<worn as a badge> a blood-stained steel badge from The Church of the Eternal Dusk [62%]
<worn on head> an ancient crown of elven royalty (magic) (glowing) (humming)
<worn on eyes> the eyes of the mindflayer (magic) (glowing)[221h 7m 37s]
<worn in ear> a shimmering crystal dragon scale (magic) (glowing)
<worn in ear> a tiny spider earring (glowing)
<worn on face> a white hot mask of living flame of constitution (glowing)
<worn around neck> a symbol of domination (magic) (humming)
<worn around neck> a well-crafted ruby amulet from Verspin [87%]
<worn on body> a blazing suit of devil platemail (magic) (glowing) [65%]
<worn about body> the living oceanic cloak (magic) (glowing)
<worn as quiver> a knight's crystal quiver [43%]
<worn about waist> a sheepskin belt [43%]
<worn on belt buckle>an embroidered illithid-hide backsheath (magic) [5%]
<worn on arms> some stitched sleeves of the Knights of the Raven (magic)
<worn around wrist> a black and white zebra-hide wristband
<worn around wrist> the ancestral bracelet of Sevenoaks (magic)
<worn on hands> the gloves of warding (magic)
<worn on finger> ring of the past (magic) (glowing)
<worn on finger> a wispy astral-twined mindstone ring[221h 7m 37s]
<primary weapon> a lightning rod composed of pure magic (magic) (glowing)[221h 7m 37s]
<held> the orb of elemental fire (magic) (glowing)[221h 7m 37s]
<worn on legs> a pair of brimstone leggings (magic)
<worn on feet> the boots of the rose glacier
You failed.
< 1005h/1005H 139v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 139v/186V 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
< 1005h/1005H 138v/186V 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
Irk (Minotaur)(huge) stands here, fighting a Minotaur.(Gold Aura)
A Minotaur (huge) stands here, fighting Irk.(Red Aura)
< 1005h/1005H 139v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 139v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 140v/186V Pos: standing >
Irk attacks a Minotaur. [0 hits]
< 1005h/1005H 141v/186V Pos: standing >
A Minotaur shivers as he hits Irk.
A Minotaur shivers as he hits Irk.
A Minotaur attacks Irk. [2 hits]
You start chanting...
< 1005h/1005H 141v/186V Pos: standing >
Casting: sunray
< 1005h/1005H 142v/186V Pos: standing >
You complete your spell...
[Damage: 118 ] You unleash light in a focused, searing ray at a Minotaur!
< 1005h/1005H 143v/186V Pos: standing >
A Minotaur attempts to flee.
A Minotaur leaves south.
< 1005h/1005H 143v/186V Pos: standing >
You failed.
< 1005h/1005H 144v/186V 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
A Minotaur (huge) stands here.(Red Aura)
Irk enters from the north.
< 1005h/1005H 144v/186V Pos: standing >
You start chanting...
You snap into visibility.
< 1005h/1005H 144v/186V Pos: standing >
Irk charges and ends up on his face!
< 1005h/1005H 145v/186V Pos: standing >
Casting: sunray
A Minotaur leaves east.
< 1005h/1005H 146v/186V Pos: standing >
You abort your prayer before it's done!
< 1005h/1005H 146v/186V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
Your communion with nature is now complete...
< 1005h/1005H 146v/186V Pos: standing >
A Minotaur enters from the east.
You start chanting...
< 1005h/1005H 148v/186V Pos: standing >
A Minotaur leaves north.
< 1005h/1005H 148v/186V Pos: standing >
You abort your prayer before it's done!
< 1005h/1005H 149v/186V 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
< 1005h/1005H 150v/186V 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
< 1005h/1005H 149v/186V 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
< 1005h/1005H 148v/186V 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
Irk (Minotaur)(huge) stands here.(Gold Aura)
Irk leaves north.
< 1005h/1005H 148v/186V 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
Irk (Minotaur)(huge) stands here.(Gold Aura)
A Minotaur (huge) stands here.(Red Aura)
< 1005h/1005H 147v/186V Pos: standing >
You start chanting...
< 1005h/1005H 147v/186V Pos: standing >
A Minotaur leaves south.
< 1005h/1005H 148v/186V Pos: standing >
You abort your prayer before it's done!
< 1005h/1005H 148v/186V Pos: standing >
< 1005h/1005H 149v/186V Pos: standing >
Irk leaves south.
< 1005h/1005H 150v/186V 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
Irk (Minotaur)(huge) stands here.(Gold Aura)
< 1005h/1005H 149v/186V Pos: standing >
You failed.
< 1005h/1005H 150v/186V Pos: standing >
Irk leaves east.
