Daevryn | Mon 30-Jul-12 12:44 PM |
Member since 13th Feb 2007
11117 posts
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#2930, "Whoops, didn't realize this got chopped."
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PROTECTED civilized <218hp 777m 498mv 11239tnl (3.94%) 1 PM> The special guard yells 'Akedeh is a CRIMINAL! PROTECT THE INNOCENT!!' The special guard yells 'Akedeh is a CRIMINAL! PROTECT THE INNOCENT!!' A barbed devil gestures at Akedeh, uttering blasphemies. A ball of fire streaks from a barbed devil's hands towards Akedeh. The gods protect the special guard from a barbed devil. The gods protect the special guard from a barbed devil. The gods protect Hwelntook from a barbed devil. The gods protect someone from a barbed devil. A barbed devil's fireball MANGLES Akedeh! The gods protect the Enlightened Master from a barbed devil. Akedeh is convulsing on the ground. PROTECTED civilized <218hp 777m 498mv 11239tnl (3.94%) 1 PM> flee Hwelntook binds Akedeh's hands with manacles. Akedeh is convulsing on the ground. PROTECTED civilized <218hp 777m 498mv 11239tnl (3.94%) 1 PM> Your shield blocks Akedeh's divine power. Akedeh's crush EVISCERATES you! You sure are BLEEDING! Your shield blocks Akedeh's crush. Jeoelilak's flaming bite MUTILATES an earth elemental! Akedeh parries your asphyxiation. You feel a stiffness in your joints. Akedeh is convulsing on the ground. PROTECTED civilized <169hp 777m 498mv 11239tnl (3.94%) 1 PM> Jeoelilak has fled! Jeoelilak leaves south. Akedeh is convulsing on the ground. PROTECTED civilized <169hp 777m 498mv 11239tnl (3.94%) 1 PM> Phaerix has fled! Akedeh is convulsing on the ground. PROTECTED civilized <169hp 777m 498mv 11239tnl (3.94%) 1 PM> Akedeh gets in one more shot as you flee. Akedeh's parting blow EVISCERATES you! You sure are BLEEDING! Great Temple of Hamsah Mu'tazz This quiet arcade is overseen by an expansive bas-relief of the first seven Sultans of the city, each portrayed smaller than the First, despite the fierce pride displayed by the entire group. A tray of candles is spread beneath the stillness of the stone figures, many of which are lit in offering to the spirits of greatness passed. Priests and mystics gather at the edges of the tiled walk that leads through the temple, discussing works of faith, debating the differences between warring religions, and discussing news from abroad. [Exits: north east west up] A commoner of Hamsah Mu'tazz stands here wrapped in colorful clothes. You flee from combat! PROTECTED civilized <124hp 777m 497mv 11239tnl (3.94%) 1 PM> flee c tele You aren't fighting anyone. You continue to bleed from your wounds. Your bleeding wounds you. You sure are BLEEDING! PROTECTED civilized <108hp 794m 532mv 11239tnl (3.94%) 2 PM> Akedeh has arrived. Phaerix has arrived. You aren't fighting anyone. PROTECTED civilized <108hp 794m 532mv 11239tnl (3.94%) 2 PM> A Small Hallway Walking through the small hallway, it is quiet except for the squeak of the wooden panels under your feet. You notice the hallway is much cleaner than the rest of the lumberyard, without a speck of sawdust littering the ground. The hallway continues to the south. [Exits: north south] ( 2) The large tail of a rat lies bleeding before you. A floor sweeper walks through the lumberyard, sweeping up the trash. civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> A barbed devil has arrived. An earth elemental has arrived. civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> where [Newbie] Isala: Oh Hmmm. civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> People near you: (PK) Nabighah A Small Hallway civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> cb Ouch. Too close. [SCION] Nabighah: Ouch. Too close. civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> whe People near you: (PK) Nabighah A Small Hallway civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> whoi ake [34 Arial War] (PK) (WANTED) Akedeh the Warrior of the Shield civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> af You are affected by: Spell: 'detect invis' for 36 hours. Spell: 'conjure devil' for 31 hours. Spell: 'conjure elemental' for 23 hours. Spell: 'bless' modifies save vs spell by -4 for 20 hours. Spell: 'bless' modifies hit roll by 2 for 20 hours. Timer: 'planar ward' for 19 hours. Spell: 'protection from good' for 17 hours. Commune: 'fly' for 8 hours. Commune: 'aura' modifies armor class by -30 for 8 hours. Spell: 'pass door' for 7 