The death of [56 Paladin] Tetonio The Empire (Minotaur)

in The Abandoned House of Elders

from the perspective of [56 Paladin] Tetonio The Empire (Minotaur)

<worn on body>       a suit of spiked leather armor
<worn about body>    a thin batwing cloak
<worn about waist>   a thick leather belt
<worn on arms>       a pair of studded leather sleeves
<held>               a small bag made from rabbit skin

Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South

< 34h/34H 168v/170V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North# -East -South

< 34h/34H 168v/170V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West

< 34h/34H 168v/170V Pos: standing >
Before a Domed Courthouse
   Steps lead toward a court with an incline of about forty five degrees,
for the purpose of elevating the court so all can see. The ceiling of this
court is domed and the stained glass windows on top allow sunlight to enter
its chambers during all hours of the day. This city structure is huge, it
rises well above thirty feet into the air, thanks to its elevated platform.
On either side, city dwellings and buildings stand. The court's crier is
faintly audible, yelling at the top of his lungs. Overtop the rooftops, a
statue is visible.
Obvious exits: -East# -West

< 34h/34H 168v/170V Pos: standing >
Justice Alley
   Paved cobblestones make up the road, which has a width of ten feet. It
continues to the east and west for a short time before ending. It leads
toward some of the larger buildings of the city. Huge orcs can be seen guarding
one of the buildings, the guards being heavily armed. The is composed mostly
of the backside of city dwellings. Most of the buildings are succumbing to the
test of time for the mortar and brick from which they were construed lay in
refuse in various piles along the road.
Obvious exits: -East -West

< 34h/34H 168v/170V Pos: standing >
Before a Large Building
   The building to the north is huge. It could belong to a rich merchant of
some type if minotaurs were known to be merchants. More plausible however is
that it belongs to a rich mercenary. Minotaurs are the best mercenaries within
the known world, and make a great deal of money from their clients. There are
no windows within this building and their is only one door, which is bolted
closed. The road continues to the south and east. Towards the east a large dome
building is visible.
Obvious exits: -North# -East -South

< 34h/34H 168v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -South

< 34h/34H 167v/170V Pos: standing >
Before the Warrior Brigade
   Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East# -South -West

< 34h/34H 166v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
An agitated commoner walks the road.

< 34h/34H 166v/170V Pos: standing >
Obvious exits:
North- Before the Warrior Brigade
East- Private Dwelling
South- Bloody Brick Way
West- Private Dwelling

< 34h/34H 169v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West

< 34h/34H 169v/170V Pos: standing >
Obvious exits:
North- Bloody Brick Way
East- Private Dwelling
South- Bloody Brick Way
West- Private Dwelling

< 34h/34H 169v/170V Pos: standing >
Bloody Brick Way
   Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road.  Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
A large two-handed sword has been left here.
An commoner walks the road, intent on his destination.

< 34h/34H 168v/170V Pos: standing >
Obvious exits:
North- Bloody Brick Way
East- Private Dwelling
South- An Intersection of Roads
West- Private Dwelling

< 34h/34H 168v/170V Pos: standing >
An commoner leaves north.

< 34h/34H 168v/170V 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

< 34h/34H 169v/170V Pos: standing >
Obvious exits:
North- Bloody Brick Way
East- A Cobblestone Road
West- A Cobblestone Road

< 34h/34H 169v/170V 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

< 34h/34H 168v/170V 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

< 34h/34H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 34h/34H 167v/170V 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

< 34h/34H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 34h/34H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 34h/34H 167v/170V 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

< 34h/34H 167v/170V 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

< 34h/34H 166v/170V 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

< 34h/34H 165v/170V 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
A small snake swims in the swamp.

< 34h/34H 165v/170V 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
The corpse of a small snake is lying here.
A huge grey ape swings lumbers through here with stern confidence.

< 34h/34H 165v/170V 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

< 34h/34H 165v/170V 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
The corpse of a small snake is lying here.

< 34h/34H 164v/170V 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

< 34h/34H 164v/170V 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.

< 34h/34H 163v/170V 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

< 34h/34H 163v/170V Pos: standing >
You rediscover the law of gravity...
...the hard way!

< 34h/34H 164v/170V Pos: standing >
You land with stunning force!
[Damage: 11 ] The world starts spinning, and your ears are ringing!
Alas, you cannot go that way. . . .

< 23h/34H 164v/170V Pos: kneeling >
Alas, you cannot go that way. . . .

