The death of [50 Forest Druid] Evol The Resistance (Grey Elf)

in Before a Wooden Bridge

from the perspective of [50 Forest Druid] Evol The Resistance (Grey Elf)

<worn as a badge>    a badge of holy patronage [poor] (illuminating)
<worn on head>       a mithril-plated gnomish brain force enhancer (humming)
<worn in ear>        a strip of Tiamat's flesh (magic) (glowing) [81%]             
<worn in ear>        a gnomish ear amplifier [superior] (magic)
<worn on face>       a white hot mask of living flame [modified] (glowing)
<worn around neck>   a symbol of domination [modified] (magic) (humming)
<worn around neck>   a spectral holy symbol of Berronar Truesilver
<worn on body>       the armor of purity [87%]             
<worn about body>    a cloak of dragon hide (magic) (glowing)
<worn about waist>   a waistband of rock and stone (magic) [73%]             
<worn on belt buckle>a glowing quill (glowing) [88%]             
<attached to belt>   a glowing quill (glowing)
<attached to belt>   a glowing quill (glowing)
<worn on arms>       some glowing sleeves made of devil skin [superior] (magic) (glowing)
<worn around wrist>  a blackened bluestone bracer (glowing) [65%]             
<worn around wrist>  a blackened bluestone bracer of wisdom (glowing)
<worn on hands>      the hands of justice (magic) (glowing) [75%]             
<worn on finger>     a ring of angel feathers
<worn on legs>       some stitched leggings of the Knights of the Raven (magic) [43%]             
<worn on feet>       some angelic marble moccasins

A Duergar leaves south.

< 766h/766H 164v/165V Pos: standing >
You abort your prayer before it's done!

< 766h/766H 164v/165V Pos: standing >
Autosaving...

< 766h/766H 164v/165V Pos: standing >
You jump high in the air.

< 766h/766H 165v/165V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West

< 766h/766H 164v/165V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South

< 766h/766H 163v/165V Pos: standing >
You jump high in the air.

< 766h/766H 163v/165V Pos: standing >
You jump high in the air.

< 766h/766H 164v/165V Pos: standing >
A Duergar enters from the south.

< 766h/766H 164v/165V Pos: standing >
A Duergar tips his hat.

< 766h/766H 165v/165V Pos: standing >
You start chanting...
You snap into visibility.

< 766h/766H 165v/165V Pos: standing >
Casting: sunray 

< 766h/766H 165v/165V Pos: standing >
You complete your spell...
[Damage: 27 ] You unleash light in a focused, searing ray at a Duergar!

< 766h/766H 165v/165V Pos: standing >
A Duergar attempts to flee.
A Duergar leaves north.
You failed.

< 766h/766H 165v/165V Pos: standing >
You feel nature's energy flow into your 9th circle of knowledge.
Your communion with nature is now complete...

< 766h/766H 165v/165V Pos: standing >
You failed.

< 766h/766H 165v/165V Pos: standing >
You failed.

< 766h/766H 165v/165V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West

< 766h/766H 164v/165V Pos: standing >
What should the spell be cast upon?  You must specify a target!

< 766h/766H 164v/165V 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
An commoner walks the road, intent on his destination.

< 766h/766H 163v/165V 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

< 766h/766H 164v/165V 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
An agitated commoner walks the road.

< 766h/766H 163v/165V 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

< 766h/766H 163v/165V Pos: standing >
You quickly scan the area.
An agitated minotaur who is a brief walk away to your north.
An commoner who is close by to your east.
An agitated minotaur who is close by to your west.

< 766h/766H 164v/165V 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

< 766h/766H 164v/165V 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

< 766h/766H 163v/165V 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
An agitated commoner walks the road.

< 766h/766H 163v/165V 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

< 766h/766H 164v/165V 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

< 766h/766H 163v/165V 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#

< 766h/766H 162v/165V Pos: standing >
Pardon?

< 766h/766H 165v/165V 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

< 766h/766H 164v/165V 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

< 766h/766H 163v/165V 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

< 766h/766H 163v/165V 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.

< 766h/766H 163v/165V Pos: standing >
You feel your skin once again take on a more barklike quality.
The aid of nature leaves you.
You quickly scan the area.
A drunk minotaur who is close by to your north.
A brown bear who is close by 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.
An agitated minotaur who is not far off to your east.

< 766h/766H 165v/165V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.

< 766h/766H 165v/165V 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 drunk minotaur staggers about.
A brown bear claws at the tree, then at you! (minion) 

< 766h/766H 164v/165V Pos: standing >
An agitated minotaur enters from the west.

< 766h/766H 164v/165V Pos: standing >
Fr enters from the west.