hours. Spell: 'despoil' modifies hp by 306 for 7 hours. Physical effect: 'impale' modifies dexterity by -4 for 6 hours. Physical effect: 'impale' modifies strength by -4 for 6 hours. Physical effect: 'hemorrhage' for 6 hours. Commune: 'protective shield' for 5 hours. Spell: 'detect magic' for 5 hours. Spell: 'planar ward' modifies armor class by -30 for 4 hours. Spell: 'beckon druktrar' for 3 hours. Timer: 'physical sleep protection' for 2 hours. civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> [Newbie] Isala: OK. Any recommendations? civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> l A Small Hallway Walking through the small hallway, it is quiet except for the squeak of the wooden panels under your feet. You notice the hallway is much cleaner than the rest of the lumberyard, without a speck of sawdust littering the ground. The hallway continues to the south. [Exits: north south] ( 2) The large tail of a rat lies bleeding before you. A humanoid bulk of crystal and clay and rare minerals leans here. A char-fleshed devil covered in deadly spikes lurks here. A floor sweeper walks through the lumberyard, sweeping up the trash. civilized <108hp 759m 532mv 11239tnl (3.94%) 2 PM> c tele The Open Sea The smell of the salt air fills your nose, and the sight of unending azure water fills your vision. The sky reaches to every horizon meeting the sea. There is little else of interest, just the water and the sky, the sky and the water. Water and sky, sky and water. [Exits: north east south west down] wilderness <108hp 724m 532mv 11239tnl (3.94%) 2 PM> whe A barbed devil has arrived. A barbed devil turns to you and weaves a sorcerous spell. A mystical barrier forms around you. An earth elemental has arrived. wilderness <108hp 724m 532mv 11239tnl (3.94%) 2 PM> [Newbie] A helpful mortal: For what? wilderness <108hp 724m 532mv 11239tnl (3.94%) 2 PM> [Newbie] Bolzhor: human ranger neutral nuetral People near you: (PK) Nabighah The Open Sea wilderness <108hp 724m 532mv 11239tnl (3.94%) 2 PM> e The Open Sea The smell of the salt air fills your nose, and the sight of unending azure water fills your vision. The sky reaches to every horizon meeting the sea. There is little else of interest, just the water and the sky, the sky and the water. Water and sky, sky and water. [Exits: north east south west down] wilderness <108hp 724m 528mv 11239tnl (3.94%) 2 PM> e e The Open Sea The smell of the salt air fills your nose, and the sight of unending azure water fills your vision. The sky reaches to every horizon meeting the sea. There is little else of interest, just the water and the sky, the sky and the water. Water and sky, sky and water. [Exits: north east south west down] wilderness <108hp 724m 524mv 11239tnl (3.94%) 2 PM> e whe The Open Sea The smell of the salt air fills your nose, and the sight of unending azure water fills your vision. The sky reaches to every horizon meeting the sea. There is little else of interest, just the water and the sky, the sky and the water. Water and sky, sky and water. [Exits: north east south west down] A barbed devil has arrived. An earth elemental has arrived. wilderness <108hp 724m 520mv 11239tnl (3.94%) 2 PM> The Open Sea The smell of the salt air fills your nose, and the sight of unending azure water fills your vision. The sky reaches to every horizon meeting the sea. There is little else of interest, just the water and the sky, the sky and the water. Water and sky, sky and water. [Exits: north east south west down] wilderness <108hp 724m 516mv 11239tnl (3.94%) 2 PM> e People near you: (PK) Nabighah The Open Sea wilderness <108hp 724m 516mv 11239tnl (3.94%) 2 PM> e The Open Sea The smell of the salt air fills your nose, and the sight of unending azure water fills your vision. The sky reaches to every horizon meeting the sea, except to the south where a great volcano pierces the horizon, belching smoke into the sky. A river running from the volcanoe empties into the sea. The sea continues to the north and west while a rocky shore to the east blocks your progress. [Exits: north south west down] wilderness <108hp 724m 512mv 11239tnl (3.94%) 2 PM> whe Alas, you cannot go that way. wilderness <108hp 724m 512mv 11239tnl (3.94%) 2 PM> People near you: (PK) Nabighah The Open Sea wilderness <108hp 724m 512mv 11239tnl (3.94%) 2 PM> hold orb You stop using a finely polished shield. You hold the Orb of the Twilight Lords in your hands. A tingling sensation radiates through your body.
