PK logs: Khalid fullgearing Drenor and Bentley, Naked.
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Khalid fullgearing Drenor and Bentley, Naked. | Vaneir | 2006-06-14 01:47 am | 1361 |
(Mount: 2300st)
<3035hp 1735sp 2929st>
A prophet leaves east.
(Mount: 2300st)
<3035hp 1735sp 2929st>
Herbert Smythe ,
(Mount: 2300st)
<3035hp 1735sp 2929st> s
You cannot move in that direction.
(Mount: 2300st)
<3035hp 1735sp 2929st> e
Entrance to the Hall of Prophecy - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is some low chanting coming from the room to the west. Judging
from the sign on the door you figure this is the room where the prophets
meditate, drink strange teas, and inhale fumes to heighten their senses. A
few stories have reported their accuracy at being less than ten percent.
A huge boulder covered in ice sits here.
*A red robed prophet is here attempting to look all knowing.
Herbert Smythe rides in from the west.
(Mount: 2299st)
<3035hp 1735sp 2929st> s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Three old crones stand here bickering about what colors to weave and what
story to tell as they relentlessly pace on with their tale. You guess they
must be precogs and have been here for many centuries weaving away the story
of the world. From what you see, there is a struggle of power from a mighty
wizard lord against Lord Agrippa. What the ladies argue about is the final
outcome of the battle. Is there anything you can do to stop this from
happening?
Herbert Smythe rides in from the north.
(Mount: 2298st)
<3035hp 1735sp 2929st> s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This wall contains the last part of a three piece storyline woven into
fabric. Bright, beautiful colors were used to depict the fall of Cassandra
and the rise of Lord Agrippa. A few other minor details are woven into the
story, but you see three older ladies to the north weaving a darker more
desolate future for the land. You must see what they fortell for your
world.
Herbert Smythe rides in from the north.
(Mount: 2297st)
<3035hp 1735sp 2929st> s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This section of the hall continues the story of this world, begining with
the druids and leading up to the section of the tapestry in this room.
Here, woven into the story is a battle of the Faerie folk and Riga. From
what you gather he banished the faeries into another plane of existance. A
little further down a mage, the story goes, overthrew Riga and took control
of a book of powerful spells. The end of this piece of tapestry shows the
Faerie folk heading a second attack.
Herbert Smythe rides in from the north.
(Mount: 2296st)
<3035hp 1735sp 2929st> s
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
The walls are lavishly adorned with tapestries that depict battles long
since past. As you study the tapestries you see that they seem to show a
story involving some druids, some sort of light colored tower and the twin
moons. There are several older ladies making careful repairs to some places
in the tapestries that have become worn or soiled.
Herbert Smythe rides in from the north.
(Mount: 2295st)
<3035hp 1735sp 2929st> s
s
s
A Blood-Red Carpeted Hallway - N -
(-------------------------------------------------) # <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is a dank smelling odor coming from the western passageway. The
door looks like it hasn't been opened in years perhaps. The sign on the
door alerts you to the fact that it is an old storage room, now condemned
because of a severe rat infestation. A faint sound of raking on the door
alerts you to the fact that something is in there and can smell you .
*A short female cleric wanders the halls aimlessly.
Herbert Smythe rides in from the north.
(Mount: 2294st)
<3035hp 1735sp 2929st> s
A Hallway Lined with Red Carpet - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - # -
Red carpet lines the floor of the room and leads to the throne room far
to the north. This section of the keep is heavily patroled by the guards
who are keeping a watchful eye on visitors. There are polished marble
benches with thick cushions on them placed along the walls where persons
desiring an audience with the Lord of the Keep may wait.
Herbert Smythe rides in from the north.
(Mount: 2293st)
<3035hp 1735sp 2929st> s
s
A Guarded Set of Double Doors - # -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To your north are a set of double doors, there are a pair of guards
stationed beside them keeping a sharp eye on those that enter the northern
portion of the hall. You can see another set of doors which are also
guarded to your east. Since the throne rooms are to the north you can
understand the need for guards stationed to watch over those that go near
them.
Herbert Smythe rides in from the north.
(Mount: 2292st)
<3035hp 1735sp 2929st> s
A Reading Room - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the east children and adults run to get the latest issue or copy of
their favorite book. To the west thieves and beggars hang out waiting for
donations from travellers. To the south several birds and larger creatures
fly around the room. To the north, a room contains a few guards and a set
of double doors.
Herbert Smythe rides in from the north.
(Mount: 2291st)
<3035hp 1735sp 2929st> s
Show Room - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
This room has a number of very rare birds housed in cages on display.
Some of them are tiny, about the size of your thumb, while others are quite
large and have wicked looking beaks and talons. The birds come in every
color imaginable, many of them have feathers of a single color, yet there
are others that look like a flying rainbow. They all appear to be very well
cared for and there are a couple of attendants who can answer any questions
you might have about the birds.
A castle guard tries to keep alert during his long shift.
Herbert Smythe rides in from the north.
(Mount: 2290st)
<3035hp 1735sp 2929st> s
Artist's Corner - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
There is an artist here making drawings of different people as they pass.
He also has a table set up where he is working on a bust of someone in clay.
A number of drawings and paintings are on display, as you study then you
conclude that this man has a great deal of talent at what he does.
Herbert Smythe rides in from the north.
(Mount: 2289st)
<3035hp 1735sp 2929st> s
s
Entrance Foyer - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A long hallway extends here to the north that leads to a set of double
doors. The hallway is lit with several golden oil lamps. A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep. There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.
A local patron searches for Lord Maldra to discuss business.
A local patron searches for Lord Maldra to discuss business.
Herbert Smythe rides in from the north.
(Mount: 2288st)
<3035hp 1735sp 2929st> s
You cannot move in that direction.
(Mount: 2288st)
<3035hp 1735sp 2929st> s
You cannot move in that direction.
(Mount: 2288st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2288st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2288st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2288st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2288st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2288st)
<3035hp 1735sp 2929st> e
Entrance Foyer - N -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A long hallway extends here to the north that leads to a set of double
doors. The hallway is lit with several golden oil lamps. A few messengers
arrive from the double doors to the north carrying out missions given to
them by the the Lord of the keep. There is also a long passage running to
the east and west, guards and other persons are bustling about this hallway.
Herbert Smythe rides in from the west.
(Mount: 2287st)
<3035hp 1735sp 2929st> e
e
Southeastern Castle Wing - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This eastern section of the southern hallway is lined with castle guards
taking shifts doing their rounds and keeping the general peace. There are
also several various other people passing through the area while going about
their business. The hallway is very well lighted with lanterns hanging from
hooks at regular intervals.
Herbert Smythe rides in from the west.
(Mount: 2286st)
<3035hp 1735sp 2929st> e
The Guard Post - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
To the south is the entrance to the room that the guards refer to as "The
Nest." It is a room where the guards who are assigned to accompany the Lord
of the Keep on any excursions wait until they are summoned. This set of
rooms tends to be rather stuffy and hot which makes the guards within very
short tempered.
A local patron searches for Lord Maldra to discuss business.
You sense a hidden life form in the area.
Herbert Smythe rides in from the west.
