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> score
You are Player the Mage (X) (good) (level 19),
also known as Player the Mage (X) (level 19 mage).
You have 8073607 player experience, 1053375 guild exp,
104/137 hit points, 261/309 spell points, 486/450 quest points,
18 Intelligence, 18 Dexterity, and 684186 gold coins.
You have 309881 points to transfer to 15494 mage experience or stats.
You are sober.
Wimpy mode.
age:  41 days 1 hour 17 minutes 48 seconds.

> look at player
Player the Mage (X) (good) (female).
Player is in good shape.
        Player is carrying:
Player's spellbook.
a sky-blue turquoise.
a clear, blue-green aquamarine.
a fiery opal.
a black onyx.
a fine amethyst.
an amber topaz.
a powerful oak staff.
a softly glowing red amulet.
A set of black robes.
a ring of fire.
Player's flip flops of power.
A snow white owl sitting on her shoulder.
a small leather pouch.
> read spellbook
Level 1:
    sleep               (10)    missile         (10)    
    shield              (10)    identify        (25)    
    evil protection     (10)    good protection (10)    
    shocking grasp      (10)    light           (5)     
    dancing lights      (5)     
Level 2:
    whip                (20)    invis           (25)    
    stinking cloud      (25)    rope trick      (20)    
    strength            (20)    continual light (20)    
    know alignment      (10)    detect evil     (15)    
    detect invis        (20)    
Level 3:
    phantom armor       (25)    word of recall  (50)    
    blink               (30)    speed           (25)    
    lightning bolt      (30)    fireball        (30)    
    slow                (30)    clairvoyance    (25)    
Level 4:
    ice bolt            (40)    faerie fire     (35)    
    remove curse        (30)    fumble          (35)    
    confusion           (40)    
Level 5:
    gate                (125)   teleport        (80)    
    dispell magic       (60)    
Level 6:
    enchant item        (50)    item            (50)    
Level 7:
    permanency          (55)    iron skin       (50)    
    summon player       (175)   
> l at staff
You see a large and sturdy oak staff which just oozes power and energy.
Holding it in your hand, you can feel that despite its reassuring weight, you
could swing it violently to strike almost any blow you wished.
It has been hardened by special treatment.
> cast enchant item on staff with gem
You take the staff into your hands, and begin chanting.
The staff begins glowing softly.
The staff glows brighter, turning a brilliant blue.
When the light fades, the staff remains.
The gem turns to dust.
HP: 137/137, SP: 259/309
> cast permanency on staff
You take the staff into your hands and cast the spell.
The staff glows a brilliant red.  With a flash, the glowing
fades.  You feel the spell was a failure.  However, you
sense some of the magic spent left on the staff.
HP: 137/137, SP: 204/309
> cast permanency on staff
You take the staff into your hands and cast the spell.
The staff glows a brilliant red.  With a flash, the glowing
fades.  You feel the spell was a failure.  However, you
sense some of the magic spent left on the staff.
HP: 137/137, SP: 149/309
> cast permanency on staff
You take the staff into your hands and cast the spell.
The staff glows a brilliant red.  With a flash, the glowing
fades.  You sense the enchantment on staff grow stronger.
HP: 137/137, SP: 94/309
> dotimes 5 put gem in pouch
You put the gem into your spell component pouch.
You put the gem into your spell component pouch.
You put the gem into your spell component pouch.
You put the gem into your spell component pouch.
You put the gem into your spell component pouch.
> l at ring
You see a flame-red ring with inscribed sigils all around it.
The sigils have a burnished dull-red color.
> l at sigils
The sigils indicate that this ring has the power of fire.
> l at amulet
You feel slightly anxious as you peer into the amulet.
> equip
Ok.
The weight of the oak staff feels reassuring in your hands.
Ok.
The amulet glows brilliant red as you put it on.
Ok.
Ok.
The ring starts to warm up as you slip it on.
Ok.
Type 'help flip flops' for a list of commands provided by this.
> l at amulet
You feel like everything is out to get you as you peer into the amulet.
> inventory
 Player's spellbook.
*a powerful oak staff (wielded).
*a brilliantly glowing red amulet (cursed) (worn).
*A set of black robes (worn).
*a ring of fire (worn).
*Player's flip flops of power (worn).