< 1005h/1005H 150v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 151v/186V 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
Irk (Minotaur)(huge) stands here.(Gold Aura)
< 1005h/1005H 150v/186V 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
< 1005h/1005H 150v/186V 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
< 1005h/1005H 149v/186V 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
A Minotaur (huge) stands here.(Red Aura)
A small snake swims in the swamp.
< 1005h/1005H 149v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 149v/186V Pos: standing >
A Minotaur leaves south.
Alas, you cannot go that way. . . .
< 1005h/1005H 150v/186V Pos: standing >
Irk enters from the west.
< 1005h/1005H 150v/186V Pos: standing >
< 1005h/1005H 151v/186V Pos: standing >
Inside a Patch of Tall Reeds
The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
A Minotaur (huge) stands here, fighting a carnivorous plant.(Red Aura)
A carnivorous plant stands here, fighting a Minotaur.(Red Aura)
< 1005h/1005H 150v/186V Pos: standing >
You start chanting...
< 1005h/1005H 151v/186V Pos: standing >
A small snake enters from the north.
A Minotaur attempts to flee.
A Minotaur leaves north.
< 1005h/1005H 151v/186V Pos: standing >
You abort your prayer before it's done!
< 1005h/1005H 152v/186V Pos: standing >
A Minotaur enters from the north.
< 1005h/1005H 154v/186V Pos: standing >
You start chanting...
< 1005h/1005H 154v/186V Pos: standing >
A carnivorous plant suddenly attacks a Minotaur!
< 1005h/1005H 155v/186V Pos: standing >
Casting: sunray
< 1005h/1005H 155v/186V Pos: standing >
You complete your spell...
A Minotaur seems to be blinded!
[Damage: 160 ] You unleash light in a focused, searing ray at a Minotaur!
A Minotaur's faded dragonscale quiver is burned from the blast!
< 1005h/1005H 156v/186V Pos: standing >
A Minotaur attempts to flee.
A Minotaur tries to flee, but can't make it out of here!
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
< 1005h/1005H 156v/186V Pos: standing >
You failed.
< 1005h/1005H 157v/186V Pos: standing >
You failed.
< 1005h/1005H 157v/186V Pos: standing >
You failed.
< 1005h/1005H 157v/186V Pos: standing >
A Minotaur enters from the south.
You start chanting...
You snap into visibility.
< 1005h/1005H 157v/186V Pos: standing >
Casting: sunray
< 1005h/1005H 159v/186V Pos: standing >
You complete your spell...
[Damage: 110 ] You unleash light in a focused, searing ray at a Minotaur!
A Minotaur leaves north.
< 1005h/1005H 159v/186V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
< 1005h/1005H 160v/186V Pos: standing >
Inside a Patch of Tall Reeds
The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
A small snake swims in the swamp.
A carnivorous plant opens its jaws.(Red Aura)
< 1005h/1005H 160v/186V Pos: standing >
You failed.
< 1005h/1005H 160v/186V Pos: standing >
You failed.
< 1005h/1005H 160v/186V 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
A few drops of fresh blood are scattered around the area.
< 1005h/1005H 159v/186V 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
Fresh blood covers everything in the area.
< 1005h/1005H 159v/186V Pos: standing >
Muddy Trail in a Swamp
This simple trail cuts a path across this mucky swamp, its muddy surface
overrun with overgrowth and muck. The swamp can be seen stretching in every
direction, with the occasional hill or stunted tree being the only thing that
breaks the misty drag landscape. Shallow pools of fetid moss covered water have
formed along the trail, creating even more mud to be traversed. The distant
sounds of life can be heard every so often, hoots from birds and lizards alike.
During the night time, this swamp can be a terrible place to be left alone to
one's self. It's most difficult to discern who's one's greatest enemy would be
during that time, the denizens of the swamp or their own mind.
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 1005h/1005H 158v/186V Pos: standing >
In the Heart of a Swamp
Thick masses of vines seem to create walls in several directions, making
travel in any of those ways possible. These bright green vines have a quick
growing rate, allowing them to cover large sections of the swamp within days.
The whole surrounding area is covered with their thorny embrace, as they cling
to the ground, trees, or any other obstacle that stands within their way. A few
skeletal remains can be seen of those that were trapped here within those
vines, though most swamp denizens either know how to navigate safely or avoid
the area all together. Thought it varies in different locations, the average
height of this vine forest seems to stretch well over eighty feet.
Obvious exits: -South -Down
Fresh blood covers everything in the area.
A Minotaur (huge) stands here.(Red Aura)
A baby crocodile snaps its jaws.