(Mount: 2285st)
<3035hp 1735sp 2929st> e
e
The Guardposts - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
There are several guards lounging here, waiting to take their turn on
active duty in the guardpost. Some of them are playing various dice or
board games, others are whittling and one or two are even dozing a bit.
There are tables and chairs set against the wall for them to use while they
wait.
A castle guard tries to keep alert during his long shift.
A castle guard tries to keep alert during his long shift.
Herbert Smythe rides in from the west.
(Mount: 2284st)
<3035hp 1735sp 2929st> e
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
Along the wall to the east are spaces in the stone, which you guess are
used for the archers or possibly even sorcerers defending the castle. There
are some charred and jagged sections of the wall leading you to believe that
this castle has been attacked at least once before.
Herbert Smythe rides in from the west.
(Mount: 2283st)
<3035hp 1735sp 2929st> e
e
e
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
You see several work tables set up in small alcoves that are located off
of the main hallway. They are set up for different tasks, some have
whetstones for sharpening weapons or tools, others are set up to make
repairs to armor or leather goods. Guards and various craftsmen are working
in several of the alcoves, many of them look up and nod as you pass them.
(Red Aura) *One of the draconian architects wanders around looking for a new place to build.
You sense a hidden life form in the area.
(Pink Aura) (Gold Aura) *A muscular centaur stands here, staring at you suspiciously.
Herbert Smythe rides in from the west.
(Mount: 2282st)
<3035hp 1735sp 2929st> e
e
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This particular section of the corridor is quite dark, someone has either
let the torches burn out or has extinguished them. There are low moans
coming from somewhere close by, you begin to suspect that someone
extinguished the torches. Perhaps it would be wise to move on and leave
whoever is here in peace.
A dirty, smelly, lice infested rat is searching for food here.
Herbert Smythe rides in from the west.
(Mount: 2281st)
<3035hp 1735sp 2929st> e
The Guard's Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
This is where many of the castle guards hang out and play a few rounds of
poker or an odd version of blackjack. When you are spotted, they all stop
their activities and stare at you as you walk by. Some strange feeling that
you can't quite place causes you to feel rather nervous.
Herbert Smythe rides in from the west.
(Mount: 2280st)
<3035hp 1735sp 2929st> e
A Long Corridor - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
A few beggars and their children sit here and pretend to be handicapped
or veterans of battles gone by to get your sympathy. You see through their
ploy almost immediately and warn them to leave before you give them cause to
regret trying to dupe people. The hallway continues to your east and west
and is fairly well lit.
Herbert Smythe rides in from the west.
(Mount: 2279st)
<3035hp 1735sp 2929st>
A Brightly Lit Section of the Hall - # -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
To the north is the bank, you notice that this section of the hallway
seems to be heavily patroled by guards. There are a large number of people
entering and leaving the bank. To the east the hall turns a corner
continues on to the north. A long, somewhat dim corridor, runs to the west.
Herbert Smythe rides in from the west.
(Mount: 2278st)
<3035hp 1735sp 2929st> e
The End of the Corridor - N -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
To the north you see a shimmering, almost wavering image of a misty
graveyard, complete with skeletons and zombies. They seem to have no
substance though, from this distance at least. To the west there is a
bright light, and you can tell the bank is just around the corner.
Herbert Smythe rides in from the west.
(Mount: 2277st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2277st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2277st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2277st)
<3035hp 1735sp 2929st> You cannot move in that direction.
(Mount: 2277st)
<3035hp 1735sp 2929st> n
Walking on Unholy Ground - N -
(-------------------------------------------------) - <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - S -
Steam and eldritch vapors rise from the soft ground in this seemingly
outdoors section of the castle, although you know for a fact that you
haven't stepped outside. There must be some powerful illusion at work here.
An unholy aura radiates darkness throughout the area. On the bones of an
unfortunate adventurer is carved a message, perhaps it can prevent what
happened to him from happening to you. Maybe you should read the message.
Herbert Smythe rides in from the south.
(Mount: 2283st)
<3035hp 1918sp 2935st> sca
A prophet is close by to the north.
An alert castle guard is a brief walk away to the north.
An alert castle guard is a brief walk away to the north.
Bentley [Player] is not far off to the east.
You don't see anything to the south.
(Mount: 2283st)
<3035hp 1918sp 2935st>
Herbert Smythe tells the formation 'he can't snare'
(Mount: 2283st)
<3035hp 1918sp 2935st> ft yes.
You tell the formation 'yes.'
(Mount: 2283st)
<3035hp 1918sp 2935st> -- WhoCheck: Keep
MATERIA MAGICA: Current Players Online
.-------------------------------------------------------------------------.
[101:241 M Legend Keep ] Khalid [/>Annwn<]
[105:241 M Archon Keep ] Ronfar [::nAo::]
[60 :240 M Hero Keep ] Bentley [+Fallen+][A](Quest)
[78 :241 M Archon Keep ] Nerion [/>Annwn<][A]
[73 :241 M Archon Keep ] Deagon [-+|:ToweR:|+-]
Herbert Smythe scans intensely all around.
`-------------------------------------------------------------------------'
Visible Immortals online: 2 Visible Players Online: 259
-- Whocheck Finished. Matches: 5
(Mount: 2283st)
<3035hp 1918sp 2935st>
(Mount: 2283st)
<3035hp 1918sp 2935st>
Herbert Smythe rides east.
(Mount: 2283st)
<3035hp 1918sp 2935st> e
Graveyard Path - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
There is a narrow path in this graveyard that leads deep into the fog. A
few graverobbers have dug up the corpses of some of the more extravagant and
elaborately decorated tombstones. The small trail continues to the east and
back to the castle, to the west. Just being here is giving you a really
creepy feeling and sending shivers up your spine.
(Mount: 2282st)
<3035hp 1918sp 2935st> sca
Herbert Smythe is right here to the east.
A young pegasus is right here to the east.
Bentley [Player] is close by to the east.
You don't see anything to the west.
(Mount: 2282st)
<3035hp 1918sp 2935st>
Herbert Smythe rides in from the east.
(Mount: 2282st)
<3035hp 1918sp 2935st>
Herbert Smythe rides west.
(Mount: 2282st)
<3035hp 1918sp 2935st>
Herbert Smythe rides in from the west.
(Mount: 2282st)
<3035hp 1918sp 2935st> scan e
Bentley [Player] is close by to the east.
(Mount: 2282st)
<3035hp 1918sp 2935st>
Herbert Smythe thinks, 'Hmmmm.'
(Mount: 2289st)
<3035hp 2090sp 2938st> ft shall we?
You tell the formation 'shall we?'
Herbert Smythe scans intensely all around.
(Mount: 2289st)
<3035hp 2090sp 2938st> get arcane trunk
You take the arcane spellbook of power from />Vanderman<'s TrUnK!.
(Mount: 2289st)
<3035hp 2090sp 2938st> wear arc
You stop using a well-crafted violin.
You hold the arcane spellbook of power in your left hand.
(Mount: 2289st)
<3035hp 2090sp 2938st> c spell
You begin to speak the words of the spell...
(Mount: 2289st)
<3035hp 2090sp 2938st>
Herbert Smythe stops using a moonstone lance.
(Mount: 2289st)
<3035hp 2090sp 2938st>
You have completed your casting.
