<worn on head> a dwarven-made steel skull
<worn on eyes> a decent bark visor [78%]
<worn on face> an alligator spine mask
<worn around neck> a dwarven-made ivory charm from Shairak and Smokeveil Forest
<worn around neck> a stone collar studded with jewels (glowing) (humming)
<worn on body> a suit of orcish platemail [superior]
<worn on back> a large leather backpack
<worn on arms> a pair of studded leather sleeves
<worn around wrist> an engraved bracelet of jade (glowing)
<worn around wrist> a skin-wrapped obsidian bracer
<worn on hands> some thick leather gloves
<worn on finger> a shiny golden ring [poor]
<worn on finger> a shimmering cured leather signet
<primary weapon> an orcish-forged sword
<secondary weapon> a crystal-tipped dagger [superior]
<worn on feet> some soft leather boots [superior]
< 284h/294H 123v/123V Pos: on your ass >
< 294h/294H 123v/123V Pos: on your ass >
< 294h/294H 123v/123V Pos: on your ass >
< 294h/294H 123v/123V Pos: on your ass >
Behz opens the door.
< 294h/294H 123v/123V Pos: on your ass >
Behz leaves north.
< 294h/294H 123v/123V Pos: on your ass >
Behz stops following you.
Your group has been disbanded.
< 294h/294H 123v/123V Pos: on your ass >
You clamber to your feet.
< 294h/294H 123v/123V Pos: standing >
Rushdie Inn
Well polished wood panels line the walls here, and a large fire burns in the
fireplace. Several tables and chairs dot the room. The eerie effect of the
shadows on the wall plays tricks on your eyes. A scent of ale and fried bunny
permeates the air here. The room narrows to the south, where a door can be
seen.
Obvious exits: -South -Down
A deadly nightmare stands here, red eyes glowing hotly.
A tiny infant has been abandoned here, left to die.
< 294h/294H 122v/123V Pos: standing >
< 294h/294H 122v/123V Pos: standing >
< 294h/294H 122v/123V Pos: standing >
The taste of blood slowly fades from your body.
< 294h/294H 122v/123V Pos: standing >
Rushdie Inn
Obvious exits: -South -Down
A deadly nightmare stands here, red eyes glowing hotly.
A tiny infant has been abandoned here, left to die.
< 294h/294H 123v/123V Pos: standing >
< 294h/294H 123v/123V Pos: standing >
Rushdie Inn
Obvious exits: -South -Down
A deadly nightmare stands here, red eyes glowing hotly.
A tiny infant has been abandoned here, left to die.
< 294h/294H 123v/123V Pos: standing >
Behz has entered the game.
< 294h/294H 123v/123V Pos: standing >
Behz starts following you.
< 294h/294H 123v/123V Pos: standing >
Behz has just given you his consent.
< 294h/294H 123v/123V Pos: standing >
Behz has just given you his consent.
< 294h/294H 123v/123V Pos: standing >
Autosaving...
< 294h/294H 123v/123V Pos: standing >
Behz floats down.
< 294h/294H 123v/123V Pos: standing >
Behz floats in from below.
< 294h/294H 123v/123V Pos: standing >
a Well Traveled Path
The ground here is hard and unforgiving. Broken twigs, crushed leaves, tiny
pebbles, and parts of footprints are evident on the floor here. Signs that
show that this path has been traveled quite often. Songs of birds fill this
place with unbridled peace and joy. A cool breeze blows here causing some of
the crushed leaves to blow away.
Obvious exits: -South -Up
A traveling merchant wanders here looking to buy some wares.
A peasant commoner wanders here with his head held low.
A traveling merchant wanders here looking to buy some wares.
A traveling merchant wanders here looking to buy some wares.
A young villager wanders here, singing songs of joy.
Behz floats in from above.
< 294h/294H 122v/123V Pos: standing >
Behz is now a member of your group.
< 294h/294H 122v/123V Pos: standing >
Behz sizes up a traveling merchant with a quick glance.
< 294h/294H 122v/123V Pos: standing >
Easy.