< 23h/34H 164v/170V Pos: kneeling >
Alas, you cannot go that way. . . .

< 23h/34H 164v/170V Pos: kneeling >

< 23h/34H 164v/170V Pos: kneeling >
Wild Rapid
Obvious exits: -North -South -Up

< 23h/34H 164v/170V Pos: kneeling >
You stagger about, then fall to your knees!

< 23h/34H 164v/170V Pos: on your ass >
Sorry, you can't do that while laying around.

< 24h/34H 164v/170V Pos: on your ass >
You tell your racewar 'wtf i fell down the bridge walking out of nax this time?'

< 26h/34H 164v/170V Pos: on your ass >
Sorry, you can't do that while laying around.

< 26h/34H 164v/170V Pos: on your ass >
Sorry, you can't do that while laying around.

< 26h/34H 164v/170V Pos: on your ass >
You stagger about, then fall to your knees!

< 26h/34H 164v/170V Pos: kneeling >
You stagger about, then fall to your knees!

< 26h/34H 164v/170V Pos: kneeling >

< 28h/34H 164v/170V Pos: kneeling >
The world stops spinning.

< 30h/34H 164v/170V Pos: kneeling >

< 30h/34H 167v/170V Pos: kneeling >
Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.

< 31h/34H 170v/170V Pos: kneeling >
You rise to your feet.

< 31h/34H 170v/170V Pos: standing >
Obvious exits:
North- Wild Rapid
South- Wild Rapid
Up- Above a River on a Rope Bridge

< 31h/34H 170v/170V Pos: standing >
You quickly scan the area.
You see nothing.

< 32h/34H 170v/170V 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

< 32h/34H 169v/170V 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.

< 32h/34H 168v/170V 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

< 32h/34H 167v/170V 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

< 32h/34H 167v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 32h/34H 168v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 33h/34H 169v/170V 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

< 33h/34H 168v/170V 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

< 33h/34H 168v/170V Pos: standing >
 
  MMM^^..^M   
 ^MMM^.....*  
 MMM^^.....*  
 MMM^^@....*  
 ^MM^^^^^.**  
 ^MMMM..^^**  
  MMM^^****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 33h/34H 167v/170V Pos: standing >
 
  MM^^..^M*   
 MMM^.....**  
 MM^^.....**  
 MM^^.@...**  
 MM^^^^^.***  
 MMMM..^^***  
  MM^^*****   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 33h/34H 165v/170V Pos: standing >
You tell your racewar 'to get in that boys hole'

< 34h/34H 170v/170V Pos: standing >
 
  MM^.....*   
 MM^^.....**  
 MM^^.....**  
 MM^^^@^.***  
 MMMM..^^***  
 MMM^^******  
  MM^^^****   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 34h/34H 168v/170V Pos: standing >
 
  M^^.....*   
 MM^^.....**  
 MM^^^^^.***  
 MMMM.@^^***  
 MMM^^******  
 ^MM^^^*****  
  MMM^^^***   
The Lush Grasslands of Khomani-Khan
Obvious exits: -North -East -South -West

< 34h/34H 166v/170V Pos: standing >
 
 M..^^  
 ^^@**  
 ^^^*M  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 34h/34H 164v/170V Pos: standing >

< 34h/34H 165v/170V Pos: standing >
You tell your racewar 'you gotta pay the troll toll'

< 34h/34H 168v/170V Pos: standing >
 
 ..^^*  
 ^*@**  
 ^^*M*  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 34h/34H 166v/170V Pos: standing >
 
 ^****  
 ^^@M*  
 ^^^**  
The Tropical Jungles of Khomani-Khan
Obvious exits: -North -East -South -West

< 34h/34H 165v/170V Pos: standing >
 
  MM..^^***   
 MM^^*******  
 MM^^^******  
 MMM^^@*****  
 ^MMM^^^^***  
 ^^^MMMM...*  
  ^^^^..^.^   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 34h/34H 163v/170V Pos: standing >
 
  M^^******   
 MM^^^******  
 MMM^^^*****  
 ^MMM^@^^***  
 ^^^MMMM...*  
 .^^^^..^.^^  
  .^^^^.^..   
Grassy Hills Covered with Exotic Shrubs
Obvious exits: -North -East -South -West

< 34h/34H 161v/170V 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

< 34h/34H 159v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 34h/34H 159v/170V 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 corpse of A tiny bony chipmunk is lying here.
A ragged black squirrel shuffles slowly through the grass.(Red Aura)

< 34h/34H 160v/170V 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

< 34h/34H 160v/170V 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
The corpse of A tiny bony chipmunk is lying here.
A little blue snake slithers through the grass.

