Oz Great Escape, part 2

LogFiend
November 07, 2013 07:19PM
civilized <526hp 273m 500mv 26000tnl (-24.40%) 9 AM> Within a Sand and Rock Garden 
  This sand and rock garden has been carefully raked, combed and organized
 to make this place as calming and neutral as possible.  Visually, it is
 quite aesthetic and appealing.  Several large pieces of platinum designed
 to look like irregular chunks of rock have been placed at intervals
 throughout the garden, some stacked to thin pillars, others simply placed
 within the design of the sands.  The sands themselves seem to be made
 of finely ground glass and platinum.  Several small green bushes and
 bonsai trees have been carefully pruned and cared for, adding to the
 calming, neutral affect of the area.  Above you, the glass ceiling actually
 opens, the windows folding back to allow fresh air and unmarred sunlight
 in.  The entire area is very quiet and peaceful.
  
[Exits: east south west]
     A brilliantly colored lotus blossoms in the sand.
     A chunk of platinum shaped like a large rock is stacked here.
     A platinum rake with a wide toothed comb lies here in the sand.
Your bloody shackles decimates you!

wilderness  <499hp 273m 497mv 26000tnl (-24.40%) 9 AM> 
s
Within a Sand and Rock Garden 
  This sand and rock garden has been carefully raked, combed and organized
 to make this place as calming and neutral as possible.  Visually, it is
 quite aesthetic and appealing.  Several large pieces of platinum designed
 to look like irregular chunks of rock have been placed at intervals
 throughout the garden, some stacked to thin pillars, others simply placed
 within the design of the sands.  The sands themselves seem to be made
 of finely ground glass and platinum.  Several small green bushes and
 bonsai trees have been carefully pruned and cared for, adding to the
 calming, neutral affect of the area.  Above you, the glass ceiling actually
 opens, the windows folding back to allow fresh air and unmarred sunlight
 in.  The entire area is very quiet and peaceful.
  
[Exits: north east]
     Several chunks of uncut gemstones lie scattered in an aesthetic pattern.
     A well-pruned bonsai tree grows in the sands here.
     A chunk of platinum shaped like a large rock is stacked here.
Your bloody shackles decimates you!

s
wilderness  <471hp 273m 484mv 26000tnl (-24.40%) 9 AM> 
Alas, you cannot go that way.

wilderness  <471hp 273m 484mv 26000tnl (-24.40%) 9 AM> 
e
Within a Sand and Rock Garden 
  This sand and rock garden has been carefully raked, combed and organized
 to make this place as calming and neutral as possible.  Visually, it is
 quite aesthetic and appealing.  Several large pieces of platinum designed
 to look like irregular chunks of rock have been placed at intervals
 throughout the garden, some stacked to thin pillars, others simply placed
 within the design of the sands.  The sands themselves seem to be made
 of finely ground glass and platinum.  Several small green bushes and
 bonsai trees have been carefully pruned and cared for, adding to the
 calming, neutral affect of the area.  Above you, the glass ceiling actually
 opens, the windows folding back to allow fresh air and unmarred sunlight
 in.  The entire area is very quiet and peaceful.
  
[Exits: north east south west]
     Several chunks of uncut gemstones lie scattered in an aesthetic pattern.
     A green shrub with tiny petals sinks its roots into the sand.
     A chunk of platinum shaped like a large rock is stacked here.
     A platinum rake with a wide toothed comb lies here in the sand.
Your bloody shackles mauls you.

wilderness  <447hp 273m 471mv 26000tnl (-24.40%) 9 AM> 
s
The Base of the Nexus Island 
  The beautiful glass and platinum structure of the Nexus headquarters rises
 up before you, gleaming in the sunlight.  It seems to be a low-roofed building
 made completely of glass with platinum supports, stays and accents.  The
 island it rests on seems to be completely made of a finely ground sand made
 up of ground glass and platinum.  The roof of the haven to the north reaches
 and apex at the center, and you can see rainbows of prismatic light reflected
 from its glass slopes.  The structure seems placed to contain the roiling
 forces of magic beneath.  Below you the pillar of the Veil writhes
 and changes, ebbs and flows with the tides of power.  Beneath your feet
 the sand shows recent foot prints.  An invisible barrier holds the island
 together, keeping it floating high in the air above the Sea of Despair.
 The grains of sand sparkle in the light and the scent of an exotic desert
 flower reaches your nose.  Small rocks are scattered throughout the sand
 of different colors reminiscent of uncut gemstones.  The air around you
 feels electrified, currents of magic attempting to close in on you from
 the pillar below.  Something about the nature of this island, however,
 seems to contain the raw elements below, keeping them balanced and in check.
  
[Exits: north down]
Turmi the gnome is here.
Your bloody shackles decimates you!

s
civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
Alas, you cannot go that way.

civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
s
Alas, you cannot go that way.

d
civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> You yell 'Help!  I am being attacked by Turmi!'
You parry Turmi's slice.
No way!  You are still fighting!
Turmi is in perfect health.

d
civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> No way!  You are still fighting!
Turmi is in perfect health.

d
civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> No way!  You are still fighting!
Turmi is in perfect health.

civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
d
No way!  You are still fighting!
Turmi is in perfect health.

civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> 

You parry Turmi's slice.
You parry Turmi's slice.
Weaving through the Flow of Shadows, you avoid Turmi's attack.
Completing the Flow of Shadows, you come back at Turmi with an attack of your own!
Your defilement DISMEMBERS Turmi!
Turmi parries your defilement.
Turmi parries your claw.
Turmi parries your claw.
Turmi has a few scratches.

civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> 

Keriel has arrived.
Turmi has a few scratches.

