<worn as a badge> a glowing blue crystal of charisma [86%]
<worn on head> a hardened dragonscale skull from Arcium, the Plagued Kingdom [73%]
<worn on eyes> an enchanted elven eyepatch 'Opticlude' (magic) [82%]
<worn in ear> an earring of courage of greater constitution
<worn on face> a dark cured leather mask from Arcium, the Plagued Kingdom [74%]
<worn around neck> a cloak of dragons of damage (magic) (glowing)
<worn around neck> a well-used dragonscale pendant from Arcium, the Plagued Kingdom [81%]
<worn on body> the chest piece of the shadowy platemail of damnation (magic)
<worn about body> a swirling, dark blue cloak (humming) [67%]
<worn as quiver> a drow-made gem quiver from Arcium, the Plagued Kingdom [80%]
<worn about waist> the threads of astral projection of intelligence (glowing)
<worn on belt buckle>a fragile marble belt buckle from The City of Winterhaven
<worn on arms> some wolf hide sleeves (illuminating) [54%]
<held as shield> a rusty marble shield from Arcium, the Plagued Kingdom [69%]
<worn around wrist> an etched mithral bracer of strength (magic) (humming)
<worn around wrist> the bangle of the Dreamer of constitution (magic) [88%]
<worn on hands> some dwarven-made platinum claws from Arcium, the Plagued Kingdom
<worn on finger> a ring of invisibility [poor] (magic)
<worn on finger> a sun ring of wisdom (magic) (glowing) [88%]
<primary weapon> a mithril dagger (magic)
<worn on legs> some fur-lined horned ram-skull knee guards [71%]
<worn on feet> the boots of the dreamer of dexterity (magic)
A wild boar who is a brief walk away to your east.
An ugly troll who is not far off to your west.
The giant frog who is not far off to your west.
< 316h/316H 126v/131V Pos: standing >
Obvious exits:
North- The Dark Marshes
East- The Dark Marshes
South- The Winding River
West- The Dark Marshes
< 316h/316H 127v/131V Pos: standing >
The Winding River
This shallow river is only about five feet deep and ten feet wide,
filled with dark, murky water. The river does not seem to flow at all,
and must be moving very very slowly. A layer of algae has consumed most
of the waters surface, accompanied by marsh weeds and grass. The bottom
feels very muddy and gross, just the kind of river one would expect to
find in this vile place. The river continues east and west from here.
An evil aura fills the area.
Obvious exits: -North -East -West
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
The huge boa constrictor who is close by to your east.
< 316h/316H 129v/131V Pos: standing >
Obvious exits:
North- Next to a Huge, Dead tree
East- Low Dam on the Winding River
West- Bend in the Winding River
< 316h/316H 129v/131V Pos: standing >
Bend in the Winding River
This shallow river is only about five feet deep and ten feet wide,
filled with dark, murky water. The river does not seem to flow at all,
and must be moving very very slowly. A layer of algae has consumed most
of the waters surface, accompanied by marsh weeds and grass. The bottom
feels very muddy and gross, just the kind of river one would expect to
find in this vile place. The river continues east and south from here.
An evil aura fills the area.
Obvious exits: -East -South
< 316h/316H 127v/131V Pos: standing >
Obvious exits:
East- The Winding River
South- The Winding River
< 316h/316H 129v/131V Pos: standing >
The Winding River
This shallow river is only about five feet deep and ten feet wide,
filled with dark, murky water. The river does not seem to flow at all,
and must be moving very very slowly. A layer of algae has consumed most
of the waters surface, accompanied by marsh weeds and grass. The bottom
feels very muddy and gross, just the kind of river one would expect to
find in this vile place. The river continues north to south.
An evil aura fills the area.
Obvious exits: -North -South
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
The two-headed troll who is not far off to your south.
The two-headed troll who is not far off to your south.
A wild boar who is not far off to your south.
A wild boar who is not far off to your south.
< 316h/316H 129v/131V Pos: standing >
Fallen Tree over the Winding River
A fairly sizable tree has fallen over the river here, and is now firmly
embedded into the mud on the other side. It appears that this tree has
been here for quite some time, probably having fallen long ago when the
marshes overtook this land. A few of the tree's branches still dangle
down into the murky waters, around which tiny lines form, indicating that
the river is indeed flowing. The banks are accessible on both sides here,
while the river itself continues its north to south course.