 A snow white owl sitting on your shoulder.
 a small leather pouch.
> cast remove curse on amulet
You gently touch amulet.
The amulet begins glowing brightly.
After a moment, the glowing stops.
You sense the curse is removed from amulet.
The amulet fades and you feel less anxious.
HP: 137/137, SP: 64/309
> l at amulet
You feel slightly anxious as you peer into the amulet.
> cast continual light
You whispers words of magic, bringing forth bright spheres of light.
HP: 137/137, SP: 44/309
> cast evil protection
You begin chanting, and fall into a trance.
A deep feeling of goodness fills your soul.
HP: 137/137, SP: 34/309
> cast shield
You cast shield.
HP: 137/137, SP: 24/309
> i
 You have cast 'shield'.
 You have cast 'evil protection'.
 You have cast 'continual light'.
 Player's spellbook.
*a powerful oak staff (wielded).
*a brilliantly glowing red amulet (worn).
*A set of black robes (worn).
*a ring of fire (worn).
*Player's flip flops of power (worn).
 A snow white owl sitting on your shoulder.
 a small leather pouch.
> l at owl
You see a snow white owl.  You sense a gleam of
intelligence in it's eyes.
Owl is in good shape.
> drop owl
You drop Owl.
> help familiar
Commands for your familiar are: 
------------------------------------------------------- 
=cmd        cause your familiar to do command 'cmd'
            valid commands:  say, get, drop, give, verbose, 
                             brief, look, examine, 
                             any atmosphere command.
listen      cause your familiar to tell you everything it sees.
...

> listen on
> =east
Owl flys east.
=  You have reached the north edge of the village of Draxon. You can hear the
subdued voices of the villagers as they drink and eat in the village pub to
the west.  There is a general store on the opposite side of the road from the
pub.  Standing here, at the end of the road, the cliffs of Draxon Keep fill
your vision. You are now standing at the very base of the cliffs, and the road
ahead now begins to wind its way up towards the darkened halls and towers of
Draxon Keep.
=There are four obvious exits, north, west, east and south.
> =west
Owl flys in.
=  This is a low class, but respectable village bar.  Villagers brood over
strong ale here as the world slowly turns by.  It's almost poetic...yet there
seems to be something sinister underneath it all.
There is a menu here that you can order drinks from.
=    The only obvious exit is east.
=A suit of chainmail.
=A leather jacket.
=Player the Mage (X) (good).
The owl ruffles its feathers.
> get owl
You take Owl.
> l
  This is a low class, but respectable village bar.  Villagers brood over
strong ale here as the world slowly turns by.  It's almost poetic...yet there
seems to be something sinister underneath it all.
There is a menu here that you can order drinks from.
    The only obvious exit is east.
A leather jacket.
A suit of platemail.
> read menu
  The Village Pub:
 Mead ----------- 7 coins
 Ale ------------ 50 coins
 Dark Whiskey --- 100 coins
 Vampire Blood -- 150 coins
 Squig Juice ---- 50 coins
> buy blood
You pay 150 coins for a blood.
You drink the bitter mixture of foul red liquid with
a wrinkled nose.  It fills you with a fire and a craving... for blood.
> buy juice
You pay 50 coins for a juice.
You down the squig juice...
... later, when you come to, you feel a whole lot better.

...

HP: 137/137, SP: 309/309
> get jacket
You take leather jacket.
> cast enchant item on jacket
You take a gem from your component pouch.
You take the jacket into your hands, and begin chanting.
The jacket begins glowing softly.
The jacket glows brighter, turning a brilliant blue.
When the light fades, the jacket remains.
The gem turns to dust.
HP: 137/137, SP: 259/309
> cast phantom armor
You use your leather jacket for the spell component.
The leather jacket shimmers and disappears.
You begin chanting the words to the spell.
You feel a surge of power course through your veins.
You finish the spell.
HP: 137/137, SP: 234/309
> get platemail
You are carrying too much to take platemail.
You didn't get anything.
> cast strength
You feel stronger.
HP: 137/137, SP: 214/309
> get platemail
You take platemail.
> cast iron skin on platemail
You use your platemail for the spell component.
The platemail begins shimmering, turing a dull gray.
It quickly bonds to your skin, making it hard as iron.