civilized <422hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
w1 whip
wield whip
You stop using 'Ichor,' the ebony blade of Intronan.
You wield a leather whip with an ice-crusted tip.
A leather whip with an ice-crusted tip feels like a part of you!
Your bloody shackles injures you.
You yell 'Die, Keriel, you sorcerous dog!'
You deflect Keriel's spell!
Your spellbane hits Keriel.
You graze Keriel.
Keriel utters the words, 'uwwarahuai'.
Turmi has a few scratches.

civilized <407hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
choke
You lash out with a leather whip with an ice-crusted tip and wrap it around Turmi's neck!
Turmi passes out from the choking hold of a leather whip with an ice-crusted tip!

civilized <407hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
You parry Keriel's defilement.
You dodge Keriel's defilement.
Keriel has a few scratches.

civilized <407hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
choke

You deflect Keriel's spell!
Your spellbane hits Keriel.
You understand Keriel's favorite defensive postures, and see her weaknesses.
You graze Keriel.
You graze Keriel.
Keriel utters the words, 'unsoojry'.
Keriel has a few scratches.

civilized <407hp 273m 462mv 26000tnl (-24.40%) 9 AM> 

Keriel parries your freezing bite.
Keriel parries your claw.
Keriel parries your freezing bite.
Keriel parries your freezing bite.
You dodge Keriel's defilement.
Keriel has a few scratches.

civilized <407hp 273m 462mv 26000tnl (-24.40%) 9 AM> 

Keriel utters the words, 'unsoojry'.
Keriel creates an onslaught of water, drowning you!
Keriel's onslaught of water MANGLES you!
Keriel has a few scratches.

civilized <326hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
You lash out with a leather whip with an ice-crusted tip and wrap it around Keriel's neck!
Keriel passes out from the choking hold of a leather whip with an ice-crusted tip!

civilized <326hp 273m 462mv 26000tnl (-24.40%) 9 AM> 
field

Keriel says 'Keriel tells the i: same'


*** A weird bug there, which I hae reported.

civilized <326hp 273m 462mv 26000tnl (-24.40%) 9 AM> 

The rain ceases.
You are hungry.
You are starving!
You are thirsty.
You are dying of thirst!
Your eyes see less truly.
Pain grips your stomach as you retch your guts out!
Your retching and nausea mauls you.
The pain in your lungs keeps you from getting enough air!
Your asphyxiation hits you.
Your thirst grazes you.
Your hunger grazes you.

civilized <278hp 227m 416mv 26000tnl (-24.40%) 10 AM> 
You apply a field dressing to your wounds.

civilized <429hp 187m 416mv 26000tnl (-24.40%) 10 AM> 
d
d
Inside a Magical Rift 
  You stand within the prismatic veil, a rift of pure magic that constantly
 shifts, ebbs and flows, ever changing with the force of magic within the
 realm.  The veil itself seems strangely substantial and beneath your feet
 you can see what appears to be steps made from sheer bands of magic that
 form something of a spiral staircase around the parameter of the veil.
 Inside the magical rift of the Veil, the thrum of magic in the air
 makes hair, fur and feather stand on end with its power.  Rays of sunlight
 mingle with beams of magic, creating a swirling pillar of color to surround
 you.  The rift changes constantly; it is always affected by the powers within
 and without and as magic changes in the realm, the rift feels it and responds.
 The beams of magic themselves feel odd; icy one moment, fiery hot the next.
 Jolts of electricity zap around you and you feel at turns hungry, full,
 lethargic and energized.  The beat of heavy wings echoes through the pillar,
 reminiscent one moment of angels, the next the sound of bat-like devils.
 Beneath your feet, the pillar seems stable enough to climb, though the stairs
 waver.
  
[Exits: east west up down]
Your bloody shackles decimates you!

civilized <404hp 187m 413mv 26000tnl (-24.40%) 10 AM> 
Inside a Magical Rift 
  You stand within the prismatic veil, a rift of pure magic that constantly
 shifts, ebbs and flows, ever changing with the force of magic within the
 realm.  The veil itself seems strangely substantial and beneath your feet
 you can see what appears to be steps made from sheer bands of magic that
 form something of a spiral staircase around the parameter of the veil.
 Inside the magical rift of the Veil, the thrum of magic in the air
 makes hair, fur and feather stand on end with its power.  Rays of sunlight
 mingle with beams of magic, creating a swirling pillar of color to surround
 you.  The rift changes constantly; it is always affected by the powers within
 and without and as magic changes in the realm, the rift feels it and responds.
 The beams of magic themselves feel odd; icy one moment, fiery hot the next.
 Jolts of electricity zap around you and you feel at turns hungry, full,
 lethargic and energized.  The beat of heavy wings echoes through the pillar,
 reminiscent one moment of angels, the next the sound of bat-like devils.
 Beneath your feet, the pillar seems stable enough to climb, though the stairs
 waver.
  
[Exits: east west up down]
Your bloody shackles mauls you.

civilized <380hp 187m 410mv 26000tnl (-24.40%) 10 AM> 
d
Inside a Magical Rift 
  You stand within the prismatic veil, a rift of pure magic that constantly
 shifts, ebbs and flows, ever changing with the force of magic within the
 realm.  The veil itself seems strangely substantial and beneath your feet
 you can see what appears to be steps made from sheer bands of magic that
 form something of a spiral staircase around the parameter of the veil.
 Inside the magical rift of the Veil, the thrum of magic in the air
 makes hair, fur and feather stand on end with its power.  Rays of sunlight
 mingle with beams of magic, creating a swirling pillar of color to surround
 you.  The rift changes constantly; it is always affected by the powers within
 and without and as magic changes in the realm, the rift feels it and responds.
 The beams of magic themselves feel odd; icy one moment, fiery hot the next.
 Jolts of electricity zap around you and you feel at turns hungry, full,
 lethargic and energized.  The beat of heavy wings echoes through the pillar,
 reminiscent one moment of angels, the next the sound of bat-like devils.
 Beneath your feet, the pillar seems stable enough to climb, though the stairs
 waver.
  
