<worn as a badge> a daemonic serpent insignia
<worn on head> a crown of saints
<worn on eyes> a black silken skull eyepatch
<worn in ear> a crucifix marbled earring
<worn in ear> a crucifix marbled earring
<worn on face> the mask of bloodlust (glowing)
<worn around neck> the blackened collar of the squall
<worn around neck> a copper medallion of a serpent
<worn on body> a silk robe embroidered with lightning bolts
<worn about body> a cloak of vitality
<worn as quiver> a quiver smeared with blood
<worn about waist> a knight's black and silver belt
<worn on belt buckle>a heart of living darkness
<worn on arms> some blue steel sleeves encrusted with diamonds
<worn around wrist> a bracer bearing the Longhollow symbol
<worn around wrist> a purple wormskin bracer studded with obsidian [86%]
<worn on hands> the clawed hands of the pit fiend
<worn on finger> the signet ring of Delwyn
<worn on finger> a jagged nightstone ring (glowing)
<primary weapon> a shard of twisted metal
<secondary weapon> a shard of volcanic stone
<worn on legs> some diamondine leggings
<worn on feet> some ghastly boots of wind and energy
Item is: THROW2 RETURNING FLOAT THROW1
Damage Dice is '2D4'
This item will also affect your HITROLL positively and DAMROLL positively.
< 282h/287H 111v/111V Pos: standing >
You drop a dagger called 'Raptor'.
< 282h/287H 111v/111V Pos: standing >
A small gremlin appears out of nowhere, and ensures everything is sorted...
< 282h/287H 111v/111V Pos: standing >
Ok.
< 282h/287H 111v/111V Pos: standing >
Autosaving...
As you leave, you see the SLSC member applying magic locks to the door...
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
< 282h/287H 110v/111V Pos: standing >
You don't have a quest!
< 282h/287H 110v/111V Pos: standing >
Score information for Ocaen
Level: 20 Race: Duergar Class: Rogue Sex: Male
Hit points: 282(287) Moves: 111(111)
Coins carried: 0 platinum 0 gold 0 silver 9 copper
Coins in bank: 47 platinum 89 gold 0 silver 0 copper
Playing time: 0 days / 8 hours/ 58 minutes
Received data: 0.0580 MB this session.
Send data: 0.0035 MB this session.
Compression ratio: 80%
80%
Status: Standing.
Epic points: 2 Skill points: 0
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 7
Detecting: Life
Enchantments: Ultravision Levitation
Bartender Quests Remaining: 6
Combat Pulse: 15 Spell Pulse: 0.85
Leaderboard Points: 198
Active Spells:
--------------
Auctions Disabled (5 minutes)
< 282h/287H 111v/111V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Saphael
An unnatural silence fills this area.
Obvious exits: -North#
[6] a satchel used to hold various items lies here. (illuminating)
A large bag sits carelessly in the corner here.
A large bundle of cloth lies here, soaked with blood.
An ornate chest bearing items that are unsorted.
The escort says 'You have 262 items, this cost you 7 gold, 8 silver, and 7 copper'
WARNING: This isn't your own locker. Therefore, you'll be ejected if
you are idle for more then 2 minutes.
< 283h/287H 111v/111V Pos: standing >
You see nothing here.
< 283h/287H 111v/111V Pos: standing >
a large wooden chest appears to be empty.
< 283h/287H 111v/111V Pos: standing >
Ok.
< 283h/287H 111v/111V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
< 283h/287H 110v/111V Pos: standing >
A member of the Storage Locker Safety Commission escorts you to the locker
WARNING: Storage Lockers are not meant to have multiple containers in them. There is a possibility you may LOSE your container and all items in it. Store them at your own risk! NO REIMBURSEMENTS!
The Storage Locker for Saph
An unnatural silence fills this area.
Obvious exits: -North#
[4] a satchel used to hold various items lies here. (illuminating)
An ornate chest bearing items that are unsorted.
The escort says 'You have 166 items, this cost you 4 gold, 9 silver, and 9 copper'
WARNING: This isn't your own locker. Therefore, you'll be ejected if
you are idle for more then 2 minutes.
< 283h/287H 110v/111V Pos: standing >
You get a medium piece of silver ore from a large wooden chest.
You get a medium piece of silver ore from a large wooden chest.