wilderness <108hp 724m 512mv 11239tnl (3.94%) 2 PM> n [Newbie] A helpful mortal: I liked your attitude of sticking it out, dying lots. The Open Sea The sea and the sky, the sky and the sea. Sea and sky, sky and sea. When was the last time you saw land? When was the last time you did not see blue or gray? You think you may go mad from all of the space! [Exits: north east south west down] wilderness <108hp 724m 508mv 11239tnl (3.94%) 2 PM> e e The Open Sea The smell of the salt air fills your nose, and the sight of unending azure water fills your vision. The sky reaches to every horizon meeting the sea. There is little else of interest, just the water and the sky, the sky and the water. Water and sky, sky and water. Far to the south and east you think you see land! [Exits: north west down] A white pelican skims the water looking for some tasty fish. A white pelican skims the water looking for some tasty fish. A white and black seagull glides on the wind of the sea. A barbed devil has arrived. An earth elemental has arrived. wilderness <108hp 724m 504mv 11239tnl (3.94%) 2 PM> e Alas, you cannot go that way. wilderness <108hp 724m 504mv 11239tnl (3.94%) 2 PM> whe Alas, you cannot go that way. wilderness <108hp 724m 504mv 11239tnl (3.94%) 2 PM> People near you: (PK) Nabighah The Open Sea wilderness <108hp 724m 504mv 11239tnl (3.94%) 2 PM> n The Open Sea The sea and the sky, the sky and the sea. Sea and sky, sky and sea. When was the last time you saw land? When was the last time you did not see blue or gray? You think you may go mad from all of the space! [Exits: north east south west down] wilderness <108hp 724m 500mv 11239tnl (3.94%) 2 PM> e Before Arkham Harbor The smell of the salt air fills your nose, and the sight of unending azure water fills your vision. To the north and south you can see the thin line which means land is near, and to the east you can see the beginnings of a harbor. The land to the north and south is surrounded by treacherous and impassable rocks. The open sea waits to the west. A buoy bobs here among the waves. [Exits: east west down] A gray seagull soars above the waves of the sea. wilderness <108hp 724m 496mv 11239tnl (3.94%) 2 PM> e e The Sunlit Harbor The azure waters of the Dragon Sea gently blend into the jade green water of the harbor, with plumes of dark green algae sporadically clumping together near the surface. The sunlight expands down into the water revealing the soft rolls of sand below. Small juvenile fish play along the light brown sand, their sunlit scales reflected in a cascade of swirling color. The gentle wind carries in the heavy scent of brine, and the high- pitched caws of hungry seagulls call out from above. The green waters of the harbor expand to the north and south. To the east lies the quiet wharf, and westward the harbor opens up to the swirling blue of the Dragon Sea. [Exits: north east south west] wilderness <108hp 724m 491mv 11239tnl (3.94%) 2 PM> e whe The Wharf Thick planks of solid wood have been laid over a maze of pilings to create the wide and sturdy wharf, with thick cast iron braces and nails keeping the boards firmly in place. The wharf runs in a long strip parallel to the green waters of the harbor that expand to the west. A few pilings jut out from the edge wharf to give boats a place to tie up after a long journey. High- pitched caws of hungry seagulls call out from above, and the heavy smell of salt infuses into your pores and fills your nostrils with its richness. The quiet wharf continues to the north, south and east. [Exits: north east south west] An Arkham guard vigilantly roams the city streets searching for the lawless. An Arkham guard vigilantly roams the city streets searching for the lawless. civilized <108hp 724m 487mv 11239tnl (3.94%) 2 PM> The Wharf Thick planks of solid wood have been laid over a maze of pilings to create the wide and sturdy wharf, thick cast iron braces and nails keeping the boards firmly in place. The wharf runs in a long strip parallel to the green waters of the harbor. High-pitched caws of hungry seagulls call out from above, and the heavy smell of salt infuses into your pores and