[Exits: east west up down]
Your bloody shackles mauls you.

civilized <358hp 187m 407mv 26000tnl (-24.40%) 10 AM> 
d
Inside a Magical Rift 
  You stand within the prismatic veil, a rift of pure magic that constantly
 shifts, ebbs and flows, ever changing with the force of magic within the
 realm.  The veil itself seems strangely substantial and beneath your feet
 you can see what appears to be steps made from sheer bands of magic that
 form something of a spiral staircase around the parameter of the veil.
 Inside the magical rift of the Veil, the thrum of magic in the air
 makes hair, fur and feather stand on end with its power.  Rays of sunlight
 mingle with beams of magic, creating a swirling pillar of color to surround
 you.  The rift changes constantly; it is always affected by the powers within
 and without and as magic changes in the realm, the rift feels it and responds.
 The beams of magic themselves feel odd; icy one moment, fiery hot the next.
 Jolts of electricity zap around you and you feel at turns hungry, full,
 lethargic and energized.  The beat of heavy wings echoes through the pillar,
 reminiscent one moment of angels, the next the sound of bat-like devils.
 Beneath your feet, the pillar seems stable enough to climb, though the stairs
 waver.
  
[Exits: east west up down]
Your bloody shackles mauls you.

civilized <335hp 187m 404mv 26000tnl (-24.40%) 10 AM> 
d
Inside a Magical Rift 
  You stand within the prismatic veil, a rift of pure magic that constantly
 shifts, ebbs and flows, ever changing with the force of magic within the
 realm.  The veil itself seems strangely substantial and beneath your feet
 you can see what appears to be steps made from sheer bands of magic that
 form something of a spiral staircase around the parameter of the veil.
 Inside the magical rift of the Veil, the thrum of magic in the air
 makes hair, fur and feather stand on end with its power.  Rays of sunlight
 mingle with beams of magic, creating a swirling pillar of color to surround
 you.  The rift changes constantly; it is always affected by the powers within
 and without and as magic changes in the realm, the rift feels it and responds.
 The beams of magic themselves feel odd; icy one moment, fiery hot the next.
 Jolts of electricity zap around you and you feel at turns hungry, full,
 lethargic and energized.  The beat of heavy wings echoes through the pillar,
 reminiscent one moment of angels, the next the sound of bat-like devils.
 Beneath your feet, the pillar seems stable enough to climb, though the stairs
 waver.
  
[Exits: east west up down]
Your bloody shackles mauls you.

civilized <314hp 187m 401mv 26000tnl (-24.40%) 10 AM> 
d
Near the Prismatic Veil 
  Energies nearly too brilliant for the eye sizzle and crackle all around
you.  Arcs of magic twist in turn in chaotic patterns, patterns that seem, 
at times, difficult for the mind to place themselves around.  One moment, 
you hear a child crying, the next an insane man laughing.  Next, a woman 
screams as though she is being burned alive.  The beating of huge wings 
reverberates in the air.  The veil itself somehow supports feet that 
attempt to tread upon it, lifting them by sheer power.  Most noticeable 
about the veil is the fact that it never ceases to change.  Its power ebbs 
and flows, strengthens and weakens constantly, never seeming to be able to 
settle on anything besides chaotic flashes of magic.  You can see faces 
within, some looking angelic, others reminiscent of the very abyss itself.  
Lines of fire circle around, only to be swept away by buffets of wind 
lined with lightning.  Being near this much unpent energy is truly a 
frightening experience; your own mortality presses upon you heavily.
Stairs extend towards a strange island floating in the sky above.  
 
[Exits: east south west up down]
Your bloody shackles decimates you!

water <288hp 187m 397mv 26000tnl (-24.40%) 10 AM> 
d
You trample around loudly again.
The Black Waters of the Sea 
  The murky black waters of the sea provide little in the way of visibility.
The crashing waves of the surface stir up the silt, leaving a swirling
dark waterscape. The light that filters in is a sickly green. At times cold,
at times warm, the waters disturb even the creatures that inhabit them.
 
[Exits: east south west up down]
Your bloody shackles mauls you.

e
water <267hp 187m 391mv 26000tnl (-24.40%) 10 AM> 
The Black Waters of the Sea 
  The murky black waters of the sea provide little in the way of visibility.
The crashing waves of the surface stir up the silt, leaving a swirling
dark waterscape. The light that filters in is a sickly green. At times cold,
at times warm, the waters disturb even the creatures that inhabit them.
 
[Exits: north east south west up down]
A lamprey is looking for something to suck on.
Your bloody shackles mauls you.

water <245hp 187m 383mv 26000tnl (-24.40%) 10 AM> 
u
Sea of Despair 
  The murky black waters of the Sea look cold and uninviting. The swells on the
surface create an unpleasant feeling in the pit of your stomach. The sea is
disturbed by the constantly shifting wind, creating whitecaps and throwing
up a continual mist. The shoreline is often obscured, but occasional glimpses
of land are seen and then disappear quickly.
 
[Exits: north east south west down]
Your bloody shackles mauls you.

water <223hp 187m 377mv 26000tnl (-24.40%) 10 AM> 
n
Near the Prismatic Veil 
  Energies nearly too brilliant for the eye sizzle and crackle all around
you.  Arcs of magic twist in turn in chaotic patterns, patterns that seem, 
at times, difficult for the mind to place themselves around.  One moment, 
you hear a child crying, the next an insane man laughing.  Next, a woman 
screams as though she is being burned alive.  The beating of huge wings 
reverberates in the air.  The veil itself somehow supports feet that 
attempt to tread upon it, lifting them by sheer power.  Most noticeable 
about the veil is the fact that it never ceases to change.  Its power ebbs 
and flows, strengthens and weakens constantly, never seeming to be able to 
settle on anything besides chaotic flashes of magic.  You can see faces 
within, some looking angelic, others reminiscent of the very abyss itself.  
Lines of fire circle around, only to be swept away by buffets of wind 
lined with lightning.  Being near this much unpent energy is truly a 
frightening experience; your own mortality presses upon you heavily.
Stairs extend towards a strange island floating in the sky above.  
 
