The death of [51 Brigand] Atuocs -=<[ The Thunder ]>=- (Troll)

in A Discreet Herbal Sanctuary

from the perspective of [34 Brigand] Revithax (Minotaur)

<worn in nose>       a brass nose ring
<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
<worn on hands>      some thick leather gloves
<primary weapon>     a thin steel dagger
<secondary weapon>   a thin steel dagger
<worn on legs>       a pair of studded leather leggings


< 1h/228H 123v/170V Pos: standing >
You aren't wearing anything!

< 1h/228H 124v/170V Pos: standing >

		Score information for Revithax

Level: 12   Race: Minotaur   Class: Mercenary  Sex: Male
Hit points: 1(228)  Moves: 125(170)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 1 hours/ 49 minutes
Received data: 0.0045 MB this session.
Send data:     0.0000 MB this session.
Compression ratio: none
Send data:     0.0000 MB this session.
Status:  Standing.
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Enchantments:    Ultravision
Bartender Quests Remaining: 2
Combat Pulse:   17 Spell Pulse:  1.40 
Leaderboard Points:  119 


< 1h/228H 125v/170V Pos: standing >

< 1h/228H 127v/170V Pos: standing >
You are well on your way towards your next level.

< 3h/228H 135v/170V Pos: standing >
You are carrying: (29/10)
[5] a small bandage
a long steel sword
a suit of spiked leather armor
a bronze skull cap
some thick leather gloves
a pair of studded leather boots
a pair of studded leather leggings
a pair of studded leather sleeves
a small ivory totem
a small limestone totem
a small pinewood raven totem
a small bag made from rabbit skin
a brass nose ring
a thin batwing cloak
a thick leather belt
[2] a large wooden torch
a stout oaken cudgel
a steel warhammer
a two-handed sword
[2] a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 3h/228H 137v/170V Pos: standing >
You aren't wearing anything!

< 3h/228H 137v/170V Pos: standing >
You aren't wearing anything!

< 4h/228H 139v/170V Pos: standing >
You are carrying: (29/10)
[5] a small bandage
a long steel sword
a suit of spiked leather armor
a bronze skull cap
some thick leather gloves
a pair of studded leather boots
a pair of studded leather leggings
a pair of studded leather sleeves
a small ivory totem
a small limestone totem
a small pinewood raven totem
a small bag made from rabbit skin
a brass nose ring
a thin batwing cloak
a thick leather belt
[2] a large wooden torch
a stout oaken cudgel
a steel warhammer
a two-handed sword
[2] a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 4h/228H 140v/170V Pos: standing >
You aren't wearing anything!

< 4h/228H 141v/170V Pos: standing >
You are carrying: (29/10)
[5] a small bandage
a long steel sword
a suit of spiked leather armor
a bronze skull cap
some thick leather gloves
a pair of studded leather boots
a pair of studded leather leggings
a pair of studded leather sleeves
a small ivory totem
a small limestone totem
a small pinewood raven totem
a small bag made from rabbit skin
a brass nose ring
a thin batwing cloak
a thick leather belt
[2] a large wooden torch
a stout oaken cudgel
a steel warhammer
a two-handed sword
[2] a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 4h/228H 142v/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 pull some thick leather gloves onto your hands.
You can't wear that on your feet.
You can't wear that on your head.
You wear a thin batwing cloak about your body.
You wield a long steel sword.
You wield a stout oaken cudgel.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
You can't wear that on your feet.
You wear a brass nose ring on your nose.
Your hands are full.

< 5h/228H 144v/170V Pos: standing >
You drop a large wooden torch.

< 5h/228H 145v/170V Pos: standing >
Pardon?

< 5h/228H 146v/170V Pos: standing >
Pardon?

< 5h/228H 147v/170V Pos: standing >

		Character attributes for Revithax

Level: 12   Race: Minotaur   Class: Mercenary  
Age: 60 yrs / 7 mths  Height: 75 inches Weight: 196 lbs  Size: huge

STR: excellent        AGI: good              DEX: very good
POW: good             INT: good              WIS: good
CON: very good        CHA: good             LUCK: good

Armor Points: 3  Increases melee damage taken by 0.3%
Melee Critical Percentage(int): 9%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 9% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 120% 
Bloodlust Damage Bonus(vs mob only): 0% 
Hitroll: average	Damroll: average
Alignment: extremely good

Saving Throws: PAR[bad]  FEA[bad]
               BRE[far worse than average]  SPE[slightly better than bad]

Load carried: Not a problem

< 5h/228H 147v/170V Pos: standing >
Subterranean Passageway
Obvious exits: -South
A large wooden torch has been discarded here.
Narvnagan, the treacherous mercenary, polishes a dagger.