fills your nostrils with its richness. The quiet wharf continues to the north, south and west. Eastward, a paved street signals the beginning of the city. [Exits: north east south west] (Whirling Blades) (White Aura) An elder neophyte welcomes visitors to Arkham with a kind smile. civilized <108hp 724m 485mv 11239tnl (3.94%) 2 PM> wor People near you: (PK) Nabighah The Wharf civilized <108hp 724m 485mv 11239tnl (3.94%) 2 PM> You have 24 gold, 9 silver, and 3 copper, which is worth 24183 copper. You have 221261 experience and need 11239 more experience to gain a rank. (3.94% progress) A barbed devil has arrived. An earth elemental has arrived. civilized <108hp 724m 485mv 11239tnl (3.94%) 2 PM> e Malinya the elder neophyte tells you 'You must visit Candi's Confections! She puts love into every sugary morsel.' Main Street On either side of the road stand narrow buildings in various stages of disarray, their sides butting up next to each other leaving no space between. While each building differs slightly from the next, they are all covered in a thick veneer of grime and dust. Unlit cast iron lamp posts line the thin street with simple iron arrows attached to one of the posts, creating a guidepost. The heavy smell of salt wafts in from the quiet wharf to the west. To the south a neat wooden sign hangs over the archway of a tall narrow building and, north an embroidered flag hangs from the roof of a slim shop with a large display window. The street continues to the east. [Exits: [north] east [south] west down] A small, leather coin purse. civilized <108hp 724m 483mv 11239tnl (3.94%) 2 PM> e e The Intersection of Main and Eldritch The narrow intersection is paved with loose and broken granite cobblestones, and patches of grass and weeds poke up from the cracks between them. On either side of the roads stand narrow and cramped buildings in various stages of disarray. While each building differs slightly from the next, they are all covered in a thick veneer of grime and dust. Unlit cast iron lamp posts line the thin street, and simple iron arrows have been attached to one of the lamp posts creating a guidepost. The narrow paved road continues north, south, east and west. [Exits: north east south west] civilized <108hp 724m 481mv 11239tnl (3.94%) 2 PM> e Main Street The straight and narrow road is paved with loose and broken granite cobblestones, and patches of grass and weeds poke up from the cracks between them. On either side of the road stand narrow and cramped buildings in various stages of disarray. While each building differs slightly from the next, they are all covered in a thick veneer of grime and dust. Unlit cast iron lamp posts line the thin street, and a simple iron arrow has been attached to one of the lamp posts creating a guidepost. To the north, a stone marker stands in front of an old building, and to the south an iron sign hangs on a post in front of a shop. The quiet paved street continues to the east and west. [Exits: [north] east [south] west] A small, leather coin purse. civilized <108hp 724m 479mv 11239tnl (3.94%) 2 PM> whe Main Street The straight and narrow road is paved with loose and broken granite cobblestones, and patches of grass and weeds poke up from the cracks between them. On either side of the road stand narrow and cramped buildings in various stages of disarray. While each building differs slightly from the next, they are all covered in a thick veneer of grime and dust. Unlit cast iron lamp posts line the thin street, and a Simple iron arrow has been attached to one of the lamp posts creating a guidepost. To the north stands a tall, narrow building with an iron plaque next to its door, and to the south stands a large stone building, its high bell tower marks it as the cathedral. The quiet paved street continues to the east and west. [Exits: [north] east [south] west] A cathedral guard stands statuesque, guarding the doorway to the cathedral. civilized <108hp 724m 477mv 11239tnl (3.94%) 2 PM> People near you: (PK) Nabighah Main Street civilized <108hp 724m 477mv 11239tnl (3.94%) 2 PM> e [Newbie] Isala: I mean for step 2 of this dark elf necro civilized <108hp 