< 294h/294H 123v/123V Pos: standing >
[Damage: 2 ]
< 294h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:excellent E: peasant sta EP: few scratches >
You suddenly see a peasant commoner's foot in your chest.
[Damage: 1 ] A peasant commoner shivers from the unnatural cold as he hits you!
A peasant commoner attacks you. [0 hits]
[Damage: 4 ] [Damage: 5 ] You attack a peasant commoner. [2 hits]
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: small wounds >
Behz assists you heroically.
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: small wounds >
[Damage: 52 ] You leave a huge, red swollen lump on a peasant commoner's temple.
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: pretty hurt >
Behz assists you heroically.
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: pretty hurt >
A peasant commoner attacks you. [0 hits]
[Damage: 4 ] You attack a peasant commoner. [1 hits]
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: pretty hurt >
Behz starts casting an offensive spell.
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: pretty hurt >
Behz completes his spell...
Behz utters the words 'qpurr hajqp'
Behz chills a peasant commoner who suddenly seems less lively.
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: awful >
You feel your skill in parry improving.
A peasant commoner attacks you. [0 hits]
[Damage: 1 ] You attack a peasant commoner. [1 hits]
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: awful >
You're still spinning in circles from your last headbutt.
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: awful >
Behz starts casting an offensive spell.
< 290h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: peasant sta EP: awful >
Behz completes his spell...
Behz utters the words 'qpurr hajqp'
Behz chills a peasant commoner who suddenly seems less lively.
A peasant commoner is incapacitated and will slowly die, if not aided.
< 290h/294H 123v/123V Pos: standing >
<You're still spinning in circles from your last headbutt.
< 290h/294H 123v/123V Pos: standing >
<[Damage: 4 ] A peasant commoner is mortally wounded, and will die soon, if not aided.
[Damage: 4 ] You beautifully slash a peasant commoner into two parts - both dead.
A peasant commoner is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a peasant commoner dies in agony.
< 290h/294H 123v/123V Pos: standing >
You get a few coins from the corpse of a peasant commoner.
There were: 3 gold coins, 6 silver coins, 8 copper coins.
< 290h/294H 123v/123V Pos: standing >
a Well Traveled Path
Obvious exits: -South -Up
Fresh blood covers everything in the area.
The corpse of a peasant commoner is lying here.
Behz (Kobold)(small) stands, floating here.
A traveling merchant wanders here looking to buy some wares.
A traveling merchant wanders here looking to buy some wares.
A traveling merchant wanders here looking to buy some wares.
A young villager wanders here, singing songs of joy.
< 291h/294H 123v/123V Pos: standing >
A traveling adventurer enters from the south.
< 292h/294H 123v/123V Pos: standing >
[Damage: 1 ]
< 292h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few scratches >
[Damage: 1 ] A traveling merchant shivers from the unnatural cold as she hits you!
A traveling merchant's kick parts your hair but does little else.
A traveling merchant attacks you. [1 hits]
< 282h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few scratches >
Behz assists you heroically.
< 282h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few scratches >
Behz attacks a traveling merchant. [0 hits]
< 282h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few scratches >
Ouch, that seriously hurt!
[Damage: 1 ] A traveling merchant shivers from the unnatural cold as she hits you!
< 281h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few scratches >
You feel your skill in double attack improving.
You feel your skill in 1h slashing improving.
[Damage: 5 ] You attack a traveling merchant. [1 hits]
< 281h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few scratches >
A traveling merchant attacks you. [0 hits]
Behz starts casting an offensive spell.
< 281h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few scratches >
Behz completes his spell...
Behz utters the words 'diesilla barh'
A traveling merchant wavers under the impact of the lightning bolt sent by Behz.
< 281h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: small wounds >
Behz attacks a traveling merchant. [0 hits]
Behz starts casting an offensive spell.
< 281h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: small wounds >
A wandering adventurer enters from the south.
< 281h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: small wounds >
Behz completes his spell...