HP: 137/137, SP: 164/309
> show spells
Spell               Where
-----               -----
continual light     Player
strength            Player
evil protection     Player
shield              Player
iron skin           Player
phantom armor       Player
> l
  This is a low class, but respectable village bar.  Villagers brood over
strong ale here as the world slowly turns by.  It's almost poetic...yet there
seems to be something sinister underneath it all.
There is a menu here that you can order drinks from.
    The only obvious exit is east.
> buy blood
You pay 150 coins for a blood.
You drink the bitter mixture of foul red liquid with
a wrinkled nose.  It fills you with a fire and a craving... for blood.

...

HP: 137/137, SP: 309/309
> east
  You have reached the north edge of the village of Draxon. You can hear the
subdued voices of the villagers as they drink and eat in the village pub to
the west.  There is a general store on the opposite side of the road from the
pub.  Standing here, at the end of the road, the cliffs of Draxon Keep fill
your vision. You are now standing at the very base of the cliffs, and the road
ahead now begins to wind its way up towards the darkened halls and towers of
Draxon Keep.
There are four obvious exits, north, west, east and south.
> north
  This is where the road starts to wind its way up towards the darkened and
sinister walls of Draxon Keep.  You can just barely make out the Keep from
here, your view being from an angle almost directly below were the Keep is
perched.  The road gets even steeper from here.
There are two obvious exits, northwest and south.
> northwest
  This is a long, steep road up the side of the sheer cliffs of the shadowy
Draxon Keep.  As you climb closer and closer towards its shadowy walls, you
get a terrible feeling in the pit of your stomach.  The village of Draxon lies
down in the valley below the cliffs to the south.  Its small buildings huddled
together against the cold of a harsh world.
There are two obvious exits, northeast and southeast.
> northeast
  You have reached the plateau that the Keep lies on. The road here is
shrouded in mist and strange sounds seep out from the dead trees that line the
road.  You have a very uneasy feeling here.  The mist you are in makes seeing
the Keep rather difficult.  You can barely make out a vague outline. The
village is but a mere collection of boxes from here, poking its head out of
the mist shrouded valley.
There are two obvious exits, northeast and southwest.
> ne
  You are standing on a wide dirt road shrouded in mist.  Eerie whistles of
wind through unseen trees grate at your sanity. Beneath the whistle of the
wind you think you can hear the crunching of booted feet on the packed dirt
road, but when the wind dies down, you hear nothing but silence.  A great,
dense fog surrounds you, obscuring your vision, and allowing you to see only
that this road runs north to south and that dark and twisted shapes lie along
its lonely length.  The wind rises and then dies, sending a chill down your
spine and making the hair on the back of your neck stand rigid.
There are two obvious exits, north and southwest.
The road curves to the northeast.
> n
  You are standing at the north end of a mist shrouded dirt road.  Ahead lies
a very dark and old looking keep surrounded by an equally dark and old looking
curtain wall.  Four short, stout towers rise up out of the mist that engulfs
the keep. Directly ahead lies an old and worn out drawbridge that allows
passage across the dark and putrid waters of the moat.
There are two obvious exits, north and southwest.
A ragged villager.
Villager screams at you: Stop! You must go no further!
> l at villager
You see a dirty, dishelved man in his late 40s.  He looks like he hasn't slept
in days and has a look in his eyes like he's seen something no mortal human
should ever see.  He looks like he is just barely holding onto his own sanity.
Villager says, with a desperate pleading in his voice:
  'Go back, you must go back, before it is too late!
  Please, go back!  No one has ever returned from here alive!'
> l at keep
The keep looks to be in surprisingly good condition, almost as if it has been
maintained, yet it still looks dark and dirty, as if it has been abandoned by
the living a long time ago.
> n
The villager makes a pathetic attempt to stop you.
You easily push him aside and head north.
As you are walking away from him, you hear him say:
 'I warned you, you fool!  I leave you to your fate!'
Then his words die down and you hear nothing but your own footsteps
crunching across the packed dirt road.
  You are standing on the old wooden planks of the keep's
drawbridge.  Mist fills the space above the dirty moat below
you, and the boards creak as you shift your weight on them.
The castle gatehouse lies in front of you, very old, but very
intact.  Above the entryway some words are carved into the stone.
A packed dirt road lies to the south.
There are two obvious exits, north and south.