[Exits: north east south up down]
Your bloody shackles mauls you.

water <201hp 187m 373mv 26000tnl (-24.40%) 10 AM> 
n
Sea of Despair 
  The murky black waters of the Sea look cold and uninviting. The swells on the
surface create an unpleasant feeling in the pit of your stomach. The sea is
disturbed by the constantly shifting wind, creating whitecaps and throwing
up a continual mist. The shoreline is often obscured, but occasional glimpses
of land are seen and then disappear quickly.
 
[Exits: north east south west down]
A pelican flies over the surface of the sea.
Your bloody shackles mauls you.

water <179hp 187m 369mv 26000tnl (-24.40%) 10 AM> 
n
Sea of Despair 
  The murky black waters of the Sea look cold and uninviting. The swells on the
surface create an unpleasant feeling in the pit of your stomach. The waves
are disorganized from the constantly shifting winds. Whitecaps are seen in
all directions, and a mist obscures the distant shorelines.
 
[Exits: north east south west down]
Your bloody shackles mauls you.

water <158hp 187m 365mv 26000tnl (-24.40%) 10 AM> 
af
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 23 hours.
Skill: 'warcry' modifies hit roll by 6 for 23 hours.
Physical effect: 'water breathing' for 18 hours.
Power: 'spellbane' modifies save vs spell by -25 for 10 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 9 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 9 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 9 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 9 hours.
Power: 'resistance' modifies constitution by 3 for 3 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 2 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 2 hours.
Physical effect: 'disrupt organ' for 2 hours.
Skill: 'field dressing' for 1 hours.
Skill: 'sequester' for 1 hours.
Skill: 'berserk' modifies armor class by 25 for 1 hours.
Skill: 'berserk' modifies hit roll by 5 for 1 hours.
Skill: 'berserk' modifies damage roll by 10 for 1 hours.

water <158hp 187m 365mv 26000tnl (-24.40%) 10 AM> 
whe
People near you:
(PK) Ozriwddyr                    Sea of Despair

water <158hp 187m 365mv 26000tnl (-24.40%) 10 AM> 
whe
People near you:
(PK) Ozriwddyr                    Sea of Despair

water <158hp 187m 365mv 26000tnl (-24.40%) 10 AM> 
whe
People near you:
(PK) Ozriwddyr                    Sea of Despair

af
water <158hp 187m 365mv 26000tnl (-24.40%) 10 AM> 
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 23 hours.
Skill: 'warcry' modifies hit roll by 6 for 23 hours.
Physical effect: 'water breathing' for 18 hours.
Power: 'spellbane' modifies save vs spell by -25 for 10 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 9 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 9 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 9 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 9 hours.
Power: 'resistance' modifies constitution by 3 for 3 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 2 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 2 hours.
Physical effect: 'disrupt organ' for 2 hours.
Skill: 'field dressing' for 1 hours.
Skill: 'sequester' for 1 hours.
Skill: 'berserk' modifies armor class by 25 for 1 hours.
Skill: 'berserk' modifies hit roll by 5 for 1 hours.
Skill: 'berserk' modifies damage roll by 10 for 1 hours.

water <158hp 187m 365mv 26000tnl (-24.40%) 10 AM> 
who pk
[51 Gnome War] (PK) [BATTLE] Klibendon O'Deagon the Legend of the Battlefield, the Measured, 
Apprentice of the Anvil
[51 Gnome War] (PK) Turmi the Legend of the Battlefield
*51 D-Elf War* (PK) [BATTLE] (WANTED) Ozriwddyr the Grey, Ruminated Defender of the Village
[51 H-Drw Inv] (PK) [TRIBUNAL] Keriel D'Kiel the Dark Element of Law, Vindicator of the Blood 
Tribunal
[51 Felar War] (PK) [BATTLE] Arfan the Legend of the Battlefield

Players found: 5

water <158hp 187m 365mv 26000tnl (-24.40%) 10 AM> 
whe
People near you:
(PK) Ozriwddyr                    Sea of Despair

water <158hp 187m 365mv 26000tnl (-24.40%) 10 AM> 
You begin to sneak again.
You are hungry.
You are starving!
You are thirsty.
You are dying of thirst!
Pain grips your stomach as you retch your guts out!
Your retching and nausea mauls you.
The pain in your lungs keeps you from getting enough air!
Your asphyxiation hits you.
Your thirst grazes you.
Your hunger grazes you.

water <111hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
cb I need help
[BATTLE] Ozriwddyr: I need help

water <111hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
field
The current bandages haven't fulfilled their purpose yet.

water <111hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
whe
People near you:
(PK) Ozriwddyr                    Sea of Despair

water <111hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
bers
You get a little madder.

water <111hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
food
get pie bag
eat pie
A berry pie: you can't carry that many items.
Your bloody shackles hits you.

water <102hp 142m 320mv 26000tnl (-24.40%) 11 AM> You do not have that item.

water <102hp 142m 320mv 26000tnl (-24.40%) 11 AM> 

[BATTLE] Arfan: Where at?

af
water <102hp 142m 320mv 26000tnl (-24.40%) 11 AM> You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 22 hours.
Skill: 'warcry' modifies hit roll by 6 for 22 hours.
Physical effect: 'water breathing' for 17 hours.
Power: 'spellbane' modifies save vs spell by -25 for 9 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 8 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 8 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 8 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 8 hours.
Power: 'resistance' modifies constitution by 3 for 2 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 1 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 1 hours.
Physical effect: 'disrupt organ' for 1 hours.
Skill: 'field dressing' for 0 hours.
Skill: 'sequester' for 0 hours.
Skill: 'berserk' modifies armor class by 25 for 0 hours.
Skill: 'berserk' modifies hit roll by 5 for 0 hours.
Skill: 'berserk' modifies damage roll by 10 for 0 hours.