< 34h/34H 160v/170V Pos: standing >
You are carrying: (1/10)
a two-handed sword

< 34h/34H 161v/170V Pos: standing >
Entrance of a Small Abandoned Settlement
   The trail abruptly stops at the edge of a clearing.  Dead and dying
bushes surround the clearing, lending the air a decayed look along with
the gaping black doorways, windows and fallen roofs of the
buildings.
A broken gate leans to the side here.
Obvious exits: -North -South
a broken wooden gate lies to the side here.
A little blue snake slithers through the grass.

< 34h/34H 159v/170V Pos: standing >
Pitted Path Leading to the Village
   This path is pocked and pitted with old ruts.  The ruts are mostly
grown in with thick bunches of thistles and weeds, while to the sides
you can hear the soft squeaks and chitters of various creatures.
Obvious exits: -North -South
A bushy-tailed fox shambles down the path(Red Aura)

< 34h/34H 159v/170V Pos: standing >
An Intersection of Paths
   The path splits off here in different directions. A bit to the north,
you can see the surprisingly complete front of a building, to the
west you see a broken down shack, and to the east leads a path
towards a building that would have been imposing if it weren't
for the fact that all windows were missing and the roof was
half-collapsed on itself.  The way out of this foreboding area
is to the south.
Obvious exits: -North -East -South -West

< 34h/34H 159v/170V Pos: standing >
The Abandoned House of Elders
   This house appears to have been abandoned after the attacks of whatever
it was that destroyed most of the town.  The previous tenants had
obviously left in a hurry because there still remains many personal
items and furnishings, including a couch, chairs, tapestries on the walls
even dishes on the dining table.  A little black mouse scurries out
from under your feet.
The only exits are to the east, south and back the way you came to the
west.
Obvious exits: -East -South -West
[2] The corpse of A small black mouse is lying here.
[2] The corpse of A zombified squirrel is lying here.
The corpse of A ragged furred, bushy tailed fox is lying here.
A little blue snake slithers through the grass.

< 34h/34H 159v/170V Pos: standing >
Bottom of the Spiral Staircase
   Here you see the bottom of a spiral staircase heading up to the
attic.  The stairs are shaky and you wonder if you can make it to
top?  If one were to look closely, you'd see fine cracks in the walls,
flakes of plaster falling from the ceiling..
Obvious exits: -West -Up
The corpse of A small black mouse is lying here.

< 34h/34H 158v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 34h/34H 158v/170V Pos: standing >
The Stairway Continues
   The Staircase continues its way up.  If I were you, I would step
very carefully on the fragile treads.....Up ahead you can see the
darkness of the attic.
Obvious exits: -Up -Down

< 34h/34H 159v/170V Pos: standing >
Looks like an exit.

< 34h/34H 159v/170V Pos: standing >
A Dark and Gloomy Attic
   The attic covers the entire length of the house.  Looking up, you
notice that the roof is half-caved in, letting the elements have
their way with the interior of the house.  Small mice and birds
have made many nests throughout this room.  If you listen closely,
you might happen to catch the soft moaning sounds emanating from
the walls..
Obvious exits: -Down
The corpse of a Minotaur is lying here.
a sparrow has made its nest here.
A moaning spirit looks at you mournfully.(Red Aura)
A bright-eyed sparrow skeleton peers out from its nest.(Red Aura)
A bright-eyed sparrow skeleton peers out from its nest.(Red Aura)
A bright-eyed sparrow skeleton peers out from its nest.(Red Aura)
A bright-eyed sparrow skeleton peers out from its nest.(Red Aura)
A small black mouse scurries over the floor, continuing as tho still alive.(Red Aura)
A small black mouse scurries over the floor, continuing as tho still alive.(Red Aura)

< 34h/34H 162v/170V Pos: standing >
The Stairway Continues
   The Staircase continues its way up.  If I were you, I would step
very carefully on the fragile treads.....Up ahead you can see the
darkness of the attic.
Obvious exits: -Up -Down
You drag the corpse of Tetonio along behind you.

