<worn as a badge> a royal badge of Arcium [superior] (illuminating)
<worn on head> the devil crown of Bar'zuul
<worn on eyes> a black knight's ViSoR
<worn in ear> a dangling dematite earring [71%]
<worn in ear> the eyeball of a shadow dragon [87%]
<worn on face> a stony granite face [poor] (glowing)
<worn around neck> a glowing mithril collar (glowing)
<worn around neck> the amulet of lordly protection
<worn about body> a cloak of Erebus [modified]
<worn as quiver> a tarnished dematite quiver [modified]
<worn on arms> an armband of knighthood [superior]
<worn around wrist> a silver hoop of strength [45%]
<worn around wrist> a bracelet of influence [poor]
<worn on hands> the gauntlets of the war giant Torg [superior] (humming)
<worn on finger> a ring of the weretor [poor] (glowing)
<worn on finger> a ring of the weretor [superior] (glowing)
<primary weapon> a wicked waraxe covered in runes [superior]
<secondary weapon> a black longsword named 'Cauterizer' [89%]
<worn on legs> a spiked pair of azure leg plates
<worn on feet> boots of thundering might enchanted by Laz (humming)
**********.
***********..
************...
........***.^..
+++++++@^*..^.^
.......**...^.^
*********..^^^^
*******....^^
****.*..^^^
A Gravel Path Cuts Through the Dense Forest
Obvious exits: -North -East -South -West
< 526h/526H 119v/169V Pos: standing >
Entrance to a Small Village
To the east, a small dirt path leads to what appears to be a small fishing
or hunting village. Crudely constructed huts seem to surround concentric paths
which branch out from the center of the village. A single large path leads
east to west straight through the center of the small village. Sharpened wood
stakes have been bound together with simple rope to form a defensive wall to
protect against invaders. Four large wooden towers have been constructed at
the corners of the hamlet to provide advanced warning of incoming ships.
Obvious exits: -East -West
< 526h/526H 118v/169V Pos: standing >
You quickly scan the area.
A young teenager who is in the distance to your east.
< 526h/526H 121v/169V Pos: standing >
Hint: Evils and Undead can't see very well during the day. You can use the time command to check whether it is night time or not.
< 526h/526H 123v/169V Pos: standing >
You are unable to find any tracks.
< 526h/526H 125v/169V Pos: standing >
Pardon?
< 526h/526H 129v/169V Pos: standing >
Pardon?
< 526h/526H 130v/169V Pos: standing >
You quickly scan the area.
A young teenager who is in the distance to your east.
< 526h/526H 133v/169V Pos: standing >
You quickly scan the area.
A young teenager who is in the distance to your east.
< 526h/526H 135v/169V Pos: standing >
You quickly scan the area.
A young teenager who is in the distance to your east.
< 526h/526H 135v/169V Pos: standing >
You quickly scan the area.
A young teenager who is in the distance to your east.
< 526h/526H 136v/169V Pos: standing >
You quickly scan the area.
A young teenager who is in the distance to your east.
< 526h/526H 136v/169V Pos: standing >
Approaching a Large Double Gate
Ahead, a large dominating wooden gate has been constructed to prevent entry
to any who would be a threat to the oasis village. The gravel here has many
track marks from caravans that must, undoubtedly, be used to transport goods
between the docks and the village. This small island cannot possibly provide
for the needs of this village alone, so hunters often have to leave in search
of food and supplies on some of the larger islands in the area.
Obvious exits: -East -West
< 526h/526H 136v/169V Pos: standing >
Before the Gates of the Oasis Village
The gates which stand here, tower to well over twenty feet high. The
gates, which have been constructed from the trunks of mature trees from local
islands, are incredibly thick and heavy. An intricate pully system has been
put in place to operate the large gate. The people of this village may not be
as primitive as once thought. Lookout slits have been cut into the heavy gate
to allow for the villagers to speak with outsiders who visit the island. The
village gates have been opened ahead of time. Either the village doesn't view
the party as a threat, or someone must wish to talk. The village must not
get many visitors here, because the guards maintaining the gate eye strangers
with caution and disdain.