water <102hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
whe
People near you:
(PK) Ozriwddyr                    Sea of Despair

water <102hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
cb Isle
[BATTLE] Ozriwddyr: Isle

water <102hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
af
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 22 hours.
Skill: 'warcry' modifies hit roll by 6 for 22 hours.
Physical effect: 'water breathing' for 17 hours.
Power: 'spellbane' modifies save vs spell by -25 for 9 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 8 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 8 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 8 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 8 hours.
Power: 'resistance' modifies constitution by 3 for 2 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 1 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 1 hours.
Physical effect: 'disrupt organ' for 1 hours.
Skill: 'field dressing' for 0 hours.
Skill: 'sequester' for 0 hours.
Skill: 'berserk' modifies armor class by 25 for 0 hours.
Skill: 'berserk' modifies hit roll by 5 for 0 hours.
Skill: 'berserk' modifies damage roll by 10 for 0 hours.

water <102hp 142m 320mv 26000tnl (-24.40%) 11 AM> 
who pk
[51 Gnome War] (PK) [BATTLE] Klibendon O'Deagon the Legend of the Battlefield, the Measured, 
Apprentice of the Anvil
[51 Gnome War] (PK) Turmi the Legend of the Battlefield
*51 D-Elf War* (PK) [BATTLE] (WANTED) Ozriwddyr the Grey, Ruminated Defender of the Village
[51 H-Drw Inv] (PK) [TRIBUNAL] Keriel D'Kiel the Dark Element of Law, Vindicator of the Blood 
Tribunal
[51 Felar War] (PK) [BATTLE] Arfan the Legend of the Battlefield

Players found: 5
You are hungry.
You are starving!
You are thirsty.
You are dying of thirst!
Your bandages lose their effectiveness.
The burden of being sequestered has lifted.
You feel your pulse slow down.
Pain grips your stomach as you retch your guts out!
Your retching and nausea mauls you.
The pain in your lungs keeps you from getting enough air!
Your asphyxiation hits you.
Your thirst grazes you.
Your hunger grazes you.

water <55hp 97m 275mv 26000tnl (-24.40%) 12 PM> 
whe
People near you:
(PK) Ozriwddyr                    Sea of Despair

water <55hp 97m 275mv 26000tnl (-24.40%) 12 PM> 
bers
Your pulse races as you are consumed by rage!

water <157hp 67m 225mv 26000tnl (-24.40%) 12 PM> 
field
You apply a field dressing to your wounds.

water <308hp 27m 225mv 26000tnl (-24.40%) 12 PM> 
whe
n
People near you:
(PK) Ozriwddyr                    Sea of Despair
[BATTLE] Arfan: I make way

water <308hp 27m 225mv 26000tnl (-24.40%) 12 PM> Sea of Despair 
  The murky black waters of the Sea look cold and uninviting. The swells on the
surface create an unpleasant feeling in the pit of your stomach. The sea is
disturbed by the constantly shifting wind, creating whitecaps and throwing
up a continual mist. The shoreline is often obscured, but occasional glimpses
of land are seen, then disappear just as fast.
 
[Exits: north east south west down]
Your bloody shackles wounds you.

water <288hp 27m 221mv 26000tnl (-24.40%) 12 PM> 
n
Sea of Despair 
  The murky black waters of the Sea look cold and uninviting. The swells on the
surface create an unpleasant feeling in the pit of your stomach. The sea is
disturbed by the constantly shifting wind, creating whitecaps and throwing
up a continual mist. The shoreline is often obscured, but occasional glimpses
of land are seen, then disappear just as fast. You can barely see a rocky
coast to the north.
 
[Exits: north east south west down]
Your bloody shackles wounds you.

water <269hp 27m 217mv 26000tnl (-24.40%) 12 PM> 
d
You trample around loudly again.
The Black Waters of the Sea 
  The murky black waters of the sea provide little in the way of visibility.
The crashing waves of the surface stir up the silt, leaving a swirling
dark waterscape. The light that filters in is a sickly green. At times cold,
at times warm, the waters disturb even the creatures that inhabit them. The
sea bed rises sharply to the north.
 
[Exits: east south west up down]
Your bloody shackles wounds you.

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
af
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 21 hours.
Skill: 'warcry' modifies hit roll by 6 for 21 hours.
Physical effect: 'water breathing' for 16 hours.
Power: 'spellbane' modifies save vs spell by -25 for 8 hours.
Skill: 'berserk' modifies armor class by 25 for 7 hours.
Skill: 'berserk' modifies hit roll by 5 for 7 hours.
Skill: 'berserk' modifies damage roll by 10 for 7 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 7 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 7 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 7 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 7 hours.
Skill: 'field dressing' for 1 hours.
Power: 'resistance' modifies constitution by 3 for 1 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 0 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 0 hours.
Physical effect: 'disrupt organ' for 0 hours.

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
whe
People near you:
(PK) Klibendon                    Sea of Despair
(PK) Ozriwddyr                    The Black Waters of the Sea

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
rest
You rest.

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
whe
People near you:
(PK) Klibendon                    Sea of Despair
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
cb Keriel and Turmi within
[BATTLE] Ozriwddyr: Keriel and Turmi within

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

af
water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 21 hours.
Skill: 'warcry' modifies hit roll by 6 for 21 hours.
Physical effect: 'water breathing' for 16 hours.
Power: 'spellbane' modifies save vs spell by -25 for 8 hours.
Skill: 'berserk' modifies armor class by 25 for 7 hours.
Skill: 'berserk' modifies hit roll by 5 for 7 hours.
Skill: 'berserk' modifies damage roll by 10 for 7 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 7 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 7 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 7 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 7 hours.
Skill: 'field dressing' for 1 hours.
Power: 'resistance' modifies constitution by 3 for 1 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 0 hours.
Physical effect: 'disrupt organ' modifies constitution by -5 for 0 hours.
Physical effect: 'disrupt organ' for 0 hours.