A silver runestone, a sunstone, a mandrake leaf, a mandrake leaf, and a mandrake leaf flare brightly and vanish!
There is a faint electrical discharge as your form is surrounded by bands of multicolored light.
(Mount: 2289st)
<3035hp 1995sp 2938st> wear vio
put arcane trunk
You stop using the arcane spellbook of power.
You hold a well-crafted violin in your left hand.
(Mount: 2289st)
<3035hp 1995sp 2938st> You put the arcane spellbook of power in />Vanderman<'s TrUnK!.
(Mount: 2289st)
<3035hp 1995sp 2938st>
Herbert Smythe puts a moonstone lance in Vandemaar's Trunk.
(Mount: 2289st)
<3035hp 1995sp 2938st> l
Graveyard Path - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
There is a narrow path in this graveyard that leads deep into the fog. A
few graverobbers have dug up the corpses of some of the more extravagant and
elaborately decorated tombstones. The small trail continues to the east and
back to the castle, to the west. Just being here is giving you a really
creepy feeling and sending shivers up your spine.
[AWAY] (Gold Aura) **Herbert Smythe is here, mounted on a young pegasus.
(Mount: 2289st)
<3035hp 1995sp 2938st> sca
Bentley [Player] is close by to the east.
You don't see anything to the west.
(Mount: 2289st)
<3035hp 1995sp 2938st>
Herbert Smythe stops using a ring of spell turning.
(Mount: 2289st)
<3035hp 1995sp 2938st>
Herbert Smythe stops using a ring of spell turning.
(Mount: 2289st)
<3035hp 1995sp 2938st>
Herbert Smythe puts a ring of spell turning in Vandemaar's Trunk.
(Mount: 2293st)
<3035hp 2128sp 2940st>
Herbert Smythe puts a ring of spell turning in Vandemaar's Trunk.
(Mount: 2293st)
<3035hp 2128sp 2940st> remove all
put all trunk
You stop using a glowing halo of light.
You stop using a ring of spell turning.
You stop using a ring of spell turning.
You stop using a sigil of restraint.
You stop using a sigil of restraint.
You stop using a seashell breastplate.
You stop using The Crown of />Annwn<.
You are no longer translucent.
You stop using a pair of yeti hide leggings.
You stop using boots of resistance.
You stop using the gloves of alchemy.
You feel different as your senses become less heightened.
You stop using a baldric band.
You feel vulnerable to good forces again.
You stop using a shield of shadows.
Your fireshield sputters and goes out.
You stop using the />Flame of Annwn<.
You stop using a seashell belt.
You stop using a tooth bracelet.
You stop using a tooth bracelet.
You stop using a jade figurine of a dragon.
You stop using a well-crafted violin.
You slowly settle back to the ground.
You stop using griffon wings.
You stop using palladium wing armor.
You stop using />Deception<.
You stop using a spectral aura.
(Mount: 2293st)
<3035hp 2128sp 2940st>
Herbert Smythe rides west.
(Mount: 2293st)
<3035hp 2128sp 2940st> You put a jade figurine of a dragon in />Vanderman<'s TrUnK!.
You put The Crown of />Annwn< in />Vanderman<'s TrUnK!.
You put griffon wings in />Vanderman<'s TrUnK!.
You put a well-crafted violin in />Vanderman<'s TrUnK!.
You put 2 of a tooth bracelet in />Vanderman<'s TrUnK!.
You put the />Flame of Annwn< in />Vanderman<'s TrUnK!.
You put a seashell belt in />Vanderman<'s TrUnK!.
You put a shield of shadows in />Vanderman<'s TrUnK!.
You put 2 of a sigil of restraint in />Vanderman<'s TrUnK!.
You put the gloves of alchemy in />Vanderman<'s TrUnK!.
You put a baldric band in />Vanderman<'s TrUnK!.
You put boots of resistance in />Vanderman<'s TrUnK!.
You put a glowing halo of light in />Vanderman<'s TrUnK!.
You put 2 of a ring of spell turning in />Vanderman<'s TrUnK!.
You put the Mask of Lord Bloodbane in />Vanderman<'s TrUnK!.
You put />Deception< in />Vanderman<'s TrUnK!.
You put a spectral aura in />Vanderman<'s TrUnK!.
You put palladium wing armor in />Vanderman<'s TrUnK!.
(Mount: 2293st)
<3035hp 2128sp 2940st> ft :p
You tell the formation ':p'
(Mount: 2293st)
<3035hp 2128sp 2940st> sca
Bentley [Player] is close by to the east.
You don't see anything to the west.
(Mount: 2293st)
<3035hp 2128sp 2940st> get wand trunk
You take a jade figurine of a dragon from />Vanderman<'s TrUnK!.
(Mount: 2293st)
<3035hp 2128sp 2940st> wear wnad
You do not have that item.
(Mount: 2293st)
<3035hp 2128sp 2940st> get wand trunk
You take a twisted holly wood wand from />Vanderman<'s TrUnK!.
(Mount: 2293st)
<3035hp 2128sp 2940st> wear wand
You wield a twisted holly wood wand in your right hand.
(Mount: 2293st)
<3035hp 2128sp 2940st> put jade trunk
You put a jade figurine of a dragon in />Vanderman<'s TrUnK!.
(Mount: 2297st)
<2850hp 2222sp 2900st> l me
You look at yourself.
The battle is not done, the evil still goes unchecked. Even though death
has tried to claim him, there can be no rest for this haggard warrior. His
weapons remain sharp-edged from ancient pride, his armor still shines for
forgotten parades, but he shows the wearying weight of centuries of
incessant combat.
Mounted on a young pegasus, You are a young skeleton approximately 6'0" tall.
You are currently leading a formation of 2.
<right hand> a twisted holly wood wand (new)
(Mount: 2297st)
<2850hp 2222sp 2900st> play a A# B B#
You aren't holding a musical instrument.
(Mount: 2297st)
<2850hp 2222sp 2900st>
Herbert Smythe tells the formation 'drenor is right outside'
(Mount: 2297st)
<2850hp 2222sp 2900st> wear vio
You do not have that item.
(Mount: 2297st)
<2850hp 2222sp 2900st> get vio trunk
You take a well-crafted violin from />Vanderman<'s TrUnK!.
(Mount: 2297st)
<2850hp 2222sp 2900st> wear vio
You hold a well-crafted violin in your left hand.
(Mount: 2297st)
<2850hp 2222sp 2900st> play a A# B B#
You begin to play a tune on a well-crafted violin...
(Mount: 2297st)
<2850hp 2222sp 2900st> ft thats fine
You have completed your song.
You feel a sharp prickling on the back of your neck as your senses are heightened.
You tell the formation 'thats fine'
(Mount: 2297st)
<2850hp 2190sp 2856st> l
Graveyard Path - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
There is a narrow path in this graveyard that leads deep into the fog. A
few graverobbers have dug up the corpses of some of the more extravagant and
elaborately decorated tombstones. The small trail continues to the east and
back to the castle, to the west. Just being here is giving you a really
creepy feeling and sending shivers up your spine.
(Mount: 2297st)
<2850hp 2190sp 2856st> aff
You are affected by the following:
Racial effects: detect-alignment
* You are immune to: poison.
* You are resistant to: charm disease.
