middle of the road.
Obvious exits: east, west.
e>[The Rift]
A large snow-filled valley with rough sloping sides opens up before you. On the ridge tops from one end to the other stand two main groups of creatures. The north ridge holds huge clans of ice trolls standing ready with large slabs of ice, while on the south ridge groups of frost giants mutter at each other, holding equally large slabs. In the center of the valley a lone storm giant stands, arms up to signal the racers.
Obvious paths: east, west.
>[The Rift]
A stout wooden wall impedes your progress forward. In the center of the wall, on a large yellowed parchment, is a poster. The poster is a side view of a man laying in a coffin or box of some kind. Small arrows point to parts of the picture, and in an unknown language describe some of the things in it. A second, older poster next to the first has the picture of an old, one-eyed dark elf with the number "12000" below it.
Obvious exits: east, west.
>[The Rift]
Thick mist covers the ground in this small cemetery. Moss-covered headstones and graves placed in a chaotic order stretch as far as the eye can see. Several tombs rest on a small hill in the center of the quiet graves, on which three shapeless collections of ooze gather. As you watch them, they morph into various shapes and sizes, speaking amongst themselves in some deep, flowing tongue.
Obvious exits: east, west, northeast, northwest.
>eee[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: east, west.
>[The Rift]
Rows of cages line the walkways, bars rusting away in the damp air. Within each is a deformed and horrible creature, stalking behind the metal grills. The cage in the center contains a three-headed lion, frothing and drooling in snarling rage. A woman stands within it, desperately attempting to hold the maws of the lion's heads shut, but her chances look slim at best.
Obvious paths: west, northwest.
>nwwYou can't go there.
>ww[The Rift]
A huge cliff looms before you, stretching far into the sky above. About halfway up the face an immense red-skinned man rides the air currents, flapping his leathery wings to hold his position. On the wall next to him are crude columns made of bodies impaled to the wall, each column topped off with a different type of weapon resting on rough hooks.
Obvious exits: west, southeast.
>w[The Rift]
The sky boils with dark black clouds. Lightning flashes across the sky, and wind howls across the barren landscape. Within the clouds, you can see the form of a man, standing in the center of the tempest. He stares down upon the ruins of an old shrine, where a man and woman huddle in a corner, cleaving to each other for comfort.
Obvious exits: east, west, 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.
Obvious exits: east, west, southeast.
[The Rift]
A giant hangs on an elaborate set of poles and straps here. Two thick poles set crossing each other are framed by two vertical and two horizontal ones. Violet eyes shrouded in shadow float near the giant's head, watching the expressions that pass there with great interest. A pair of winged snakes hover near the giant, flying idly about and occasionally striking him.
Obvious paths: east, west.
w>ww[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises.
Obvious exits: east, west, northwest.
You feel less drained.
>[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 raving lunatic.
Obvious exits: east, west, northeast.
[The Rift]
The immense cathedral is dark. The candles have melted to their holders in deformed blobs, and the torches have long since burned out. At the pulpit kneels a high man of the church. He faces the splintered and destroyed pews, the desecrated place of worship, and weeps brokenheartedly, staff on the ground before him.
Obvious exits: east, west.
[The Rift]
wThe horizon is scrutinized by cautious sentries as you arrive at the wide gateway guarding the land route to a wildland outpost. The frantic preparations of the citizens to the south are a far cry from the deceptive calm of the mists around you. Two charred and beaten towers survey the countryside and hold silent vigil over the town, flanking the road to the east and west.
Obvious paths: east, northeast.
>eeYou can't go there.
>[The Rift]
The immense cathedral is dark. The candles have melted to their holders in deformed blobs, and the torches have long since burned out. At the pulpit kneels a high man of the church. He faces the splintered and destroyed pews, the desecrated place of worship, and weeps brokenheartedly, staff on the ground before him.
Obvious exits: east, west.
>prep 514cast[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 raving lunatic.
Obvious exits: east, west, northeast.
>eYou concentrate on the Haste II spell...
Your spell is ready.
A raving lunatic swings a twisted kris at you!
AS: +516 vs DS: +778 with AvD: +24 + d100 roll: +18 = -220
A clean miss.
w>You gesture.