< 34h/34H 156v/170V Pos: standing >
You get a brass nose ring from the corpse of Tetonio.
You get a large two-handed sword from the corpse of Tetonio.
You get a thick leather belt from the corpse of Tetonio.
You get a thin batwing cloak from the corpse of Tetonio.
You get a pair of studded leather sleeves from the corpse of Tetonio.
You get a pair of studded leather leggings from the corpse of Tetonio.
You get a suit of spiked leather armor from the corpse of Tetonio.
You get a steel long sword from the corpse of Tetonio.
You get a small bag made from rabbit skin from the corpse of Tetonio.
You can't carry any more.

< 34h/34H 160v/170V Pos: standing >
You wield a large two-handed sword.

< 34h/34H 165v/170V Pos: standing >
You shrug into a suit of spiked leather armor.
You slide your legs into a pair of studded leather leggings.
You cover your arms with a pair of studded leather sleeves.
You clasp a thick leather belt around your waist.
You wear a thin batwing cloak about your body.
You lack the training to use two weapons.
You lack the training to use two weapons.
You lack the training to use two weapons.
You wear a brass nose ring on your nose.
You hold a small bag made from rabbit skin.

< 34h/34H 167v/170V Pos: standing >
You get a small bandage from the corpse of Tetonio.

< 34h/34H 168v/170V Pos: standing >
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.

< 34h/34H 170v/170V Pos: standing >
Bottom of the Spiral Staircase
   Here you see the bottom of a spiral staircase heading up to the
attic.  The stairs are shaky and you wonder if you can make it to
top?  If one were to look closely, you'd see fine cracks in the walls,
flakes of plaster falling from the ceiling..
Obvious exits: -West -Up
The corpse of A small black mouse is lying here.

< 34h/34H 169v/170V Pos: standing >
The Abandoned House of Elders
   This house appears to have been abandoned after the attacks of whatever
it was that destroyed most of the town.  The previous tenants had
obviously left in a hurry because there still remains many personal
items and furnishings, including a couch, chairs, tapestries on the walls
even dishes on the dining table.  A little black mouse scurries out
from under your feet.
The only exits are to the east, south and back the way you came to the
west.
Obvious exits: -East -South -West
[2] The corpse of A small black mouse is lying here.
[2] The corpse of A zombified squirrel is lying here.
The corpse of A ragged furred, bushy tailed fox is lying here.
A bushy-tailed fox shambles down the path(Red Aura)
A little blue snake slithers through the grass.

< 34h/34H 168v/170V Pos: standing >
A ragged furred, bushy tailed fox laughs at your feeble attempt to kick him from behind.
Divine power encases you as you turn to battle evil.

< 34h/34H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP: excellent >
 You dodge a ragged furred, bushy tailed fox's vicious attack.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP: excellent >
 You dodge a ragged furred, bushy tailed fox's vicious attack.
A ragged furred, bushy tailed fox misses you with his clumsy kick at your chest.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP: excellent >
 [Damage:  2 ] Your weak slash strikes a ragged furred, bushy tailed fox hard.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  small wounds >
 You feel your skill in parry improving.
A ragged furred, bushy tailed fox misses you.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  small wounds >
 [Damage:  4 ] Your slash seriously wounds a ragged furred, bushy tailed fox.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  few wounds >
 You dodge a ragged furred, bushy tailed fox's vicious attack.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  few wounds >
 [Damage:  6 ] Your fine slash enshrouds a ragged furred, bushy tailed fox in a mist of blood.
[Damage:  3 ] Your slash seriously wounds a ragged furred, bushy tailed fox.
A ragged furred, bushy tailed fox is stunned!

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  bleeding, close to death >
 You dodge a ragged furred, bushy tailed fox's vicious attack.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  bleeding, close to death >
 A ragged furred, bushy tailed fox dodges your futile attack.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  bleeding, close to death >
 A ragged furred, bushy tailed fox misses you.
You dodge a ragged furred, bushy tailed fox's feeble leg sweep.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  bleeding, close to death >
 Hint: Save money and buy a boat!  There's a whole world out there waiting for you! Use help ship to learn how.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  bleeding, close to death >
 A ragged furred, bushy tailed fox dodges your futile attack.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  bleeding, close to death >
 You feel your skill in parry improving.
You dodge a ragged furred, bushy tailed fox's vicious attack.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  bleeding, close to death >
 A ragged furred, bushy tailed fox laughs at your feeble attempt to kick him from behind.