* You are vulnerable to: light iron.
Spell: haste - Level 100, modifies accuracy by 7 for 22 minutes.
Spell: shield - Level 124, modifies ar by 9 for 48 minutes.
Spell: shape shifting - Level 109, modifies none by 0 for 27 minutes.
Spell: armor - Level 199, modifies ar by 3 for 48 minutes.
Spell: stone skin - Level 199, modifies ar by 8 for 36 minutes.
Spell: sanctuary - Level 229, modifies none by 0 for 52 minutes.
Spell: sense life - Level 234, modifies none by 0 for 57 minutes.
Spell: bless - Level 234, modifies saving-spell by 4 for 121 minutes.
Spell: spell shield - Level 239, modifies none by 0 for 70 minutes.
Spell: detect invisibilit - Level 241, modifies none by 0 for 64 minutes.
Total of 10 magical affects.
(Mount: 2297st)
<2850hp 2190sp 2856st> mem
You have the following spells memorized:
cure blindness (expires: 671 m) dispel magic (expires: 671 m)
cure critical (expires: 671 m) cure light (expires: 671 m)
curse (expires: 671 m) counterspell (expires: 664 m)
enervation (expires: 638 m) poison (expires: 672 m)
magic dart (expires: 672 m) room shield (expires: 632 m)
armor (expires: 672 m) ice whip (expires: 612 m)
plague (expires: 672 m) silence (expires: 613 m)
bless (expires: 673 m) kill (expires: 649 m)
sleep (expires: 673 m) dispel area (expires: 623 m)
A total of 18 spells.
(Mount: 2297st)
<2850hp 2190sp 2856st> inven
You are carrying:
(Invisible) a pair of yeti hide leggings (new)
a seashell breastplate (damaged)
/>Vanderman<'s TrUnK! (new)
a green silk bag (new)
a white silk bag (new)
Vandemaar's Trunk (new)
a yellow silk bag (new)
a black silk bag (new)
a red silk bag (new)
a blue silk bag (new)
Khalid's CEE PEE KAY Loot Bag (new)
Vandemaar's Reagent Bag (new)
A total of 12 items weighing 7 stones, 59 pebbles (0pb gold weight)
You may carry a maximum of 53 items weighing up to 21 st, 0 pb.
(Mount: 2297st)
<2850hp 2190sp 2856st>
Herbert Smythe tells the formation 'they're formed'
(Mount: 2297st)
<2850hp 2190sp 2856st> put all trunk
You put a pair of yeti hide leggings in />Vanderman<'s TrUnK!.
(Mount: 2300st)
<2850hp 2276sp 2872st> locker store brea
You put a seashell breastplate in your locker.
(Mount: 2300st)
<2850hp 2276sp 2872st> l me
You look at yourself.
The battle is not done, the evil still goes unchecked. Even though death
has tried to claim him, there can be no rest for this haggard warrior. His
weapons remain sharp-edged from ancient pride, his armor still shines for
forgotten parades, but he shows the wearying weight of centuries of
incessant combat.
Mounted on a young pegasus, You are a young skeleton approximately 6'0" tall.
You are currently leading a formation of 2.
<right hand> a twisted holly wood wand (new)
<left hand> a well-crafted violin (new)
(Mount: 2300st)
<2850hp 2276sp 2872st> ft thats fine
You tell the formation 'thats fine'
(Mount: 2300st)
<2850hp 2276sp 2872st> aff
You are affected by the following:
Racial effects: detect-alignment
* You are immune to: poison.
* You are resistant to: charm disease.
* You are vulnerable to: light iron.
Spell: haste - Level 99 , modifies accuracy by 7 for 21 minutes.
Spell: shield - Level 123, modifies ar by 9 for 47 minutes.
Spell: shape shifting - Level 108, modifies none by 0 for 26 minutes.
Spell: armor - Level 198, modifies ar by 3 for 47 minutes.
Spell: stone skin - Level 198, modifies ar by 8 for 35 minutes.
Spell: sanctuary - Level 228, modifies none by 0 for 51 minutes.
Spell: sense life - Level 233, modifies none by 0 for 56 minutes.
Spell: bless - Level 233, modifies saving-spell by 4 for 120 minutes.
Spell: spell shield - Level 238, modifies none by 0 for 69 minutes.
Spell: detect invisibilit - Level 240, modifies none by 0 for 63 minutes.
Total of 10 magical affects.
(Mount: 2300st)
<2850hp 2276sp 2872st> inven
You are carrying:
/>Vanderman<'s TrUnK! (new)
a green silk bag (new)
a white silk bag (new)
Vandemaar's Trunk (new)
a yellow silk bag (new)
a black silk bag (new)
a red silk bag (new)
a blue silk bag (new)
Khalid's CEE PEE KAY Loot Bag (new)
Vandemaar's Reagent Bag (new)
A total of 10 items weighing 6 stones, 29 pebbles (0pb gold weight)
You may carry a maximum of 53 items weighing up to 21 st, 0 pb.
(Mount: 2300st)
<2850hp 2276sp 2872st> ft I am naked
You tell the formation 'I am naked'
(Mount: 2300st)
<2850hp 2276sp 2872st> sca
Bentley [Player] is close by to the east.
You don't see anything to the west.
(Mount: 2300st)
<2850hp 2276sp 2872st>
Herbert Smythe tells the formation 'he's a wizard :('
(Mount: 2300st)
<2850hp 2276sp 2872st> e
e
c sleep bent
Graveyard Path - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The fog becomes thicker as you enter the middle of the graveyard.
Several times you startle yourself thinking you heard a noise or someone
whispering your name. A few shadows dodge your line of sight by
disappearing behind trees or tombstones. The hair on the back of your neck
begins to stand on end as you start believing you hear footsteps behind you.
The trail leads both east and west here.
(Mount: 2299st)
<2850hp 2276sp 2872st>
Standing Before a Large Mausoleum - - -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a CHAOTIC PLAYER KILLING room. - S -
An unholy place stands before you, radiating evil. Even graverobbers are
smart enough to leave such a place well enough alone. The doors swing open
and hit the walls with an echoing boom as you approach. From the inside you
hear the wind howl and the sound of the breeze whispering your name. To the
west you can high-tail it back to the castle, or enter the building to the
south.
[Clan 89] [AWAY] (Gold Aura) (Q) *Bentley. is here.
You accidentally trip over an unnoticed coil of rope, triggering a snare trap.
A thick, meshy web falls from somewhere above you, but you dodge out of the way just in time.
(Mount: 2298st)
<2850hp 2276sp 2872st> You begin to speak the words of the spell...
(Mount: 2298st)
<2850hp 2276sp 2872st>
Herbert Smythe tells the formation 'you kill him'
(Mount: 2300st)
<2850hp 2351sp 2882st>
Bentley looks at you.
(Mount: 2300st)
<2850hp 2351sp 2882st>
You have completed your casting.
A sunstone, a feather from a roc, and a mandrake leaf flare brightly and vanish!
Bentley goes to sleep.
(Mount: 2300st)
<2850hp 2314sp 2882st> dispel bent
You begin to speak the words of the spell...
(Mount: 2300st)
<2850hp 2314sp 2882st>
You have completed your casting.
A sunstone flares brightly and vanishes!