> l at words
The words are deeply engraved into the stone, having survived
the ravages of time, though the rock is dirty and stained
with blood.
> read words
       -=*=--=*=--=*=--=*=--=*=-
       | D-R-A-X-O-N  K-E-E-P  |
       -=*=--=*=--=*=--=*=--=*=-
> n
The old wooden planks of the drawbridge creak as you move
across.  A small piece breaks off and lands in the moat with
an ominous splash.
  You are standing inside the central passage of a very old gatehouse.  The
portcullis has long since rusted away, but the stone structure is very much
intact.  Arrow slits line the walls and murder holes line the ceiling here. 
Mist fills the space here, making it hard to see the ground.  The way to the
keep lies open, as does the way across the drawbridge.  It smells of rotting
flesh here, very rancid and dirty.  You think you hear scraping sounds coming
from behind the walls.
There are two obvious exits, north and south.
A pile of bones.
> l at bones
This is a large pile of bones, seemingly made up of many different
skeletons.  They look old and worn, and many have scorch marks on them,
as if the flesh had been burned off of them.  Also, many look like
they've been smashed with blunt instruments.  The skulls in the pile
seem to stare back at you with their empty eye sockets.
> n
  You are standing before the main entrance to a very large, impressive keep. 
Four tall towers grace its corners, though you can only see the front two from
here.  The front wall of the keep rises up before you to the north, while the
gatehouse lies in the opposite direction.  Between the two, you can see very
little sky, and that which is visible is dark and starless. The outer castle
grounds to the east and west look barren, but negotiable.
There are two obvious exits, north and south.
> n
  This is the huge entrance hall to the keep.  Great arched doorways lie to
the north and south, and a grand hallway leads east and west of here. 
Tattered banners hang limply from wall sockets over the entryway.  It is dim
and misty, and the only light is the diffuse, grey light that filters in from
the outside.
There are four obvious exits, north, west, east and south.
Zombie guard.
Zombie guard.
Your phantom armor strains under the force of the blow.
Zombie missed you.
Your phantom armor absorbs the blow!
Zombie missed you.
Your ring pulsates gently.
You have a strong feeling of good as your
evil protection spell senses your evil opponent.
Fire streams from your staff, striking Zombie.
You massacred Zombie to small fragments.
Your phantom armor strains under the force of the blow.
Zombie missed you.
Your phantom armor absorbs the blow!
Zombie missed you.
Fire streams from your staff, striking Zombie.
You hit Zombie.
Zombie: a few wounds
The force of the blow is absorbed by your phantom armor.
Zombie missed you.
The force of the blow is absorbed by your phantom armor.
Zombie missed you.
> cast sleep on zombie
You put zombie to sleep.
HP: 137/137, SP: 299/309
Your phantom armor absorbs the blow!
Zombie missed you.
> cast sleep on zombie 2
You put zombie 2 to sleep.
HP: 137/137, SP: 289/309
> l at zombie
This is the partially decomposed corpse of a human.  Clad in smelly, rotting
furs, it looks like it was once a barbarian of some sort before it was killed
and put to its current dark purpose. It stares at you with a blank look in its
eyes.  It is beyond all reason.  It exists only to serve its master.  It
exists to kill you.
HP: 137/137, SP: 292/309
> cast missile on zombie
You have a strong feeling of good as your
evil protection spell senses your evil opponent.
You cast magic missile.
Many darts of light flare from your fingertips, striking Zombie.
You tickled Zombie in the stomach.
HP: 137/137, SP: 282/309
Zombie: dripping with blood
Your phantom armor absorbs the blow!
Zombie missed you.
> cast missile on zombie
You cast magic missile.
Many darts of light flare from your fingertips, striking Zombie.
Sparks fly off your staff, striking Zombie.
You hit Zombie very hard.
HP: 137/137, SP: 272/309
The force of the blow is absorbed by your phantom armor.
Zombie missed you.
> cast missile on zombie
You cast magic missile.
Many darts of light flare from your fingertips, striking Zombie.
Zombie died.
HP: 137/137, SP: 262/309
> cast missile on zombie
You have a strong feeling of good as your
evil protection spell senses your evil opponent.
You cast magic missile.
Many darts of light flare from your fingertips, striking Zombie.
You hit Zombie hard.
HP: 137/137, SP: 252/309
Your phantom armor absorbs the blow!
