<worn as a badge> an emblem of Shanatar royalty (magic) [86%]
<worn on head> a prismatic halo of light (magic) (glowing) (humming) [83%]
<worn on eyes> a pair of goggles of faerie sight of endurance (magic)
<worn in ear> an earring of the pagans [superior] (magic)
<worn in ear> a wyrmskin scale [superior] (magic)
<worn on face> the mask of the plague [superior]
<worn around neck> an amulet of wisdom [superior] (magic) [71%]
<worn around neck> the holy symbol of sanctity [poor] (magic) (glowing) (humming)
<worn on body> the legendary platemail of defense [poor] (magic)
<worn about body> Daganar's cloak of stealth (magic) (glowing)
<worn as quiver> a pantherhide quiver [superior] (magic) (glowing) (illuminating)
<worn about waist> a waistband of rock and stone [superior] (magic)
<worn on belt buckle>a flaming quill (magic) (glowing) [44%]
<attached to belt> lucky alchemist sack [63%]
<worn on arms> some glowing sleeves made of devil skin [superior] (magic) (glowing)
<held as shield> a shield of negative energy (magic) [67%]
<worn around wrist> the glistening bracelet of a MaDMaN
<worn around wrist> a blackened bluestone bracer [poor] (glowing) [86%]
<worn on hands> the gloves of placation
<worn on finger> a ring of the Neogi Lords [modified] (glowing)
<worn on finger> a ring of invisibility [superior] (magic) [69%]
<held> the orb of elemental fire (magic) (glowing)[442h 53m 12s]
<worn on legs> some stitched leggings of the Knights of the Raven of damage (magic) [78%]
<worn on feet> the winged boots of angelic movement of constitution (magic)
Fresh blood covers everything in the area.
A steel long sword has been left here.
< 943h/943H 178v/180V Pos: standing >
An agitated minotaur enters from above.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 943h/943H 179v/180V Pos: standing >
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
A few drops of fresh blood are scattered around the area.
An agitated commoner walks the road.
Grym, the innkeeper, sits on his stool.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
A faint hum can be heard from the legendary platemail of defense [poor] you are carrying.
You quickly scan the area.
An agitated minotaur who is close by below you.
< 943h/943H 179v/180V Pos: standing >
Saving Doo.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
Fresh blood covers everything in the area.
A steel long sword has been left here.
An agitated commoner walks the road.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 943h/943H 179v/180V Pos: standing >
The Commonroom of the Brawling Foot Inn
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
A long steel sword is here in the dirt.
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 small ivory totem lies here. (magic)
A small limestone totem lies here. (magic)
A small raven totem lies here. (magic)
< 943h/943H 178v/180V Pos: standing >
The Brawling Foot Tavern
Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends. This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
< 943h/943H 177v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your west.
Brukish who is rather far off to your west.
< 943h/943H 180v/180V Pos: standing >
The Commonroom of the Brawling Foot Inn
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
A long steel sword is here in the dirt.
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 small ivory totem lies here. (magic)
A small limestone totem lies here. (magic)
A small raven totem lies here. (magic)
< 943h/943H 179v/180V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
Fresh blood covers everything in the area.
A steel long sword has been left here.
An agitated commoner walks the road.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 943h/943H 178v/180V Pos: standing >
You feel your skin soften and return to normal.
You feel less righteous.
You feel less righteous.
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
A few drops of fresh blood are scattered around the area.
An agitated commoner walks the road.
Grym, the innkeeper, sits on his stool.
< 943h/943H 178v/180V Pos: standing >
You say 'stone'
Your legendary platemail of defense [poor] hums briefly.
You feel your skin harden to stone.
< 943h/943H 179v/180V Pos: standing >
Frr trots in from below.
< 943h/943H 180v/180V Pos: standing >
Frr snickers softly.
< 943h/943H 180v/180V Pos: standing >
You giggle.
< 943h/943H 180v/180V Pos: standing >
Score information for Doo
Level: 53 Race: Gnome Class: Druid / Forest Druid Sex: Male
Hit points: 943(943) Moves: 180(180)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 3574 platinum 1882 gold 0 silver 0 copper
Playing time: 8 days / 21 hours/ 7 minutes
Received data: 0.2480 MB this session.
Send data: 0.0052 MB this session.
Compression ratio: 82%
Title: - The Resistance
Followers:
Frr
Status: Standing.