An evil aura fills the area.
Obvious exits: -North -East -South -West
< 316h/316H 127v/131V Pos: standing >
You quickly scan the area.
A female crocodile who is close by to your east.
The huge boa constrictor who is close by to your east.
A large will o' wisp who is a brief walk away to your east.
The two-headed troll who is in the distance to your east.
The two-headed troll who is close by to your south.
The two-headed troll who is close by to your south.
A wild boar who is close by to your south.
A wild boar who is close by to your south.
< 316h/316H 127v/131V Pos: standing >
Obvious exits:
North- The Winding River
East- The Dark Marshes
South- Curve in the Winding River
West- The Dark Marshes
< 316h/316H 131v/131V Pos: standing >
Curve in the Winding River
This shallow river is only about five feet deep and ten feet wide,
filled with dark, murky water. The river does not seem to flow at all,
and must be moving very very slowly. A layer of algae has consumed most
of the waters surface, accompanied by marsh weeds and grass. The bottom
feels very muddy and gross, just the kind of river one would expect to
find in this vile place. The river curves from west to north here.
An evil aura fills the area.
Obvious exits: -North -West
A large two-headed troll is here, searching the swamp for food.(Red Aura)
A large two-headed troll is here, searching the swamp for food.(Red Aura)
A wild boar roams about here, catches notice of you, and charges!(Red Aura)
A wild boar roams about here, catches notice of you, and charges!(Red Aura)
< 316h/316H 129v/131V Pos: standing >
Obvious exits:
North- Fallen Tree over the Winding River
West- The Winding River
< 316h/316H 129v/131V Pos: standing >
The river continues through the mist.
You extend your sights westward.
The Winding River
This shallow river is only about five feet deep and ten feet wide,
filled with dark, murky water. The river does not seem to flow at all,
and must be moving very very slowly. A layer of algae has consumed most
of the waters surface, accompanied by marsh weeds and grass. The bottom
feels very muddy and gross, just the kind of river one would expect to
find in this vile place. The river continues east to west here.
An evil aura fills the area.
Obvious exits: -North -East -West
< 316h/316H 129v/131V Pos: standing >
The Winding River
This shallow river is only about five feet deep and ten feet wide,
filled with dark, murky water. The river does not seem to flow at all,
and must be moving very very slowly. A layer of algae has consumed most
of the waters surface, accompanied by marsh weeds and grass. The bottom
feels very muddy and gross, just the kind of river one would expect to
find in this vile place. The river continues east to west here.
An evil aura fills the area.
Obvious exits: -North -East -West
< 316h/316H 127v/131V Pos: standing >
You quickly scan the area.
The zombie who is not far off to your north.
The undead shadow who is not far off to your north.
The two-headed troll who is rather far off to your north.
An ugly troll who is rather far off to your north.
The giant frog who is rather far off to your north.
The two-headed troll who is close by to your east.
The two-headed troll who is close by to your east.
A wild boar who is close by to your east.
A wild boar who is close by to your east.
A lizard man who is not far off to your west.
A lizard man who is not far off to your west.
A lizard man who is not far off to your west.
< 316h/316H 127v/131V Pos: standing >
Obvious exits:
North- The Dark Marshes
East- Curve in the Winding River
West- The Winding River
< 316h/316H 129v/131V Pos: standing >
The Winding River
This shallow river is only about five feet deep and ten feet wide,
filled with dark, murky water. The river does not seem to flow at all,
and must be moving very very slowly. A layer of algae has consumed most
of the waters surface, accompanied by marsh weeds and grass. The bottom
feels very muddy and gross, just the kind of river one would expect to
find in this vile place. The river continues eastward from here, while
opening into a shallow lake to the west.
An evil aura fills the area.
Obvious exits: -East -West
< 316h/316H 129v/131V Pos: standing >
Shallow Lake in the Dark Marshes
A small lake has formed here at the edges of the marsh, perhaps
a hundred feet in diameter and three feet deep. The waters of the
lake are almost brown in color from all the mud and algae that has
long since consumed it. Tall marsh weeds sprout out of the lake, some
reaching heights of nearly six feet, completely closing it in from
outside view. The fog is not as dense here, but still thick enough
to limit vision to a range of fifty feet. The lake continues
west and south from here, while being fed from the winding river
which heads back east.
An evil aura fills the area.