You get a medium piece of copper ore from a large wooden chest.
You get a medium piece of iron ore from a large wooden chest.
You get a medium piece of iron ore from a large wooden chest.
You get a small piece of silver ore from a large wooden chest.
You get a small piece of silver ore from a large wooden chest.
You get a medium piece of gold ore from a large wooden chest.
You get a small piece of copper ore from a large wooden chest.
You can't carry any more.
< 283h/287H 110v/111V Pos: standing >
You are carrying: (11/11)
a small piece of copper ore
a medium piece of gold ore
[2] a small piece of silver ore
[2] a medium piece of iron ore
a medium piece of copper ore
[2] a medium piece of silver ore
a thin steel dagger
a black leather backpack
< 283h/287H 111v/111V Pos: standing >
You put 9 ore(s) into a black leather backpack.
< 283h/287H 111v/111V Pos: standing >
You get a small piece of iron ore from a large wooden chest.
You get a small piece of gold ore from a large wooden chest.
You get a large piece of copper ore from a large wooden chest.
< 283h/287H 111v/111V Pos: standing >
You put 3 ore(s) into a black leather backpack.
< 283h/287H 111v/111V Pos: standing >
Ok.
< 283h/287H 111v/111V Pos: standing >
As you leave, you see the SLSC member applying magic locks to the door...
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
< 283h/287H 110v/111V 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 -West
< 283h/287H 109v/111V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
A drunk minotaur staggers about.
< 283h/287H 108v/111V Pos: standing >
A Large Charcoal Mass
This section of the town has been used as a bond fire area. Trees have been
cut down at a whim to be burned during a celebration of any sort. There are
often times no particular reason to celebrate anything during one of these
feasts, however, it is in the cow's rape to burn and pillage, and when they're
not doing either one they must fill their time up and release built up rage.
Bones from animals are strewn about the area, their meat is the most often
eaten during such times, broken wine bottles are also visible, all of them
empty and most of them broken. It's hard to tell a cow what to do during these
times, therefore it's rare to see anyone of them hold anything back.
Obvious exits: -East -West
An commoner walks the road, intent on his destination.
< 283h/287H 108v/111V Pos: standing >
You do not see a dagg here.
< 283h/287H 109v/111V Pos: standing >
You drop a thin steel dagger.
< 283h/287H 110v/111V Pos: standing >
You hide a thin steel dagger.
< 283h/287H 111v/111V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
A drunk minotaur staggers about.
< 285h/287H 110v/111V 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
< 285h/287H 109v/111V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
A drunk minotaur staggers about.
< 285h/287H 108v/111V Pos: standing >
You get a small pile of coins from your black leather backpack.
There were: 180 platinum coins, 78 gold coins, 19 silver coins, 28 copper coins.
< 285h/287H 108v/111V Pos: standing >
Ok.
You put 180 platinum, 78 gold, 20 silver, and 41 copper coins into a black leather backpack.
< 285h/287H 111v/111V 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 -West
< 285h/287H 110v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 285h/287H 110v/111V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
< 286h/287H 109v/111V 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 -West
< 286h/287H 108v/111V 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 -East# -South -West
< 286h/287H 107v/111V Pos: standing >
The door seems to be closed.
< 286h/287H 108v/111V Pos: standing >
The door seems to be closed.
< 286h/287H 108v/111V Pos: standing >
Ok.
< 286h/287H 109v/111V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
< 286h/287H 108v/111V Pos: standing >
Ok.
< 286h/287H 109v/111V Pos: standing >
The Commonroom of the Brawling Foot Inn
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
< 286h/287H 108v/111V Pos: standing >
The Brawling Foot Tavern
Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends. This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
< 286h/287H 108v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 108v/111V Pos: standing >
You get a small pile of coins from your black leather backpack.
There were: 180 platinum coins, 78 gold coins, 20 silver coins, 41 copper coins.
< 287h/287H 110v/111V Pos: standing >
Syrm says in minotaur 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 4 gold.'
You hand over the money.
The Syrm gave you the following quest:
Go kill 2 an adolescent harpy (2 left) in The Mountain Settlement of the Harpies!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'
< 287h/287H 111v/111V Pos: standing >
Ok.
You put 180 platinum, 76 gold, 4 silver, and 1 copper coins into a black leather backpack.