Zombie missed you.
> cast missile on zombie
You cast magic missile.
Many darts of light flare from your fingertips, striking Zombie.
You hit Zombie very hard.
HP: 137/137, SP: 245/309
Your phantom armor strains under the force of the blow.
Zombie missed you.
> cast missile on zombie
You cast magic missile.
Many darts of light flare from your fingertips, striking Zombie.
You hit Zombie very hard.
HP: 137/137, SP: 235/309
Zombie: deplorable
Your phantom armor strains under the force of the blow.
Zombie missed you.
> cast missile on zombie
You cast magic missile.
Many darts of light flare from your fingertips, striking Zombie.
Zombie died.
HP: 137/137, SP: 225/309
> l
  This is the huge entrance hall to the keep.  Great arched doorways lie to
the north and south, and a grand hallway leads east and west of here. 
Tattered banners hang limply from wall sockets over the entryway.  It is dim
and misty, and the only light is the diffuse, grey light that filters in from
the outside.
There are four obvious exits, north, west, east and south.
Corpse of Zombie.
Corpse of Zombie.
> cast invis
You wave your hands, and become transparent.
HP: 137/137, SP: 200/309
HP: 137/137, SP: 203/309
> n
As you step thru the archway, you feel a massive shock
surge through you!  You feel badly scorched!
Your phantom armor strains under the force of the blow.
You have entered a quiet little courtyard in the middle of Draxon Keep.
Flowers and shrubbery are growing out of  control all around you. In the
middle of the courtyard is a beautiful stone tower rising up out of the quad
about eighty feet. There is a door to the tower to your north, while the
courtyard continues around to the east and west.
There are four obvious exits, north, west, east and south.
> l at tower
This is a very tall and majestic tower, even as dirty and unkempt as it is,
you can tell it was beautiful in its day.
> west
  The courtyard here is less overgrown, and there are even some flowers here
that look pickable.  The central tower lies to the northeast, and the rest of
the keep towers above you.  You can see a few windows on the upper levels, but
can't reach them from here.  The courtyard continues from here.
There are two obvious exits, north and east.
a bunch of black flowers.
> l at flowers
This is a bunch of large flowers, jet black in color.  As you
hold them you prick your finger on a thorn. 'Ouch!'
You start to bleed and as you do, you notice the petals start
to take on a decidedly redder tone.
HP: 137/137, SP: 206/309
> n
  This is the west side of the castle courtyard.  The central tower looms to
the east, while the keep itself surrounds both the courtyard and the tower,
blocking most of your view of the dark and twisted sky above.  A large archway
leads back into the keep to the west, while the courtyard continues in other
directions.
There are three obvious exits, north, south and west.
> n
  This is a snug corner of the courtyard within the keep.  The grass and
flowers are heavily overgrown here, encroaching upon the path and winding up
the central tower a ways.  A small fountain makes sickening gurgling noises
here.  The courtyard continues in either direction.
There are two obvious exits, east and south.
Blood Elemental.
> l at fountain
The small fountain looks dirty and corrupted.  It appears to be coughing up
blood now instead of water!                                                    
> l at elemental
This is a huge, hulking mass of blood that seems to pour endlessly from the
ground then flow back into itself.  It is the most horrid, disgusting thing
you have ever seen.  It advances on you!
HP: 137/137, SP: 209/309
HP: 137/137, SP: 212/309
> dispell invis
You become visible.
The force of the blow is absorbed by your phantom armor.
Your phantom armor dispels.
Blood elemental missed you.
You have a strong feeling of good as your
evil protection spell senses your evil opponent.
> cast faerie fire on elemental
Blood elemental resists your spell!
You missed Blood elemental.
Blood elemental smashed you with a bone crushing sound.
> cast faerie fire on elemental
You cast faerie fire on Blood elemental.
Blood elemental begins glowing brightly.
Fire streams from your staff, striking Blood elemental.
You hit Blood elemental hard.
HP: 115/137, SP: 177/309
Blood elemental: unhurt
Blood elemental hit you very hard.
You hit Blood elemental very hard.
HP: 105/137, SP: 177/309
Blood elemental missed you.
You hit Blood elemental hard.
HP: 108/137, SP: 180/309
Blood elemental hit you very hard.
> cast fireball on elemental
You cast fireball.