724m 477mv 11239tnl (3.94%) 2 PM> Town Circle The straight and narrow road opens up into a wide, four way intersection. The circle is paved with loose and broken granite cobblestones that form a ringed pattern. Looking down the roads, narrow and cramped buildings stand in various stages of disarray. While each building differs slightly from the next, they are all covered in a thick veneer of grime and dust. Unlit cast iron lamp posts are placed at the exits of the circle, and a large wooden pillar has been constructed in the center of the circle. Various notices, letters and pictures litter the entire surface of the pillar, and iron arrows have been placed on top of the pillar as a guidepost. A small manhole has been dug just off center in the circle. [Exits: north east south west down] The Imperial Recruiter seeks to expand the Empire. civilized <108hp 724m 475mv 11239tnl (3.94%) 2 PM> e Main Street The straight and narrow road is paved with loose and broken granite cobblestones, and patches of grass and weeds poke up from the cracks between them. On either side of the road stand narrow and cramped buildings in various stages of disarray. While each building differs slightly from the next, they are all covered in a thick veneer of grime and dust. Unlit cast iron lamp posts line the thin street, and a simple iron arrow has been attached to one of the lamp posts creating a guidepost. To the north lies an overgrown garden, and southward lies a small, newly built cottage. The quiet paved street continues to the east and west. [Exits: north east [south] west] A young pickpocket prowls the streets, looking for an easy target. A barbed devil has arrived. An earth elemental has arrived. civilized <108hp 724m 473mv 11239tnl (3.94%) 2 PM> n The City Garden A circular granite fountain that had once been a great masterpiece rests in the middle of the square garden. The vegetation surrounding the fountain has grown wild, and the circular cobblestone walkway can barely be seen through the tall grasses. Vibrantly green hedges have burst out from their once neatly contained squares, and stray twigs poke out in all directions. Ivy intertwined with blue cathedral bells creeps up the neighboring buildings and encircles the lamp posts. The cathedral bells emanate a soft, sweet scent that gives the chaos of this garden a calming, healing feel. To the north lies a small wooden building, its open doorway surrounded with powder blue flowers, and the city street lies to the south. [Exits: north south] civilized <108hp 724m 471mv 11239tnl (3.94%) 2 PM> n whe The Arkham Sanatorium Only a few lanterns hang from the peaked ceiling of the cramped, windowless room, offering only the dimmest of orange light. Sets of bunked beds stacked three high line the eastern and western wall, their white linens stained from the sweat and blood of the infirm. Against the northern wall stands a small cabinet with clean towels and metal basins stacked on top of it, and a massive trunk used for donations rests next to the steel cabinet. The pungent smell of illness is masked by the calming, sweet smell of powder blue cathedral flowers that line the open doorway. A small staircase descends towards the Academy's entrance. [Exits: south] A massive trunk for donations stands here. A wounded fire giant is uncomfortably laying on one of the bunks. (White Aura) Brynaen methodically tends to the wounded, only concerned with their ailments. civilized <108hp 724m 469mv 11239tnl (3.94%) 2 PM> [Newbie] A helpful mortal: If you can take it in good spirit and learn, you'll learn lots quick civilized <108hp 724m 469mv 11239tnl (3.94%) 2 PM> People near you: (PK) Nabighah The Arkham Sanatorium civilized <108hp 724m 469mv 11239tnl (3.94%) 2 PM> heal heal You pay Brynaen 900 copper coins. Brynaen closes his eyes for a moment and nods at you. A calming warmth suffuses your body as Brynaen heals your wounds. civilized <150hp 724m 469mv 11239tnl (3.94%) 2 PM> heal heal A barbed devil has arrived. An earth elemental has arrived. civilized <150hp 724m 469mv 11239tnl (3.94%) 2 PM> You pay Brynaen 900 copper coins. Brynaen closes his eyes for a moment