<worn on head> a masterly-crafted diamond hood from The Underworld
<worn around neck> a blood-stained granite gorget
<worn about body> a reptile skin cloak
<worn about waist> a filthy stained loincloth [superior]
<worn on belt buckle>a rugged adventurers satchel
<worn on arms> a pair of blued steel vambraces
<worn on lower arms> a pair of studded leather sleeves
<held as shield> the shield of the skeleton hoarde
<worn around wrist> a thick spiked leather bracer
<worn around wrist> a durithalite bracelet (glowing)
<worn on lower wrist>a steel wire (glowing)
<worn on hands> the gauntlets of pounding (glowing)
<worn on lower hands>some spiked gauntlets of the Sixth Legion [superior]
<primary weapon> a shimmering longsword [superior] (glowing)
<secondary weapon> a longsword named 'the Answerer' [superior] (glowing)
<third weapon> a warhammer of the frozen north [poor] (glowing)
<worn on legs> the greaves of titan strength [superior]
Obvious exits: -North -South
< 242h/242H 157v/163V Pos: standing >
Approaching a Farm's Gate..
The trail here leads straight towards a farm gate that lies half-
opened. The dimness makes it difficult to see further, but there seem
to be overgrown dying fields to the south. The sounds of the remaining
inhabitants of this poor village grow dim, a silence engulfing the area
as you go nearer to the apparently abandoned farm.
Obvious exits: -North -South
a wooden gate leans half-opened across the pathway.
< 242h/242H 156v/163V Pos: standing >
You quickly scan the area.
A little skeletal brown mouse. who is not far off to your south.
An Ettin scout who is a brief walk away to your south.
< 242h/242H 156v/163V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and no longer feed
the village inhabitants. Small blackened blueberry bushes
cover the ground, while the once-leafy and withered tops of potato
plants erupt in uneven scattered rows.
You can exit to the north, east and south.
Obvious exits: -North -East -South
< 242h/242H 156v/163V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and feed nothing living but
for insects and worms that live here. The decayed remains of bright green
bean plants lay wherever their seeds seem to have fallen, with miserly
tomato plants growing in unevenly spaced rows. An old farmhouse is
visible to the north, an old, surprisingly well-kept barnyard and barn
to the east.
You can exit to the north, west, east and south.
Obvious exits: -North -East -South -West
< 242h/242H 155v/163V Pos: standing >
A well-kept barnyard
This barnyard has been kept in surprisingly good shape. The fences
are in good repair, the ground seems to have been recently cleaned up from the
animal debris, while curiously there seem to be no animals in evidence.
The exits are west to the fields or east into the barn.
Obvious exits: -East -West
The corpse of A little dead calf is lying here.
The corpse of A well-fed cow zombie is lying here.
The corpse of A speckled hen zombie is lying here.
The corpse of A skeletal banty rooster is lying here.
The corpse of A speckled hen zombie is lying here.
< 242h/242H 154v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 155v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 155v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 155v/163V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and feed nothing living but
for insects and worms that live here. The decayed remains of bright green
bean plants lay wherever their seeds seem to have fallen, with miserly
tomato plants growing in unevenly spaced rows. An old farmhouse is
visible to the north, an old, surprisingly well-kept barnyard and barn
to the east.
You can exit to the north, west, east and south.
Obvious exits: -North -East -South -West
< 242h/242H 155v/163V Pos: standing >
A Short Footpath Leading to a Dilapidated Farmhouse
This short path leads directly to the front steps of a rather
dilapidated looking farmhouse. The weeds here are not as thickly
grown over as they are in the village, and there is no dust or signs
of disuse.
Obvious exits: -North -South
< 242h/242H 154v/163V Pos: standing >
A Dilapidated Farmhouse
This old farmhouse has seen much better care than it receives now.
The shutters are all skewed, windows broken and boarded over, the front
steps are warped and squeak under your feet. You enter the room to see
that indeed, someone lives here, in fact, it looks like this farmhouse
was left totally untouched by the devastation elsewhere. The old farmer
looks up from his meal, astounded at the abrupt entry of strangers into
his home. His grey-haired wife drops her cooking pot on the
floor in surprise. Your only exit is south.
Obvious exits: -South
a Cast-iron cookpot lies on the floor where it was dropped.
(Q)An old farmer looks up from his meal.