< 8h/228H 164v/170V Pos: standing >
Subterranean Passageway
Obvious exits: -South
A large wooden torch has been discarded here.
Narvnagan, the treacherous mercenary, polishes a dagger.

< 10h/228H 170v/170V Pos: standing >
A Subterranean Passageway
   Huge stalagmites stick up from the floor, however, a tiny crack in one
reveals an entrance way. A little stream flows through the area. The stream
is apart of the drinking water from the small stream above that gives the
town its drinking water. The stench of the area is strong enough to persuade
the strongest will to turn back. Bedrocks cover the floor, making footing
very unstable. Sounds echo everything, even a dripping coming from the
stalagmites seem outrageously loud. the cavern rises above thirty feet, making
a trip to the surface difficult for the unprepared.
Obvious exits: -North -South

< 10h/228H 169v/170V Pos: standing >
Pardon?

< 10h/228H 170v/170V Pos: standing >
Wield what?

< 10h/228H 170v/170V Pos: standing >
Wear what?

< 10h/228H 170v/170V Pos: standing >
You do not seem to have the 'ddagger'.

< 11h/228H 170v/170V Pos: standing >
You do not seem to have the 'ddagger'.

< 11h/228H 170v/170V Pos: standing >
You are carrying: (19/10)
[5] a small bandage
a bronze skull cap
a pair of studded leather boots
a small ivory totem
a small limestone totem
a small pinewood raven totem
a small bag made from rabbit skin
a large wooden torch
a steel warhammer
a two-handed sword
[2] a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 11h/228H 170v/170V Pos: standing >
You are using:
<worn in nose>       a brass nose ring
<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
<worn on hands>      some thick leather gloves
<primary weapon>     a long steel sword
<secondary weapon>   a stout oaken cudgel
<worn on legs>       a pair of studded leather leggings

< 11h/228H 170v/170V Pos: standing >
You need at least one free hand to wield anything.

< 12h/228H 170v/170V Pos: standing >
You don't have the al.bandage.

< 12h/228H 170v/170V Pos: standing >
You are carrying: (19/10)
[5] a small bandage
a bronze skull cap
a pair of studded leather boots
a small ivory totem
a small limestone totem
a small pinewood raven totem
a small bag made from rabbit skin
a large wooden torch
a steel warhammer
a two-handed sword
[2] a thin steel dagger
a steel short sword
a steel long sword
a small wooden mace

< 12h/228H 170v/170V Pos: standing >
Drop what?

< 13h/228H 170v/170V Pos: standing >
You drop 3 sword(s).

< 13h/228H 170v/170V Pos: standing >
You drop a large wooden torch.

< 13h/228H 170v/170V Pos: standing >
You drop a steel warhammer.

< 14h/228H 170v/170V Pos: standing >
You put 5 bandage(s) into a small bag made from rabbit skin.

< 15h/228H 170v/170V Pos: standing >
You are carrying: (9/10)
a bronze skull cap
a pair of studded leather boots
a small ivory totem
a small limestone totem
a small pinewood raven totem
a small bag made from rabbit skin
[2] a thin steel dagger
a small wooden mace

< 15h/228H 170v/170V Pos: standing >
You drop 3 totem(s).

< 15h/228H 170v/170V Pos: standing >
You drop a bronze skull cap.

< 15h/228H 170v/170V Pos: standing >
A bronze skull cap crumbles to dust and blows away.

< 15h/228H 170v/170V Pos: standing >
You drop a small wooden mace.

< 16h/228H 170v/170V Pos: standing >
You are not using it.

< 16h/228H 170v/170V Pos: standing >
You do not have that item.

< 16h/228H 170v/170V Pos: standing >
You stop using a long steel sword.

< 17h/228H 170v/170V Pos: standing >
You drop a long steel sword.

< 17h/228H 170v/170V Pos: standing >
You do not seem to have the 'ddagger'.

< 17h/228H 170v/170V Pos: standing >
You are using:
<worn in nose>       a brass nose ring
<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
<worn on hands>      some thick leather gloves
<secondary weapon>   a stout oaken cudgel
<worn on legs>       a pair of studded leather leggings

< 17h/228H 170v/170V Pos: standing >
You wield a thin steel dagger.