< 287h/287H 111v/111V Pos: standing >
The Commonroom of the Brawling Foot Inn
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
< 287h/287H 110v/111V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West# -Up
< 287h/287H 109v/111V Pos: standing >
Ok.
< 287h/287H 110v/111V 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 -East -South -West
< 287h/287H 109v/111V Pos: standing >
Ok.
< 287h/287H 110v/111V 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 -West
< 287h/287H 109v/111V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
< 287h/287H 109v/111V Pos: standing >
You get a small pile of coins from your black leather backpack.
There were: 180 platinum coins, 76 gold coins, 4 silver coins, 1 copper coin.
< 287h/287H 110v/111V Pos: standing >
Your account contains:
227 platinum, 152 gold, 4 silver, 1 copper coins.
< 287h/287H 111v/111V 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 -West
< 287h/287H 110v/111V Pos: standing >
A Town Center
This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
< 287h/287H 109v/111V 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
< 287h/287H 108v/111V 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
< 287h/287H 107v/111V 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
< 287h/287H 106v/111V 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#
< 287h/287H 105v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 106v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 106v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 106v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 106v/111V 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
An agitated commoner walks the road.
< 287h/287H 106v/111V 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
< 287h/287H 105v/111V 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
< 287h/287H 104v/111V 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
< 287h/287H 103v/111V 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
< 287h/287H 103v/111V 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
< 287h/287H 102v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 102v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 103v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 103v/111V 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
< 287h/287H 102v/111V 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
< 287h/287H 101v/111V 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
< 287h/287H 101v/111V Pos: standing >
The sun rises over the northern horizon.
The heat from the sun saps your life away!
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
< 271h/287H 100v/111V 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
< 271h/287H 99v/111V 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
< 271h/287H 98v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 271h/287H 99v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 271h/287H 99v/111V 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
< 271h/287H 98v/111V 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
< 271h/287H 98v/111V 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
< 271h/287H 97v/111V 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.
< 271h/287H 96v/111V 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
< 271h/287H 96v/111V 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.
< 271h/287H 95v/111V 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
< 271h/287H 94v/111V 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
< 271h/287H 93v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 271h/287H 94v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 271h/287H 94v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 271h/287H 94v/111V 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
< 271h/287H 93v/111V 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
< 271h/287H 93v/111V Pos: standing >
MMM^.....
MM^^.....
MM^^@....
MM^^^^^.*
MMM^..^^*
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 271h/287H 92v/111V Pos: standing >
MM^.....*
M^^.....*
M^^.@...*
M^^^^^.**
MM^..^^**
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 271h/287H 90v/111V Pos: standing >
M^.....**
^^.....**
^^..@..**
^^^^^.***
M^..^^***
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West
< 271h/287H 89v/111V Pos: standing >
^^.....**
^^.....**
^^^^@.***
M^..^^***
M^^******
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 271h/287H 87v/111V Pos: standing >
^^.....**
^^^^^.***
M^..@^***
M^^******
M^^^*****
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 271h/287H 84v/111V Pos: standing >
..^^*
^*@**
^^***
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 271h/287H 83v/111V Pos: standing >
^****
^^@**
^^^**
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West
< 271h/287H 81v/111V Pos: standing >
MM^..^^**
MM^^*****
MM^^@****
MMM^^^***
^MMM^^^^*
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 271h/287H 79v/111V Pos: standing >
MM^^*****
MM^^^****
MMM^@^***
^MMM^^^^*
^^MMMMM..
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West
< 271h/287H 76v/111V 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
< 271h/287H 75v/111V 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
The skeleton of a red-tailed hawk somehow soars overhead.
< 271h/287H 73v/111V 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.
< 271h/287H 72v/111V 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 gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
[2] A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
[2] A large wooden torch has been discarded here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
A spellbook lies here, discarded.
[4] A small bandage rests upon the ground here.
A Minotaur (huge) is lying with a stunned look here.
< 271h/287H 70v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 271h/287H 70v/111V Pos: standing >
Slay whom?
< 271h/287H 73v/111V Pos: standing >
A Minotaur tips his hat.
< 271h/287H 74v/111V Pos: standing >
You score a CRITICAL HIT!!!!!
[Damage: 42 ] Your stab cuts a vital artery and causes a Minotaur to fall before your feet.
A Minotaur is dead! R.I.P.
You receive your share of experience.