Bentley is briefly outlined with a dim violet aura.
Bentley staggers and steps back a foot.
(Mount: 2300st)
<2850hp 2242sp 2882st>
Herbert Smythe tells the formation 'RS along the way'
(Mount: 2300st)
<2850hp 2242sp 2882st> l
Standing Before a Large Mausoleum - - -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a CHAOTIC PLAYER KILLING room. - S -
An unholy place stands before you, radiating evil. Even graverobbers are
smart enough to leave such a place well enough alone. The doors swing open
and hit the walls with an echoing boom as you approach. From the inside you
hear the wind howl and the sound of the breeze whispering your name. To the
west you can high-tail it back to the castle, or enter the building to the
south.
[Clan 89] [AWAY] (Gold Aura) (Q) *Bentley. is sleeping here.
(Mount: 2300st)
<2850hp 2242sp 2882st> dispel bent
You begin to speak the words of the spell...
(Mount: 2300st)
<2850hp 2242sp 2882st>
You have completed your casting.
A sunstone flares brightly and vanishes!
Bentley is briefly outlined with a dim violet aura.
The white aura surrounding Bentley fades away.
Bentley's force shield dissipates.
Bentley staggers and steps back a foot.
(Mount: 2300st)
<2850hp 2170sp 2882st> c kill bent
You begin to speak the words of the spell...
(Mount: 2300st)
<2850hp 2170sp 2882st> l bent
You see nothing special about Bentley.
He is a young halfling approximately 3'11" tall.
Bentley is currently leading a formation of 1.
Bentley is in good health.
<worn around neck> (Invisible) a holy symbol of Vandyne (new)
<worn around neck> an amulet of spell delivery (new)
<worn on body> (Gold Aura) a breastplate of life (new)
<worn on head> a dragon jaw helmet (new)
<worn on legs> (Invisible) the leggings of an elder dragon (new)
<worn on arms> a pair of green dragonscale sleeves (new)
<worn around body> a spectral aura
<right hand> a rod of silencing (new)
<left hand> a burnished silver collar
You peek at the inventory:
( 7) a swirling black potion (new)
a magical belt pouch (new)
(Mount: 2300st)
<2850hp 2259sp 2888st>
You have completed your casting.
A beautiful crystal prism, a silver runestone, and a sunstone flare brightly and vanish!
Your dark power stops Bentley's heartbeat for the space of seven seconds!
Your blood freezes as you hear Bentley's death cry.
You recieve 0 archon points.
Bentley's formation has been disbanded.
Bentley's disembodied soul rises from his ravaged corpse.
'Ah, Bentley.' the incarnation of death says. 'I've been looking for you.'
The incarnation of death swings a Scythe of Soul Rending in a long, lazy arc...
There is a bright flash of blue light, and Bentley vanishes to the Ethereal Plane.
Bentley collapses lifeless to the ground.
The severed arm of Bentley falls to the ground.
Bentley blinks rapidly, several times.
Bentley stiffens for a moment, then blinks and shakes his head.
Bentley's feet rise off the ground.
Bentley stiffens for a moment, then blinks and shakes his head.
Bentley stiffens for a moment, then blinks and shakes his head.
Bentley turns translucent.
(Mount: 2300st)
<2850hp 1959sp 2888st> get a cor
You take a dragon jaw helmet from the corpse of Bentley.
(Mount: 2300st)
<2850hp 1959sp 2888st> get a cor
get a cor
You take a pair of green dragonscale sleeves from the corpse of Bentley.
(Mount: 2300st)
<2850hp 1959sp 2888st> get a cor
get a cor
You take the leggings of an elder dragon from the corpse of Bentley.
(Mount: 2300st)
<2850hp 1959sp 2888st> get a cor
get a cor
You take a holy symbol of Vandyne from the corpse of Bentley.
(Mount: 2300st)
<2850hp 1959sp 2888st> get a cor
get a cor
You take a breastplate of life from the corpse of Bentley.
(Mount: 2300st)
<2850hp 1959sp 2888st> You see nothing like that in the cor.
(Mount: 2300st)
<2850hp 1959sp 2888st> You see nothing like that in the cor.
(Mount: 2300st)
<2850hp 1959sp 2888st> You see nothing like that in the cor.
(Mount: 2300st)
<2850hp 1959sp 2888st> You see nothing like that in the cor.
(Mount: 2300st)
<2850hp 1959sp 2888st> look in cor
The corpse of Bentley contains:
a rod of silencing (new)
( 7) a swirling black potion (new)
a burnished silver collar
15,944 gold coins
(Mount: 2300st)
<2850hp 1959sp 2888st>
A hell proliferate begins reciting an evocation...
(Mount: 2300st)
<2850hp 1959sp 2888st> w
Graveyard Path - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The fog becomes thicker as you enter the middle of the graveyard.
Several times you startle yourself thinking you heard a noise or someone
whispering your name. A few shadows dodge your line of sight by
disappearing behind trees or tombstones. The hair on the back of your neck
begins to stand on end as you start believing you hear footsteps behind you.
The trail leads both east and west here.
(Mount: 2299st)
<2850hp 1959sp 2888st> e
web dre
Standing Before a Large Mausoleum - - -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a CHAOTIC PLAYER KILLING room. - S -
An unholy place stands before you, radiating evil. Even graverobbers are
smart enough to leave such a place well enough alone. The doors swing open
and hit the walls with an echoing boom as you approach. From the inside you
hear the wind howl and the sound of the breeze whispering your name. To the
west you can high-tail it back to the castle, or enter the building to the
south.
Some drops of blood are on the ground.
The sliced-off arm of Bentley is lying here.
The corpse of Bentley is lying here.
[AWAY] (Gold Aura) ***A disgusting dog-like beast is making its way through the fire here.
*A tall figure cowled in flowing black robes and wielding a scythe is standing here.
You accidentally trip over an unnoticed coil of rope, triggering a snare trap.
A thick, meshy web falls from somewhere above you, entangling you with sticky ropes.
(Mount: 2298st)
<2850hp 1959sp 2888st> You begin reciting the words of the evocation...
(Mount: 2298st)
<2850hp 1959sp 2888st>
A hell proliferate puts a snare trap kit in the treasure vault of the [e]mpire.
(Mount: 2298st)
<2850hp 1959sp 2888st>
A hell proliferate begins attacking you!
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2850hp 2073sp 2892st>
You have completed your evocation.
A mandrake leaf flares brightly and vanishes!
The ground cracks and splits, and thick, dark green vines sprout from the earth, restraining a hell proliferate!
You are harmed on the head by a hell proliferate's energy causing middling damage.
You are harmed on the torso by a hell proliferate's energy causing modest damage.
A hell proliferate fails to hit you with his third attack.
A hell proliferate fails to hit you with his fourth attack.
A hell proliferate dodges out of the way of your first attack.
A twisted holly wood wand bursts into flame!
A hell proliferate is harmed on the leg with your energy causing paltry damage.
A hell proliferate is harmed on the torso with your energy causing minimal damage.
A hell proliferate is harmed on the torso with your energy causing minimal damage.
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2580hp 2053sp 2888st> c sil
You begin to speak the words of the spell...
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2580hp 2053sp 2888st>
A hell proliferate begins reciting an evocation...