< 766h/766H 164v/165V Pos: standing >
Pardon?

< 766h/766H 164v/165V Pos: standing >
Fr says 'duergar just ewan there'

< 766h/766H 164v/165V Pos: standing >
Fr leaves north.

< 766h/766H 164v/165V Pos: standing >
You say in elven 'dueragr'

< 766h/766H 164v/165V 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

< 766h/766H 163v/165V Pos: standing >

< 766h/766H 165v/165V Pos: standing >
Fr enters from the east.

< 766h/766H 165v/165V Pos: standing >
Fr closes the door.

< 766h/766H 165v/165V 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 south.
A drunk minotaur who is close by to your south.
A brown bear who is close by to your south.
Brukish who is close by to your west.

< 766h/766H 165v/165V Pos: standing >
You attempt to give consent...

< 766h/766H 165v/165V Pos: standing >
The snow is coming down faster now.

< 766h/766H 165v/165V Pos: standing >
Fr leaves north.

< 766h/766H 165v/165V Pos: standing >
You leave the group.

< 766h/766H 165v/165V Pos: standing >
Fr enters from the north.

< 766h/766H 165v/165V Pos: standing >
Fr leaves west.

< 766h/766H 165v/165V Pos: standing >
Fr enters from the west.

< 766h/766H 165v/165V Pos: standing >
Fr leaves south.

< 766h/766H 165v/165V Pos: standing >
You attempt to give consent...

< 766h/766H 165v/165V 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
*Fr - The Resistance (Minotaur)(huge) stands in mid-air here.(Gold Aura)
An agitated commoner walks the road.
A drunk minotaur staggers about.
A brown bear claws at the tree, then at you! (minion) 

< 766h/766H 164v/165V Pos: standing >
You nod.

< 766h/766H 164v/165V Pos: standing >
An agitated minotaur leaves north.

< 766h/766H 164v/165V Pos: standing >
Fr leaves south.

< 766h/766H 164v/165V Pos: standing >
Fr enters from the south.

< 766h/766H 164v/165V Pos: standing >
You attempt to give consent...

< 766h/766H 164v/165V Pos: standing >
You are now a member of Fr's group.

< 766h/766H 164v/165V Pos: standing >
Your group consists of ( 2/30):
( Head)   986/986   hit,  171/171  move Fr
(Front)   766/766   hit,  164/165  move Evol

< 766h/766H 164v/165V Pos: standing >
That person isn't here.

< 766h/766H 164v/165V Pos: standing >
You stop using a red staff of fluxing energy [modified].
You snap into visibility.

< 746h/746H 164v/165V Pos: standing >

< 746h/746H 164v/165V Pos: standing >
That person isn't here.

< 746h/746H 165v/165V Pos: standing >
Fr leaves south.

< 746h/746H 165v/165V Pos: standing >
A drunk minotaur leaves south.

< 746h/746H 165v/165V Pos: standing >

< 746h/746H 165v/165V Pos: standing >
Small Cobblestone Road
Obvious exits: -North -South -West
A brown bear claws at the tree, then at you! (minion) 

< 746h/746H 165v/165V 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.
A drunk minotaur who is close by to your south.
Gonx who is close by to your west.

< 746h/746H 165v/165V 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.
A drunk minotaur staggers about.
A brown bear enters from the north.

< 746h/746H 164v/165V Pos: standing >
You quickly scan the area.
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.
An commoner who is not far off to your east.

< 746h/746H 164v/165V Pos: standing >

< 746h/746H 164v/165V Pos: standing >
Hint: Ask a cleric to bless your weapon - it will strike more accurately. If the blessing wears off, do it again.

< 746h/746H 164v/165V Pos: standing >
A drunk minotaur leaves west.

< 746h/746H 165v/165V Pos: standing >

< 746h/746H 165v/165V Pos: standing >
A Town Center
Obvious exits: -North -East -South -West
A small stream provides fresh water for all.
A brown bear claws at the tree, then at you! (minion) 

< 746h/746H 165v/165V 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
A brown bear enters from the north.

< 746h/746H 164v/165V 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
A brown bear enters from the north.

< 746h/746H 163v/165V 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
A brown bear enters from the north.

< 746h/746H 162v/165V 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#
A brown bear enters from the north.

< 746h/746H 163v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 164v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 165v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 165v/165V 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
A brown bear enters from the west.

< 746h/746H 164v/165V 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
A brown bear enters from the west.

< 746h/746H 163v/165V 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
An agitated commoner walks the road.
A brown bear enters from the west.

< 746h/746H 162v/165V 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
An commoner walks the road, intent on his destination.
A brown bear enters from the west.

