The death of [21 Mercenary] Grutag (Minotaur)

in A Dusty Trail

from the perspective of [21 Mercenary] Grutag (Minotaur)

<worn as a badge>    a magical ivory badge from Newhaven
<worn on horns>      a gleaming kirin's horn
<worn on eyes>       a drow-made softwood visor
<worn in nose>       a blood stained nose ring [71%]             
<worn around neck>   a masterly-crafted dragonscale torque from Lost Temple of Tikitzopl [51%]             
<worn on body>       a green dragon-scaled shirt
<worn about body>    a magical dragonscale cloak
<worn on back>       a large leather backpack
<worn on tail>       a brutal crystal tail protector
<worn as quiver>     a black leather quiver
<worn about waist>   a glittering flesh girth
<worn on arms>       some jodani wood sleeves
<worn around wrist>  a chain-linked raider's bracelet
<worn around wrist>  a spiked dragonskin bracelet
<worn on hands>      a pair of heavy spiked combat gloves
<worn on finger>     a ring of orcish flesh
<worn on finger>     a bloody dragonscale band
<primary weapon>     a morning-star enshrouded in crimson flames (illuminating)
<secondary weapon>   a slimy troglodyte claw

A small stream provides fresh water for all.

< 425h/425H 231v/237V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 425h/425H 231v/237V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An agitated commoner walks the road.

< 425h/425H 231v/237V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West

< 425h/425H 231v/237V Pos: standing >
Pardon?

< 425h/425H 232v/237V Pos: standing >
Pardon?

< 425h/425H 232v/237V Pos: standing >
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West#
An commoner walks the road, intent on his destination.
An agitated commoner walks the road.

< 425h/425H 232v/237V Pos: standing >
The snow is coming down faster now.
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 425h/425H 233v/237V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -South# -West
An agitated commoner walks the road.

< 425h/425H 234v/237V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 425h/425H 234v/237V Pos: standing >
An Intersection of Roads
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West

< 425h/425H 234v/237V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 425h/425H 235v/237V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West

< 425h/425H 235v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/425H 235v/237V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
An commoner walks the road, intent on his destination.

< 425h/425H 236v/237V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East

< 425h/425H 236v/237V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West

< 425h/425H 236v/237V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East -West

< 425h/425H 236v/237V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East -West

< 425h/425H 237v/237V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West

< 425h/425H 237v/237V Pos: standing >
You jump in surprise.. EEK! 

< 425h/425H 237v/237V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East -South

< 425h/425H 237v/237V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East -West
A small snake swims in the swamp.

< 425h/425H 237v/237V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East -West
A small snake swims in the swamp.

< 425h/425H 237v/237V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East -West
Two large boulders with rope strung around them anchor a bridge.

< 425h/425H 237v/237V Pos: standing >
Above a River on a Rope Bridge
   A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East -West -Down

< 425h/425H 237v/237V Pos: standing >
Along a River
   The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East -West
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.

< 425h/425H 237v/237V Pos: standing >
Nearing a River
   Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East -West

< 425h/425H 237v/237V Pos: standing >
A Dense Forest
   The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West

< 425h/425H 237v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/425H 237v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/425H 237v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/425H 237v/237V Pos: standing >
Near a Log Cabin
   The weeds and vegetation has grown out of control and plague the footsteps
of the cabin. It is obvious that this place has somehow been deserted. The
cabin stands a little over fifteen feet tall and looks to have been constructed
well. A small chimney is visible and emits no smoke, furthering signs of
abandonment. Two small windows were built on either side of the doorway, they
are however too dirty to see through. The roof of the cabin looks to house
many of the bird life of the forest, and snakes can be heard rattling their
tails in defiance. The cabin was made of a good lumber and it's obvious from
its size that many tree's had to fall in order to build it.
Obvious exits: -North# -East -South

< 425h/425H 237v/237V Pos: standing >
Along a Game Trail
   Scattered animal prints lay on the ground marking this as a game trail of
sorts. The variety of the marks is uncanny, it is obvious that this is a well
traveled path by the animals. Sounds of animal life stir through the air. Many
of the trees are darkened from years of lack of sunlight. The trees are
however still alive. the denseness of the forest can be attributed to the
trees being so dark, since they are the only factor preventing sunlight from
reaching the earth here. The trail is very wide and it is unmarked by
conventional methods of travel such as caravans and booted footprints.
Obvious exits: -East -West

< 425h/425H 237v/237V Pos: standing >
 
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The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
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The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
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The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
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 MM^^^^^.*******  
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  MM^^*********   
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The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
   M^^..^.****    
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 MM^^^^^@*******  
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 MMM^^**********  
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   MM^^^******    
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
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Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
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 ^****  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
 *****  
 ^*@**  
 ^^**M  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
 ^****  
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 ^^^^*  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
 
   M^..^^*****    
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 ^.^^^^..^.^^...  
  ..^^^^.^..^**   
   ^.^^....***    
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
Unseen things vanish from your sight.
 