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2580hp 2053sp 2888st> ft come
You tell the formation 'come'
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2580hp 2053sp 2888st>
A hell proliferate has completed his evocation.
The spell shield surrounding you absorbs a hell proliferate's magic.
You have completed your casting.
A beautiful crystal prism, a silver runestone, a sunstone, and a sunstone flare brightly and vanish!
A hell proliferate is now silenced!
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2580hp 1903sp 2888st> blind
You begin to play a tune on a well-crafted violin...
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2580hp 1903sp 2888st>
You are harmed on the torso by a hell proliferate's energy causing modest damage.
You are harmed on the torso by a hell proliferate's energy causing modest damage.
You are harmed on the torso by a hell proliferate's energy causing modest damage.
You are harmed on the torso by a hell proliferate's energy causing modest damage.
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2192hp 1903sp 2888st>
A hell proliferate stops using the crystal of power.
A hell proliferate stops using an Ithrix warding amulet.
A hell proliferate stops using a set of overlord armor.
A hell proliferate stops using a dragon jaw helmet.
A hell proliferate stops using a pair of yeti hide leggings.
A hell proliferate stops using the Glove of Lady Undya.
A hell proliferate stops using a baldric band.
A hell proliferate stops using a circular mirror shield.
A hell proliferate stops using flowing red robes.
A hell proliferate stops using a time-ravaged belt.
A hell proliferate stops using a tooth bracelet.
A hell proliferate stops using a bracelet of the elements.
A hell proliferate stops using a seashell wand.
A hell proliferate stops using a spellbook decorated with seashells.
A hell proliferate stops using an amulet of r[e]inforcement.
A hell proliferate stops using an amulet of spell d[e]livery.
A hell proliferate stops using a Grandmasters Cloak 'inscribed' [e]mpire..
A hell proliferate stops using Seven Fac[e]s of Death.
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2192hp 1903sp 2888st>
You have completed your song.
A brilliant flare of white light erupts in front of a hell proliferate's eyes!
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2192hp 1848sp 2828st>
Herbert Smythe tells the formation 'im FG'
A hell proliferate has several minor scratches.
(Mount: 2300st)
<2192hp 1848sp 2828st>
You dodge out of the way of a hell proliferate's first attack.
You are smashed on the torso by a hell proliferate's bash causing modest damage.
You are smashed on the torso by a hell proliferate's bash causing modest damage.
A hell proliferate fails to hit you with his fourth attack.
A hell proliferate dodges out of the way of your first attack.
A hell proliferate is harmed on the torso with your energy causing modest damage.
A hell proliferate is harmed on the torso with your energy causing modest damage.
You fail to hit a hell proliferate with your fourth attack.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1848sp 2825st> count
You begin to speak the words of the spell...
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1848sp 2825st>
A hell proliferate quaffs a black liquid from a swirling black potion.
A hell proliferate seems to be less impaired.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1848sp 2825st>
You have completed your casting.
A silver runestone, and a sunstone flare brightly and vanish!
Nothing happens.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1771sp 2825st> ft come
You tell the formation 'come'
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1771sp 2825st> ft come
You tell the formation 'come'
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1771sp 2825st> A hell proliferate begins casting a spell...
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1771sp 2825st>
A hell proliferate is harmed on the torso with your energy causing modest damage.
A hell proliferate is harmed on the torso with your energy causing modest damage.
A hell proliferate is harmed on the torso with your energy causing middling damage.
A hell proliferate is harmed on the arm with your energy causing modest damage.
A hell proliferate has some significant wounds.
(Mount: 2300st)
<2060hp 1771sp 2821st> blnd
I am unable to comprehend what you ask.
A hell proliferate has some significant wounds.
(Mount: 2300st)
<2060hp 1771sp 2821st>
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1771sp 2821st>
A hell proliferate begins casting a spell...
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1771sp 2821st> blind
You begin to play a tune on a well-crafted violin...
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2060hp 1771sp 2821st>
Shadows around the area collect into a swirling black portal, and the incarnation of death steps through.
The portal vanishes with a flash of blue light.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<2092hp 1852sp 2835st>
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate fails to hit you with his first attack.
You are smashed on the torso by a hell proliferate's bash causing modest damage.
You are smashed on the torso by a hell proliferate's bash causing modest damage.
You are smashed on the head by a hell proliferate's bash causing modest damage.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<1880hp 1852sp 2835st>
A hell proliferate begins casting a spell...
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<1880hp 1852sp 2835st>
You have completed your song.
A hell proliferate is already blinded.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<1880hp 1797sp 2775st>
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<1880hp 1797sp 2775st>
A hell proliferate fails to hit you with his first attack.
You are smashed on the torso by a hell proliferate's bash causing modest damage.
You slip inbetween planes for a moment, evading a hell proliferate's third attack.
You are smashed on the torso by a hell proliferate's bash causing modest damage.
A hell proliferate is harmed on the torso with your energy causing modest damage.
A hell proliferate is harmed on the torso with your energy causing modest damage.
A hell proliferate dodges out of the way of your third attack.
A hell proliferate is harmed on the leg with your energy causing modest damage.
A hell proliferate has some significant wounds.
(Mount: 2300st)
<1760hp 1797sp 2771st> whip
A hell proliferate begins casting a spell...
You begin to speak the words of the spell...
A hell proliferate has some significant wounds.
(Mount: 2300st)
<1760hp 1797sp 2771st>
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<1760hp 1797sp 2771st> whip
A hell proliferate fails to hit you with his first attack.
A hell proliferate fails to hit you with his second attack.
A hell proliferate fails to hit you with his third attack.
A hell proliferate fails to hit you with his fourth attack.
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<1760hp 1797sp 2771st> You can't do that while casting a spell!
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<1760hp 1797sp 2771st>
A hell proliferate begins casting a spell...
A hell proliferate has several minor wounds and bruises.
(Mount: 2300st)
<1760hp 1797sp 2771st>
You have completed your casting.
A silver runestone, a sunstone, a shimmering white fish scale, a shimmering white fish scale, and a shimmering white fish scale flare brightly and vanish!
There is a crackling sound as a curving cone of ice shards arc from your hand to strike a hell proliferate!
A hell proliferate is frozen on the torso with your frost causing enormous damage.
A hell proliferate has some significant wounds.
(Mount: 2300st)
<1760hp 1652sp 2771st>
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate has some significant wounds.
(Mount: 2300st)
<1760hp 1652sp 2771st>
Herbert Smythe rides in from the west.
A hell proliferate has some significant wounds.
(Mount: 2300st)
<1760hp 1652sp 2771st>
A hell proliferate fails to hit you with his first attack.
You slip inbetween planes for a moment, evading a hell proliferate's second attack.
A hell proliferate fails to hit you with his third attack.
A hell proliferate fails to hit you with his fourth attack.
A hell proliferate is harmed on the head with your energy causing middling damage.
A hell proliferate is harmed on the torso with your energy causing middling damage.
A hell proliferate is harmed on the torso with your energy causing middling damage.
A hell proliferate dodges out of the way of your fourth attack.
Herbert Smythe joins the melee opposing a hell proliferate.
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1760hp 1652sp 2767st>
A hell proliferate begins casting a spell...