< 746h/746H 161v/165V 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
A brown bear enters from the west.

< 746h/746H 163v/165V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -South -West
A brown bear enters from the west.

< 746h/746H 162v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 163v/165V Pos: standing >

< 746h/746H 164v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 165v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 165v/165V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -South
A brown bear enters from the north.

< 746h/746H 164v/165V Pos: standing >
A Cobblestone Road
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East
A brown bear enters from the north.

< 746h/746H 163v/165V Pos: standing >

< 746h/746H 165v/165V Pos: standing >

< 746h/746H 165v/165V 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
A brown bear enters from the west.

< 746h/746H 164v/165V Pos: standing >
A Path of Dirt
   Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East -West
A brown bear enters from the west.

< 746h/746H 163v/165V Pos: standing >
A Muddy Trail
   Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East -West
A small snake swims in the swamp.
A brown bear enters from the west.

< 746h/746H 162v/165V Pos: standing >
In the Muck
   Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West
A brown bear enters from the west.

< 746h/746H 164v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 164v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 164v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 164v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 164v/165V Pos: standing >
Alas, you cannot go that way. . . .

< 746h/746H 164v/165V Pos: standing >

< 746h/746H 164v/165V Pos: standing >
A Muddy Trail through the Swamp
   A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East -South
A brown bear enters from the south.

< 746h/746H 163v/165V Pos: standing >

< 746h/746H 163v/165V Pos: standing >
An Old Trail
   Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East -West
A small snake swims in the swamp.
A brown bear enters from the west.

< 746h/746H 164v/165V Pos: standing >
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East -West
A brown bear enters from the west.

< 746h/746H 163v/165V Pos: standing >
Your group consists of ( 2/30):
( Head)                                Fr
(Front)   746/746   hit,  163/165  move Evol

< 746h/746H 163v/165V Pos: standing >

< 746h/746H 165v/165V Pos: standing >

< 746h/746H 165v/165V Pos: standing >
A Long Winding Trail of Mud
Obvious exits: -East -West
A brown bear claws at the tree, then at you! (minion) 

< 746h/746H 165v/165V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East -West
Two large boulders with rope strung around them anchor a bridge.
*A Drow Elf (medium) Magister Militum of The Empire stands in mid-air here.(Red Aura)
*A Duergar (medium) Legionnaire of The Empire stands in mid-air here.
*An Orc (medium) Legionnaire of The Empire stands in mid-air here.(Red Aura)
A brown bear enters from the west.

< 746h/746H 164v/165V Pos: standing >
An Orc snaps into visibility.
You are briefly surrounded by a red aura!
You are knocked to the ground by an Orc's mighty bash!

< 745h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC:few scratches E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
-=[You attack an Orc.]=- [0 hits]
-=[an Orc attacks you.]=- [3 hits]
A Drow Elf suddenly attacks YOU!
A Drow Elf snaps into visibility.

< 734h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC:few scratches E: An Orc sta EP: excellent >
 A Duergar starts casting a spell.
A Duergar snaps into visibility.

< 734h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC:few scratches E: An Orc sta EP: excellent >
 -=[a Drow Elf attacks you.]=- [0 hits]
An Orc snaps into visibility.
-=[You attack an Orc.]=- [0 hits]

< 734h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC:few scratches E: An Orc sta EP: excellent >
 -=[an Orc attacks you.]=- [2 hits]

< 727h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC:few scratches E: An Orc sta EP: excellent >
 A Duergar completes his spell...
A Duergar utters the word 'gjifal'
A Duergar unleashes light in a focused, searing ray at you!
OUCH!  That really did HURT!

< 558h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Drow Elf starts casting an offensive spell.
A Drow Elf snaps into visibility.

< 558h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Drow Elf snaps into visibility.
A Drow Elf completes his spell...
A Drow Elf utters the words 'yrawz ghfutz'
You resist the effects of a Drow Elf's spell!
You resist the effects of a Drow Elf's spell!

< 558h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Duergar starts casting an offensive spell.
A Duergar snaps into visibility.

< 558h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Drow Elf starts casting a spell.

< 558h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Duergar snaps into visibility.

< 558h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
-=[You attack an Orc.]=- [0 hits]

< 558h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Duergar completes his spell...
A Duergar utters the word 'gjifal'
A Duergar unleashes light in a focused, searing ray at you!
OUCH!  That really did HURT!

< 432h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 Sorry, you aren't allowed to do that in combat.

< 432h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Drow Elf completes his spell...
A Drow Elf utters the words 'yjrr pzar'
A Drow Elf snaps into visibility.
The might of a Drow Elf's god is thrust upon your body, causing massive damage!
OUCH!  That really did HURT!
Sorry, you aren't allowed to do that in combat.