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 .^^^^MMMM...***  
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   ^^.^^....**    
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 425h/425H 237v/237V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -East -Down

< 425h/425H 237v/237V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up -Down
A ragged black squirrel shuffles slowly through the grass.(Red Aura)

< 425h/425H 237v/237V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -Up -Down
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A bushy-tailed fox shambles down the path(Red Aura)

< 425h/425H 237v/237V Pos: standing >
A tiny bony chipmunk leaves up.
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -Up
A bushy-tailed fox shambles down the path(Red Aura)
A strangely white screech owl searches for a meal.(Red Aura)
A little blue snake slithers through the grass.

< 425h/425H 237v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/425H 237v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/425H 237v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 425h/425H 237v/237V Pos: standing >
Entrance of a Small Abandoned Settlement
   The trail abruptly stops at the edge of a clearing.  Dead and dying
bushes surround the clearing, lending the air a decayed look along with
the gaping black doorways, windows and fallen roofs of the
buildings.
A broken gate leans to the side here.
Obvious exits: -North -South
a broken wooden gate lies to the side here.

< 425h/425H 237v/237V Pos: standing >
Pitted Path Leading to the Village
   This path is pocked and pitted with old ruts.  The ruts are mostly
grown in with thick bunches of thistles and weeds, while to the sides
you can hear the soft squeaks and chitters of various creatures.
Obvious exits: -North -South
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A ragged black squirrel shuffles slowly through the grass.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A ragged black squirrel shuffles slowly through the grass.(Red Aura)

< 425h/425H 237v/237V Pos: standing >
An Intersection of Paths
   The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself.  The way out of this foreboding area
is to the south.
Obvious exits: -North -East -South -West
A Minotaur (huge) Disciple of Lloth sits atop a winged hellhound.(Red Aura)
A bushy-tailed fox shambles down the path(Red Aura)

< 425h/425H 237v/237V Pos: standing >
Market Square
   This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground.  Under one cart you can see white bones gleaming in the
dim light.  In the center is a dried up well.  The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
A little blue snake slithers through the grass.
A bushy-tailed fox shambles down the path(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)

< 425h/425H 237v/237V Pos: standing >
A Bend in the Village Path
   The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building.  The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A bushy-tailed fox shambles down the path(Red Aura)
A bushy-tailed fox shambles down the path(Red Aura)

< 425h/425H 237v/237V Pos: standing >
A Totally Unharmed Shop.
   This shop has managed somehow to remain completely unharmed by whatever
it was that destroyed most of the rest of the town.  Here, you see tubs
of pickles, bolts of cloth, stacks of sacks of grain, almost all the
items in total disarray due to neglect and lack of customers.  The
shopkeeper Anguinel looks up in near shock at your entry.
Obvious exits: -South
A black leather backpack is upon the ghastly ground here.
A Kobold (tiny) Disciple of Lloth stands in mid-air here.(Red Aura)
(Q)The Shopkeeper Anguinel looks up at your entry in surprise.

< 425h/425H 237v/237V Pos: standing >
You are carrying: (5/11)
some embroidered hides
a pitch-black feather
a granite dagger
a small wooden raft
a large leather backpack

< 425h/425H 237v/237V Pos: standing >
The shopkeeper now has a granite dagger.
The shopkeeper gives you 7 platinum, 2 gold, 7 silver, and 7 copper.

< 425h/425H 237v/237V Pos: standing >
A Kobold suddenly attacks YOU!
A Kobold misses you.
I'm afraid you aren't quite up to mounted combat.
You stop riding a black horse.

< 425h/425H 237v/237V Pos: standing >
< T: Grutag TP: sta TC:excellent E: A Kobold sta EP: excellent >
 A Minotaur rides in on a winged hellhound from the south.

< 425h/425H 237v/237V Pos: standing >
< T: Grutag TP: sta TC:excellent E: A Kobold sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 425h/425H 237v/237V Pos: standing >
< T: Grutag TP: sta TC:excellent E: A Kobold sta EP: excellent >
 
< 425h/425H 237v/237V Pos: standing >
< T: Grutag TP: sta TC:excellent E: A Kobold sta EP: excellent >
 You are briefly surrounded by a red aura!
A winged hellhound's hooves crash into you with a stunning force!
You are knocked to the ground!