Behz utters the words 'diesilla barh'
A traveling merchant wavers under the impact of the lightning bolt sent by Behz.
< 281h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few wounds >
[Damage: 4 ] [Damage: 6 ] You attack a traveling merchant. [2 hits]
< 281h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few wounds >
[Damage: 1 ] A traveling merchant shivers from the unnatural cold as she hits you!
A traveling merchant attacks you. [1 hits]
< 278h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few wounds >
Behz starts casting an offensive spell.
< 278h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: few wounds >
Behz completes his spell...
Behz utters the words 'diesilla barh'
A traveling merchant wavers under the impact of the lightning bolt sent by Behz.
Consider killing who?
< 278h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
< 278h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
Behz starts casting an offensive spell.
< 278h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
Are you mad!?
< 278h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
[Damage: 1 ] You attack a traveling merchant. [1 hits]
< 278h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
Behz completes his spell...
Behz utters the words 'qpurr hajqp'
Behz chills a traveling merchant who suddenly seems less lively.
[Damage: 1 ] A traveling merchant shivers from the unnatural cold as she hits you!
A traveling merchant's kick parts your hair but does little else.
A traveling merchant attacks you. [1 hits]
< 267h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
Behz attacks a traveling merchant. [0 hits]
< 267h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: nasty wounds >
[Damage: 58 ] You leave a huge, red swollen lump on a traveling merchant's temple.
< 267h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: awful >
Behz starts casting an offensive spell.
< 267h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: awful >
< 267h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: awful >
A young villager leaves south.
Behz completes his spell...
Behz utters the words 'qpurr hajqp'
Behz chills a traveling merchant who suddenly seems less lively.
a traveling merchant sags, apparently weakened from the frigid cold!
< 267h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: awful >
Behz attacks a traveling merchant. [0 hits]
You feel your skill in 1h slashing improving.
You attack a traveling merchant. [0 hits]
< 267h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC:few scratches E: merchant sta EP: awful >
You feel your skill in parry improving.
[Damage: 3 ] A traveling merchant shivers from the unnatural cold as she hits you!
A traveling merchant attacks you. [1 hits]
< 238h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: awful >
Behz starts casting an offensive spell.
< 238h/294H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: awful >
Behz completes his spell...
Behz utters the words 'waouq wuggurz'
Behz throws a magic missile at a traveling merchant, who staggers under the blow.
A traveling merchant is incapacitated and will slowly die, if not aided.
A traveling merchant slumps to the ground.
The magic missile sent by Behz causes a traveling merchant to stagger and collapse in a lifeless heap.
A traveling merchant is dead! R.I.P.
You receive your share of experience.
You raise a level!
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a traveling merchant's last actions in this world.
< 250h/306H 123v/123V Pos: standing >
< 250h/306H 123v/123V Pos: standing >
Headbutt whom?
< 250h/306H 123v/123V Pos: standing >
You get a few coins from the corpse of a traveling merchant.
There were: 1 platinum coin, 9 gold coins.
< 251h/306H 123v/123V Pos: standing >
You have just begun the trek to your next level!
< 253h/306H 123v/123V Pos: standing >
a Well Traveled Path
Obvious exits: -South -Up
A few drops of fresh blood are scattered around the area.
The corpse of a traveling merchant is lying here.
The corpse of a peasant commoner is lying here.
A wandering adventurer roams here looking for some excitement.
A traveling adventurer roams here looking for some excitement.
Behz (Kobold)(small) stands, floating here.
A traveling merchant wanders here looking to buy some wares.
A traveling merchant wanders here looking to buy some wares.
< 253h/306H 123v/123V Pos: standing >
A traveling merchant leaves south.
< 254h/306H 123v/123V Pos: standing >
[Damage: 3 ]
< 256h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few scratches >
A traveling merchant attacks you. [0 hits]
< 257h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few scratches >
[Damage: 1 ] You attack a traveling merchant. [1 hits]
< 257h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few scratches >
Behz assists you heroically.
< 257h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few scratches >
Behz attacks a traveling merchant. [0 hits]
< 257h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few scratches >
Ouch, that seriously hurt!