< 1005h/1005H 158v/186V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
Your communion with nature is now complete...
A Minotaur leaves south.
< 1005h/1005H 159v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 159v/186V Pos: standing >
You failed.
< 1005h/1005H 160v/186V Pos: standing >
Muddy Trail in a Swamp
This simple trail cuts a path across this mucky swamp, its muddy surface
overrun with overgrowth and muck. The swamp can be seen stretching in every
direction, with the occasional hill or stunted tree being the only thing that
breaks the misty drag landscape. Shallow pools of fetid moss covered water have
formed along the trail, creating even more mud to be traversed. The distant
sounds of life can be heard every so often, hoots from birds and lizards alike.
During the night time, this swamp can be a terrible place to be left alone to
one's self. It's most difficult to discern who's one's greatest enemy would be
during that time, the denizens of the swamp or their own mind.
Obvious exits: -North -South
Fresh blood covers everything in the area.
Irk (Minotaur)(huge) stands here.(Gold Aura)
A Minotaur (huge) stands here.(Red Aura)
< 1005h/1005H 159v/186V Pos: standing >
You start chanting...
You snap into visibility.
< 1005h/1005H 160v/186V Pos: standing >
A Minotaur leaves south.
< 1005h/1005H 160v/186V Pos: standing >
You abort your prayer before it's done!
< 1005h/1005H 161v/186V Pos: standing >
Irk looks around with his hand raised up high.. come get some!
< 1005h/1005H 161v/186V Pos: standing >
You failed.
< 1005h/1005H 163v/186V 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
Fresh blood covers everything in the area.
< 1005h/1005H 162v/186V Pos: standing >
You failed.
< 1005h/1005H 163v/186V Pos: standing >
You failed.
< 1005h/1005H 163v/186V 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
A few drops of fresh blood are scattered around the area.
< 1005h/1005H 162v/186V Pos: standing >
You failed.
< 1005h/1005H 162v/186V Pos: standing >
Inside a Patch of Tall Reeds
The wet mud and pools of water have been overgrown here by thick reeds,
which blanket the ground with their wide leaves and heavy stems. The endless
drone of buzzing insects fills the air, along with the stench of moist mud
and decaying undergrowth. Deep pools of peat moss make travel dangerous their
depths threatening to engulf anyone foolish enough to stumble inside. A few
stunted trees can be seen dotting the area, though for the most part the reds
dominate everything in site.
Obvious exits: -North
A small snake swims in the swamp.
A carnivorous plant opens its jaws.(Red Aura)
< 1005h/1005H 162v/186V Pos: standing >
You failed.
< 1005h/1005H 162v/186V Pos: standing >
You are knocked to the ground by a carnivorous plant's mighty bash!
[Damage: 11 ] You attack a carnivorous plant. [1 hits]
< 1004h/1005H 163v/186V Pos: sitting >
< T: Daeros TP: sit TC:few scratches E: plant sta EP: few scratches >
A carnivorous plant attacks you. [0 hits]
< 1004h/1005H 163v/186V Pos: sitting >
< T: Daeros TP: sit TC:few scratches E: plant sta EP: few scratches >
Irk enters from the north.
< 1004h/1005H 163v/186V Pos: sitting >
< T: Daeros TP: sit TC:few scratches E: plant sta EP: few scratches >
[Damage: 3 ] [Damage: 5 ] You attack a carnivorous plant. [2 hits]
< 1004h/1005H 163v/186V Pos: sitting >
< T: Daeros TP: sit TC:few scratches E: plant sta EP: few scratches >
Irk leaves north.
< 1004h/1005H 163v/186V Pos: sitting >
< T: Daeros TP: sit TC:few scratches E: plant sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 1004h/1005H 163v/186V Pos: sitting >
< T: Daeros TP: sit TC:few scratches E: plant sta EP: few scratches >
You clamber to your feet.
< 1004h/1005H 163v/186V Pos: standing >
< T: Daeros TP: sta TC:few scratches E: plant sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 1004h/1005H 163v/186V Pos: standing >
< T: Daeros TP: sta TC:few scratches E: plant sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 1004h/1005H 163v/186V Pos: standing >
< T: Daeros TP: sta TC:few scratches E: plant sta EP: few scratches >
You attempt to flee...
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
A few drops of fresh blood are scattered around the area.
Irk (Minotaur)(huge) stands here.(Gold Aura)
You flee northward!
Irk leaves west.
< 1004h/1005H 136v/186V Pos: standing >
Irk enters from the west.
< 1004h/1005H 136v/186V Pos: standing >
Irk leaves north.