< 18h/228H 170v/170V Pos: standing >
You stop using a stout oaken cudgel.

< 18h/228H 170v/170V Pos: standing >
You drop a stout oaken cudgel.

< 18h/228H 170v/170V Pos: standing >
You wield a thin steel dagger.

< 19h/228H 170v/170V Pos: standing >
A Subterranean Passageway
Obvious exits: -North -South
A stout cudgel carved from oak wood lies here.
A long steel sword is here in the dirt.
A gnoby piece of wood, perhaps a small mace, lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
A warhammer with a sturdy-looking steel head lies here.
A large wooden torch has been discarded here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.

< 19h/228H 170v/170V Pos: standing >
You are carrying: (2/10)
a pair of studded leather boots
a small bag made from rabbit skin

< 19h/228H 170v/170V Pos: standing >
You are using:
<worn in nose>       a brass nose ring
<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
<worn on hands>      some thick leather gloves
<primary weapon>     a thin steel dagger
<secondary weapon>   a thin steel dagger
<worn on legs>       a pair of studded leather leggings

< 19h/228H 170v/170V Pos: standing >
You are carrying: (2/10)
a pair of studded leather boots
a small bag made from rabbit skin

< 20h/228H 170v/170V Pos: standing >
You drop a pair of studded leather boots.

< 20h/228H 170v/170V Pos: standing >
A pair of studded leather boots crumbles to dust and blows away.
A Subterranean Passageway
Obvious exits: -North -South
A stout cudgel carved from oak wood lies here.
A long steel sword is here in the dirt.
A gnoby piece of wood, perhaps a small mace, lies here.
A small raven totem lies here.
A small limestone totem lies here.
A small ivory totem lies here.
A warhammer with a sturdy-looking steel head lies here.
A large wooden torch has been discarded here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.

< 20h/228H 170v/170V Pos: standing >

A small bag made from rabbit skin is made of hide and appears to be of average quality.
A small bag made from rabbit skin has an item value of 1.
a small bag made from rabbit skin can hold around 45 pounds, and is as good as empty.
a small bag made from rabbit skin currently contains:
[5] a small bandage

< 20h/228H 170v/170V Pos: standing >
A Collapsed Cavern
   Huge piles of rocks have fallen to the ground from the ceiling above. Dust
has had no time to settle amongst the refuse and rubble, hinting at the
unstability of the cavern. Above, light can be seen marking an entrance of
sorts. The amount of moisture in the air makes breathing difficult at best.
Vines dangle down from the ceiling and grow along the dirt walls on either
side. Darkness envelopes the area, straining the eyes. The ground gives way
to a secret entrance that leads underground. A huge cylinder hole curves
downwards allowing enough space for entering it and climbing down. Vines
dangle down from the cavern's ceiling above and the moisture they hold finds
its way towards the ground in a never ending dripping motion. Darkness
envelopes the room, however, the light from above is adequate to suit most.
Obvious exits: -North -Up

< 20h/228H 169v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 20h/228H 169v/170V Pos: standing >

< 21h/228H 169v/170V Pos: standing >
A Burial Ground
   Made up of bamboo, the fence that protects this place rises over five feet
high. Beautiful oak trees are well over thirty feet tall also, which allows
shade from the sunlight. The grass here doesn't grow all that tall, although
Lit is a beautifully colored green. Little squirrels race along it to pick up
fallen nuts. Around the area, headstones mark the place as a graveyard. It is
La small graveyard, with only a few tombs. There are no signs of city life
and no signs of disturbance. The cow's must hold this place as sacred, because
there is little doubt that fallen warriors are buried here.
Obvious exits: -West -Down

< 21h/228H 168v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -North -East -West

< 21h/228H 167v/170V Pos: standing >
A Small Forest Park
   Little animals scurry along under the brush. This section of the town is
the only undeveloped region within the area, which isn't so bad for the cow's
kind of enjoy returning to nature once and a while. The trees are in full
bloom and their leaves are a beautifully colored green. Many broken twigs and
dirt trails give evidence of the frequent visitation paid by the inhabitants
of the town. Just what a cow could do within this small grove is something
best left undiscovered, for they could be letting off some steam. Whatever the
case may be, this section of the town is highly valued by its residence.
Obvious exits: -East -West
Fresh blood splatters cover the area.
A fluffy bunny hops under the brush.