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
who gr
[51 Gnome War] (PK) [BATTLE] Klibendon O'Deagon the Legend of the Battlefield, the Measured, 
Apprentice of the Anvil
[51 Gnome War] (PK) Turmi the Legend of the Battlefield
*51 D-Elf War* (PK) [BATTLE] (WANTED) Ozriwddyr the Grey, Ruminated Defender of the Village
[51 H-Drw Inv] (PK) [TRIBUNAL] Keriel D'Kiel the Dark Element of Law, Vindicator of the Blood 
Tribunal
[51 Felar War] (PK) [BATTLE] Arfan the Legend of the Battlefield

Players found: 5

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <249hp 27m 211mv 26000tnl (-24.40%) 12 PM> 


Autosaving.
You begin to sneak again.
You are hungry.
You are starving!
You are thirsty.
You are dying of thirst!
The pain fades from your innards.
Your thirst grazes you.
Your hunger grazes you.

water <235hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
drk
get water bag
drink water
put water bag
A rothe-hide water skin attached to a strap: you can't carry that many items.
Your bloody shackles hits you.

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> You can't find it.

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> You do not have that item.

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
af
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 20 hours.
Skill: 'warcry' modifies hit roll by 6 for 20 hours.
Physical effect: 'water breathing' for 15 hours.
Power: 'spellbane' modifies save vs spell by -25 for 7 hours.
Skill: 'berserk' modifies armor class by 25 for 6 hours.
Skill: 'berserk' modifies hit roll by 5 for 6 hours.
Skill: 'berserk' modifies damage roll by 10 for 6 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 6 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 6 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 6 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 6 hours.
Skill: 'field dressing' for 0 hours.
Power: 'resistance' modifies constitution by 3 for 0 hours.

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

whe
water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Sea of Despair

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
cb Bloody shackles on me. I choked them both out and left
[BATTLE] Ozriwddyr: Bloody shackles on me. I choked them both out and left

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Arfan                        Near the Prismatic Veil

af
water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 20 hours.
Skill: 'warcry' modifies hit roll by 6 for 20 hours.
Physical effect: 'water breathing' for 15 hours.
Power: 'spellbane' modifies save vs spell by -25 for 7 hours.
Skill: 'berserk' modifies armor class by 25 for 6 hours.
Skill: 'berserk' modifies hit roll by 5 for 6 hours.
Skill: 'berserk' modifies damage roll by 10 for 6 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 6 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 6 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 6 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 6 hours.
Skill: 'field dressing' for 0 hours.
Power: 'resistance' modifies constitution by 3 for 0 hours.

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
who pk
[51 Gnome War] (PK) [BATTLE] Klibendon O'Deagon the Legend of the Battlefield, the Measured, 
Apprentice of the Anvil
[51 Gnome War] (PK) Turmi the Legend of the Battlefield
*51 D-Elf War* (PK) [BATTLE] (WANTED) Ozriwddyr the Grey, Ruminated Defender of the Village
[51 H-Drw Inv] (PK) [TRIBUNAL] Keriel D'Kiel the Dark Element of Law, Vindicator of the Blood 
Tribunal
[51 Felar War] (PK) [BATTLE] Arfan the Legend of the Battlefield

Players found: 5

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Keriel                       Near the Prismatic Veil
(PK) Arfan                        Near the Prismatic Veil

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Keriel                       Near the Prismatic Veil
(PK) Arfan                        Near the Prismatic Veil

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea

water <226hp 1m 185mv 26000tnl (-24.40%) 1 PM> 

You are hungry.
You are starving!
You are thirsty.
You are dying of thirst!
Your bandages lose their effectiveness.
You feel less tough.
Your thirst injures you.
Your hunger injures you.

water <200hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
wake
You stand up.

water <200hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
call resist
You don't have enough mana.

water <200hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
field
Why don't you rest yourself a bit?

water <200hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
af
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 19 hours.
Skill: 'warcry' modifies hit roll by 6 for 19 hours.
Physical effect: 'water breathing' for 14 hours.
Power: 'spellbane' modifies save vs spell by -25 for 6 hours.
Skill: 'berserk' modifies armor class by 25 for 5 hours.
Skill: 'berserk' modifies hit roll by 5 for 5 hours.
Skill: 'berserk' modifies damage roll by 10 for 5 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 5 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 5 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 5 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 5 hours.

water <200hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
whe
People near you:
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Keriel                       The Black Waters of the Sea
(PK) Arfan                        Near the Prismatic Veil

water <200hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
eq
You are using:
<worn on finger>    a pitch-black ring
<worn on finger>    a golden lion's wrath ring
<worn around neck>  a stone necklace shaped like a griffon-face
<worn around neck>  a stone necklace shaped like a griffon-face
<worn on body>      an acid etched suit of black titanium chainmail
<worn on head>      an elven crown of scintillating razor sharp rubies
<worn on face>      a primitive fertility mask
<worn on legs>      some worn studded leather leggings
<worn on feet>      supple boots from the pelt of an aged cooshee
<worn on hands>     a pair of crystal gauntlets
<worn on arms>      a pair of silver-gray vambraces
<worn about body>   the Cloak of the Wolf-kin
<worn about waist>  an elaborate beaded onyx belt
<worn around wrist> an adamantite bracer
<worn around wrist> an adamantite bracer
<mainhand wielded>  (Glowing) a leather whip with an ice-crusted tip
<offhand wielded>   a brass dragon's talon

water <200hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
wear cloak
You feel the spirit of the Wolf leave you.
You stop using the Cloak of the Wolf-kin.
You wear the Cloak of Death about your body.
As you attempt to wear the Cloak of Death, the taint of magic overwhelms you!
The taint of magic mauls you.
Your bloody shackles injures you.