< 405h/425H 237v/237V Pos: sitting >
< T: Grutag TP: sit TC:few scratches E: A Kobold sta EP: excellent >
 A Minotaur's powerful slash strikes you.
A Minotaur's powerful slash strikes you.

< 349h/425H 237v/237V Pos: sitting >
< T: Grutag TP: sit TC: small wounds E: A Kobold sta EP: excellent >
 A Kobold misses you.
A Kobold misses you.

< 349h/425H 237v/237V Pos: sitting >
< T: Grutag TP: sit TC: small wounds E: A Kobold sta EP: excellent >
 A Kobold dodges your futile attack.

< 349h/425H 237v/237V Pos: sitting >
< T: Grutag TP: sit TC: small wounds E: A Kobold sta EP: excellent >
 A Kobold misses you.
A Kobold misses you.

< 349h/425H 237v/237V Pos: sitting >
< T: Grutag TP: sit TC: small wounds E: A Kobold sta EP: excellent >
 A Minotaur's mighty slash seriously wounds you.
OUCH!  That really did HURT!
A Minotaur misses you.
A Minotaur dismounts a winged hellhound.
You clamber to your feet.

< 289h/425H 237v/237V Pos: standing >
< T: Grutag TP: sta TC: few wounds E: A Kobold sta EP: excellent >
 You attempt to flee...
A Bend in the Village Path
   The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building.  The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A bushy-tailed fox shambles down the path(Red Aura)
A bushy-tailed fox shambles down the path(Red Aura)
You flee southward!

< 289h/425H 192v/237V Pos: standing >

< 289h/425H 192v/237V Pos: standing >
You are already standing.
A Kobold enters from the north.
A Minotaur enters from the north.
A winged hellhound trots in from the north.

< 289h/425H 192v/237V Pos: standing >
You attempt to flee...
A Totally Unharmed Shop.
   This shop has managed somehow to remain completely unharmed by whatever
it was that destroyed most of the rest of the town.  Here, you see tubs
of pickles, bolts of cloth, stacks of sacks of grain, almost all the
items in total disarray due to neglect and lack of customers.  The
shopkeeper Anguinel looks up in near shock at your entry.
Obvious exits: -South
A few drops of fresh blood are scattered around the area.
A black leather backpack is upon the ghastly ground here.
A black horse stands in the stables, looking healthy and happy.
(Q)The Shopkeeper Anguinel looks up at your entry in surprise.
You flee northward!

< 289h/425H 143v/237V Pos: standing >
A Bend in the Village Path
   The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building.  The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
A winged beast from hell stands here reeking with malevolence. (minion) (Red Aura)
A Minotaur (huge) Disciple of Lloth stands here.(Red Aura)
A Kobold (tiny) Disciple of Lloth stands in mid-air here.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A bushy-tailed fox shambles down the path(Red Aura)
A bushy-tailed fox shambles down the path(Red Aura)

< 289h/425H 142v/237V Pos: standing >
Market Square
   This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground.  Under one cart you can see white bones gleaming in the
dim light.  In the center is a dried up well.  The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
A little blue snake slithers through the grass.
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)
A little blue snake slithers through the grass.
A bushy-tailed fox shambles down the path(Red Aura)

< 289h/425H 142v/237V Pos: standing >
A Minotaur enters from the north.
A winged hellhound trots in from the north.
An Intersection of Paths
   The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself.  The way out of this foreboding area
is to the south.
Obvious exits: -North -East -South -West
A Goblin (small) sits atop a snarling warg.(Red Aura)
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)

< 289h/425H 141v/237V Pos: standing >
The red aura around you flashes blue and is gone.
Pitted Path Leading to the Village
   This path is pocked and pitted with old ruts.  The ruts are mostly
grown in with thick bunches of thistles and weeds, while to the sides
you can hear the soft squeaks and chitters of various creatures.
Obvious exits: -North -South
A bushy-tailed fox shambles down the path(Red Aura)
A ragged black squirrel shuffles slowly through the grass.(Red Aura)
A ragged black squirrel shuffles slowly through the grass.(Red Aura)

< 289h/425H 140v/237V Pos: standing >
Entrance of a Small Abandoned Settlement
   The trail abruptly stops at the edge of a clearing.  Dead and dying
bushes surround the clearing, lending the air a decayed look along with
the gaping black doorways, windows and fallen roofs of the
buildings.
A broken gate leans to the side here.
Obvious exits: -North -South
a broken wooden gate lies to the side here.
A tiny bony chipmunk darts around with tail aflicker.(Red Aura)

< 289h/425H 139v/237V Pos: standing >
A Dusty Trail
   This seems to be a short trail that has been long abandoned.  Small
clouds of dust rise in the air with each step you take, obscuring
any trace of previous passersby.  The sky is a dull cloudy grey, with
the faintest traces of mist floating on the horizon.  Ahead, you
see a small clearing surrounded by dead and dying trees.
Obvious exits: -North -Up
A strangely white screech owl searches for a meal.(Red Aura)
A little blue snake slithers through the grass.