You begin to notice the world slow down around you. Strange.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises.
Obvious exits: east, west, northwest.
>[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 raving lunatic.
Obvious exits: east, west, northeast.
>prep 410castYou concentrate on the Elemental Wave spell...
Your spell is ready.
>You gesture.
A wave of dark ethereal ripples moves outward from you.
A raving lunatic is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>stance oattack lunaYou are now in an offensive stance.
>Wait 1 sec.
Wait 1 seconds.
>attack lunaattack lunaattack lunaattack lunaYou swing a veniom-hafted silvery rolaren waraxe at a raving lunatic!
AS: +426 vs DS: +334 with AvD: +29 + d100 roll: +24 = +145
... and hit for 21 points of damage!
Bones in left arm crack.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack lunaattack lunaattack lunaattack lunaYou swing a veniom-hafted silvery rolaren waraxe at a raving lunatic!
AS: +426 vs DS: +334 with AvD: +29 + d100 roll: +36 = +157
... and hit for 32 points of damage!
Hard slash to belly severs a few nerve endings.
The raving lunatic is stunned!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack lunaattack luna...wait 1 seconds.
>Sorry, you may only type ahead 1 command.
>You swing a veniom-hafted silvery rolaren waraxe at a raving lunatic!
AS: +426 vs DS: +334 with AvD: +29 + d100 roll: +47 = +168
... and hit for 35 points of damage!
Hard slash to belly severs a few nerve endings.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack luna...wait 1 seconds.
>attack lunaYou swing a veniom-hafted silvery rolaren waraxe at a raving lunatic!
AS: +426 vs DS: +334 with AvD: +29 + d100 roll: +96 = +217
... and hit for 70 points of damage!
Tremendous blow crushes skull like a ripe melon.
The raving lunatic writhes in agony and dies.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack luna...wait 1 seconds.
>attack luna...wait 1 seconds.
>...wait 1 seconds.
>A little bit late for that don't you think?
A raving lunatic is already dead.
>search lunasearch csetYou search the raving lunatic.
You discard the lunatic's useless equipment.
It didn't carry any silver.
It had a violet sapphire on it!
It had nothing else of value.
The raving lunatic decays into a rotting heap of flesh and bones.
>I could not find what you were referring to.
>stance dYou are now in a defensive stance.
>wear shieldYou sling a veniom-bound rolaren tower shield over your shoulder.
get sap>You pick up a violet sapphire.
>put sap in backremove shieldYou put a violet sapphire in your spidersilk backpack.
>wwYou sling a veniom-bound rolaren tower shield off from over your shoulder.
>ww[The Rift]
The immense cathedral is dark. The candles have melted to their holders in deformed blobs, and the torches have long since burned out. At the pulpit kneels a high man of the church. He faces the splintered and destroyed pews, the desecrated place of worship, and weeps brokenheartedly, staff on the ground before him.
Obvious exits: east, west.
>[The Rift]
The horizon is scrutinized by cautious sentries as you arrive at the wide gateway guarding the land route to a wildland outpost. The frantic preparations of the citizens to the south are a far cry from the deceptive calm of the mists around you. Two charred and beaten towers survey the countryside and hold silent vigil over the town, flanking the road to the east and west.
Obvious paths: east, northeast.
>You can't go there.
You can't go there.
>neee[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. You also see a sturdy wooden door.
Obvious exits: east, northwest, southwest.
>[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.
Obvious exits: east, west.
>[The Rift]
The fog you wander through parts to reveal thousands of stairways surrounding you. Sets of stairs lead to unknown destinations around you, up and down, horizontal and vertical. The bizarre monument fills your vision as far as you can see, none of the stairs really appear to be going anywhere except to other stairs.
Obvious exits: east, west, southeast, southwest.
>eeee[The Rift]
Crimson veins run through the black marble of the walls of the throne room. The streaks seem to pulse, as if it they were not streamers of red lacing the black stone, but actual arteries carrying blood through the rock. Upon a massive, corroded silver throne sits a man whose eyes are pools of black essence. They seem to pull the light into themselves, allowing no spark of brightness or hope to escape. "Slaughter them," he is saying. "Kill them all and leave their corpses for the maggots."