< 21h/228H 166v/170V Pos: standing >
A Cobblestone Intersection
   It is here that two roads converge to form an intersection. Both roads were
made of a cobblestone that seems to have been paved over the years by constant
walking upon by the cow's within this town. Caravans and machines of war have
no trouble traversing this intersection, for it is truly grand. A small forest
sits to the east and must have some sort of grove within it, for why would it
still be standing? Birds can be heard chirping from it and animals are sure to
reside there. Large buildings loom in any direction along either road. Toward
the west it seems as though there are residential buildings, while to the north
it would appear that many commercial and various buildings reside, and finally
to the south there are many different types of buildings.
Obvious exits: -North -East -South -West

< 21h/228H 167v/170V Pos: standing >
Obvious exits:
North- Small Cobblestone Road
East- A Small Forest Park
South- A Turning
West- Grumbling Glee Lane

< 22h/228H 168v/170V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 22h/228H 168v/170V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
An agitated commoner walks the road.

< 22h/228H 167v/170V Pos: standing >
A Town Center
   This is the point where small roads intersect and go their separate
ways. Either of the roads were not finely made, but rather loosely put
together. The cobblestones that were used to construe them are evenly
paved and provide an smooth surface adequate for transporting caravans
and other various machines of war. Some lightly packed dirt on either
side of the trail and in-between the cobblestones look to have been
walked and trampled upon for many ages, hinting at the age of this
encampment. One would think that after such a time a town would prosper
into a city, that is not the cow's way however. Although they are not
the most savage and brutal race on Duris, they are by no means gentle, nor
are they stupid. In fact, most minotaurs possess a very intelligent mind,
if not sinister in nature. It is perfectly natural for these people to
live within small towns and seek refuge only within their own tribe.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
A small stream provides fresh water for all.
An agitated commoner walks the road.

< 22h/228H 167v/170V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
Fresh blood covers everything in the area.
An commoner walks the road, intent on his destination.

< 22h/228H 168v/170V Pos: standing >
You are well on your way towards your next level.

< 22h/228H 169v/170V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East# -South -West

< 23h/228H 169v/170V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
A few drops of fresh blood are scattered around the area.
An commoner walks the road, intent on his destination.

< 23h/228H 168v/170V Pos: standing >
Bank of Nax'Varan
   The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
Fresh blood splatters cover the area.
A large wooden counter is here, with a sign posted on it.
A Minotaur (huge) stands, floating here (Newbie).
Gonx, the banker, settles his eyes upon his new patrons.

< 23h/228H 167v/170V Pos: standing >

		Score information for Revithax

Level: 12   Race: Minotaur   Class: Mercenary  Sex: Male
Hit points: 24(228)  Moves: 169(170)
Coins carried:    0 platinum     0 gold     0 silver     0 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 1 hours/ 51 minutes
Received data: 0.0441 MB this session.
Send data:     0.0004 MB this session.
Compression ratio: none
Send data:     0.0004 MB this session.
Status:  Standing.
Epic Bonus: No Epic Bonus (0.00%)
Frags:   +0.00   Deaths:   2
Enchantments:    Ultravision
Bartender Quests Remaining: 2
Combat Pulse:   17 Spell Pulse:  1.40 
Leaderboard Points:  119 

Active Spells:
--------------
Auctions Disabled (2 minutes)


< 24h/228H 169v/170V Pos: standing >
You could do it with a needle!

< 24h/228H 170v/170V Pos: standing >
You miss a Minotaur.
A Minotaur tips his hat.

< 25h/228H 170v/170V Pos: standing >
< T: Revithax TP: sta TC: awful E: A Minotaur sta EP:  small wounds >
 You miss a Minotaur.
[Damage:  3 ] Your decent pierce strikes a Minotaur.

< 25h/228H 170v/170V Pos: standing >
< T: Revithax TP: sta TC: awful E: A Minotaur sta EP:  few wounds >
 A Minotaur misses you.

< 25h/228H 170v/170V Pos: standing >
< T: Revithax TP: sta TC: awful E: A Minotaur sta EP:  few wounds >
 You duck under a Minotaur's lame kick.

< 25h/228H 170v/170V Pos: standing >
< T: Revithax TP: sta TC: awful E: A Minotaur sta EP:  few wounds >
 [Damage:  2 ] Your decent pierce wounds a Minotaur.
You miss a Minotaur.

< 25h/228H 170v/170V Pos: standing >
< T: Revithax TP: sta TC: awful E: A Minotaur sta EP:  few wounds >
 [Damage: 89 ] You leave a huge, red swollen lump on a Minotaur's temple.
A Minotaur is mortally wounded, and will die soon, if not aided.
A Minotaur fills with BloodLust
A Minotaur is stunned!