Negative Shielded Fireshielded
Epic points: 643 Skill points: 36 Current task: find runestone of The Githyanki Fortress
Epic Bonus: Epic Points Bonus (12.11%)
Frags: +3.38 Deaths: 34
Detecting: Invisible Evil Good Magic Life Heat Holiness
Protected from: Fire Cold Lightning Gas Acid
Enchantments: Ultravision Farsee Fly Aware Haste Invisibility Sneaking
Stat Pool timeout: 0:00:00
Bartender Quests Remaining: 6
Combat Pulse: 11 Spell Pulse: 0.55
Leaderboard Points: 1573
Active Spells:
--------------
stone skin (4 minutes)
improved invisibility (25 minutes)
regeneration (2 minutes)
animal vision (63 minutes)
pass without trace (less than a minute remaining)
fortitude (3 minutes)
endurance (3 minutes)
barkskin (16 minutes)
mielikki vitality (6 minutes)
elemental aura (7 minutes)
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
Casting: mielikki vitality
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
The Goddess graces you.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
An agitated minotaur leaves down.
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
You can't possibly regain movement any faster.
Frr says in centaur 'lol'
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 7th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
Their skin is already hard as a rock!
< 943h/943H 180v/180V Pos: standing >
An agitated minotaur enters from below.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
You suddenly feel blessed by the protective spirits of the nature!
You feel the power of nature course through your veins.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
< 943h/943H 180v/180V Pos: standing >
Frr says 'frag reaver'
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
You can't possibly heal any faster.
< 943h/943H 180v/180V Pos: standing >
Frr says in centaur 'lol'
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
Your features soften a bit, you feel friendlier.
< 943h/943H 180v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
You feel much luckier.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 8th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
You say in gnome 'invisible'
Your ring of invisibility [superior] hums briefly.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
Top Fraggers
Fr 0.60
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Lowest Fraggers
Gukk -1.31
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 6th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 4th circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 2nd circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 1st circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 1st circle of knowledge.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 1st circle of knowledge.
Your communion with nature is now complete...
< 943h/943H 180v/180V Pos: standing >
Frr trots down.
< 943h/943H 180v/180V Pos: standing >
Top Fraggers
Fr 0.60
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Lowest Fraggers
Gukk -1.31
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
< 943h/943H 180v/180V Pos: standing >
You giggle.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
The thrill of the recent kill leaves your veins.
< 943h/943H 180v/180V Pos: standing >
Top Fraggers
Noz 6.14
Tiu 4.07
Bardo 1.18
Shim 0.64
Fr 0.60
Brahmina 0.50
Nobody 0.00
Nobody 0.00
Nobody 0.00
Nobody 0.00
Lowest Fraggers
Gukk -1.31
Oggog -1.00
Itkovian -1.00
Atuocs -0.63
Limn -0.50
Iruzl -0.48
Kabown -0.48
Nobody 0.00
Nobody 0.00
Nobody 0.00
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
A Grimney Sleeping Chamber
Obvious exits: -Down
An agitated commoner walks the road.
Grym, the innkeeper, sits on his stool.
< 943h/943H 180v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by below you.
< 943h/943H 180v/180V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
A steel long sword has been left here.
An agitated commoner walks the road.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
An agitated minotaur who is close by above you.
Grym who is close by above you.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
An agitated minotaur enters from above.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Brukish who is not far off to your west.
Grym who is close by above you.
< 943h/943H 179v/180V 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
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your east.
An agitated minotaur who is close by to your east.
A drunken minotaur who is a brief walk away to your east.
A drunken minotaur who is a brief walk away to your east.
Syrm who is a brief walk away to your east.
Brukish who is close by to your west.
< 943h/943H 178v/180V 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
< 943h/943H 179v/180V 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 small stream provides fresh water for all.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
A Minotaur who is close by to your north.
An agitated minotaur who is not far off to your north.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
A drunk minotaur who is close by to your east.
Frr who is rather far off to your east.
An agitated minotaur who is rather far off to your east.
An agitated minotaur who is close by to your west.
< 943h/943H 178v/180V 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
< 943h/943H 179v/180V 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
< 943h/943H 178v/180V 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
< 943h/943H 179v/180V Pos: standing >
Saving Doo.
< 943h/943H 179v/180V 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 small stream provides fresh water for all.