< 338h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 An Orc swings Illesarus, Sword of Sharpness with a broad two-handed arch at you.
Blood flies everywhere as Illesarus slices without restraint.
OUCH!  That really did HURT!
-=[an Orc attacks you.]=- [2 hits]
Pardon?

< 231h/746H 164v/165V Pos: sitting >
< T: Evol TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 You clamber to your feet.

< 231h/746H 164v/165V Pos: standing >
< T: Evol TP: sta TC: nasty wounds E: An Orc sta EP: excellent >
 You attempt to flee...
A Bend in a Trail
   A few dead trees lay in the road, they have been broken off at their base
by marauding minotaurs. Their foot prints in the mud echo just how they move
and where. Many of the trees are still laying about with mud all over them.
Cow's like to work out and keep their muscles strong, they also like to release
a lot of built up rage. They do most of this here. Knocking over trees alleviates
their anger and lifting the trees are used at weights for their workouts. The
mud below shows signs of various prints aside from the booted foot. Broken
eggshells lay scattered about, obviously reptiles inhabit this region of the
muck. The trail spans to the northeast, along a running river.
Obvious exits: -North -South
A brown bear enters from the south.
You flee northward!

< 231h/746H 143v/165V Pos: standing >
You are already standing.

< 231h/746H 143v/165V Pos: standing >
You attempt to flee...
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East -West
Two large boulders with rope strung around them anchor a bridge.
*A Drow Elf (medium) Magister Militum of The Empire stands in mid-air here.(Red Aura)
*A Duergar (medium) Legionnaire of The Empire stands in mid-air here.
*An Orc (medium) Legionnaire of The Empire stands in mid-air here.(Red Aura)
A brown bear enters from the north.
You flee southward!

< 231h/746H 115v/165V Pos: standing >
You are already standing.

< 232h/746H 116v/165V Pos: standing >
The red aura around you flashes blue and is gone.
You attempt to flee...
A Long Winding Trail of Mud
   Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East -West
A brown bear enters from the east.
You flee westward!

< 232h/746H 89v/165V Pos: standing >
Before a Wooden Bridge
   Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East -West
Two large boulders with rope strung around them anchor a bridge.
*A Drow Elf (medium) Magister Militum of The Empire stands in mid-air here.(Red Aura)
*A Duergar (medium) Legionnaire of The Empire stands in mid-air here.
*An Orc (medium) Legionnaire of The Empire stands in mid-air here.(Red Aura)
A brown bear enters from the west.

< 234h/746H 90v/165V Pos: standing >
An Orc snaps into visibility.
You are briefly surrounded by a red aura!
You are knocked to the ground by an Orc's mighty bash!
A Drow Elf suddenly attacks YOU!
A Drow Elf snaps into visibility.

< 233h/746H 91v/165V Pos: sitting >
< T: Evol TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 A Duergar starts casting an offensive spell.
A Duergar snaps into visibility.

< 234h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
-=[You attack an Orc.]=- [0 hits]

< 234h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: nasty wounds E: An Orc sta EP: excellent >
 A Duergar completes his spell...
A Duergar utters the word 'gjifal'
A Duergar unleashes light in a focused, searing ray at you!
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

< 61h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc withstands a bash from a brown bear, who bounces back and falls.
-=[a Drow Elf attacks you.]=- [0 hits]
You wish that your wounds would stop BLEEDING so much!
You wish that your wounds would stop BLEEDING so much!
You wish that your wounds would stop BLEEDING so much!
-=[an Orc attacks you.]=- [3 hits]
A Duergar enters from the west.

< 50h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: awful E: An Orc sta EP: excellent >
 A Duergar starts casting a spell.
A Duergar snaps into visibility.

< 50h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: awful E: An Orc sta EP: excellent >
 A Duergar starts casting an offensive spell.

< 50h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
A brown bear attacks an Orc. [0 hits]
A Drow Elf starts casting a spell.

< 50h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: awful E: An Orc sta EP: excellent >
 A Duergar snaps into visibility.

< 50h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: awful E: An Orc sta EP: excellent >
 An Orc snaps into visibility.
-=[You attack an Orc.]=- [0 hits]

< 50h/746H 92v/165V Pos: sitting >
< T: Evol TP: sit TC: awful E: An Orc sta EP: excellent >
 A Duergar completes his spell...
A Duergar utters the word 'gjifal'
You have been blinded!
You see a fatally blinding light!
Your something melted from the intense heat!
Your something melted from the intense heat!
Your something melted from the intense heat!