A grey-haired farmer's wife looks up in surprise.
< 242h/242H 153v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 154v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 154v/163V Pos: standing >
You quickly scan the area.
An Ettin scout who is rather far off to your south.
< 242h/242H 155v/163V Pos: standing >
A Short Footpath Leading to a Dilapidated Farmhouse
This short path leads directly to the front steps of a rather
dilapidated looking farmhouse. The weeds here are not as thickly
grown over as they are in the village, and there is no dust or signs
of disuse.
Obvious exits: -North -South
< 242h/242H 154v/163V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and feed nothing living but
for insects and worms that live here. The decayed remains of bright green
bean plants lay wherever their seeds seem to have fallen, with miserly
tomato plants growing in unevenly spaced rows. An old farmhouse is
visible to the north, an old, surprisingly well-kept barnyard and barn
to the east.
You can exit to the north, west, east and south.
Obvious exits: -North -East -South -West
< 242h/242H 153v/163V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby. Now,
though, the crops are quite overgrown with weeds and the low-lying bushes
cover the ground with their withered and putrid vegetation. A plethora of
rotten cucumbers, melons, and strawberries send their reek upwards as
they nestle together in a tangle of vines.
You can exit to the north, west and south.
Obvious exits: -North -South -West
< 242h/242H 152v/163V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and the stench of rotting
vegetation permeates the area. Here, a great expanse of ravaged wheat
rustles in the fetid breezes, the sound ominous and disturbing to the
senses.
You can exit to the north, east and south.
Obvious exits: -North -East -South
A little skeletal brown mouse gathers nonexistent grains of wheat.
A little skeletal brown mouse gathers nonexistent grains of wheat.
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 151v/163V Pos: standing >
A Fetid Overgrown Field
This field was once well-tended by the farmer living nearby.
Now, though, the crops are quite overgrown, and no longer feed
the village inhabitants. Small blackened blueberry bushes
cover the ground, while the once-leafy and withered tops of potato
plants erupt in uneven scattered rows.
You can exit to the north, east and south.
Obvious exits: -North -East -South
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 151v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 151v/163V Pos: standing >
Approaching a Farm's Gate..
The trail here leads straight towards a farm gate that lies half-
opened. The dimness makes it difficult to see further, but there seem
to be overgrown dying fields to the south. The sounds of the remaining
inhabitants of this poor village grow dim, a silence engulfing the area
as you go nearer to the apparently abandoned farm.
Obvious exits: -North -South
a wooden gate leans half-opened across the pathway.
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 151v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 151v/163V Pos: standing >
A Long Straight Trail
The path here straightens out to the south and curves sharply to
the north. Small creatures scurry in the grasses and you can hear the
faint sounds of larger beings moving around to the south. You head
closer to investigate...
Obvious exits: -North -South
< 242h/242H 150v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 151v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 151v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 151v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 152v/163V Pos: standing >
A Turn in the Path
The path turns sharply here. To the west goes back into the town,
and to the south you can see overgrown fields of corn and wheat. As
you walk south, the small animal sounds that were missing in town
become louder.
Obvious exits: -South -West
The corpse of A little blue snake is lying here.
< 242h/242H 151v/163V Pos: standing >
The Path Continues..
The path wanders through the town, going east and west. Ahead to
the east you can see where the path curves southwards. The houses
are in worse condition north and south than the ones previous, making
you think this was perhaps the lower class part of town.
Obvious exits: -North -East -South -West
The corpse of A little blue snake is lying here.
< 242h/242H 150v/163V Pos: standing >
You quickly scan the area.
A tiny bony chipmunk who is a brief walk away to your west.
< 242h/242H 150v/163V Pos: standing >
You quickly scan the area.
A tiny bony chipmunk who is a brief walk away to your west.
< 242h/242H 151v/163V Pos: standing >
A Path Covered With Grass
The path continues east and west, the dirt and ruts covered over by
long stems of brambles and weeds. To the north is the burned out shell of
a house, and to the south you can see the remnants of a shattered home.
Obvious exits: -North -East -South -West
The corpse of A little blue snake is lying here.
The corpse of A ragged furred, bushy tailed fox is lying here.