< 943h/943H 178v/180V 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 Minotaur (huge) Lightning of -=<[ The Thunder ]>=- stands here.(Red Aura)
< 943h/943H 177v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
You start chanting...
You snap into visibility.
< 943h/943H 180v/180V Pos: standing >
You complete your spell...
A Minotaur seems to be blinded!
[Damage: 208 ] A Minotaur is struck by your ray of sunlight, and is destroyed instantly!
A Minotaur is dead! R.I.P.
You receive your share of experience.
You just gained 0.50 frags!
You have gained 56 epic points.
A look of horror and a silent scream are a Minotaur's last actions in this world.
< 943h/943H 180v/180V Pos: standing >
You failed.
< 943h/943H 180v/180V Pos: standing >
You failed.
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
Your communion with nature is now complete...
It appears to be the corpse of Atuocs.
Nothing.
< 943h/943H 180v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
Gonx who is close by to your west.
< 943h/943H 180v/180V Pos: standing >
Small Cobblestone Road
Obvious exits: -North -South -West
Fresh blood covers everything in the area.
The corpse of a Minotaur is lying here.
< 943h/943H 180v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
Gonx who is close by to your west.
< 943h/943H 180v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
You say in gnome 'invisible'
< 943h/943H 180v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
Gonx who is close by to your west.
< 943h/943H 180v/180V 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 small stream provides fresh water for all.
< 943h/943H 179v/180V 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
< 943h/943H 178v/180V Pos: standing >
Saving Doo.
< 943h/943H 180v/180V 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
< 943h/943H 179v/180V 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
< 943h/943H 178v/180V Pos: standing >
A Turning
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 -West
< 943h/943H 177v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 179v/180V Pos: standing >
Alas, you cannot go that way. . . .
< 943h/943H 180v/180V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
< 943h/943H 179v/180V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -South -West
< 943h/943H 178v/180V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
< 943h/943H 177v/180V Pos: standing >
An Intersection of Roads
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry. The road continues
to the east and west. The northern street, along either side, has nearly
collapsed buildings just ready to succumb to the weight of gravity.
Obvious exits: -North -East -West
Frr - The Resistance (Centaur)(large) stands in mid-air here.(Gold Aura)
< 943h/943H 177v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
Fresh blood splatters cover the area.
Frr trots in from the south.
< 943h/943H 179v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
An agitated commoner walks the road.
Frr trots in from the south.
< 943h/943H 178v/180V Pos: standing >
Bloody Brick Way
Huge buildings are on either side of the road. The paved cobblestone road
almost seems like someone dragged a few tons of bricks upon it, it's very
smooth. The buildings are crumbling slightly, however, little piles of brick
and mortar inhabit the road. Broken swords and piles of clothes and furniture
can be seen. From the walls to the buildings the road stretches about fifteen
feet, allowing access to be easy on an otherwise narrow road. Huge city
structures can be seen above the roof tops, while city life can be heard.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
Frr trots in from the south.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
An agitated minotaur who is not far off to your north.
A rugged commoner who is close by to your east.
A rugged commoner who is close by to your east.
An agitated minotaur who is close by to your south.
An commoner who is close by to your west.
A rugged commoner who is close by to your west.
A rugged commoner who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
Looks like an exit.
You extend your sights eastward.
Private Dwelling
The room has a circumference of about forty feet, and is rather large.
Brick and mortar were used to construct it, however, it was crudely made and
is slightly crumbling because of the over exposure tot he elements. Broken
picture frames hang along the wall, they were painted sometime ago. There is
no furniture within this dwelling, all must have been tossed out when this
town was sacked by the cows. Broken bottles lay scattered about the place,
alongside the bottles the smell of alcohol is overwhelming. Windows have a
difficult time of ridding this place of the smell.
Obvious exits: -West
A rugged minotaur drinks obsessively.
A rugged minotaur drinks obsessively.
< 943h/943H 179v/180V Pos: standing >
< 943h/943H 179v/180V Pos: standing >
Before the Warrior Brigade
Huge buildings surround the wide cobblestone road. With a width of about
fifteen feet and with nothing but air standing in-between the houses and walls,
the road is easily navigable as opposed to the poverty stricken majority
slum holes. The buildings on either side of the road are unique to the other
buildings of the city for they were constructed in earnest, with careful
precision not seen in the other parts of the city. Signs hang from each of
their doorways, some more legible than others. The roof tops touch the sky,
while off to the north and south the road continues.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
Frr trots in from the south.