Obvious exits: -East -South -West
A lizard man is standing here, looking alarmed and very angry.(Red Aura)
A lizard man is standing here, looking alarmed and very angry.(Red Aura)
A lizard man is standing here, looking alarmed and very angry.(Red Aura)
< 316h/316H 127v/131V Pos: standing >
Obvious exits:
East- The Winding River
South- Shallow Lake in the Dark Marshes
West- Shallow Lake in the Dark Marshes
< 316h/316H 129v/131V Pos: standing >
Shallow Lake in the Dark Marshes
A small lake has formed here at the edges of the marsh, perhaps
a hundred feet in diameter and three feet deep. The waters of the
lake are almost brown in color from all the mud and algae that has
long since consumed it. Tall marsh weeds sprout out of the lake, some
reaching heights of nearly six feet, completely closing it in from
outside view. The fog is not as dense here, but still thick enough
to limit vision to a range of fifty feet. The lake continues to the
north and west from here.
An evil aura fills the area.
Obvious exits: -North -West
A lizard man is standing here, looking alarmed and very angry.(Red Aura)
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
A lizard man who is close by to your north.
A lizard man who is close by to your north.
A lizard man who is close by to your north.
A lizard man who is close by to your west.
< 316h/316H 129v/131V Pos: standing >
Shallow Lake in the Dark Marshes
A small lake has formed here at the edges of the marsh, perhaps
a hundred feet in diameter and three feet deep. The waters of the
lake are almost brown in color from all the mud and algae that has
long since consumed it. Tall marsh weeds sprout out of the lake, some
reaching heights of nearly six feet, completely closing it in from
outside view. The fog is not as dense here, but still thick enough
to limit vision to a range of fifty feet. The lake continues both
north and east from here, while feeding into a larger swamp to the
south.
An evil aura fills the area.
Obvious exits: -North -East
A lizard man is standing here, looking alarmed and very angry.(Red Aura)
< 316h/316H 127v/131V Pos: standing >
Alas, you cannot go that way. . . .
< 316h/316H 127v/131V Pos: standing >
You quickly scan the area.
A troll guard who is not far off to your north.
A troll guard who is not far off to your north.
A troll guard who is not far off to your north.
A troll guard who is not far off to your north.
A troll guard who is not far off to your north.
A young female troll who is a brief walk away to your north.
A lizard man who is close by to your east.
< 316h/316H 128v/131V Pos: standing >
Shallow Lake in the Dark Marshes
A small lake has formed here at the edges of the marsh, perhaps
a hundred feet in diameter and three feet deep. The waters of the
lake are almost brown in color from all the mud and algae that has
long since consumed it. Tall marsh weeds sprout out of the lake, some
reaching heights of nearly six feet, completely closing it in from
outside view. The fog is not as dense here, but still thick enough
to limit vision to a range of fifty feet. The lake continues both
east and south from here.
An evil aura fills the area.
Obvious exits: -North -East -South
< 316h/316H 128v/131V Pos: standing >
South Gates of Ghore
These large standing gates are mainly huge pieces of drift wood that
have been collected and strung together with twine to make some fairly
sturdy gates. Most of this area is very damp and wet as thousands of
insects make their homes around here.
Obvious exits: -North -South
[2] A steel dagger has been tossed aside here.
[4] A small bandage rests upon the ground here.
A stout cudgel carved from oak wood lies here.
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A long steel sword is here in the dirt.
A troll guard stands here protecting the city.(Red Aura)
A troll guard stands here protecting the city.(Red Aura)
A troll guard stands here protecting the city.(Red Aura)
A troll guard stands here protecting the city.(Red Aura)
A troll guard stands here protecting the city.(Red Aura)
< 316h/316H 127v/131V Pos: standing >
Smash Street
This street is covered with stones embedded into the ground. Large chunks of
rock and debris from the walls clutter the ground making it barely passable.
The debris seems to lessen to the north, as the road leads away from the
outer wall. A large cloud of swamp gas blocks the sun entirely out. Along
the wall the street continues east and west.
Obvious exits: -North -East -South -West
A young female troll plays in the mud.(Red Aura)
< 316h/316H 127v/131V Pos: standing >
South Smash Street
The southern section of Smash Street runs parallel to the city wall. Debris
and large chunks of stone clutter the street making it barely passable.