< 242h/242H 150v/163V Pos: standing >
Through the Center of the Village
You can tell, by the ruts in the path here, that this was the
main thoroughfare for the village. Now, however, those ruts are
grown in with brambles and grasses with the only trace of habita-
tion towards the North through a doorway. Exits lead North into a
luxurious home, South to an empty house, East continuing on the path,
and Westwards towards the Market.
Obvious exits: -North -East -South -West
< 242h/242H 149v/163V Pos: standing >
You quickly scan the area.
A tiny bony chipmunk who is close by to your west.
< 242h/242H 150v/163V Pos: standing >
A Dusty Path
This dusty path has recently been walked on, as evidenced by the
footprints marring the surface. To the west is a corner, to the
North is an empty house, South is also a disheveled house, and east
goes to more houses...
Obvious exits: -North -East -South -West
A tiny bony chipmunk darts around with tail aflicker.
< 242h/242H 149v/163V Pos: standing >
A Bend in the Village Path
The path takes a turn here, going either to the east towards several
old battered houses, or to the north to the startlingly unharmed
building. The air here is quite still, and the silence is foreboding.
Exits are to the North, East or South.
Obvious exits: -North -East -South
< 242h/242H 148v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 149v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 149v/163V Pos: standing >
You quickly scan the area.
The shopkeeper Anguinel who is close by to your north.
A tiny bony chipmunk who is close by to your east.
A tiny bony chipmunk who is not far off to your south.
A screech owl who is a brief walk away to your south.
A ragged furred, bushy tailed fox who is rather far off to your south.
< 242h/242H 150v/163V Pos: standing >
Market Square
This is the small square where the villagers used to ply their wares.
But, alas, with the coming of troubles, the market benches are scattered
in broken heaps around the area, rotted husks and produce petrified on
the ground. Under one cart you can see white bones gleaming in the
dim light. In the center is a dried up well. The exits you see are
to the North towards the undamaged building, to the west to a shack, and
to the east to another shack, as well as south to exit the village.
Obvious exits: -North -East -South -West
an old well has dried up here.
< 242h/242H 149v/163V Pos: standing >
Climbing down the well
This dried up well still has traces of slime decorating the rocks
that make up the walls. Care must be taken so that the climber
does not slip and fall. Rustles and chittering noises fill the air,
and one can catch the occasional glimpse of something darting past
from the corner of the eye. Exits are down and up.
This area seems to be exceptionally narrow!
Obvious exits: -Down
a battered sign leans to the side. (glowing)
< 242h/242H 151v/163V Pos: standing >
You quickly scan the area.
A playful Ettin cub who is rather far off below you.
A playful Ettin cub who is rather far off below you.
< 242h/242H 151v/163V Pos: standing >
Climbing down the well
This dried up well still has traces of slime decorating the rocks
that make up the walls. Care must be taken so that the climber
does not slip and fall. Rustles and chittering noises fill the air,
and one can catch the occasional glimpse of something darting past
from the corner of the eye. Exits are down and up.
This area seems to be exceptionally narrow!
Obvious exits: -Up -Down
< 242h/242H 152v/163V Pos: standing >
Climbing down the well
This dried up well still has traces of slime decorating the rocks
that make up the walls. Care must be taken so that the climber
does not slip and fall. Rustles and chittering noises fill the air,
and one can catch the occasional glimpse of something darting past
from the corner of the eye. Exits are down and up.
This area seems to be exceptionally narrow!
Obvious exits: -Up -Down
< 242h/242H 151v/163V Pos: standing >
Climbing down the well
This dried up well still has traces of slime decorating the rocks
that make up the walls. Care must be taken so that the climber
does not slip and fall. Rustles and chittering noises fill the air,
and one can catch the occasional glimpse of something darting past
from the corner of the eye. You see the bottom of the well just
below you.
This area seems to be exceptionally narrow!
Obvious exits: -Up -Down
< 242h/242H 150v/163V Pos: standing >
You quickly scan the area.
A playful Ettin cub who is close by below you.
A playful Ettin cub who is close by below you.
< 242h/242H 151v/163V Pos: standing >
The Bottom of the Well
At last, you have reached the bottom of this harrowing climb!
Looking up, you can barely see the dim light of day at the top
of the well, while around you, there is hardly anything to see
except that there are exits going east and west. It makes one
wonder how the well held water, or if it ever had...
This area seems to be exceptionally narrow!