[Damage: 1 ] A traveling merchant shivers from the unnatural cold as she hits you!
< 256h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few scratches >
A traveling merchant turns to focus her attack on Behz!
A traveling merchant attacks you. [0 hits]
Behz starts casting an offensive spell.
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC:excellent E: merchant sta EP: few scratches >
You score a CRITICAL HIT!!!!!
[Damage: 14 ] You attack a traveling merchant. [1 hits]
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC:excellent E: merchant sta EP: few scratches >
Behz completes his spell...
Behz utters the words 'aque bragh'
Behz blasts a traveling merchant with acid, you cringe.
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC:excellent E: merchant sta EP: small wounds >
A young villager enters from the south.
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC:excellent E: merchant sta EP: small wounds >
Behz starts casting an offensive spell.
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC:excellent E: merchant sta EP: small wounds >
Behz completes his spell...
Behz utters the words 'aque bragh'
Behz blasts a traveling merchant with acid, you cringe.
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC:excellent E: merchant sta EP: few wounds >
A traveling merchant almost sweeps Behz off of his feet with a well placed leg sweep.
A traveling merchant attacks Behz. [1 hits]
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC: small wounds E: merchant sta EP: few wounds >
Behz attacks a traveling merchant. [0 hits]
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC: small wounds E: merchant sta EP: few wounds >
You swing at your foe _really_ badly, sending your orcish-forged sword flying!
You attack a traveling merchant. [0 hits]
< 256h/306H 123v/123V Pos: standing >
< T: Behz TP: sta TC: small wounds E: merchant sta EP: few wounds >
Banzai! To the rescue...
< 256h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few wounds >
Behz assists you heroically.
< 256h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few wounds >
[Damage: 1 ] A traveling merchant shivers from the unnatural cold as she hits you!
A traveling merchant attacks you. [1 hits]
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few wounds >
You attack a traveling merchant. [0 hits]
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few wounds >
Behz starts casting an offensive spell.
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: few wounds >
Behz completes his spell...
Behz utters the words 'aque bragh'
Behz blasts a traveling merchant with acid, you cringe.
You get an orcish-forged sword.
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: nasty wounds >
You wield an orcish-forged sword.
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: nasty wounds >
A Human completes his spell...
A Human utters the words 'abrauztg gpahhzfuio uqzbarr'
A Human points at Behz.
The force of a Human's iceball shatters any hopes Behz had of living a long and happy life.
Behz is dead! R.I.P.
The last gasps of Behz cause a sickening chill to run up your spine.
Behz stops following you.
Your group has been disbanded.
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: nasty wounds >
A traveling merchant attacks you. [0 hits]
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: nasty wounds >
[Damage: 4 ] You attack a traveling merchant. [1 hits]
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: nasty wounds >
< 248h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: small wounds E: merchant sta EP: nasty wounds >
A Human completes his spell...
A Human utters the words 'abrauztg gpahhzfuio uqzbarr'
A Human points at you.
You reel in pain as a Human's iceball shatters upon impacting you.
OUCH! That really did HURT!
< 146h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: nasty wounds E: merchant sta EP: nasty wounds >
[Damage: 1 ] A traveling merchant shivers from the unnatural cold as she hits you!
A traveling merchant's kick parts your hair but does little else.
A traveling merchant attacks you. [1 hits]
< 138h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: nasty wounds E: merchant sta EP: nasty wounds >
You attempt to flee...
PANIC! You couldn't escape!
< 138h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: nasty wounds E: merchant sta EP: nasty wounds >
You feel your skill in dual wield improving.
[Damage: 4 ] [Damage: 5 ] You attack a traveling merchant. [2 hits]
< 138h/306H 123v/123V Pos: standing >
< T: Golis TP: sta TC: nasty wounds E: merchant sta EP: nasty wounds >
A Human completes his spell...
A Human utters the words 'abrauztg gpahhzfuio uqzbarr'
A Human points at you.