< 44h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:excellent E: fox sta EP:  bleeding, close to death >
 A ragged furred, bushy tailed fox's weak bite wounds you.

< 43h/44H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC:few scratches E: fox sta EP:  bleeding, close to death >
 You feel your skill in 2h slashing improving.
[Damage:  2 ] Your slash seriously wounds a ragged furred, bushy tailed fox.
A ragged furred, bushy tailed fox is incapacitated and will slowly die, if not aided.

< 43h/44H 170v/170V Pos: standing >
<[Damage:  4 ] Your decent slash grievously wounds a ragged furred, bushy tailed fox.
A ragged furred, bushy tailed fox is mortally wounded, and will die soon, if not aided.

< 43h/44H 170v/170V Pos: standing >
<[Damage:  2 ] Your weak slash grievously wounds a ragged furred, bushy tailed fox.
A ragged furred, bushy tailed fox is mortally wounded, and will die soon, if not aided.

< 43h/44H 170v/170V Pos: standing >
<[Damage:  2 ] Your final slash sends a ragged furred, bushy tailed fox's head bouncing along the ground.
A ragged furred, bushy tailed fox is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel a carnal satisfaction as a ragged furred, bushy tailed fox's gurgling and choking signals his demise.

< 43h/44H 170v/170V Pos: standing >
the corpse of A ragged furred, bushy tailed fox appears to be empty.

< 43h/44H 170v/170V Pos: standing >
Into what?

< 43h/44H 170v/170V Pos: standing >
Ye roll up yer sleeves, and examine the dead...
The corpse of a ragged furred, bushy tailed fox is made of flesh and appears to be of average quality.
The corpse of a ragged furred, bushy tailed fox has an item value of 1.
It appears to be the corpse of A ragged furred, bushy tailed fox.
Nothing.

< 43h/44H 170v/170V Pos: standing >
Autosaving...

< 39h/40H 170v/170V Pos: standing >
Your divine power fades.

< 34h/34H 170v/170V Pos: standing >
Hint: Things in your inventory weighing you down?  Wearing or holding your containers may ease the load.

< 34h/34H 170v/170V Pos: standing >
Hint: To regain hitpoints faster, try to 'rest' or 'recline'. Sleeping will increase the heal rate even further.

< 34h/34H 170v/170V Pos: standing >
Hint: Insects do not like fire nor ice. Protect yourself with elemental shields when fighting a druid with creeping doom.

< 34h/34H 170v/170V Pos: standing >
Hint: Strength affects how hard you hit, as well as how heavy your load will be.

< 34h/34H 170v/170V Pos: standing >
Autosaving...

< 34h/34H 170v/170V Pos: standing >
Hint: Rogues can check an enemy's health without breaking hide by using the 'glance' command.

< 34h/34H 170v/170V Pos: standing >
A tiny bony chipmunk enters from the west.

< 34h/34H 170v/170V Pos: standing >
A tiny bony chipmunk leaves south.

< 34h/34H 170v/170V Pos: standing >

< 34h/34H 170v/170V Pos: standing >
A tiny bony chipmunk enters from the south.

< 34h/34H 170v/170V Pos: standing >

< 34h/34H 170v/170V Pos: standing >
A Kobold snaps into visibility.
You are briefly surrounded by a red aura!
Divine power encases you as you turn to battle evil.
A winged hellhound's hooves crash into you with a stunning force!
You feel your pulse begin to slow and you realize you are mortally
wounded...

< -10h/34H 170v/170V Pos: standing >
A Kobold's slash strikes you very hard.
A Kobold's fine slash seriously wounds you.

< 50h/134H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC: nasty wounds E: A Kobold sta EP: excellent >
 A Kobold's slash strikes you.
A Kobold's impressive slash causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Kobold's decent slash enshrouds you in a mist of blood.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 6h/134H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC: awful E: A Kobold sta EP: excellent >
 A Kobold parries your futile lunge at him.

< 6h/134H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC: awful E: A Kobold sta EP: excellent >
 A winged hellhound suddenly attacks YOU!
A winged hellhound's weak thrash strikes you very hard.
You wish that your wounds would stop BLEEDING so much!

< 4h/134H 170v/170V Pos: standing >
< T: Tetonio TP: sta TC: awful E: A Kobold sta EP: excellent >
 As a Kobold strikes you, the power of your ancestors fill you with RAGE!
A Kobold's slash critically injures you.
You feel your pulse begin to slow and you realize you are mortally
wounded...