Through the debris stones are embedded into the ground paving the street. The
city wall borders the street on the south and buildings of various sizes run
along the northern part of the street. The air is thick and musty and smells
of rotting plant and animal life. Swarms of insects fly to and fro. The
entrance to a building lies north. The street continues east and west.
Obvious exits: -North -East -West
A young troll male kicks you in the shin and roars.(Red Aura)
< 316h/316H 126v/131V Pos: standing >
You quickly scan the area.
A large troll who is close by to your north.
A large troll who is close by to your north.
A large troll who is close by to your north.
A large troll who is close by to your north.
A large troll who is close by to your north.
A large troll who is close by to your north.
Nkot who is close by to your north.
A young female troll who is close by to your east.
A sickly troll who is rather far off to your east.
A hungry crocodile who is close by to your west.
< 316h/316H 129v/131V Pos: standing >
South Smash Street
The southern section of Smash Street runs parallel to the city wall. Debris
and large chunks of stone clutter the street making it barely passable. Through
the debris stones embedded into the ground pave the street. The city wall
borders the street on the south and buildings of various sizes run along the
northern part of the street. The air is thick and musty and smells of rotting
plant and animal life. Swarms of insects fly to and fro. The entrance to a
building lies north. The street continues east and west.
Obvious exits: -North -East -West
A large, hungry crocodile moves towards you rapidly.(Red Aura)
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
A swamp snake who is close by to your north.
A young male troll who is close by to your east.
A young female troll who is not far off to your east.
< 316h/316H 129v/131V Pos: standing >
South Smash Street
The southern section of Smash Street runs parallel to the city wall. Debris
and large chunks of stone clutter the street making it barely passable. Through
the debris stones embedded into the ground pave the street. The city wall
borders the street on the south and buildings of various sizes run along the
northern part of the street. The air is thick and musty and smells of rotting
plant and animal life. Swarms of insects fly to and fro. The entrance to a
building lies north. The street continues east and west.
Obvious exits: -North -East -West
< 316h/316H 127v/131V Pos: standing >
You quickly scan the area.
A troll scavenger who is close by to your north.
A hungry crocodile who is close by to your east.
A young male troll who is not far off to your east.
< 316h/316H 127v/131V Pos: standing >
South Smash Street
The southern section of Smash Street runs parallel to the city wall. Debris
and large chunks of stone clutter the street making it barely passable. Through
the debris stones embedded into the ground pave the street. The city wall
borders the street on the south and buildings of various sizes run along the
northern part of the street. The air is thick and musty and smells of rotting
plant and animal life. Swarms of insects fly to and fro. The entrance to a
building lies north. The street continues east and west.
Obvious exits: -North -East -West
< 316h/316H 128v/131V Pos: standing >
You quickly scan the area.
A hungry crocodile who is not far off to your east.
A young male troll who is a brief walk away to your east.
< 316h/316H 130v/131V Pos: standing >
A Bend in Smash Street
This used to be an intersection of streets, but rubble and debris have
blocked any progress along the city wall to the west. Rubble and debris
fill this part of the street making it barely passable. The rubble seems
to thin to the north, while much rubble and debris continue east along
the city wall.
Obvious exits: -North -East
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
A hungry crocodile who is a brief walk away to your east.
A young male troll who is rather far off to your east.
< 316h/316H 129v/131V Pos: standing >
Smash Street
The street is littered with a fair amount of rubble and debris. The rubble
appears to increase to the south. The street is paved with stones, many stones
are missing leaving muddy holes here and there. There is an entrance to a
building to the west. The street continues north and south.
Obvious exits: -North -South -West
< 316h/316H 127v/131V Pos: standing >
You quickly scan the area.
You see nothing.
< 316h/316H 127v/131V Pos: standing >
The Bank of Ghore
Once only a shell of a building with skeletal corpse within, the bank has
undergone a change in management at the behest of Chief Bloodeye. As the bank
is a means to further fund campaigns against the surface races, the Chief
installed a new banker, counter and vault. There are also several guards now
stationed at the bank to ensure that nothing goes missing.
Obvious exits: -East -West#
< 316h/316H 127v/131V Pos: standing >
You quickly scan the area.
You see nothing.
< 316h/316H 130v/131V Pos: standing >
The vault seems to be closed.
< 316h/316H 131v/131V Pos: standing >
Ok.