and nods at you. A calming warmth suffuses your body as Brynaen heals your wounds. civilized <192hp 724m 469mv 11239tnl (3.94%) 2 PM> heal heal You pay Brynaen 900 copper coins. Brynaen closes his eyes for a moment and nods at you. A calming warmth suffuses your body as Brynaen heals your wounds. civilized <234hp 724m 469mv 11239tnl (3.94%) 2 PM> heal heal Malinya the elder neophyte yells 'Gishka K'ahn! Guards! A criminal walks the city streets!' civilized <234hp 724m 469mv 11239tnl (3.94%) 2 PM> where You pay Brynaen 900 copper coins. Brynaen closes his eyes for a moment and nods at you. A calming warmth suffuses your body as Brynaen heals your wounds. civilized <276hp 724m 469mv 11239tnl (3.94%) 2 PM> [Newbie] A helpful mortal: Well, learn some more, do some quests. [SCION] Tavlin: It is the villager who gives you the most trouble? civilized <276hp 724m 469mv 11239tnl (3.94%) 2 PM> A fire giant writhes in pain as a thorny plant grows within him. A fire giant's thornheart scratches him. You continue to bleed from your wounds. Your bleeding hits you. civilized <278hp 753m 539mv 11239tnl (3.94%) 3 PM> People near you: (PK) Akedeh The City Garden (PK) Nabighah The Arkham Sanatorium civilized <278hp 753m 539mv 11239tnl (3.94%) 3 PM> Akedeh has arrived. civilized <278hp 753m 539mv 11239tnl (3.94%) 3 PM> Akedeh's cranial hit misses you. Akedeh is writhing in agony. civilized <278hp 753m 539mv 11239tnl (3.94%) 3 PM> [Newbie] A helpful mortal: Start learning areas. [SCION] Tavlin: Or Phaerix? Akedeh's divine power wounds you. Akedeh gets in one more shot as you flee. Akedeh's parting blow injures you. You sure are BLEEDING! PANIC! You couldn't escape! Akedeh's crush mauls you. You sure are BLEEDING! Alas, you cannot go that way. PANIC! You couldn't escape! Akedeh's divine power deflects harmlessly off of a sash of black gauze. Akedeh parries your asphyxiation. Akedeh dodges your asphyxiation. Akedeh is writhing in agony. civilized <221hp 753m 539mv 11239tnl (3.94%) 3 PM> c tele You failed. Akedeh is writhing in agony. civilized <221hp 718m 539mv 11239tnl (3.94%) 3 PM> A barbed devil gestures at Akedeh, uttering blasphemies. A ball of fire streaks from a barbed devil's hands towards Akedeh. A barbed devil's fireball *** DEMOLISHES *** Akedeh! Akedeh yells 'Help! I'm being attacked by an earth elemental!' An earth elemental's crush MANGLES Akedeh! Akedeh is DEAD!! You land the killing blow against Akedeh. Akedeh splatters blood on your armor. civilized <221hp 718m 539mv 11239tnl (3.94%) 3 PM> [Newbie] A helpful mortal: Well, now that you announced where you live, you might want to change your hometown. civilized <221hp 718m 539mv 11239tnl (3.94%) 3 PM> flee You aren't fighting anyone. civilized <221hp 718m 539mv 11239tnl (3.94%) 3 PM> l in corpse The corpse of Akedeh contains: a tarnished silver ring a badge of dull black feathers (Glowing) a flawless bracelet of pure sapphire some leggings from the snow worm (Glowing) a blood covered tunic a pale white skull ring ( 2) (Humming) a blacksmith's forge hammer a pair of pitch-black claws a metal canteen insulated in a wolf's pelt some studded leather work gloves (Humming) the slavemaster's insignia midnight dragon armguards an onyx and obsidian bracelet a captain's hat a wide bronze belt a long elvish mace (Glowing) a shimmering ornate silver scepter a necklace of wolf fangs a large sack a trophy of Dieterle 8 gold coins 1141 silver coins 209 copper coins civilized <221hp 718m 539mv 11239tnl (3.94%) 3 PM> get all.coins corpse whe Akedeh tells you 'Ah, a bad time.' 8 gold coins: you can't carry that many items. 1141 silver coins: you can't carry that many items. 209 copper coins: you can't carry that many items. civilized <221hp 718m 539mv 11239tnl (3.94%) 3 PM> People near you: (PK) Nabighah The Arkham Sanatorium civilized <221hp 718m 539mv 11239tnl (3.94%) 3 PM> heal heal You pay Brynaen 900 copper coins. Brynaen closes his eyes for a moment and nods at you. A calming warmth suffuses your body as Brynaen heals your wounds. civilized <263hp 718m 539mv 11239tnl (3.94%) 3 PM> c famil An imp flutters in on silent wings to perch on your shoulder.