Obvious exits: -East -West -Up
A little Ettin cub plays happily with his toy club
A little Ettin cub plays happily with his toy club
A bored adolescent Ettin watches over the cubs
< 242h/242H 151v/163V Pos: standing >
You quickly scan the area.
A playful Ettin cub who is close by to your east.
A playful Ettin cub who is close by to your east.
< 242h/242H 151v/163V Pos: standing >
A Turning in the Tunnel
Here, the tunnel changes direction, either going west or south.
The howls and grunts are more distant, but have yet to fade...
the tunnels making the sounds echo so oddly..
This area seems to be exceptionally narrow!
Obvious exits: -South -West
A little Ettin cub plays happily with his toy club
A little Ettin cub plays happily with his toy club
< 242h/242H 152v/163V Pos: standing >
You quickly scan the area.
An Ettin warrior who is a brief walk away to your south.
A playful Ettin cub who is close by to your west.
A playful Ettin cub who is close by to your west.
A bored adolescent Ettin who is close by to your west.
< 242h/242H 152v/163V Pos: standing >
The Bottom of the Well
At last, you have reached the bottom of this harrowing climb!
Looking up, you can barely see the dim light of day at the top
of the well, while around you, there is hardly anything to see
except that there are exits going east and west. It makes one
wonder how the well held water, or if it ever had...
This area seems to be exceptionally narrow!
Obvious exits: -East -West -Up
A little Ettin cub plays happily with his toy club
A little Ettin cub plays happily with his toy club
A bored adolescent Ettin watches over the cubs
< 242h/242H 153v/163V Pos: standing >
An old circular tunnel under the well
This tunnel is rounded and obviously made, not natural. The walls
are smooth, and if you lift your torch and look, you could see
where tools have left their marks. In the distance you can hear
odd growls and grunts, as though beasts were gathering. Your exits
are east to go out or west to go further in, if you dare?
This area seems to be exceptionally narrow!
Obvious exits: -East -West
< 242h/242H 152v/163V Pos: standing >
You quickly scan the area.
A playful Ettin cub who is close by to your east.
A playful Ettin cub who is close by to your east.
A playful Ettin cub who is not far off to your east.
A playful Ettin cub who is not far off to your east.
< 242h/242H 153v/163V Pos: standing >
A Turn in the Tunnel
The tunnel turns here, giving you the choice of going east or
south towards the odd sounds echoing through the chambers.
Small traces of activity are visible in spots, from the slight
scuffle on the floor, to the discarded litter clinging to the
crevices here and there.
This area seems to be exceptionally narrow!
Obvious exits: -East -South
< 242h/242H 153v/163V Pos: standing >
A Split in the Tunnel
The tunnel splits here, going north, east or south. The walls
are gleaming subtly, not enough to light the rooms, but with a
strange slickness, though there is no water puddling on the cold
floors.
This area seems to be exceptionally narrow!
Obvious exits: -North -East -South
A little Ettin cub plays happily with his toy club
A little Ettin cub plays happily with his toy club
A little Ettin cub plays happily with his toy club
A bored adolescent Ettin watches over the cubs
< 242h/242H 152v/163V Pos: standing >
A Straight Tunnel
The tunnel is straight here, no turns,no bends, just unrelenting
blackness. The growls and other sounds still echo loudly through-
out the tunnels, keeping all adventurers on edge.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
A Minotaur (huge) stands here, fighting an Ettin warrior.
An Ettin warrior stands here, fighting a Minotaur.
< 242h/242H 151v/163V Pos: standing >
The Tunnel Turns Here
Here, the tunnel curves decidedly North and East. One could
almost think that a great worm or the like, bored these tunnels
based on the smoothness of the walls. You raise your lamp to check,
and see the marks of tools. What fine work this is!
This area seems to be exceptionally narrow!
Obvious exits: -North -East
< 242h/242H 151v/163V Pos: standing >
A Straight Tunnel
The tunnel is straight here, no turns,no bends, just unrelenting
blackness. The growls and other sounds still echo loudly through-
out the tunnels, keeping all adventurers on edge.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
A Minotaur (huge) stands here, fighting an Ettin warrior.
An Ettin warrior stands here, fighting a Minotaur.
< 242h/242H 153v/163V Pos: standing >
[Damage: 6 ] Your fine slash wounds a Minotaur.