Obvious exits: -East -West
< 526h/526H 136v/169V Pos: standing >
Inside the Village
To the west, the imposing gates of the oasis village stand ajar. Guards
stand ready to operate the pully system to close the gates if the lookout
towers signal that a potential enemy may be approaching. Women and children
wander about the village maintaining their daily activities. They do,
however, occasionally glance at around with curiosity. To the east, one of the
circular paths intersects the main road of the village.
Obvious exits: -East -West
< 526h/526H 136v/169V Pos: standing >
A Path Intersection
Here, the main road of the village is intercepted by a smaller gravel path
which leads around the village to the north and south. This outer path runs
parallel to the spiked wooden fence, and leads to the four large guard towers
which are found at the corners of the village. This, the largest of the paths,
doesn't have much activity on it. The most activity can be found nearer to the
center of the village, which lies to the east.
Obvious exits: -North -East -South -West
< 526h/526H 135v/169V Pos: standing >
On the Main Path of the Village
This path has been worn over many decades of use. This is the main artery
which connects the village commerce district from the docks which are found
west of the large gates on the shore. Footprints and wagon grooves alike have
worn their way into the dirt. To the east, the residential path can be seen,
and to the west, the large path which surrounds the village is found. Further
away towards the east, a well built home dominates the center of the village.
Obvious exits: -East -West
A young village teenager plays here.
< 526h/526H 135v/169V Pos: standing >
A Path Intersection
Here, the main road of the village is intercepted by a smaller gravel path
which leads around the village to the north and south. This outer path runs
parallel to the spiked wooden fence, and leads to the four large guard towers
which are found at the corners of the village. This, the largest of the paths,
doesn't have much activity on it. The most activity can be found nearer to the
center of the village, which lies to the east.
Obvious exits: -North -East -South -West
< 526h/526H 136v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -South
A patrolling guard walks the perimeter of the village.
< 526h/526H 134v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -South -Northeast
< 526h/526H 133v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 133v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 136v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -Southwest -Northeast
< 526h/526H 136v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -West -Southwest -Northeast
< 526h/526H 134v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Southwest
A patrolling guard walks the perimeter of the village.
< 526h/526H 138v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 139v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 139v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 141v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -West -Southwest -Northeast
< 526h/526H 144v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 146v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 148v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -Southwest -Northeast
< 526h/526H 148v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 149v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -South -Northeast
< 526h/526H 153v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -Southwest -Northeast
< 526h/526H 154v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -West -Southwest -Northeast
< 526h/526H 153v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Southwest
A patrolling guard walks the perimeter of the village.
< 526h/526H 153v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -South -West
< 526h/526H 153v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -West
A female commoner goes about her daily business.
< 526h/526H 152v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -West
A village commoner goes about his daily business.
A female commoner goes about her daily business.
< 526h/526H 153v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -West
A patrolling guard walks the perimeter of the village.
A patrolling sergeant looks around carefully.
< 526h/526H 151v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -West -Southeast
A patrolling guard walks the perimeter of the village.
< 526h/526H 152v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 152v/169V Pos: standing >
Alas, you cannot go that way. . . .
< 526h/526H 153v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Northwest -Southeast
< 526h/526H 153v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -Northwest -Southeast
< 526h/526H 154v/169V Pos: standing >
A Duergar enters from the southeast.
< 526h/526H 154v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Northwest -Southeast
< 526h/526H 155v/169V Pos: standing >
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -North -Northwest -Southeast
A Duergar (medium) Storm of -=<[ The Thunder ]>=- stands here.
< 526h/526H 155v/169V Pos: standing >
You sit down.
< 526h/526H 158v/169V Pos: sitting >
A Duergar attempts to flee.
A Duergar leaves north.