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Nabighah Vs...
[View all] , Daevryn, Fri 27-Jul-12 08:55 AM
First conjuration of a Fiendish Ice Devil (40),
Daevryn,
04-Aug-12 06:29 PM, #32
2 short questions.,
Shapa,
07-Aug-12 09:51 AM, #33
RE: 2 short questions.,
Daevryn,
07-Aug-12 09:56 AM, #34
Requests,
Perpetual_Noob,
01-Aug-12 07:49 AM, #29
RE: Requests,
Daevryn,
04-Aug-12 06:23 PM, #31
RE: Nabighah Vs... ,
GoTeamUnderdog,
30-Jul-12 12:44 PM, #24
RE: Nabighah Vs... ,
Daevryn,
30-Jul-12 12:45 PM, #27
Vs. Giridor (Level 25),
Daevryn,
30-Jul-12 07:23 PM, #28
Kheorr and Zaraeus, Part 2,
Daevryn,
27-Jul-12 12:10 PM, #23
Kheorr and Zaraeus (Level 46) Part 1,
Daevryn,
27-Jul-12 12:08 PM, #22
Cyralis (Level 46),
Daevryn,
27-Jul-12 12:00 PM, #21
Koul and Kraggabod Part 2,
Daevryn,
27-Jul-12 11:47 AM, #20
Koul and Kraggabod (Level 41), Part 1,
Daevryn,
27-Jul-12 11:45 AM, #19
Zarizza and Cabakso (Level 41),
Daevryn,
27-Jul-12 11:08 AM, #18
Faergakar, Authenes, Blybryn (Level 40),
Daevryn,
27-Jul-12 11:04 AM, #17
Bunch o' Fort (Level 37),
Daevryn,
27-Jul-12 10:56 AM, #15
Was too long... part B,
Daevryn,
27-Jul-12 10:58 AM, #16
Phaerix (Level 35),
Daevryn,
27-Jul-12 10:47 AM, #14
Akedeh (Level 35),
Daevryn,
27-Jul-12 10:43 AM, #13
Phaerix and Akedeh (Level 35),
Daevryn,
30-Jul-12 12:44 PM, #12
Got the rest of that one? ,
Marcus_,
30-Jul-12 12:44 PM, #25
Whoops, didn't realize this got chopped.,
Daevryn,
30-Jul-12 12:44 PM #26
Padui and Kalsten (Level 35),
Daevryn,
27-Jul-12 10:18 AM, #11
Wvarn (Level 35),
Daevryn,
27-Jul-12 10:08 AM, #10
Hashinto (Level 35),
Daevryn,
27-Jul-12 10:05 AM, #9
Greshan (Level 35),
Daevryn,
27-Jul-12 10:02 AM, #8
Floriant (level 30),
Daevryn,
27-Jul-12 09:59 AM, #7
Samoleus (level 20),
Daevryn,
27-Jul-12 09:50 AM, #6
Scion Induction by request (RP),
Daevryn,
04-Aug-12 06:19 PM, #30
Mhuryna (about level 13-15, first kill),
Daevryn,
27-Jul-12 09:41 AM, #5
Lohakahn and Mochodin (minus Mochodin) Round 3 ,
Daevryn,
27-Jul-12 09:31 AM, #3
RE: Lohakahn and Mochodin (minus Mochodin) Round 3b ,
Daevryn,
27-Jul-12 09:33 AM, #4
Lohakhan and Mochodin, Round 2,
Daevryn,
27-Jul-12 09:05 AM, #2
Lohakhan and Mochodin, Round 1,
Daevryn,
27-Jul-12 08:57 AM, #1
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