< 242h/242H 153v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: small wounds >
An Ettin warrior misses a Minotaur.
An Ettin warrior misses a Minotaur.
< 242h/242H 153v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: small wounds >
A Minotaur's decent slash strikes an Ettin warrior.
< 242h/242H 153v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: small wounds >
You miss a Minotaur.
You score a CRITICAL HIT!!!!!
[Damage: 23 ] Your slash strikes a Minotaur hard.
[Damage: 3 ] Your crude slash wounds a Minotaur.
[Damage: 10 ] Your impressive slash strikes a Minotaur.
You miss a Minotaur.
You miss a Minotaur.
You miss a Minotaur.
< 242h/242H 153v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: few wounds >
A Minotaur's weak slash grazes an Ettin warrior.
A Minotaur barely blocks an Ettin warrior's lunge at him.
An Ettin warrior whacks a Minotaur in the side with a sound kick.
< 242h/242H 153v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: few wounds >
You see nothing special about him.
This Minotaur has quite a few wounds.
He's huge in size.
<worn on face> a tarnished glass veil
<worn in nose> a brass nose ring
<worn on body> a suit of spiked leather armor
<worn about body> a thin batwing cloak
<worn about waist> a thick leather belt
<worn on arms> a pair of studded leather sleeves
<held as shield> a human-made softwood shield
<worn around wrist> a thick spiked leather bracer
<worn around wrist> a thick spiked leather bracer
<worn on hands> some thick leather gloves
<primary weapon> a two-handed sword
<worn on legs> a pair of studded leather leggings
< 242h/242H 153v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: few wounds >
[Damage: 15 ] You leap towards a Minotaur and sink your jaws dripping with venom deep in his flesh.
A Minotaur shivers slightly.
< 242h/242H 153v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: few wounds >
You miss a Minotaur.
[Damage: 8 ] Your fine slash strikes a Minotaur.
[Damage: 9 ] Your impressive slash strikes a Minotaur.
A Minotaur parries your futile lunge at him.
< 242h/242H 153v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: few wounds >
A Minotaur attempts to flee.
A Minotaur leaves south.
< 242h/242H 153v/163V Pos: standing >
The Tunnel Turns Here
Here, the tunnel curves decidedly North and East. One could
almost think that a great worm or the like, bored these tunnels
based on the smoothness of the walls. You raise your lamp to check,
and see the marks of tools. What fine work this is!
This area seems to be exceptionally narrow!
Obvious exits: -North -East
A Minotaur (huge) stands here.
< 242h/242H 152v/163V Pos: standing >
[Damage: 6 ] Your slash strikes a Minotaur.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sta EP: few wounds >
A Minotaur looks at you.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sta EP: few wounds >
You dodge a Minotaur's vicious attack.
You miss a Minotaur.
[Damage: 5 ] Your fine slash strikes a Minotaur.
[Damage: 5 ] Your fine slash strikes a Minotaur.
A Minotaur dodges your futile attack.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sta EP: nasty wounds >
A Minotaur sizes you up with a quick glance.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sta EP: nasty wounds >
A Minotaur topples over himself as he tries to bash you.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sit EP: nasty wounds >
You block a Minotaur's lunge at you.
[Damage: 6 ] Your fine slash strikes a Minotaur.
[Damage: 4 ] Your decent slash wounds a Minotaur.
[Damage: 3 ] Your slash wounds a Minotaur.
[Damage: 17 ] Your impressive crush strikes a Minotaur very hard.
[Damage: 4 ] Your decent crush strikes a Minotaur.
Saving Marak.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sit EP: nasty wounds >
A Minotaur clambers to his feet.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sta EP: nasty wounds >
An Ettin warrior enters from the north.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sta EP: nasty wounds >
An Ettin warrior suddenly attacks a Minotaur!
An Ettin warrior misses a Minotaur.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sta EP: nasty wounds >
A Minotaur agrees wholeheartedly.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur sta EP: nasty wounds >
A Minotaur attempts to flee.
A Minotaur leaves east.
< 242h/242H 152v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 152v/163V Pos: standing >
Alas, you cannot go that way. . . .
< 242h/242H 152v/163V Pos: standing >
Slay whom?
< 242h/242H 152v/163V Pos: standing >
The Tunnels Circle Around...