< 943h/943H 178v/180V Pos: standing >
A Narrow Staircase
Railing on top of the staircase helps with footing and gives the impression
that a cow would need on the returning trip up. Some broken plank on the
staircase hints a great amount of weight must be carried up and down these
steps a day. The steps are made of the strongest wood around, ocimian oak.
This oak was used for building temporarily during the cataclysmic wars
between the ogres and minotaurs. These two barbaric races had neither
the resources or the man power to build them themselves, so they higher
a lot of orcish and duergar engineers and laborers to do the work.
Obvious exits: -West -Down
A few drops of fresh blood are scattered around the area.
Frr trots in from the west.
< 943h/943H 177v/180V Pos: standing >
< 943h/943H 177v/180V Pos: standing >
Before a Narrow Staircase
The staircase lies in the corner of the corridor, it looks to go up quite
a ways. this hallway is narrow and rugged, it is only seven feet in width and
doesn't suit big parties coming and going all at once. Slime and refuse, from
the outside layer of dirt, make the place a hazard. The corridor is likely
ten feet underground, which accounts for the chill in the air. No fire place
warms the area, however, it is suspect the no warrior who comes to train here
ever complains about it. The corridor leads northward, to a huge wooden door.
Obvious exits: -North -Up
Fresh blood covers everything in the area.
Frr trots in from above.
< 943h/943H 178v/180V Pos: standing >
A Narrow Corridor
Accumulated moisture and slime cover the corridor. It is inherently suspect
whether or not the corridor is ten feet underground. No heat inhabits its
halls, only residue and a foul smell. From the ceiling to the floor the
corridor is about eight feet high, giving more than enough room for a minotaur
to traverse it. However, a huge wooden door stands to the north, looking
to forbid any unwanted intruder. Audible voices emanate from within, the
sounds of steel clashing rings through the air.
Obvious exits: -North -South
A few drops of fresh blood are scattered around the area.
Frr trots in from the south.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
Ackum who is close by to your north.
< 943h/943H 180v/180V Pos: standing >
A War Room
The room is majestically clean, however, a few blood stains are visible
on the mock combat mat in the center of the room. Obviously, Ackum, the
master warrior, knows about hygiene. The stench that was once overwhelming is
now none existent. The cleanliness of this mock combat chamber also attests to
his hygiene a proficiency. Huge racks of weapons, mock combat weapons, are
leaning up against the norther wall. Mock combat armor hangs next to that. The
area is filled with sounds of clashing. The clashing sound is coming from the
east, while the weapon's shop lays to the west.
Obvious exits: -East -South -West
Fresh blood splatters cover the area.
Ackum, the master warrior, is here.
Frr trots in from the south.
< 943h/943H 179v/180V Pos: standing >
You quickly scan the area.
A sparring warrior who is close by to your east.
A sparring warrior who is close by to your east.
A training warrior who is close by to your east.
Micheral who is close by to your west.
< 943h/943H 179v/180V Pos: standing >
Mock Combat Chamber
A huge ring is erected in the center of the chamber. On either side of it
benches are ready to give a tired warrior a rest. The ring has a diameter of
ten feet. Inside the ring, warriors fight in mock combat. Many of them are
breathing heavily. the ring of steel fills the area as they battle. A huge rack
of mock combat weapons remains dormant along the northern wall of the chamber.
Obvious exits: -West
Fresh blood splatters cover the area.
The corpse of a Minotaur is lying here.
A Minotaur (huge) Lightning of -=<[ The Thunder ]>=- stands here.(Red Aura)
A sparring warrior battles another minotaur.
A sparring warrior battles another minotaur.
A training warrior practices in mock combat.
Frr trots in from the west.
< 943h/943H 178v/180V Pos: standing >
You quickly scan the area.
Ackum who is close by to your west.
Micheral who is not far off to your west.
< 943h/943H 179v/180V Pos: standing >
You start chanting...
< 943h/943H 180v/180V Pos: standing >
< 943h/943H 180v/180V Pos: standing >
Frr suddenly attacks a Minotaur!
A Minotaur is mortally wounded, and will die soon, if not aided.
Frr punches a Minotaur to death.
A Minotaur is dead! R.I.P.
You receive your share of experience.