< 1004h/1005H 137v/186V 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
< 1004h/1005H 136v/186V 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
< 1004h/1005H 135v/186V 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
< 1004h/1005H 134v/186V 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
< 1004h/1005H 134v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1004h/1005H 134v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1004h/1005H 134v/186V 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
< 1004h/1005H 134v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1004h/1005H 134v/186V 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
< 1004h/1005H 134v/186V 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
< 1004h/1005H 133v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 134v/186V 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
An agitated commoner walks the road.
< 1005h/1005H 134v/186V 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
< 1005h/1005H 134v/186V 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
< 1005h/1005H 133v/186V 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
< 1005h/1005H 133v/186V 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
< 1005h/1005H 132v/186V 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
< 1005h/1005H 132v/186V 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
< 1005h/1005H 131v/186V 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
< 1005h/1005H 130v/186V 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
A few drops of fresh blood are scattered around the area.
A small snake swims in the swamp.
< 1005h/1005H 130v/186V 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
Fresh blood covers everything in the area.
< 1005h/1005H 130v/186V Pos: standing >
Muddy Trail in a Swamp
This simple trail cuts a path across this mucky swamp, its muddy surface
overrun with overgrowth and muck. The swamp can be seen stretching in every
direction, with the occasional hill or stunted tree being the only thing that
breaks the misty drag landscape. Shallow pools of fetid moss covered water have
formed along the trail, creating even more mud to be traversed. The distant
sounds of life can be heard every so often, hoots from birds and lizards alike.
During the night time, this swamp can be a terrible place to be left alone to
one's self. It's most difficult to discern who's one's greatest enemy would be
during that time, the denizens of the swamp or their own mind.
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 1005h/1005H 130v/186V Pos: standing >
< 1005h/1005H 130v/186V Pos: standing >
In the Heart of a Swamp
Thick masses of vines seem to create walls in several directions, making
travel in any of those ways possible. These bright green vines have a quick
growing rate, allowing them to cover large sections of the swamp within days.
The whole surrounding area is covered with their thorny embrace, as they cling
to the ground, trees, or any other obstacle that stands within their way. A few
skeletal remains can be seen of those that were trapped here within those
vines, though most swamp denizens either know how to navigate safely or avoid
the area all together. Thought it varies in different locations, the average
height of this vine forest seems to stretch well over eighty feet.
Obvious exits: -South -Down
A few drops of fresh blood are scattered around the area.
A baby crocodile snaps its jaws.
< 1005h/1005H 129v/186V Pos: standing >
A Muddy Clearing within the Swamp
A large section of thick mud has created a sort of empty clearing with only
a few hardy tuffs of swamp grass poking their way up from the ground below. No
trees grow within the clearing, though several decayed stumps are visible,
probably collected long ago by the former residents of this region. The stench
of decay and moisture hang in the air, creating a scent unpleasant to all but
those who dwell here, the reptiles and fiends of the swamp. The sun sometimes
fails to shine within this region of the swamp for many weeks on end, which is
why this swamp has not dried up just yet.
Obvious exits: -North -Up
< 1005h/1005H 129v/186V Pos: standing >
A Steep Grassy Mound
A massive mound juts up from the soft swamp land here, its grassy surface
warding off approaching muck from all sides. The grass here is quite hardy
and green, not the same brownish color grass from through most of these swamp
areas. It is rumored a powerful spirit of some sort lives within this hill, and
for this reason all the foul denizens of the swamp and the town abroad keep
their distance from this area. the hill itself is rather large, stretching
almost a hundred feet across and over ten feet high.
Obvious exits: -South -West
< 1005h/1005H 129v/186V Pos: standing >
A Muddy Clearing within the Swamp
A large section of thick mud has created a sort of empty clearing with only
a few hardy tuffs of swamp grass poking their way up from the ground below. No
trees grow within the clearing, though several decayed stumps are visible,
probably collected long ago by the former residents of this region. The stench
of decay and moisture hang in the air, creating a scent unpleasant to all but
those who dwell here, the reptiles and fiends of the swamp. The sun sometimes
fails to shine within this region of the swamp for many weeks on end, which is
why this swamp has not dried up just yet.
Obvious exits: -North -Up
< 1005h/1005H 129v/186V Pos: standing >
In the Heart of a Swamp
Thick masses of vines seem to create walls in several directions, making
travel in any of those ways possible. These bright green vines have a quick
growing rate, allowing them to cover large sections of the swamp within days.
The whole surrounding area is covered with their thorny embrace, as they cling
to the ground, trees, or any other obstacle that stands within their way. A few
skeletal remains can be seen of those that were trapped here within those
vines, though most swamp denizens either know how to navigate safely or avoid
the area all together. Thought it varies in different locations, the average
height of this vine forest seems to stretch well over eighty feet.