The tunnels seem to go on forever here.. the black walls reflecting
any light, all sounds echoing so that one does not know where the
source may be. It looks as though hardly any passersby have been
through this area in the recent past due to the total lack of any
sort of footprints or tracks in the dust.
You can go east, or west.
Obvious exits: -East -West
A Minotaur (huge) stands here.
< 242h/242H 151v/163V Pos: standing >
Quiet in the Tunnels..
The tunnels here seem to be relatively quiet as compared to
the others. However, if you listen hard, you can still hear
faint growls echoing faintly. The walls are smooth, slick with
seepage, the floors are surprisingly easy to walk. Your exits
are east and west.
This area seems to be exceptionally narrow!
Obvious exits: -East -West
< 242h/242H 150v/163V Pos: standing >
Slay whom?
< 242h/242H 150v/163V Pos: standing >
The Tunnels Circle Around...
The tunnels seem to go on forever here.. the black walls reflecting
any light, all sounds echoing so that one does not know where the
source may be. It looks as though hardly any passersby have been
through this area in the recent past due to the total lack of any
sort of footprints or tracks in the dust.
You can go east, or west.
Obvious exits: -East -West
An Ettin warrior stands here, fighting a Minotaur.
A Minotaur (huge) stands here, fighting an Ettin warrior.
< 242h/242H 150v/163V Pos: standing >
[Damage: 6 ] Your fine slash strikes a Minotaur.
< 242h/242H 150v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: nasty wounds >
A Minotaur's crude slash wounds an Ettin warrior.
< 242h/242H 150v/163V Pos: standing >
< T: ettin TP: sta TC: few wounds E: A Minotaur sta EP: nasty wounds >
[Damage: 11 ] Your impressive slash strikes a Minotaur hard.
[Damage: 4 ] Your slash strikes a Minotaur.
You miss a Minotaur.
An Ettin warrior misses a Minotaur.
An Ettin warrior misses a Minotaur.
A Minotaur avoids being bashed by an Ettin warrior, who loses his balance and falls.
< 242h/242H 150v/163V Pos: standing >
< T: ettin TP: ass TC: few wounds E: A Minotaur sta EP: pretty hurt >
Hint: -- MONEY -- Get a pick from a shop and go find mines on the map. They are shown as little m's. Type mine with the pick wielded. When you discover ore, you can sell it at shops throughout duris. Some shops pay more for the ore! By the way, you can go to a weaponsmith shopkeeper to repair the pick, which is far more cost effective than purchasing a new one.
< 242h/242H 150v/163V Pos: standing >
< T: ettin TP: ass TC: few wounds E: A Minotaur sta EP: pretty hurt >
A Minotaur attempts to flee.
A Minotaur leaves east.
< 242h/242H 150v/163V Pos: standing >
< 242h/242H 155v/163V Pos: standing >
Quiet in the Tunnels..
The tunnels here seem to be relatively quiet as compared to
the others. However, if you listen hard, you can still hear
faint growls echoing faintly. The walls are smooth, slick with
seepage, the floors are surprisingly easy to walk. Your exits
are east and west.
This area seems to be exceptionally narrow!
Obvious exits: -East -West
A Minotaur (huge) stands here.
< 242h/242H 155v/163V Pos: standing >
A Turn in the Tunnel
The tunnel turns here, allowing you to either go
north, going closer towards the growling and fighting noises,
or west, which takes you back to the darkly quiet tunnels.
Flip a coin!
This area seems to be exceptionally narrow!
Obvious exits: -North -West
An Ettin warrior patrols the tunnels.
< 242h/242H 154v/163V Pos: standing >
An Ettin warrior suddenly attacks YOU!
An Ettin warrior misses you.
C'mon, you are doing it all the time!
< 242h/242H 154v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 242h/242H 154v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: excellent >
C'mon, you are doing it all the time!
< 242h/242H 154v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: excellent >
[Damage: 28 ] Your powerful slash seriously wounds an Ettin warrior.
An Ettin warrior dodges your futile attack.
[Damage: 28 ] Your powerful slash seriously wounds an Ettin warrior.
[Damage: 16 ] Your impressive slash seriously wounds an Ettin warrior.
[Damage: 15 ] Your impressive crush seriously wounds an Ettin warrior.
[Damage: 22 ] Your powerful crush enshrouds an Ettin warrior in a mist of blood.