You reel in pain as a Human's iceball shatters upon impacting you.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
You attempt to flee...
a Well Traveled Path
The smell of life is great and grand here. The hauntingly beautiful songs
of birds are carried by the majestic wind. The sound of villagers moving about
also invades the purity of the air. The ground here is a very hard packed
dirt. The path seems to be rather well traveled with broken twigs, crushed
leaves, and faded footprints adorning the ground.
Obvious exits: -North -East
A few drops of fresh blood are scattered around the area.
A small round shield has been dropped here.
A wandering adventurer roams here looking for some excitement.
A wandering adventurer roams here looking for some excitement.
A traveling merchant wanders here looking to buy some wares.
You flee southward!
< 23h/306H 91v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 23h/306H 92v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 23h/306H 92v/123V Pos: standing >
a Well Traveled Path
The ground here is a hard packed dirt. Some broken twigs, charred leaves,
small stones, blades of grass, and faded footprints are evident on the ground
here. All of which are signs that this path is very well traveled. The
majestic songs of birds ring out bringing a feeling of absolute and utter
peace. A calm gentle breeze blows here causing some charred leaves to fly
about.
Obvious exits: -East -West
Fresh blood splatters cover the area.
A muscular villager wanders here looking to start a fight.
A young villager wanders here, singing songs of joy.
A young villager wanders here, singing songs of joy.
A wandering merchant wanders here looking to buy some wares.
A wandering merchant wanders here looking to buy some wares.
A muscular villager wanders here looking to start a fight.
< 23h/306H 90v/123V Pos: standing >
a Well Traveled Path
The path here seems to be rather well traveled. The ground here has been
packed down very tightly. Small pebbles and faded footprints adorn the ground
here. The songs of birds can be heard, carried by the winds of Odin. The air
here is crisp, pure and fresh. The path continues on to the North and to the
West.
Obvious exits: -North -West
Puddles of fresh blood cover the ground.
A small villager wanders here looking for something to do.
< 23h/306H 89v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 23h/306H 89v/123V Pos: standing >
a Well Traveled Path
This hard dirt path seems to be rather well traveled. Many footprints are
on the ground, leading off into different directions. The air here is pure and
fresh, the songs of birds ring out loudly here. Sounds of villagers can be
heard seemingly from all around you. A calm cool breeze blows here causing
some leaves to blow past.
Obvious exits: -North -South
Fresh blood splatters cover the area.
A peasant commoner wanders here with his head held low.
A village commoner wanders here in search of something to do.
A wandering merchant wanders here looking to buy some wares.
A wandering merchant wanders here looking to buy some wares.
< 23h/306H 87v/123V Pos: standing >
a Well Traveled Path
Hard packed dirt makes up the ground here. Crushed leaves, snapped twigs,
small stones, and remnants of footprints adorn the ground. The soothing sounds
of the majestic bird songs ring out loudly in this area. The sound fills this
place with a strong feeling of utter peace. A calm cool breeze blows causing
some of the leaves to blow around the ground.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
A traveling adventurer roams here looking for some excitement.
A village commoner wanders here in search of something to do.
A peasant commoner wanders here with his head held low.
A small villager wanders here looking for something to do.
A pudgy commoner wanders here looking for something to eat.
< 24h/306H 85v/123V Pos: standing >
a Well Traveled Path
This hard dirt path seems to be rather well traveled. Broken twigs and
traces of footprints are present on the ground. Sounds of villagers can be
heard laughing and joking. The songs of birds cascade on the cool calm breeze.
The air here is crisp, cool, and pure, creating a mystic mood of peace. The
path continues on to the South and West. There appears to be a thinning of
the thick brush to the north.
Obvious exits: -North -South -West
< 24h/306H 84v/123V Pos: standing >
Within Smokeveil Forest
The forest here seems to be very well traveled, with what appear to be
footprints leading to the south. You hear those sounds you have been hearing
again, only this time you can kinda make them out. They seem to be someone
speaking to someone else, they are coming from the south. Perhaps there is a
village near by here, or maybe you are just hearing things. The sounds fade to
the winds and only the songs of the birds are heard. You start to wonder if
you are alone in this peaceful place. The forest continues to the North and
East.