Obvious exits: north, east, west.
>[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: east, west.
>[The Rift]
Deep in the forest rests what was once a small shrine carefully carved of the butchered haon wood that surrounds you. Screams and the violent falling of trees fill the air with a strong sense of destruction. From somewhere nearby, the angry sound of a river rapids completes the unusual symphony. Little else alters the disquiet save for an occasional muted plea drifting in on the breeze.
Obvious exits: east, west.
>[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: west, northeast, northwest.
>nwww[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, southeast.
>[The Rift]
A throne sits in the middle of an open field. Dead and dried flower bushes grow over it, lacing thistles through the hair and bones of the half-rotted woman sitting within it. Enough flesh remains to identify her gender, but the rest is gone, devoured by the plants and elements. You also see a twisted wand.
Obvious paths: east, west.
>[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 naisirc.
Obvious paths: east, west.
>The ground roils tumultuously beneath, your feet, jolting everything wildly!
>w[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.
Obvious paths: east, west.
>prep 413eYou concentrate on the Elemental Saturation spell...
Your spell is ready.
>[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 naisirc.
Obvious paths: east, west.
cast nais>You gesture at a naisirc.
CS: +475 - TD: +428 + CvA: +25 + d100: +63 == +135
Warding failed!
A dark shadow passes over a naisirc.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
>A naisirc tries to ensnare you!
AS: +531 vs DS: +675 with AvD: +34 + d100 roll: +80 = -30
A clean miss.
>prep 415cast naisYou concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +41 == +138
Warding failed!
You blast a naisirc for 36 points of damage.
... 30 points of damage!
Cast Roundtime 3 Seconds.
>prep 415cast naisYou concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +76 == +173
Warding failed!
You blast a naisirc for 58 points of damage.
... 30 points of damage!
Cast Roundtime 3 Seconds.
>prep 415cast naisYou concentrate on the Elemental Strike spell...
Your spell is ready.
>You gesture at a naisirc.
CS: +475 - TD: +403 + CvA: +25 + d100: +66 == +163
Warding failed!
You blast a naisirc for 32 points of damage.
... 60 points of damage!
The naisirc slumps silently to the ground and begins to rapidly dissipate.
A naisirc seems to lose an aura of confidence.
A naisirc returns to normal color.
A naisirc seems to lose some dexterity.
A dark shadow passes away from a naisirc.
Cast Roundtime 3 Seconds.
>search naisYou search the naisirc.
It didn't carry any silver.
It had nothing of interest.
A naisirc fades into oblivion.
>expl
Level: 96 Experience: 4311986
Next level at: 4350000 exp. Exp. until next lvl: 38014
Family Fame: 405609506 Character Fame: 405609506
Deeds: 70 Deaths this level: 0
Mana: 65/288 Max
Your mind can't take much more of this! You must rest!
>[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: east, west.
>eeee[The Rift]
A throne sits in the middle of an open field. Dead and dried flower bushes grow over it, lacing thistles through the hair and bones of the half-rotted woman sitting within it. Enough flesh remains to identify her gender, but the rest is gone, devoured by the plants and elements. You also see a twisted wand.
Obvious paths: east, west.
>[The Rift]
Despair and desolation hang heavy in the air over the small plain before you. Off in the distance, near the coast, what was once a small city lies smouldering in ruins. The thick, black smoke from the razed hamlet lies heavy near the building tops, as if the weight of the carnage held it fast. A huge stack of bodies is piled near the western gate, some of which almost look familiar.
Obvious paths: west, southeast.
>You can't go there.
You can't go there.
>seww[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: west, northeast, northwest.
>[The Rift]
Deep in the forest rests what was once a small shrine carefully carved of the butchered haon wood that surrounds you. Screams and the violent falling of trees fill the air with a strong sense of destruction. From somewhere nearby, the angry sound of a river rapids completes the unusual symphony. Little else alters the disquiet save for an occasional muted plea drifting in on the breeze.
Obvious exits: east, west.
>[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: east, west.