< 316h/316H 131v/131V Pos: standing >
The Bank Vault
This vault is very old and very sturdy. Thick steel walls encase the entire
enclosure. The new administrators of the banking system of Ghore have taken
care to replace the worn hinges and clean out the detritus that was once
collected here in great droves. The vault is now very clean and spotless and
almost begs one to leave their money behind.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Mrutt stands here, ready to take your money.(Red Aura)
< 316h/316H 130v/131V Pos: standing >
The Bank of Ghore
Once only a shell of a building with skeletal corpse within, the bank has
undergone a change in management at the behest of Chief Bloodeye. As the bank
is a means to further fund campaigns against the surface races, the Chief
installed a new banker, counter and vault. There are also several guards now
stationed at the bank to ensure that nothing goes missing.
Obvious exits: -East -West
< 316h/316H 129v/131V Pos: standing >
Smash Street
The street is littered with a fair amount of rubble and debris. The rubble
appears to increase to the south. The street is paved with stones, many stones
are missing leaving muddy holes here and there. There is an entrance to a
building to the west. The street continues north and south.
Obvious exits: -North -South -West
< 316h/316H 129v/131V Pos: standing >
The Bank of Ghore
Once only a shell of a building with skeletal corpse within, the bank has
undergone a change in management at the behest of Chief Bloodeye. As the bank
is a means to further fund campaigns against the surface races, the Chief
installed a new banker, counter and vault. There are also several guards now
stationed at the bank to ensure that nothing goes missing.
Obvious exits: -East -West
< 316h/316H 128v/131V Pos: standing >
The Bank Vault
This vault is very old and very sturdy. Thick steel walls encase the entire
enclosure. The new administrators of the banking system of Ghore have taken
care to replace the worn hinges and clean out the detritus that was once
collected here in great droves. The vault is now very clean and spotless and
almost begs one to leave their money behind.
Obvious exits: -East
A large wooden counter is here, with a sign posted on it.
Mrutt stands here, ready to take your money.(Red Aura)
< 316h/316H 128v/131V Pos: standing >
You are NOT welcome here!
< 316h/316H 131v/131V Pos: standing >
The Bank of Ghore
Once only a shell of a building with skeletal corpse within, the bank has
undergone a change in management at the behest of Chief Bloodeye. As the bank
is a means to further fund campaigns against the surface races, the Chief
installed a new banker, counter and vault. There are also several guards now
stationed at the bank to ensure that nothing goes missing.
Obvious exits: -East -West
< 316h/316H 130v/131V Pos: standing >
Smash Street
The street is littered with a fair amount of rubble and debris. The rubble
appears to increase to the south. The street is paved with stones, many stones
are missing leaving muddy holes here and there. There is an entrance to a
building to the west. The street continues north and south.
Obvious exits: -North -South -West
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
Mrutt who is not far off to your west.
< 316h/316H 129v/131V Pos: standing >
Smash Street
The street is paved with embedded stones. Many stones are missing leaving
big, muddy holes everywhere. Chunks of stone and debris litter the ground. An
entrance to a building is west. The street continues north and south.
Obvious exits: -North -South -West
< 316h/316H 128v/131V Pos: standing >
You quickly scan the area.
A large troll who is close by to your west.
A large troll who is close by to your west.
A large troll who is close by to your west.
A large troll who is close by to your west.
A large troll who is close by to your west.
Thukkut who is close by to your west.
< 316h/316H 129v/131V Pos: standing >
A Weapons Shop
This weapons shop is in fairly good condition. Merchandise hangs from every
wall and lines the tops of many tables that have been set about for display.
There is no counter or anything reminisant of normal shops, it seems the owner
sacrificed it for display room. The only exit is east.
Obvious exits: -East -West#
A large troll has been hired to watch the area(Red Aura)
A large troll has been hired to watch the area(Red Aura)
A large troll has been hired to watch the area(Red Aura)
A large troll has been hired to watch the area(Red Aura)
A large troll has been hired to watch the area(Red Aura)
Thukkut is here, ready to serve you.(Red Aura)
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
You see nothing.
< 316h/316H 129v/131V Pos: standing >
The curtain seems to be closed.
< 316h/316H 129v/131V Pos: standing >
Smash Street
The street is paved with embedded stones. Many stones are missing leaving
big, muddy holes everywhere. Chunks of stone and debris litter the ground. An
entrance to a building is west. The street continues north and south.