Spring-leap at who?
< 526h/526H 159v/169V Pos: sitting >
You clamber to your feet.
< 526h/526H 159v/169V Pos: standing >
Inside a Guard Tower
Two small cots have been prepared against the north wall for the guards to
sleep on. There are four guards posted at each of the guard towers at all
times. Two of the guards are stationed above watching over the island and the
seas for any signs of invaders. Two of the guards are allowed to sleep here
on the cots beneath the tower. Guard shifts last for eight hours, and after a
shift is completed the guards may choose to sleep or visit their families in
the village. At no time are any of the towers left unguarded. The lookout
tower is above, and can be reached via a simple ladder which leads through a
trapdoor.
Obvious exits: -South -West -Up
A Duergar (medium) Storm of -=<[ The Thunder ]>=- stands here.
A stable horse is here.
A guard spends his time resting here.
A guard spends his time resting here.
< 526h/526H 161v/169V Pos: standing >
A Duergar leaves up.
< 526h/526H 162v/169V Pos: standing >
You sit down.
< 526h/526H 165v/169V Pos: sitting >
Spring-leap at who?
< 526h/526H 166v/169V Pos: sitting >
You clamber to your feet.
< 526h/526H 166v/169V Pos: standing >
Standing atop a Watch Tower
From this vantage, the entire village can be seen. More importantly, the
oceans which surround this small island, can also be viewed with ease. At
first sign of trouble, a large metal bell can be rung to signal the village
to be alert. The gate guards immediately shut the massive wooden gates, and
the village prepares for a siege. Fortunately, this village is well prepared
to deal with most foreign threats from the harsh world of Duris.
Obvious exits: -Down
A Duergar (medium) Storm of -=<[ The Thunder ]>=- stands here.
A strong guard watches the area around the village.
A strong guard watches the area around the village.
< 526h/526H 166v/169V Pos: standing >
You sit down.
< 526h/526H 169v/169V Pos: sitting >
Your spring at a Duergar sends her slightly off balance...
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sit EP: few wounds >
A lookout guard watches the area, making sure the battle does not get out of hand.
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sit EP: few wounds >
A Duergar suddenly appears a bit confused!
You watch in glee as a Duergar looks dazzled.
A Duergar misses you.
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sit EP: few wounds >
[Damage: 6 ] -=[Your fine slash wounds a Duergar.]=-
[Damage: 20 ] -=[Your powerful slash strikes a Duergar.]=-
[Damage: 12 ] -=[Your slash wounds a Duergar.]=-
[Damage: 7 ] -=[Your fine slash wounds a Duergar.]=-
[Damage: 8 ] -=[Your fine slash wounds a Duergar.]=-
[Damage: 39 ] Your axe vibrates as it strikes a Duergar, causing a severe gash and great blood loss.
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sit EP: few wounds >
You are already standing.
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sit EP: few wounds >
You think you noticed an opening in your victim defenses...
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sit EP: few wounds >
You grasp your weapons and prepare for the onslaught...
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sit EP: few wounds >
Autosaving...
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sit EP: few wounds >
A Duergar clambers to her feet.
< 526h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sta EP: few wounds >
A Duergar attempts to flee.
A Duergar leaves down.
< 526h/526H 169v/169V Pos: standing >
Inside a Guard Tower
Two small cots have been prepared against the north wall for the guards to
sleep on. There are four guards posted at each of the guard towers at all
times. Two of the guards are stationed above watching over the island and the
seas for any signs of invaders. Two of the guards are allowed to sleep here
on the cots beneath the tower. Guard shifts last for eight hours, and after a
shift is completed the guards may choose to sleep or visit their families in
the village. At no time are any of the towers left unguarded. The lookout
tower is above, and can be reached via a simple ladder which leads through a
trapdoor.
Obvious exits: -South -West -Up
Fresh blood covers everything in the area.
A Duergar (medium) Storm of -=<[ The Thunder ]>=- stands here.