< 242h/242H 154v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: pretty hurt >
You parry an Ettin warrior's lunge at you.
You block an Ettin warrior's feeble kick with your arm.
< 242h/242H 154v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: pretty hurt >
[Damage: 22 ] Your powerful slash grievously wounds an Ettin warrior.
[Damage: 26 ] You beautifully slash an Ettin warrior into two parts - both dead.
An Ettin warrior is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of an Ettin warrior cause a sickening chill to run up your spine.
< 242h/242H 154v/163V Pos: standing >
Quiet in the Tunnels..
The tunnels here seem to be relatively quiet as compared to
the others. However, if you listen hard, you can still hear
faint growls echoing faintly. The walls are smooth, slick with
seepage, the floors are surprisingly easy to walk. Your exits
are east and west.
This area seems to be exceptionally narrow!
Obvious exits: -East -West
< 242h/242H 153v/163V Pos: standing >
Slay whom?
< 242h/242H 153v/163V Pos: standing >
The Tunnels Circle Around...
The tunnels seem to go on forever here.. the black walls reflecting
any light, all sounds echoing so that one does not know where the
source may be. It looks as though hardly any passersby have been
through this area in the recent past due to the total lack of any
sort of footprints or tracks in the dust.
You can go east, or west.
Obvious exits: -East -West
< 242h/242H 152v/163V Pos: standing >
The Tunnel Turns Here
Here, the tunnel curves decidedly North and East. One could
almost think that a great worm or the like, bored these tunnels
based on the smoothness of the walls. You raise your lamp to check,
and see the marks of tools. What fine work this is!
This area seems to be exceptionally narrow!
Obvious exits: -North -East
An Ettin warrior patrols the tunnels.
< 242h/242H 152v/163V Pos: standing >
An Ettin warrior leaves north.
< 242h/242H 152v/163V Pos: standing >
A Straight Tunnel
The tunnel is straight here, no turns,no bends, just unrelenting
blackness. The growls and other sounds still echo loudly through-
out the tunnels, keeping all adventurers on edge.
This area seems to be exceptionally narrow!
Obvious exits: -North -South
Fresh blood splatters cover the area.
An Ettin warrior patrols the tunnels.
< 242h/242H 151v/163V Pos: standing >
An Ettin warrior suddenly attacks YOU!
An Ettin warrior misses you.
Sorry, you aren't allowed to do that in combat.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: few wounds >
Sorry, you aren't allowed to do that in combat.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: few wounds >
Sorry, you aren't allowed to do that in combat.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: few wounds >
Sorry, you aren't allowed to do that in combat.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: few wounds >
[Damage: 7 ] Your fine slash strikes an Ettin warrior.
[Damage: 22 ] Your powerful slash seriously wounds an Ettin warrior.
[Damage: 22 ] Your powerful slash enshrouds an Ettin warrior in a mist of blood.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: nasty wounds >
You parry an Ettin warrior's lunge at you.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: ettin sta EP: nasty wounds >
You feel your skill in dual wield improving.
[Damage: 26 ] Your slash causes an Ettin warrior to grimace in pain.
[Damage: 21 ] Your powerful slash critically injures an Ettin warrior.
An Ettin warrior is mortally wounded, and will die soon, if not aided.
[Damage: 33 ] You beautifully slash an Ettin warrior into two parts - both dead.
An Ettin warrior 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 an Ettin warrior dies in agony.
< 242h/242H 152v/163V Pos: standing >
A Minotaur enters from the north.
< 242h/242H 152v/163V Pos: standing >
A Minotaur charges and ends up on his face!
< 242h/242H 152v/163V Pos: standing >
[Damage: 15 ] Your impressive slash enshrouds a Minotaur in a mist of blood.
< 242h/242H 152v/163V Pos: standing >
< T: Marak TP: sta TC:excellent E: A Minotaur ass EP: awful >
You parry a Minotaur's lunge at you.
A Minotaur's slash wounds you.
[Damage: 8 ] Your fine slash enshrouds a Minotaur in a mist of blood.
[Damage: 12 ] Your impressive slash critically injures a Minotaur.
A Minotaur is mortally wounded, and will die soon, if not aided.
[Damage: 7 ] Your final slash sends a Minotaur's head bouncing along the ground.
A Minotaur is dead! R.I.P.
You receive your share of experience.