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1760hp 1652sp 2767st> whip
You begin to speak the words of the spell...
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1760hp 1652sp 2767st>
Herbert Smythe begins reciting an evocation...
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1760hp 1652sp 2767st>
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1760hp 1652sp 2767st> whip
You are smashed on the torso by a hell proliferate's bash causing modest damage.
A hell proliferate fails to hit you with his second attack.
You are smashed on the torso by a hell proliferate's bash causing modest damage.
A hell proliferate fails to hit you with his fourth attack.
You can't do that while casting a spell!
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1628hp 1652sp 2767st> A hell proliferate begins casting a spell...
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1628hp 1652sp 2767st>
You have completed your casting.
You lose your concentration.
Herbert Smythe has completed his evocation.
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1628hp 1616sp 2767st>
Herbert Smythe begins reciting an evocation...
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1628hp 1616sp 2767st>
A hell proliferate struggles mightily against the webs which hold him in place.
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate has some significant wounds.
(Mount: 2300st)
([94%]Nerion)[*]<1678hp 1710sp 2791st>
You are smashed on the torso by a hell proliferate's bash causing modest damage.
A hell proliferate fails to hit you with his second attack.
A hell proliferate fails to hit you with his third attack.
You slip inbetween planes for a moment, evading a hell proliferate's fourth attack.
A hell proliferate is harmed on the leg with your energy causing middling damage.
A hell proliferate is harmed on the torso with your energy causing moderate damage.
A hell proliferate dodges out of the way of your third attack.
A hell proliferate is harmed on the torso with your energy causing moderate damage.
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1618hp 1710sp 2787st>
A hell proliferate begins casting a spell...
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1618hp 1710sp 2787st> drain
You begin to speak the words of the spell...
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1618hp 1710sp 2787st>
Herbert Smythe has completed his evocation.
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1618hp 1710sp 2787st>
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate has some very significant wounds and scratches.
(Mount: 2300st)
([94%]Nerion)[*]<1618hp 1710sp 2787st>
You have completed your casting.
A pinch of sulfur, and a pinch of sulfur flare brightly and vanish!
A hell proliferate turns white and shudders momentarily.
A hell proliferate is drained on the torso with your necromancy causing middling damage.
A hell proliferate fails to hit you with his first attack.
You slip inbetween planes for a moment, evading a hell proliferate's second attack.
You are smashed on the leg by a hell proliferate's bash causing modest damage.
A hell proliferate fails to hit you with his fourth attack.
A twisted holly wood wand bursts into flame!
A hell proliferate is harmed on the torso with your energy causing heavy damage.
A hell proliferate is harmed on the torso with your energy causing great damage.
A hell proliferate is harmed on the torso with your energy causing great damage.
A hell proliferate is harmed on the torso with your energy causing enormous damage.
A hell proliferate is vomiting blood.
(Mount: 2300st)
([94%]Nerion)[*]<1568hp 1610sp 2783st> drain
You begin to speak the words of the spell...
A hell proliferate is vomiting blood.
(Mount: 2300st)
([94%]Nerion)[*]<1568hp 1610sp 2783st> A hell proliferate begins casting a spell...
A hell proliferate is vomiting blood.
(Mount: 2300st)
([94%]Nerion)[*]<1568hp 1610sp 2783st>
A hell proliferate has completed his casting.
A warm, blue aura surrounds a hell proliferate for a moment, then softly fades.
A hell proliferate is vomiting blood.
(Mount: 2300st)
([94%]Nerion)[*]<1568hp 1610sp 2783st>
You have completed your casting.
A pinch of sulfur, and a pinch of sulfur flare brightly and vanish!
A hell proliferate turns white and shudders momentarily.
A hell proliferate is drained on the torso with your necromancy causing huge damage.
You slip inbetween planes for a moment, evading a hell proliferate's first attack.
A hell proliferate fails to hit you with his second attack.
A hell proliferate fails to hit you with his third attack.
A hell proliferate fails to hit you with his fourth attack.
A hell proliferate is harmed on the torso with your energy causing incredible damage.
A hell proliferate is harmed on the torso with your energy causing lethal damage.
A hell proliferate has been slain!
Your blood freezes as you hear a hell proliferate's death cry.
You recieve 0 archon points.
Drenor looks more like himself again.
Drenor's disembodied soul rises from his ravaged corpse.
'Ah, Drenor.' the incarnation of death says. 'We meet again.'
The incarnation of death swings a Scythe of Soul Rending in a long, lazy arc...
There is a bright flash of blue light, and Drenor vanishes to the Ethereal Plane.
Drenor collapses lifeless to the ground.
The sliced leg of Drenor falls to the ground.
Drenor blinks rapidly, several times.
Drenor stiffens for a moment, then blinks and shakes his head.
Drenor's feet rise off the ground.
Drenor stiffens for a moment, then blinks and shakes his head.
Drenor stiffens for a moment, then blinks and shakes his head.
Drenor turns translucent.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
You take a set of overlord armor from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
get a cor
get a cor
You take a time-ravaged belt from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
get a cor
You take a pair of yeti hide leggings from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
get a cor
You take flowing red robes from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
get a cor
get a cor
You take a circular mirror shield from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
get a cor
You take an Ithrix warding amulet from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
get a cor
get a cor
You take a dragon jaw helmet from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
You take a baldric band from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get a cor
You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> You see nothing like that in the cor.
(Mount: 2300st)
<1568hp 1510sp 2781st> look in cor
The corpse of Drenor contains:
the crystal of power (slightly worn) (lit)
a seashell wand (worn)
a bracelet of the elements (new)
( 2) a bag embroidered with a sunburst insignia (new)
a tooth bracelet (used)
(Red Aura) a spellbook decorated with seashells (new)
249 gold coins
(Mount: 2300st)
<1568hp 1510sp 2781st> get s cor
You take a seashell wand from the corpse of Drenor.
(Mount: 2300st)
<1568hp 1510sp 2781st> get c cor
You take the crystal of power from the corpse of Drenor.
(Mount: 2300st)
<1648hp 1679sp 2824st> get bag cor
You take a bag embroidered with a sunburst insignia from the corpse of Drenor.
(Mount: 2300st)
<1648hp 1679sp 2824st> get bag cor
You take a bag embroidered with a sunburst insignia from the corpse of Drenor.
(Mount: 2300st)
<1648hp 1679sp 2824st>
Herbert Smythe tells the formation 'asfkh'
(Mount: 2300st)
<1648hp 1679sp 2824st> get se cor
You take a spellbook decorated with seashells from the corpse of Drenor.
(Mount: 2300st)
<1648hp 1679sp 2824st> look in cor
The corpse of Drenor contains:
a bracelet of the elements (new)
a tooth bracelet (used)
249 gold coins
(Mount: 2300st)
<1648hp 1679sp 2824st> get b cor
You take a bracelet of the elements from the corpse of Drenor.
(Mount: 2300st)
<1648hp 1679sp 2824st> get to cor
You take a tooth bracelet from the corpse of Drenor.