A stable horse is here.
A guard spends his time resting here.
A guard spends his time resting here.
< 526h/526H 167v/169V Pos: standing >
You feel your skill in sneaky strike improving.
[Damage: 31 ] You find weakness in a Duergar's defenses and land a sneaky surprise attack!
< 526h/526H 167v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sta EP: few wounds >
A Duergar misses you.
You deflect a Duergar's blow and strike back at her!
You score a CRITICAL HIT!!!!!
[Damage: 38 ] -=[Your mighty slash strikes a Duergar hard.]=-
< 526h/526H 167v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sta EP: nasty wounds >
[Damage: 6 ] -=[Your fine slash wounds a Duergar.]=-
You score a CRITICAL HIT!!!!!
Your black longsword named 'Cauterizer' was damaged from the massive blow!
[Damage: 38 ] -=[Your mighty slash strikes a Duergar hard.]=-
[Damage: 8 ] -=[Your fine slash wounds a Duergar.]=-
[Damage: 6 ] -=[Your fine slash wounds a Duergar.]=-
[Damage: 13 ] -=[Your impressive slash strikes a Duergar.]=-
< 526h/526H 167v/169V Pos: standing >
< T: Bisil TP: sta TC:excellent E: A Duergar sta EP: nasty wounds >
A Duergar attempts to flee.
A Duergar leaves south.
< 526h/526H 167v/169V Pos: standing >
A Minotaur enters from the south.
< 526h/526H 167v/169V Pos: standing >
A Minotaur charges into you, knocking you to the ground! You hear a crunching noise as bones break!
Your stagger as a Minotaur charges into you.
[Damage: 15 ] A Minotaur suffers from contact with the aura about you.
< 476h/526H 168v/169V Pos: on your ass >
< T: Bisil TP: ass TC:few scratches E: A Minotaur sta EP: few scratches >
You are unable to execute such a technique in your current position.
< 476h/526H 169v/169V Pos: on your ass >
< T: Bisil TP: ass TC:few scratches E: A Minotaur sta EP: few scratches >
[Damage: 7 ] -=[Your fine slash grazes a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
You score a CRITICAL HIT!!!!!
[Damage: 32 ] -=[Your powerful slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
[Damage: 7 ] -=[Your slash grazes a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
< 457h/526H 169v/169V Pos: on your ass >
< T: Bisil TP: ass TC: small wounds E: A Minotaur sta EP: few scratches >
A relaxing guard frowns in boredom at the obviously one-sided struggle.
< 457h/526H 169v/169V Pos: on your ass >
< T: Bisil TP: ass TC: small wounds E: A Minotaur sta EP: few scratches >
A Minotaur says 'Beg for forgiveness and be saved!
-=[A Minotaur's bludgeon strikes you.]=-
[Damage: 6 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's fine bludgeon wounds you.]=-
[Damage: 2 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's powerful bludgeon strikes you.]=-
[Damage: 7 ] A Minotaur suffers from contact with the aura about you.
A Minotaur suddenly appears a bit confused!
You watch in glee as a Minotaur looks dazzled.
-=[A Minotaur's impressive bludgeon strikes you.]=-
[Damage: 4 ] A Minotaur suffers from contact with the aura about you.
< 390h/526H 169v/169V Pos: on your ass >
< T: Bisil TP: ass TC: few wounds E: A Minotaur sta EP: few scratches >
You sit up.
< 391h/526H 169v/169V Pos: sitting >
< T: Bisil TP: sit TC: few wounds E: A Minotaur sta EP: few scratches >
You're not quite the right size to springleap them.
< 391h/526H 169v/169V Pos: sitting >
< T: Bisil TP: sit TC: few wounds E: A Minotaur sta EP: few scratches >
[Damage: 10 ] -=[Your impressive slash grazes a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
[Damage: 12 ] -=[Your slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
Your black longsword named 'Cauterizer' leaps forward suddenly to BuRn and FreeZe a Minotaur!