< 25h/228H 170v/170V Pos: standing >
You attempt to flee...
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
Puddles of fresh blood cover the ground.
You flee eastward!

< 26h/228H 142v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 26h/228H 142v/170V Pos: standing >
Backstab who?

< 26h/228H 143v/170V Pos: standing >
Bank of Nax'Varan
   The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
Fresh blood splatters cover the area.
A large wooden counter is here, with a sign posted on it.
A Minotaur (huge) stands, floating here (Newbie).
Gonx, the banker, settles his eyes upon his new patrons.

< 27h/228H 145v/170V Pos: standing >
You miss a Minotaur.

< 27h/228H 145v/170V Pos: standing >
< T: Revithax TP: sta TC: awful E: A Minotaur sta EP:  awful >
 You dodge a Minotaur's vicious attack.
You dodge a Minotaur's vicious attack.

< 27h/228H 145v/170V Pos: standing >
< T: Revithax TP: sta TC: awful E: A Minotaur sta EP:  awful >
 A Minotaur attempts to flee.
A Minotaur tries to flee, but can't make it out of here!

< 27h/228H 145v/170V Pos: standing >
< T: Revithax TP: sta TC: awful E: A Minotaur sta EP:  awful >
 A Minotaur attempts to flee.
A Minotaur leaves east.

< 27h/228H 145v/170V Pos: standing >
Headbutt whom?

< 27h/228H 145v/170V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South -West
Fresh blood covers everything in the area.

< 27h/228H 144v/170V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East# -South -West
Fresh blood splatters cover the area.
A Minotaur (huge) stands, floating here (Newbie), fighting an commoner.
An commoner stands here, fighting a Minotaur.

< 27h/228H 144v/170V Pos: standing >
That's impossible, I'm afraid.

< 27h/228H 144v/170V Pos: standing >
A Meat Shop
   Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East
Fresh blood covers everything in the area.
Brukish, the meat grinder, chops some meat.

< 27h/228H 143v/170V Pos: standing >
Alas, you cannot go that way. . . .

< 27h/228H 143v/170V Pos: standing >
Small Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East# -South -West
A few drops of fresh blood are scattered around the area.
A Minotaur (huge) stands, floating here (Newbie), fighting an commoner.
An commoner stands here, fighting a Minotaur.

< 27h/228H 143v/170V Pos: standing >
The door seems to be closed.

< 27h/228H 143v/170V Pos: standing >
A Minotaur's fine slash wounds an commoner.
As a Minotaur strikes an commoner, the power of a Minotaur's ancestors fill them with RAGE!
An commoner dodges a Minotaur's attack.
An commoner dodges a Minotaur's attack.

< 27h/228H 145v/170V Pos: standing >
A Minotaur parries an commoner's lunge at him.
An commoner's punch enshrouds a Minotaur in a mist of blood.
An commoner misses a Minotaur with a clumsy kick.

< 27h/228H 145v/170V Pos: standing >
A Minotaur attempts to flee.
A Minotaur leaves north.

< 27h/228H 146v/170V Pos: standing >
Backstab who?

< 28h/228H 146v/170V Pos: standing >
A Discreet Herbal Sanctuary
  Entering this small shop, shoppers are greeted by the scent of pungent
herbs and flowers, which seem to fill every shelf and cupboard
as well as hanging from rafters and hooks on the walls.  It appears that
the owner of this establishment has taken the time to gather up every
known type of plant for sale in his shop, and given his appearance, he's
not shy about partaking of them himself!
Obvious exits: -South
Fresh blood splatters cover the area.
A Minotaur (huge) stands, floating here (Newbie), fighting a meditating shaman.
A meditating shaman stands here, fighting a Minotaur.
A minotaur puffs on his pipe as he blinks curiously at you.

< 28h/228H 147v/170V Pos: standing >
[Damage:  3 ] Your decent pierce seriously wounds a Minotaur.

< 28h/228H 148v/170V Pos: standing >
< T: meditating TP: sta TC:excellent E: A Minotaur sta EP:  awful >
 A Minotaur seems to have overcome his battle madness.
A meditating shaman dodges a Minotaur's attack.
A Minotaur misses a meditating shaman.

< 28h/228H 149v/170V Pos: standing >
< T: meditating TP: sta TC:excellent E: A Minotaur sta EP:  bleeding, close to death >
 A Minotaur is dead! R.I.P.
You receive your share of experience.