Obvious exits: -North -East -South
Fresh blood covers everything in the area.
A mistgrave hare hops around here looking for food.
A swift walks around here looking for food.
< 24h/306H 82v/123V Pos: standing >
A mistgrave hare leaves north.
Within Smokeveil Forest
This part of the forest is very quiet, except for some sounds that can be
heard coming from the south. You stop to listen to them to try to ascertain
what creature is making them, no use you can not seem to figure out the sound.
The songs of birds start to drown out what little you could hear, and a calm
breeze blows in from the southeast. This area seems surprisingly to be rather
well traveled, you start to wonder if there is more to this place then meets
the eye. The crackling of leaves can be heard coming from the east, perhaps it
is someone coming for you. Or maybe you are just hearing things again, the
mist starts to evade your mind again. Your thoughts start to cloud and loose
their place. Confusion becomes your reality and you start to stare around in a
chaotic manner. You start to wonder if you are truly here, or if this is all a
strange dream. The forest seems to continue to the East and South.
Obvious exits: -East -South
A few drops of fresh blood are scattered around the area.
A mistgrave hare hops around here looking for food.
A robin circles here looking for her lost child.
A mother deer is looking for her wayward child.
A weevil walks on the ground here looking for food.
A swift walks around here looking for food.
< 24h/306H 80v/123V Pos: standing >
A rather buff looking deer enters from the east.
< 25h/306H 83v/123V Pos: standing >
< 25h/306H 84v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 26h/306H 85v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 26h/306H 86v/123V Pos: standing >
Within Smokeveil Forest
The peace of the forest is disrupted here by faint sounds coming from the
southwest. You stop to try to listen, no luck you can not seem to ascertain
what creature is making the sounds. They are to faint for you to truly focus
on, the songs of birds and the swaying of trees is to loud. Your head starts
to pulsate and spin, things begin to double. Vision starts to cloud and
distort, the mist is starting to effect you once more. Your mind starts to
fight the reality bender, yet your body simply relaxes. How odd it is to have
ones body to defy the will of the mind. You start to concentrate as hard as
you can, trying to regain your direction. The cloud of distortion starts to
dissipate and your mind can once more focus. The forest continues on to the
East, South and West.
Obvious exits: -East -South -West
Fresh blood covers everything in the area.
A mistgrave hare hops around here looking for food.
A small sparrow flaps his wings frantically.
A robin circles here looking for her lost child.
< 26h/306H 84v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 26h/306H 84v/123V Pos: standing >
< 26h/306H 85v/123V Pos: standing >
Within Smokeveil Forest
Many a creature has treked in this place of the forest. You see many signs
of beings both great and small passing here. Twigs lay broken upon the ground
next to stains of blood. It looks like a wounded animal passed this area
rather recently. A fog starts to creep into your sight and things start to
blur and melt. The trees start to flicker and fade, the crisp color of the
green becomes your sight. Your focus starts to drift and stray into a lost
confusion. Sounds all start to roll together as one, they seem to be coming
from all around you. A chill of fear runs down along your spine and things no
longer seem at peace. Your heart races and your body starts to shiver in an
uncomfortable manor. Songs of birds can be heard again, and the gentle breeze
washes over you once more. The effect of the mist has seemed to pass once
again. The reality of the forest continues on all around you.
Obvious exits: -North -East -South -West
Fresh blood covers everything in the area.
The corpse of a deadly looking wolf is lying here.
A small reptile scale lies here.
[202] A tiny green plant is on the ground here.
A humming bird is here flying from flower to flower.
A mother deer is looking for her wayward child.
A robin circles here looking for her lost child.
A swallow flys here looking for food.
A doe moves about here looking for her mother.
A dangerous looking warthog roams about here.
A majestic bluejay circles here looking for food.
< 26h/306H 84v/123V Pos: standing >
A doe leaves east.