[Damage: 66 ] You throw a fireball at a Minotaur and have the satisfaction of seeing her enveloped in flames.
[Damage: 42 ] Your blast of cold strikes a Minotaur dead on, who shudders from the pain.
The chilling cold causes a Minotaur to stammer, apparently weakened.
You miss a Minotaur.
< 383h/526H 169v/169V Pos: sitting >
< T: Bisil TP: sit TC: few wounds E: A Minotaur sta EP: small wounds >
A Minotaur says 'May your bloodshed be a willing sacrifice!
-=[A Minotaur's impressive bludgeon strikes you.]=-
[Damage: 3 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's bludgeon strikes you.]=-
[Damage: 4 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's bludgeon strikes you.]=-
[Damage: 5 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's powerful bludgeon strikes you hard.]=-
[Damage: 11 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's bludgeon strikes you.]=-
[Damage: 3 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's impressive bludgeon strikes you.]=-
[Damage: 5 ] A Minotaur suffers from contact with the aura about you.
< 275h/526H 169v/169V Pos: sitting >
< T: Bisil TP: sit TC: few wounds E: A Minotaur sta EP: small wounds >
A relaxing guard evaluates the struggle, watching your battle tactics.
< 276h/526H 169v/169V Pos: sitting >
< T: Bisil TP: sit TC: few wounds E: A Minotaur sta EP: small wounds >
[Damage: 11 ] -=[Your impressive slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
You miss a Minotaur.
[Damage: 5 ] -=[Your fine slash grazes a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
< 270h/526H 169v/169V Pos: sitting >
< T: Bisil TP: sit TC: few wounds E: A Minotaur sta EP: small wounds >
A Minotaur says 'Beg for forgiveness and be saved!
-=[A Minotaur's impressive bludgeon strikes you.]=-
[Damage: 4 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's powerful bludgeon strikes you very hard.]=-
[Damage: 11 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's impressive bludgeon strikes you.]=-
[Damage: 3 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's decent bludgeon wounds you.]=-
[Damage: 1 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's impressive bludgeon strikes you.]=-
[Damage: 4 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's impressive bludgeon strikes you hard.]=-
[Damage: 5 ] A Minotaur suffers from contact with the aura about you.
< 173h/526H 169v/169V Pos: sitting >
< T: Bisil TP: sit TC: nasty wounds E: A Minotaur sta EP: few wounds >
You clamber to your feet.
< 174h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC: nasty wounds E: A Minotaur sta EP: few wounds >
[Damage: 14 ] -=[Your slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
[Damage: 15 ] -=[Your impressive slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
[Damage: 5 ] -=[Your fine slash grazes a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
[Damage: 11 ] -=[Your slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
[Damage: 11 ] -=[Your impressive slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
Sorry, you aren't allowed to do that in combat.
< 150h/526H 169v/169V Pos: standing >
< T: Bisil TP: sta TC:pretty hurt E: A Minotaur sta EP: few wounds >
You attempt to flee...
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Northwest -Southeast
You flee westward!
< 150h/526H 155v/169V Pos: standing >
You attempt to flee...
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -West -Southeast
A patrolling guard walks the perimeter of the village.
A patrolling sergeant looks around carefully.
A patrolling guard walks the perimeter of the village.
You flee northwestward!
< 150h/526H 140v/169V Pos: standing >
You attempt to flee...
On a Circular Path Around the Island Village
This is the largest and most distant path around the village. Apart from
lizards and encroaching shrubbery, this path is rather plain. Every once in
a while, a guard patrol will pass by keeping the peace. The most imposing
guard of this village is the tall wooden wall which keeps the village safe from
invaders. Strong wooden stakes were sharpened and then driven deep into the
ground, before being bound by rope. There are very few cracks between the
stakes which leaves the guard towers as the only way to see out from the
village.