water <164hp -25m 159mv 26000tnl (-24.40%) 2 PM> 

Keriel yells 'Help! I am being attacked by a jellyfish!'

water <164hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
whe
People near you:
(PK) Klibendon                    The Black Waters of the Sea
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Keriel                       The Black Waters of the Sea
(PK) Arfan                        Near the Prismatic Veil

water <164hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
wear cloak
You stop using a stone necklace shaped like a griffon-face.
You wear a dull grey cloak of woven spidersilk around your neck.
Your bloody shackles injures you.

water <149hp -25m 159mv 26000tnl (-24.40%) 2 PM> 

Keriel yells 'Help! I am being attacked by a jellyfish!'

water <149hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
food
get pie bag
eat pie
You get a berry pie from a large saddle bag.
Your bloody shackles injures you.

water <134hp -25m 159mv 26000tnl (-24.40%) 2 PM> You finish eating a berry pie.
You still feel slightly hungry.
Your bloody shackles injures you.

water <121hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
whe
People near you:
(PK) Klibendon                    The Black Waters of the Sea
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Keriel                       The Black Waters of the Sea
(PK) Arfan                        Near the Prismatic Veil

water <121hp -25m 159mv 26000tnl (-24.40%) 2 PM> 
eat pie
You do not have that item.

water <121hp -25m 159mv 26000tnl (-24.40%) 2 PM> 

You are thirsty.
You are dying of thirst!
Your thirst injures you.

water <108hp -38m 146mv 26000tnl (-24.40%) 3 PM> 
drk
get water bag
drink water
put water bag
You get a rothe-hide water skin attached to a strap from a large saddle bag.
Your bloody shackles injures you.

water <92hp -38m 146mv 26000tnl (-24.40%) 3 PM> You drink water from a rothe-hide water skin 
attached to a strap.
You do not feel thirsty.
Your bloody shackles injures you.

water <76hp -38m 146mv 26000tnl (-24.40%) 3 PM> You put a rothe-hide water skin attached to a strap 
in a large saddle bag.

water <76hp -38m 146mv 26000tnl (-24.40%) 3 PM> 
whe
People near you:
(PK) Klibendon                    The Black Waters of the Sea
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Keriel                       The Black Waters of the Sea

water <76hp -38m 146mv 26000tnl (-24.40%) 3 PM> 
af
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 18 hours.
Skill: 'warcry' modifies hit roll by 6 for 18 hours.
Physical effect: 'water breathing' for 13 hours.
Power: 'spellbane' modifies save vs spell by -25 for 5 hours.
Skill: 'berserk' modifies armor class by 25 for 4 hours.
Skill: 'berserk' modifies hit roll by 5 for 4 hours.
Skill: 'berserk' modifies damage roll by 10 for 4 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 4 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 4 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 4 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 4 hours.

water <76hp -38m 146mv 26000tnl (-24.40%) 3 PM> 
field
Why don't you rest yourself a bit?

water <76hp -38m 146mv 26000tnl (-24.40%) 3 PM> 
whe
People near you:
(PK) Klibendon                    The Black Waters of the Sea
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Keriel                       The Black Waters of the Sea
(PK) Arfan                        Near the Prismatic Veil

water <76hp -38m 146mv 26000tnl (-24.40%) 3 PM> 
choke keriel
They aren't here.

water <92hp -6m 208mv 26000tnl (-24.40%) 4 PM> 
choke keriel

**

water <92hp -6m 208mv 26000tnl (-24.40%) 4 PM> 
whe
People near you:
(PK) Klibendon                    The Black Waters of the Sea
(PK) Ozriwddyr                    The Black Waters of the Sea
(PK) Keriel                       The Black Waters of the Sea
(PK) Arfan                        Near the Prismatic Veil

water <92hp -6m 208mv 26000tnl (-24.40%) 4 PM> 
sleep
You go to sleep.

af
water <92hp -6m 208mv 26000tnl (-24.40%) 4 PM> 
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 17 hours.
Skill: 'warcry' modifies hit roll by 6 for 17 hours.
Physical effect: 'water breathing' for 12 hours.
Power: 'spellbane' modifies save vs spell by -25 for 4 hours.
Skill: 'berserk' modifies armor class by 25 for 3 hours.
Skill: 'berserk' modifies hit roll by 5 for 3 hours.
Skill: 'berserk' modifies damage roll by 10 for 3 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 3 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 3 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 3 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 3 hours.

water <92hp -6m 208mv 26000tnl (-24.40%) 4 PM> 
score
Ozriwddyr the Grey, Ruminated Defender of the Village
-------------------------------------------------------------------------------
Level    : 51           Sex      : male         Race     : dark-elf    
Ethos    : Neutral      Align    : Neutral      Class    : warrior     
Practices: 8            Trains   : 0            Hometown : Galadon
Exp      : 557300       To Level : 26000        Sphere   : Combat
Age      : mature, 360 years old (312 hours)
Hit Point: 92   /1009   Mana     : -6   /658    Move     : 208  /942  
Str      : 18(18+10)     Int      : 22(22)       Wis      : 19(19)  
Dex      : 24(20)       Con      : 5 (9 )       Chr      : 16(13)  
Carry #  :  33/34       Weight   : 254 lb 15 oz (Max 347 lbs)
Gold     : 17           Silver   : 261          Copper   : 150         
Wimpy    :    0 hp      Morale   : Insecure     Position : Sleeping
Hitroll  : 19           Damroll  : 37          
AC pierce : 71    Barely protected      AC bash   : 72    Barely protected      
AC slash  : 57    Slightly armored      AC magic  : 139   Hopelessly vulnerable 
AC element: 76    Barely protected      
vs Spell    : -71  Divinely protected  vs Paralysis: -15  Somewhat protected  
vs Breath   : -5   Barely protected    vs Mental   : 0    Not protected       
-------------------------------------------------------------------------------
Summon     : You can only be summoned by players within PK range.
Corpseguard: You attempt to guard corpses from lower level looters.
Rescue     : You allow others to rescue you.
Give       : You allow things to be given to you.
Trust      : You trust your group and your cabal with questionable spells/supplications.
Follow     : You do not welcome followers.
You are not thirsty.
You feel slightly hungry.
You have 0 weapon specializations.
You have 0 legacy choices.
You are specialized in dagger.
You are specialized in whip and flail.
You retaliate against strikes through the Flow of Shadows.
You see your foes better than they do through Striking the Shadow's Footfall.
-------------------------------------------------------------------------------
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 17 hours.
Skill: 'warcry' modifies hit roll by 6 for 17 hours.
Physical effect: 'water breathing' for 12 hours.
Power: 'spellbane' modifies save vs spell by -25 for 4 hours.
Skill: 'berserk' modifies armor class by 25 for 3 hours.
Skill: 'berserk' modifies hit roll by 5 for 3 hours.
Skill: 'berserk' modifies damage roll by 10 for 3 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 3 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 3 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 3 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 3 hours.