< 26h/306H 84v/123V Pos: standing >
Being the ferocious sort, you charge at the enemy!
[Damage: 5 ] A warthog's kick parts your hair but does little else.
A warthog attacks you. [0 hits]
< 27h/306H 84v/123V Pos: standing >
< T: Golis TP: sta TC: awful E: warthog sta EP: few scratches >
A mother deer leaves east.
< 27h/306H 84v/123V Pos: standing >
< T: Golis TP: sta TC: awful E: warthog sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 27h/306H 84v/123V Pos: standing >
< T: Golis TP: sta TC: awful E: warthog sta EP: few scratches >
You attempt to flee...
Within Smokeveil Forest
The forest is very quiet in this area, except for the songs of birds. The
wind blows a gentle breeze that feels good. The mist is very strong here and
you are almost overcome with fumes. Your vision starts to twist and distort,
your mind starts to cloud. Memories that haunt you start to slip away, the
healing touch of oblivion touches your soul. You finally feel at peace with
your mind and body. Reality starts to return with renewed vitality, and you
realize again why you came to this place. Broken twigs and crushed leaves are
on the ground here. It seems like something passed this way rather recently.
The forest continues to the East and South.
Obvious exits: -East -South
Fresh blood covers everything in the area.
The corpse of a warthog is lying here.
The corpse of a dew faerie is lying here.
A doe moves about here looking for her mother.
You flee northward!
< 27h/306H 53v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 27h/306H 54v/123V Pos: standing >
Within Smokeveil Forest
Roars from the north disrupt the peace in this part of the forest. The
songs of birds start to drown out the sounds of the beast. A gentle breeze
begins to blow, causing the branches of the trees to crash and rub together.
Your vision starts to blur and your thoughts start to fade and dissipate. The
strange mist starts to invade your mind once more. Causing your reality to
twist and distort. The crackling of leaves can be heard coming from the south,
the noise seems to be getting closer. Your head starts to clear and you
remember why you came here in the first place. The forest continues to the
East, South and West.
Obvious exits: -East -South -West
A few drops of fresh blood are scattered around the area.
[203] A tiny green plant is on the ground here.
A small sparrow flaps his wings frantically.
A rather buff looking deer moves about here.
A mistgrave hare hops around here looking for food.
An evil looking crow circles here looking for a victim.
A humming bird is here flying from flower to flower.
A doe moves about here looking for her mother.
A weevil walks on the ground here looking for food.
A weevil walks on the ground here looking for food.
< 27h/306H 52v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 27h/306H 53v/123V Pos: standing >
A humming bird enters from the south.
< 27h/306H 53v/123V Pos: standing >
Within Smokeveil Forest
The floor of the forest here is lined with the blood of an unfortunite.
Only the strong survive in this forest of death and deception. For this is a
very evil and deadly forest of gloom and doom. Turn back while you can before
it is to late to escape. How silly of you, seems you stepped on a poor little
animal. All this paranoia can not be good for you. Why have such unfounded
fears in such a great and peaceful place as this. Why are you starting to
think these irrational thoughts. You look around the forest and see life all
about. You realize that this strange mist is starting to altar your reality.
Almost starts to create one that you can see but realize to be false. How
much longer shall your sanity control you. How soon shall all control slip
away. The forest opens up to the North, East, South and West.
Obvious exits: -North -East -South -West
Puddles of fresh blood cover the ground.
A humming bird is here flying from flower to flower.
A swallow flys here looking for food.
A small sparrow flaps his wings frantically.
< 27h/306H 52v/123V Pos: standing >
A Trail in Smokeveil Forest
The forest cuts into a semi narrow trail that leads to the north. You can
see a cave a little further to the north. As you listen you hear those strange
sounds you have been hearing. Only this time they are much louder and seem
closer than you like. They sound like the roars of a creature you would prefer
not to meet. Perhaps you should head back to the south where the forest seems
much friendlier. Your heart stars to beat very fast and some sweat drips down
your brow. You stare at the entrance to a cave and start to feel thankful your
still in the forest. Your mind and body are telling you to turn back.