A huge fireball streaks away from you, striking Blood elemental.
You tickled Blood elemental in the stomach.
HP: 97/137, SP: 150/309
Blood elemental: spurting blood
Blood Elemental gushes forth blood that covers you and enters your nose and
lungs!
Blood elemental smashed you with a bone crushing sound.
> cast lightning bolt on elemental
You point at Blood elemental.
A bolt of lightning streaks from your fingertips, striking Blood elemental.
You hit Blood elemental hard.
HP: 59/137, SP: 120/309
HP: 62/137, SP: 123/309
Blood elemental missed you.
> cast ice bolt on elemental
You hold your hands in front of you, aimed at Blood elemental.
A bolt of ice shoots from your hands, striking Blood elemental.
Blood elemental died.
Your faerie fire wears off.
HP: 62/137, SP: 83/309
> l
  This is a snug corner of the courtyard within the keep.  The grass and
flowers are heavily overgrown here, encroaching upon the path and winding up
the central tower a ways.  A small fountain makes sickening gurgling noises
here.  The courtyard continues in either direction.
There are two obvious exits, east and south.
Corpse of Blood elemental.
> e
  This is the north side of Draxon Keep's courtyard.  Many plants grow out of
control here, almost obscuring the tiny path that runs around the central
tower.  The tower itself looks quite impressive from here, reaching skyward
within the shady confines of the keep's inner wall.  The courtyard continues
west and east, and a large, arched doorway leads back into the main body of
the keep.
There are three obvious exits, west, east and north.

...

HP: 137/137, SP: 309/309
> n
As you step thru the archway, you feel a massive shock
surge through you!  You feel badly scorched!
  This is a large open room in the midst of the long east/west hall that runs
the width of the keep.  A large groin vault forms the ceiling here, leading
down to two large archways, one to the north, and one to the south.  The
northern one opens up into the main Throne Room of Draxon Keep.  The arch to
the south leads to the inner courtyard, whose light floods this room, despite
the large shadow cast by the tower in the courtyard's center.
There are four obvious exits, north, south, west and east.
Skeleton.
Skeleton.
Skeleton.
Skeleton.
Skeleton hit you.
Skeleton grazed you.
Skeleton missed you.
Skeleton missed you.
HP: 125/137, SP: 309/309
You have a strong feeling of good as your
evil protection spell senses your evil opponent.
Skeleton: unhurt
> cast sleep on skeleton
You put skeleton to sleep.
> cast sleep on skeleton 2
You put skeleton 2 to sleep.
> cast sleep on skeleton 3
You put skeleton 3 to sleep.
> cast sleep on skeleton 4
You put skeleton 4 to sleep.
HP: 125/137, SP: 269/309
> l at skeleton
This is a full human skeleton, animated and looking for blood, preferrably
yours.
> cast stinking cloud
You chant the words to the spell.
A noxious cloud of gas fills the area.
HP: 125/137, SP: 244/309
> l
  This is a large open room in the midst of the long east/west hall that runs
the width of the keep.  A large groin vault forms the ceiling here, leading
down to two large archways, one to the north, and one to the south.  The
northern one opens up into the main Throne Room of Draxon Keep.  The arch to
the south leads to the inner courtyard, whose light floods this room, despite
the large shadow cast by the tower in the courtyard's center.
There are four obvious exits, north, south, west and east.
a noxious cloud of gas.
Skeleton.
Skeleton.
Skeleton.
Skeleton.
> l at cloud
This is a noxious, green cloud of gas obscuring your vision.
HP: 128/137, SP: 247/309
Skeleton breaks down in a fit of coughing.
Skeleton breaks down in a fit of coughing.
Skeleton breaks down in a fit of coughing.
Skeleton breaks down in a fit of coughing.
HP: 131/137, SP: 250/309
HP: 134/137, SP: 253/309
Skeleton breaks down in a fit of coughing.
HP: 137/137, SP: 256/309
Skeleton breaks down in a fit of coughing.
Skeleton breaks down in a fit of coughing.
HP: 137/137, SP: 259/309
HP: 137/137, SP: 262/309
HP: 137/137, SP: 265/309
Skeleton breaks down in a fit of coughing.
Your iron skin wears off.
> shape skeleton
Skeleton is bleeding profusely.
>

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