Obvious exits: -South -Down
A few drops of fresh blood are scattered around the area.
A baby crocodile snaps its jaws.
< 1005h/1005H 128v/186V Pos: standing >
Muddy Trail in a Swamp
This simple trail cuts a path across this mucky swamp, its muddy surface
overrun with overgrowth and muck. The swamp can be seen stretching in every
direction, with the occasional hill or stunted tree being the only thing that
breaks the misty drag landscape. Shallow pools of fetid moss covered water have
formed along the trail, creating even more mud to be traversed. The distant
sounds of life can be heard every so often, hoots from birds and lizards alike.
During the night time, this swamp can be a terrible place to be left alone to
one's self. It's most difficult to discern who's one's greatest enemy would be
during that time, the denizens of the swamp or their own mind.
Obvious exits: -North -South
Fresh blood covers everything in the area.
< 1005h/1005H 128v/186V 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
Fresh blood covers everything in the area.
< 1005h/1005H 128v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 128v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 129v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 129v/186V 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
A few drops of fresh blood are scattered around the area.
A small snake swims in the swamp.
< 1005h/1005H 128v/186V 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
< 1005h/1005H 129v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 129v/186V 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
A few drops of fresh blood are scattered around the area.
A small snake swims in the swamp.
< 1005h/1005H 128v/186V Pos: standing >
Alas, you cannot go that way. . . .
< 1005h/1005H 129v/186V 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
Fresh blood covers everything in the area.
< 1005h/1005H 128v/186V 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 few drops of fresh blood are scattered around the area.
< 1005h/1005H 128v/186V 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
Puddles of fresh blood cover the ground.
A small snake swims in the swamp.
< 1005h/1005H 128v/186V 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
Fresh blood covers everything in the area.
Two large boulders with rope strung around them anchor a bridge.
< 1005h/1005H 127v/186V 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
Fresh blood splatters cover the area.
< 1005h/1005H 127v/186V Pos: standing >
You grin as you realize you're floating, with no floor in the room.
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.
< 1005h/1005H 126v/186V 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
Fresh blood splatters cover the area.
< 1005h/1005H 127v/186V Pos: standing >
You grin as you realize you're floating, with no floor in the room.
Wild Rapid
This rapidly moving river is flowing south. One could be possibly killed
if they attempted to traverse this white rapid. If the river doesn't get them
then surely the flesh eating fish surely Whatever the case, one should not
stay here very long for it could prove fatal.
Obvious exits: -North -South -Up
Puddles of fresh blood cover the ground.
A Minotaur (huge) sits with a stunned look here, fighting Irk.(Red Aura)
Irk (Minotaur)(huge) stands here, fighting a Minotaur.(Gold Aura)
< 1005h/1005H 126v/186V Pos: standing >
As a Minotaur strikes Irk, the power of Irk's ancestors fill them with RAGE!
A Minotaur shivers as he hits Irk.
A Minotaur attacks Irk. [1 hits]
Looking panicked, a Minotaur scrambles madly to his feet!
< 1005h/1005H 127v/186V Pos: standing >
You start chanting...
You snap into visibility.
< 1005h/1005H 128v/186V Pos: standing >
Irk attacks a Minotaur. [1 hits]
< 1005h/1005H 129v/186V Pos: standing >
Casting: sunray
< 1005h/1005H 129v/186V Pos: standing >
You complete your spell...
A Minotaur seems to be blinded!
[Damage: 152 ] You unleash light in a focused, searing ray at a Minotaur!
< 1005h/1005H 129v/186V Pos: standing >
A Minotaur attempts to flee.
A Minotaur tries to flee, but can't make it out of here!
< 1005h/1005H 129v/186V Pos: standing >
You start chanting...
You snap into visibility.
< 1005h/1005H 131v/186V Pos: standing >
A Minotaur shivers as he hits Irk.
A Minotaur shivers as he hits Irk.
A Minotaur shivers as he hits Irk.
A Minotaur attacks Irk. [3 hits]
< 1005h/1005H 131v/186V Pos: standing >
< 1005h/1005H 132v/186V Pos: standing >
You snap into visibility.
Casting: sunray
< 1005h/1005H 132v/186V Pos: standing >
You complete your spell...
[Damage: 144 ] A Minotaur is struck by your ray of sunlight, and is destroyed instantly!
A Minotaur's black, leather eyepatch melted from the intense heat!
A Minotaur is dead! R.I.P.
You receive your share of experience.