Obvious exits: -North -South
Fresh blood covers everything in the area.
A charred plant lays on the ground here.
A swift walks around here looking for food.
A battle scarred seagull circles here looking for a fight.
A swift walks around here looking for food.
< 27h/306H 51v/123V Pos: standing >
Entrance to a Gloomy Cave
An odd feeling of dread starts to fill your body as you ponder what lives
in the cave to the north. You start to realize its best to go south back
into the forest. As you listen you can hear faint roars coming from the cave.
Animals do not seem to stray in this area either perhaps there is a reason.
Even the forest seems a little darker in this area. You notice some crude
symbols carved into the cave but are unable to figure out there meaning.
Perhaps it is a warning of some sort or the key to some lost treasure. They
seem as if they were carved centuries ago. In a time when this forest probably
wasnt even so and there was just barren land. As you peer into the cave you
see shapes moving about and hear the flapping of wings.
Obvious exits: -North -South
A charred plant lays on the ground here.
< 28h/306H 49v/123V Pos: standing >
< 28h/306H 51v/123V Pos: standing >
Inside a Gloomy Cave
The walls of this cave are a very pitch black. The ground here is damp and
bones of past travelers are scattered about. The air is rich with the smell of
sulfur and brimstone. Sounds of creatures can be heard echoing within this
gloomy cave. The darkness is nearly to thick for your eyes to penetrate. A
rather strong feeling of dread fills this place.
Obvious exits: -North -South
Puddles of fresh blood cover the ground.
An acrid pool of acid seems to be moving here.
A crag spider wanders here in search of something to mate with.
< 28h/306H 51v/123V Pos: standing >
< 29h/306H 54v/123V Pos: standing >
< 30h/306H 55v/123V Pos: standing >
A vorvite leaves north.
< 31h/306H 58v/123V Pos: standing >
Inside a Gloomy Cave
The cave comes to a triad here, with dark paths leading to the North, East,
and South. Roars can be heard coming from rather close by. A nasty smell
fills the stagnant air here. The ground is damp with bits of reptilian scales
scattered about. The wall to the West has the word "Beware" written in blood.
The stain seems to of been there a very long time. It is a faded crimson
color, and the author most likely is long since past.
Obvious exits: -North -East -South
A few drops of fresh blood are scattered around the area.
An acrid pool of acid seems to be moving here.
A ghastly looking cave bat flaps around here.
< 31h/306H 58v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 32h/306H 60v/123V Pos: standing >
Inside a Gloomy Cave
The walls here are a cold raven black chill. They mirror and distort
reality, causing an interesting gleam. The ground is moist, with tiny bits of
bone strewn about. An acrid substance drips down from the darkness above.
Roars can be heard seemingly coming from all around you. The sounds do not
seem of the friendly sort.
Obvious exits: -East -West
< 33h/306H 61v/123V Pos: standing >
< 36h/306H 71v/123V Pos: standing >
< 39h/306H 81v/123V Pos: standing >
Inside a Gloomy Cave
The walls here are a mystic mirror black. They almost seem like an odd rock
like sort of glass. They are both smooth and coarse to the touch, most likely
the walls are some sort of volcanic stone. Moisture is rich in this room, with
drops of water rolling down the walls and forming pools on the damp ground.
The air here seems strangely fresh and rather refreshing.
Obvious exits: -North -West
Fresh blood splatters cover the area.
A crimson colored mold moves around here.
< 40h/306H 82v/123V Pos: standing >
You attempt to hide yourself.
< 40h/306H 83v/123V Pos: standing >
< 41h/306H 85v/123V Pos: standing >
< 44h/306H 92v/123V Pos: standing >
< 45h/306H 96v/123V Pos: standing >
< 45h/306H 98v/123V Pos: standing >
A Human points at you.
A Human sends a blast of molten spray into your face, and you slip away..
Your barbed leg plates melted from the intense heat!
Your shiny golden earring of the ancients [poor] melted from the intense heat!