Obvious exits: -North -South -West
< 316h/316H 128v/131V Pos: standing >
Strangle Street
Smash Street intersects Strangle here from the south. To the south the
rubble and debris seems to increase as it approaches the outer wall. To the
north an entry way to a building can be seen. Buildings can be seen all
along the street which continues east and west.
Obvious exits: -East -South -West
A foul-smelling troll guard prowls here.(Red Aura)
< 316h/316H 128v/131V Pos: standing >
You quickly scan the area.
You see nothing.
< 316h/316H 129v/131V Pos: standing >
Strangle Street
Crush Road intersects the street from the north. The street appears to have
continued west at one time, but now is blocked by huge chunks of stone and
large piles of debris. Buildings can be seen lining the street to the east.
Obvious exits: -North -East -West
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
A foul-smelling troll guard who is close by to your east.
< 316h/316H 129v/131V Pos: standing >
A Dark Passage Under Rubble
This passage lies under huge chunks of stone that block out all light. It is
pitch black. Numerous noises can be heard around you, making you wonder if the
rubble is about to cave in and crush you. The passage runs east and west.
Obvious exits: -East -West
< 316h/316H 127v/131V Pos: standing >
You quickly scan the area.
A foul-smelling troll guard who is not far off to your east.
< 316h/316H 127v/131V Pos: standing >
Dead End in the Passageway
The passage way widens a bit here, giving less of an ominous feel to it.
Huge chunks of stone are above you and to the north and south. West is a wall
that blocks any further progress. The passageway leaves back to the east.
Obvious exits: -East -West
< 316h/316H 128v/131V Pos: standing >
You quickly scan the area.
A foul-smelling troll guard who is a brief walk away to your east.
< 316h/316H 130v/131V Pos: standing >
Entrance To The Mercenary Guild Of Ghore
This room is the first in this building that is intact. The walls appear to
be solid and strong. The floor is clear of any debris or rubble. There is an
exit to the east and a door leading into the guild to the south.
Obvious exits: -East -South#
< 316h/316H 130v/131V Pos: standing >
You quickly scan the area.
A foul-smelling troll guard who is rather far off to your east.
< 316h/316H 130v/131V Pos: standing >
The door seems to be closed.
< 316h/316H 130v/131V Pos: standing >
Ok.
< 316h/316H 131v/131V Pos: standing >
East - West Hallway In The Mercenary Guild
This hallway is totally dark. Nothing can be seen on the walls and the floors
is devoid of any kind of furniture. The darkness and emptiness give it a very
ominous feeling. There is a door to the east and north. The hallway continues
west.
Obvious exits: -North -East# -West
< 316h/316H 130v/131V Pos: standing >
You quickly scan the area.
You see nothing.
< 316h/316H 130v/131V Pos: standing >
North - South Hallway In The Mercenary Guild
This hallway is dark and damp. The floors and walls are barren and the sound
of water dripping echos throughout. The hall continues to the north and east.
Obvious exits: -North -East -West#
< 316h/316H 129v/131V Pos: standing >
You quickly scan the area.
You see nothing.
< 316h/316H 129v/131V Pos: standing >
The door seems to be closed.
< 316h/316H 131v/131V Pos: standing >
Ok.
< 316h/316H 131v/131V Pos: standing >
Akola's Chamber of Training
This chamber, used by the guild master of the mercenaries, is set up to aid
in the training of all mercenary skills. Weapons of every description are
laid about and several texts can be seen stacked on a podium. The walls are
bare and blocks of stones and portable walls are laid about to create
different settings suitable for training. The only exit is east.
Obvious exits: -East
[5] A small bandage rests upon the ground here.
A long steel sword is here in the dirt.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
[2] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A Troll (large) stands here.(Red Aura)
A Troll (large) stands here.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
Akol stands here, ready to teach you.(Red Aura)
< 316h/316H 130v/131V Pos: standing >
North - South Hallway In The Mercenary Guild
This hallway is dark and damp. The floors and walls are barren and the sound
of water dripping echos throughout. The hall continues to the north and east.
Obvious exits: -North -East -West
< 316h/316H 129v/131V Pos: standing >
Akola's Chamber of Training
This chamber, used by the guild master of the mercenaries, is set up to aid
in the training of all mercenary skills. Weapons of every description are
laid about and several texts can be seen stacked on a podium. The walls are
bare and blocks of stones and portable walls are laid about to create
different settings suitable for training. The only exit is east.
Obvious exits: -East
[5] A small bandage rests upon the ground here.