>go mirwI could not find what you were referring to.
go mir>[The Rift]
Crimson veins run through the black marble of the walls of the throne room. The streaks seem to pulse, as if it they were not streamers of red lacing the black stone, but actual arteries carrying blood through the rock. Upon a massive, corroded silver throne sits a man whose eyes are pools of black essence. They seem to pull the light into themselves, allowing no spark of brightness or hope to escape. "Slaughter them," he is saying. "Kill them all and leave their corpses for the maggots."
Obvious exits: north, east, west.
>I could not find what you were referring to.
>wgo mir[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. You also see a csetairi.
Obvious exits: east, west, southeast, southwest.
>I could not find what you were referring to.
>wgo mirA csetairi swings a razor-sharp green-black scimitar at you!
AS: +522 vs DS: +675 with AvD: +24 + d100 roll: +73 = -56
A clean miss.
The csetairi twists and attacks again!
A csetairi lashes out at you with her massive tail!
AS: +561 vs DS: +675 with AvD: +34 + d100 roll: +96 = +16
A clean miss.
...and again!
A csetairi swings a razor-sharp green-black scimitar at you!
AS: +581 vs DS: +675 with AvD: +24 + d100 roll: +47 = -23
A clean miss.
>[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.
Obvious exits: east, west.
>I could not find what you were referring to.
>eprep 410cast[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. You also see a csetairi.
Obvious exits: east, west, southeast, southwest.
>You concentrate on the Elemental Wave spell...
Your spell is ready.
>You gesture.
A wave of dark ethereal ripples moves outward from you.
A csetairi is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>stance oattack csetYou are now in an offensive stance.
>attack csetattack csetWait 1 sec.
Wait 1 seconds.
>attack csetWait 1 sec.
Wait 1 seconds.
attack csetattack cset>You swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +305 with AvD: +32 + d100 roll: +26 = +179
... and hit for 34 points of damage!
The csetairi is stunned!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +305 with AvD: +32 + d100 roll: +83 = +236
... and hit for 71 points of damage!
Spinal cord damaged by smash to the back.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack csetattack cset...wait 1 seconds.
>attack cset...wait 1 seconds.
>attack cset...wait 1 seconds.
>...wait 1 seconds.
>attack csetYou notice that things have returned to their normal speed.
>You swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +305 with AvD: +32 + d100 roll: +36 = +189
... and hit for 37 points of damage!
Shot to the neck scrapes away skin.
Some nasty bleeding.
Roundtime: 5 sec.
>...wait 5 seconds.
>attack cset...wait 5 seconds.
>...wait 4 seconds.
>prep 514...wait 2 seconds.
>prep 514...wait 1 seconds.
prep 514>cast...wait 1 seconds.
>You don't have a spell prepared!
>prep 514A csetairi twists her coils beneath her until she is upright again!
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.
>stance dstance dstance dCast Round Time in effect: Setting stance to guarded.
>Cast Round Time in effect: Setting stance to guarded.
>Cast Round Time in effect: Setting stance to guarded.
> * Tarakan just bit the dust!
A csetairi's flesh wounds regenerate quickly.
A csetairi's back begins to regenerate.
A csetairi swings a razor-sharp green-black scimitar at you!
AS: +522 vs DS: +675 with AvD: +24 + d100 roll: +78 = -51
A clean miss.
The csetairi twists and attacks again!
A csetairi lashes out at you with her massive tail!
AS: +561 vs DS: +675 with AvD: +34 + d100 roll: +5 = -75
A clean miss.
...and again!
A csetairi claws at you!
AS: +531 vs DS: +675 with AvD: +23 + d100 roll: +95 = -26
A clean miss.
>prep 410castYou concentrate on the Elemental Wave spell...
Your spell is ready.
>You gesture.
A wave of dark ethereal ripples moves outward from you.
A csetairi is buffeted by the dark ethereal waves and is knocked to the ground.
Cast Roundtime 3 Seconds.
>stance oprep 410castYou are now in an offensive stance.
A spectral fog rolls through the area.
attack cset>Wait 1 sec.
>You don't have a spell prepared!
>attack csetattack csetWait 1 sec.
Wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +36 = +159
... and hit for 21 points of damage!
Weak slash to the csetairi's lower back!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack cset...wait 1 seconds.
>attack cset...wait 1 seconds.