water <92hp -6m 208mv 26000tnl (-24.40%) 4 PM> 

Turmi yells 'Help!  I am being attacked by Arfan!'

water <92hp -6m 208mv 26000tnl (-24.40%) 4 PM> 
gr
Ozriwddyr's group:
[51 War] Ozriwddyr         9% hp  0% mana 22% mv 557300 xp

water <92hp -6m 208mv 26000tnl (-24.40%) 4 PM> 

Klibendon yells 'Die, Keriel, you sorcerous dog!'

**

water <358hp 45m 354mv 26000tnl (-24.40%) 6 PM> 
af
You are affected by:
Skill: 'warcry' modifies save vs spell by -12 for 15 hours.
Skill: 'warcry' modifies hit roll by 6 for 15 hours.
Power: 'resistance' modifies constitution by 3 for 11 hours.
Physical effect: 'water breathing' for 10 hours.
Power: 'spellbane' modifies save vs spell by -25 for 2 hours.
Skill: 'berserk' modifies armor class by 25 for 1 hours.
Skill: 'berserk' modifies hit roll by 5 for 1 hours.
Skill: 'berserk' modifies damage roll by 10 for 1 hours.
Skill: 'bloody shackles' modifies damage roll by -5 for 1 hours.
Skill: 'bloody shackles' modifies hit roll by -5 for 1 hours.
Skill: 'bloody shackles' modifies armor class by 102 for 1 hours.
Skill: 'bloody shackles' modifies dexterity by -10 for 1 hours.
Skill: 'field dressing' for 0 hours.

water <358hp 45m 354mv 26000tnl (-24.40%) 6 PM> 
whe
People near you:
(PK) Klibendon                    The Black Waters of the Sea
(PK) Ozriwddyr                    The Black Waters of the Sea

water <358hp 45m 354mv 26000tnl (-24.40%) 6 PM> 
who gr
[51 Gnome War] (PK) [BATTLE] Klibendon O'Deagon the Legend of the Battlefield, the Measured, 
Apprentice of the Anvil
[51 Gnome War] (PK) Turmi the Legend of the Battlefield
*51 D-Elf War* (PK) [BATTLE] (WANTED) Ozriwddyr the Grey, Ruminated Defender of the Village
[51 H-Drw Inv] (PK) [TRIBUNAL] Keriel D'Kiel the Dark Element of Law, Vindicator of the Blood 
Tribunal
[51 Felar War] (PK) [BATTLE] Arfan the Legend of the Battlefield


water <358hp 45m 354mv 26000tnl (-24.40%) 6 PM> 
whe
People near you:
(PK) Klibendon                    The Black Waters of the Sea
(PK) Ozriwddyr                    The Black Waters of the Sea

water <358hp 45m 354mv 26000tnl (-24.40%) 6 PM> 

[BATTLE] Klibendon: Both are gone.

water <358hp 45m 354mv 26000tnl (-24.40%) 6 PM> 
cb The guardians are both sorely wounded. You could take it easily.
[BATTLE] Ozriwddyr: The guardians are both sorely wounded. You could take it easily.
The sun sets below the horizon.
Your bandages lose their effectiveness.

whe

[BATTLE] Klibendon: You'll survive?

water <531hp 32m 416mv 26000tnl (-24.40%) 7 PM> 
whe
People near you:
(PK) Klibendon                    Sea of Despair
(PK) Ozriwddyr                    The Black Waters of the Sea

cb I shall when the shackles wear off.
[BATTLE] Ozriwddyr: I shall when the shackles wear off.

water <522hp 32m 416mv 26000tnl (-24.40%) 7 PM> 
whe
People near you:
(PK) Klibendon                    Sea of Despair
(PK) Ozriwddyr                    The Black Waters of the Sea
You feel your pulse slow down.
Your bloody shackles dissolve.
Subject Author Views Posted

Oz Great Escape, part 2

LogFiend 404 November 07, 2013 07:19PM

Nice. (n/t)

Drokk 104 November 08, 2013 01:08AM

Awesome logs BUT...

Sam 277 November 07, 2013 11:29PM

Don't be sad at all. All those logs are hero material and stsf was fixed

alex 165 November 09, 2013 06:44PM

Dagger first, but when I regained my specs, they were set at 85.

Quixotic 275 November 08, 2013 02:22AM

why did you lose specs? (n/t)

Nurok 119 November 08, 2013 07:22AM

Becoming neutral, I assume. (n/t)

Murphy 120 November 08, 2013 07:31AM

shit dude - you deleted? (n/t)

Nurok 104 November 08, 2013 04:15AM

Think he con died. (n/t)

zannon 121 November 08, 2013 04:20AM

yea, I checked officials and posted - bummer. (n/t)

Nurok 134 November 08, 2013 04:43AM



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