(Mount: 2300st)
<1648hp 1679sp 2824st> look in 2.cor
The corpse of Bentley contains:
a rod of silencing (new)
( 7) a swirling black potion (new)
a burnished silver collar
15,944 gold coins
(Mount: 2300st)
<1648hp 1679sp 2824st>
[CLAN] Herbert Smythe: '(Why?) we just FGed drenor'
(Mount: 2300st)
<1648hp 1679sp 2824st> ft ;)
You tell the formation ';)'
(Mount: 2300st)
<1648hp 1679sp 2824st>
Shadows around the area collect into a swirling black portal, and the incarnation of death steps through.
The portal vanishes with a flash of blue light.
(Mount: 2300st)
<1648hp 1679sp 2824st>
You struggle mightily against the webs which hold you in place.
(Mount: 2300st)
<1723hp 1828sp 2602st>
A hand punches through the ground and pulls some entrails back into the depths.
(Mount: 2300st)
<1723hp 1828sp 2602st> pktalk I just cpk'd Drenor and Bentley Naked.
[PKTALK C] Khalid: I just cpk'd Drenor and Bentley Naked.' [59]
(Mount: 2300st)
<1723hp 1828sp 2602st> l me
You look at yourself.
The battle is not done, the evil still goes unchecked. Even though death
has tried to claim him, there can be no rest for this haggard warrior. His
weapons remain sharp-edged from ancient pride, his armor still shines for
forgotten parades, but he shows the wearying weight of centuries of
incessant combat.
Mounted on a young pegasus, You are a young skeleton approximately 6'0" tall.
You are currently leading a formation of 2.
<right hand> a twisted holly wood wand (new)
<left hand> a well-crafted violin (new)
(Mount: 2300st)
<1723hp 1828sp 2602st>
You struggle mightily against the webs which hold you in place.
(Mount: 2300st)
<1793hp 1958sp 2463st>
[PKTALK C] Drenor: its hard todo formed'
(Mount: 2300st)
<1793hp 1958sp 2463st>
Herbert Smythe tells the formation 'ice wind book?'
(Mount: 2300st)
<1793hp 1958sp 2463st>
[CLAN] Zellian: 'hah.'
(Mount: 2300st)
<1793hp 1958sp 2463st>
[CLAN] Zellian: 'nice.'
(Mount: 2300st)
<1793hp 1958sp 2463st> look in cor
The corpse of Drenor contains:
249 gold coins
(Mount: 2300st)
<1793hp 1958sp 2463st>
The shade of Drenor tells you 'what you want for spellbook'
(Mount: 2300st)
<1793hp 1958sp 2463st> ct I was naked
[4] clan members heard you say, 'I was naked'
(Mount: 2300st)
<1793hp 1958sp 2463st>
[CLAN] Herbert Smythe: '(Why?) he was'
(Mount: 2300st)
<1793hp 1958sp 2463st> inven
You break free from the webs holding you in place!
You are carrying:
a tooth bracelet (used)
a bracelet of the elements (new)
(Red Aura) a spellbook decorated with seashells (new)
( 2) a bag embroidered with a sunburst insignia (new)
the crystal of power (slightly worn) (lit)
a seashell wand (worn)
a baldric band (new)
a dragon jaw helmet (heavily damaged)
an Ithrix warding amulet (new)
a circular mirror shield (used)
(Red Aura) flowing red robes (slightly worn)
(Invisible) a pair of yeti hide leggings (heavily damaged)
a time-ravaged belt (damaged)
a set of overlord armor (heavily worn)
(Gold Aura) a breastplate of life (new)
(Invisible) a holy symbol of Vandyne (new)
(Invisible) the leggings of an elder dragon (new)
a pair of green dragonscale sleeves (new)
a dragon jaw helmet (new)
/>Vanderman<'s TrUnK! (new)
a green silk bag (new)
a white silk bag (new)
Vandemaar's Trunk (new)
a yellow silk bag (new)
a black silk bag (new)
a red silk bag (new)
a blue silk bag (new)
Khalid's CEE PEE KAY Loot Bag (new)
Vandemaar's Reagent Bag (new)
A total of 30 items weighing 15 stones, 6 pebbles (0pb gold weight)
You may carry a maximum of 53 items weighing up to 21 st, 0 pb.
(Mount: 2300st)
<1859hp 2072sp 2376st> l
Standing Before a Large Mausoleum - - -
(-------------------------------------------------) W <---(M)---> -
WARNING: You are in a CHAOTIC PLAYER KILLING room. - S -
An unholy place stands before you, radiating evil. Even graverobbers are
smart enough to leave such a place well enough alone. The doors swing open
and hit the walls with an echoing boom as you approach. From the inside you
hear the wind howl and the sound of the breeze whispering your name. To the
west you can high-tail it back to the castle, or enter the building to the
south.
Some drops of blood are on the ground.
The sliced-off leg of Drenor is lying here.
The corpse of Drenor is lying here.
The sliced-off arm of Bentley is lying here.
The corpse of Bentley is lying here.
[AWAY] (Gold Aura) **Herbert Smythe is here, mounted on a young pegasus.
(Mount: 2300st)
<1859hp 2072sp 2376st>
Herbert Smythe takes a swirling black potion from the corpse of Bentley.
(Mount: 2300st)
<1859hp 2072sp 2376st>
Herbert Smythe takes a swirling black potion from the corpse of Bentley.
(Mount: 2300st)
<1859hp 2072sp 2376st> look in 2.cor
The corpse of Bentley contains:
a rod of silencing (new)
( 5) a swirling black potion (new)
a burnished silver collar
15,944 gold coins
Herbert Smythe takes a swirling black potion from the corpse of Bentley.
(Mount: 2300st)
<1859hp 2072sp 2376st>
Herbert Smythe takes 15,944 gold coins from the corpse of Bentley.
(Mount: 2300st)
<1859hp 2072sp 2376st>
[CLAN] Zellian: 'they have much?'
(Mount: 2300st)
<1859hp 2072sp 2376st> get coin 2.cor
You see nothing like that in the 2.cor.
(Mount: 2300st)
<1859hp 2072sp 2376st> w
Graveyard Path - - -
(-------------------------------------------------) W <---(M)---> E
WARNING: You are in a NEUTRAL PLAYER KILLING room. - - -
The fog becomes thicker as you enter the middle of the graveyard.
Several times you startle yourself thinking you heard a noise or someone
whispering your name. A few shadows dodge your line of sight by
disappearing behind trees or tombstones. The hair on the back of your neck
begins to stand on end as you start believing you hear footsteps behind you.
The trail leads both east and west here.
Herbert Smythe rides in from the east.
(Mount: 2299st)
<1859hp 2072sp 2376st> ct full gear
[4] clan members heard you say, 'full gear'
(Mount: 2299st)
<1859hp 2072sp 2376st>
[CLAN] Herbert Smythe: '(Why?) baldrics'
(Mount: 2299st)
<1859hp 2072sp 2376st>
[CLAN] Herbert Smythe: '(Why?) SS book'
(Mount: 2299st)
<1859hp 2072sp 2376st>
Herbert Smythe is no longer moving quickly.
Herbert Smythe's skin looks normal again.
The white aura surrounding Herbert Smythe fades away.
(Mount: 2300st)
<1920hp 2172sp 2572st>
[CLAN] Herbert Smythe: '(Why?) cop ele bracelet'
(Mount: 2300st)
<1920hp 2172sp 2572st>