A long steel sword is here in the dirt.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
[2] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A Troll (large) stands here.(Red Aura)
A Troll (large) stands here.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
Akol stands here, ready to teach you.(Red Aura)
< 316h/316H 128v/131V Pos: standing >
I see no door here.
< 316h/316H 131v/131V Pos: standing >
Akola's Chamber of Training
Obvious exits: -East
[5] A small bandage rests upon the ground here.
A long steel sword is here in the dirt.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
[2] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A Troll (large) stands here.(Red Aura)
A Troll (large) stands here.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
Akol stands here, ready to teach you.(Red Aura)
< 316h/316H 131v/131V Pos: standing >
Obvious exits:
East- (open secret) North - South Hallway In The Mercenary Guild
< 316h/316H 131v/131V Pos: standing >
Ok.
< 316h/316H 131v/131V Pos: standing >
Akola's Chamber of Training
Obvious exits: -East#
[5] A small bandage rests upon the ground here.
A long steel sword is here in the dirt.
A stout cudgel carved from oak wood lies here.
A warhammer with a sturdy-looking steel head lies here.
A two-handed sword, nearly six feet in length, lies here.
[2] A steel dagger has been tossed aside here.
A steel short sword lies discarded here.
A steel long sword has been left here.
A gnoby piece of wood, perhaps a small mace, lies here.
A Troll (large) stands here.(Red Aura)
A Troll (large) stands here.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
A troll mercenary watches the area intently.(Red Aura)
Akol stands here, ready to teach you.(Red Aura)
< 316h/316H 131v/131V Pos: standing >
You snap into visibility.
Your weak pierce grazes a Troll.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: few scratches >
A Troll swears : #@*"*&^$%@*&!!!!!!
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: excellent >
A Troll dodges your futile attack.
Your weak pierce grazes a Troll.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: few scratches >
You dodge a Troll's vicious attack.
You dodge a Troll's vicious attack.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: excellent >
You start chanting...
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: excellent >
A troll mercenary is waving a platinum coin around wanting to make a bet on the outcome.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: excellent >
You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
You throw a fireball at a Troll and have the satisfaction of seeing him enveloped in flames.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: small wounds >
A Troll says 'fudk you'
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: small wounds >
A Troll dodges your futile attack.
A Troll dodges your futile attack.
You start chanting...
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: small wounds >
A Troll misses you.
A Troll misses you.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: small wounds >
You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
You throw a fireball at a Troll and have the satisfaction of seeing him enveloped in flames.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: few wounds >
You start chanting...
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: few wounds >
Casting: fireball
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: few wounds >
You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
You throw a fireball at a Troll and have the satisfaction of seeing him enveloped in flames.
A Troll opens the secret.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
A troll mercenary watches the area, making sure the battle does not get out of hand.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
A Troll leaves east.
You start chanting...
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
A Troll misses you.
You dodge a Troll's vicious attack.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
You throw a fireball at a Troll and have the satisfaction of seeing him enveloped in flames.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
Your weak pierce grazes a Troll.
Your weak pierce grazes a Troll.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
Your power reserves are not sufficient to cast that spell!
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
Your power reserves are not sufficient to cast that spell!
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
Your power reserves are not sufficient to cast that spell!
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
Pardon?
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
You start chanting...
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
You dodge a Troll's vicious attack.
A Troll misses you.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: nasty wounds >
You complete your spell...
Your concussion blast rips into a Troll, shattering his soul!
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
You score a CRITICAL HIT!!!!!
Your decent pierce strikes a Troll.
Your crude pierce wounds a Troll.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
You start chanting...
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
A troll mercenary is waving a platinum coin around wanting to make a bet on the outcome.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: pretty hurt >
You complete your spell...
Your concussion blast rips into a Troll, shattering his soul!
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: awful >
A troll mercenary frowns in boredom at the obviously one-sided struggle.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: awful >
You start chanting...
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: awful >
You dodge a Troll's vicious attack.
A Troll misses you.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: awful >
You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
You burned a Troll.
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: awful >
You start chanting...
< 316h/316H 131v/131V Pos: standing >
< T: Ekimensio TP: sta TC:excellent E: A Troll sta EP: awful >
You complete your spell...
The intense flames cause a Troll's skin to smolder and burn!
You burned a Troll to death.
A Troll is dead! R.I.P.
You receive your share of experience.