< 289h/425H 138v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 289h/425H 138v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 289h/425H 138v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 289h/425H 138v/237V Pos: standing >
Alas, you cannot go that way. . . .

< 289h/425H 139v/237V Pos: standing >
Alas, you cannot go that way. . . .
A Kobold enters from the north.
A Minotaur enters from the north.
A winged hellhound trots in from the north.

< 289h/425H 139v/237V Pos: standing >
You are briefly surrounded by a red aura!
You are knocked to the ground by a Minotaur's mighty bash!
A Minotaur grins as he skewers you with his great claymore 'Mist'.
OUCH!  That really did HURT!
A Kobold suddenly attacks YOU!
A Kobold misses you.

< 238h/425H 139v/237V Pos: sitting >
< T: Grutag TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
 You miss a Minotaur.

< 238h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
 A Goblin rides in on a snarling warg from the north.

< 238h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
 A snarling warg's hooves crash into you with a stunning force!

< 228h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
 A Goblin's slash wounds you.
A Goblin misses you.
A Goblin's weak slash grazes you.
A Goblin misses you.

< 219h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
 A snarling warg suddenly attacks YOU!
A snarling warg misses you.

< 219h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
 A Kobold misses you.
A Kobold misses you.

< 219h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: few wounds E: A Minotaur sta EP: excellent >
 A Minotaur's slash strikes you.
A Minotaur's decent slash wounds you.
A Minotaur's slash strikes you hard.

< 184h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: nasty wounds E: A Minotaur sta EP: excellent >
 A winged hellhound suddenly attacks YOU!
A winged hellhound's crude thrash strikes you.

< 178h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: nasty wounds E: A Minotaur sta EP: excellent >
 A Goblin's slash grazes you.
A Goblin misses you.
A Goblin's slash grazes you.
A Goblin's slash wounds you.
You miss a Minotaur.
A Kobold starts casting an offensive spell.

< 173h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: nasty wounds E: A Minotaur sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 173h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: nasty wounds E: A Minotaur sta EP: excellent >
 As a snarling warg strikes you, the power of your ancestors fill you with RAGE!
A snarling warg's crude bite wounds you.
Sorry, you aren't allowed to do that in combat.

< 169h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: nasty wounds E: A Minotaur sta EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
You reel in pain as a Kobold's iceball shatters upon impacting you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Sorry, you aren't allowed to do that in combat.

< 39h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: awful E: A Minotaur sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 39h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: awful E: A Minotaur sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 39h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: awful E: A Minotaur sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 39h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: awful E: A Minotaur sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.
A Kobold starts casting an offensive spell.

< 39h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: awful E: A Minotaur sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 39h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: awful E: A Minotaur sta EP: excellent >
 A winged hellhound's crude thrash strikes you very hard.
You wish that your wounds would stop BLEEDING so much!
Sorry, you aren't allowed to do that in combat.

< 33h/425H 140v/237V Pos: sitting >
< T: Grutag TP: sit TC: awful E: A Minotaur sta EP: excellent >
 You dodge a bash from a Minotaur, who loses his balance and falls.
You clamber to your feet.

< 33h/425H 140v/237V Pos: standing >
< T: Grutag TP: sta TC: awful E: A Minotaur sit EP: excellent >
 A Kobold completes his spell...
A Kobold utters the words 'abrauztg gpahhzfuio uqzbarr'
A Kobold points at you.
As a Kobold's iceball shatters in your face, you swear you hear taps..
Your shimmering adamantium pendant from Labyrinth of No Return freezes and shatters into million pieces from the intense cold!
Your frost-rimed brass pants freezes and shatters into million pieces from the intense cold!
Your fanged dragonscale veil freezes and shatters into million pieces from the intense cold!
Your crucifix marbled earring freezes and shatters into million pieces from the intense cold!
Your crucifix marbled earring freezes and shatters into million pieces from the intense cold!