Obvious exits: -East -Northwest -Southeast
You flee southeastward!
< 151h/526H 128v/169V Pos: standing >
A Minotaur enters from the east.
Alas, you cannot go that way. . . .
< 152h/526H 131v/169V Pos: standing >
A Minotaur charges into you! You hear a crunching noise as bones break!
Your stagger as a Minotaur charges into you.
[Damage: 8 ] A Minotaur suffers from contact with the aura about you.
< 123h/526H 133v/169V Pos: standing >
< T: Bisil TP: sta TC:pretty hurt E: A Minotaur sta EP: few wounds >
A Minotaur gasps suddenly as their body is enhanced by some other-worldly power!
A Minotaur says 'Fill me with your strength!
A Minotaur misses you.
-=[A Minotaur's bludgeon strikes you.]=-
[Damage: 1 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's fine bludgeon strikes you.]=-
[Damage: 2 ] A Minotaur suffers from contact with the aura about you.
You parry a Minotaur's lunge at you.
-=[A Minotaur's decent bludgeon strikes you.]=-
[Damage: 1 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's impressive bludgeon strikes you very hard.]=-
[Damage: 4 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's bludgeon strikes you very hard.]=-
[Damage: 4 ] A Minotaur suffers from contact with the aura about you.
A Minotaur suddenly appears a bit confused!
You watch in glee as a Minotaur looks dazzled.
-=[A Minotaur's bludgeon strikes you.]=-
[Damage: 1 ] A Minotaur suffers from contact with the aura about you.
Hint: You gain much more experience when you heal a person engaged in melee combat.
< 72h/526H 134v/169V Pos: standing >
< T: Bisil TP: sta TC: awful E: A Minotaur sta EP: few wounds >
You score a CRITICAL HIT!!!!!
[Damage: 30 ] -=[Your slash strikes a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
You wish that your wounds would stop BLEEDING so much!
[Damage: 13 ] -=[Your impressive slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
You wish that your wounds would stop BLEEDING so much!
A Minotaur just barely gets her shield up to block your attack.
[Damage: 10 ] -=[Your slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
You wish that your wounds would stop BLEEDING so much!
A Minotaur just barely gets her shield up to block your attack.
< 50h/526H 134v/169V Pos: standing >
< T: Bisil TP: sta TC: awful E: A Minotaur sta EP: few wounds >
A Minotaur gasps suddenly as their body is enhanced by some other-worldly power!
A Minotaur says 'The non-believer must be punished!
-=[A Minotaur's fine bludgeon strikes you hard.]=-
You wish that your wounds would stop BLEEDING so much!
[Damage: 2 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's decent bludgeon strikes you.]=-
You wish that your wounds would stop BLEEDING so much!
[Damage: 1 ] A Minotaur suffers from contact with the aura about you.
You deflect a Minotaur's blow and strike back at her!
[Damage: 11 ] -=[Your slash wounds a Minotaur.]=-
You ignite into black flames as you hit a Minotaur!
You wish that your wounds would stop BLEEDING so much!
-=[A Minotaur's impressive bludgeon enshrouds you in a mist of blood.]=-
You wish that your wounds would stop BLEEDING so much!
[Damage: 4 ] A Minotaur suffers from contact with the aura about you.
A Minotaur's wicked looking mace named 'Nightbringer' [poor] glows brightly as it hits you. You feel woozy.
You stifle a yawn.
-=[A Minotaur's impressive bludgeon 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!
[Damage: 4 ] A Minotaur suffers from contact with the aura about you.
-=[A Minotaur's fine bludgeon 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!
The world starts spinning, and your ears are ringing!
[Damage: 2 ] A Minotaur suffers from contact with the aura about you.
You are bludgeoned to death by a Minotaur.
Your suit of black ringmail bearing the symbol of Alatorin [superior] was completely destroyed by the massive blow!
Your belt encrusted with black sapphires [modified] was completely destroyed by the massive blow!