>attack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +66 = +189
... and hit for 42 points of damage!
Respectable shot to the back.
The csetairi is stunned!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack csetattack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +38 = +161
... and hit for 23 points of damage!
Stomach shot lands with a hollow *thump*.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack csetattack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +2 = +125
... and hit for 13 points of damage!
Blow leaves an imprint on the csetairi's chest!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack csetattack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +15 = +138
... and hit for 16 points of damage!
Blow to the head causes the csetairi's ears to ring!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack csetattack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +80 = +203
... and hit for 39 points of damage!
Large gash to the right arm, several muscles torn.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>attack cset...wait 1 seconds.
>attack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +96 = +219
... and hit for 53 points of damage!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>attack csetattack cset...wait 1 seconds.
>attack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +14 = +137
... and hit for 16 points of damage!
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>...wait 1 seconds.
>attack csetattack csetYou swing a veniom-hafted silvery rolaren waraxe at a csetairi!
AS: +426 vs DS: +335 with AvD: +32 + d100 roll: +96 = +219
... and hit for 61 points of damage!
Knocked sideways several feet by blow to back.
The csetairi writhes in agony and dies.
The very powerful look leaves a csetairi.
The white light leaves a csetairi.
The opalescent aura fades from around a csetairi.
The wall of force disappears from around a csetairi.
The deep blue glow leaves a csetairi.
Roundtime: 5 sec.
Haste 2 spell in effect.. Roundtime changed to 1 second.
>...wait 1 seconds.
>search lunasearch csetI could not find what you were referring to.
>You search the csetairi.
You discard the csetairi's useless equipment.
It didn't carry any silver.
It had nothing of interest.
The csetairi's coils shrivel up as her human torso decays away.
>stance dwwwYou are now in a defensive stance.
>[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.
Obvious exits: east, west.
>[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: east, northwest, southwest.
You can't go there.
>swee[The Rift]
The horizon is scrutinized by cautious sentries as you arrive at the wide gateway guarding the land route to a wildland outpost. The frantic preparations of the citizens to the south are a far cry from the deceptive calm of the mists around you. Two charred and beaten towers survey the countryside and hold silent vigil over the town, flanking the road to the east and west.
Obvious paths: east, northeast.
>[The Rift]
The immense cathedral is dark. The candles have melted to their holders in deformed blobs, and the torches have long since burned out. At the pulpit kneels a high man of the church. He faces the splintered and destroyed pews, the desecrated place of worship, and weeps brokenheartedly, staff on the ground before him. You also see a sturdy wooden door.
Obvious exits: east, west.
>[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: east, west, northeast.
>eww[The Rift]
A huge three-masted ship floats in midair here just above the ground, sails rippling gently in the slight breeze. Deck hands from on board make noise as they move about, adjusting cargo and preparing for voyage. From the crow's nest high above, you can see the ship's falconer directing large hunting hawks through aerial warm-up exercises.
Obvious exits: east, west, northwest.
>[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: east, west, northeast.
>go door[The Rift]
The immense cathedral is dark. The candles have melted to their holders in deformed blobs, and the torches have long since burned out. At the pulpit kneels a high man of the church. He faces the splintered and destroyed pews, the desecrated place of worship, and weeps brokenheartedly, staff on the ground before him. You also see a sturdy wooden door.
Obvious exits: east, west.
>You walk through a sturdy wooden door.
[Birthing Sands, Cavern of Ages]
This part of the cavern seems intimate after the expansiveness just around a bend of the red stone. Recesses all along the east wall give the rock a filigreed appearance which belies the vast size of each enclosure. The fine sand is a constant carpet, however, the light it expends is much dimmer here, fading to a soft twilight within the eastern niches. To the south, the walls swirl to create an oval passageway into another cavern where more of the recesses can be glimpsed. You also see a narrow fissure and a jagged stone ledge with some stuff on it.
Also in the room: High Lord Zvarn who is seated
Obvious exits: south, southwest.
>prep 916castYou concentrate on the Invisibility spell...
Your spell is ready.
>You gesture.
You become invisible.
(Forcing stance down to guarded)
Cast Roundtime 3 Seconds.
> reg