<worn on head> a light crystal cap from The Lizardman Swamps of Clavikord
<worn on eyes> a soldier's sapphire visor from The Savannah of Broken Trusts
<worn on face> the terrifying visage of the great wraith Dranum (magic)[10h 2m 44s]
<worn around neck> a small necklace of human bones (magic)
<worn around neck> a magical granite pendant
<worn on body> a well-used gem robe from Rift Valley Jungle
<worn about body> a rusty steel cloak from The Lizardman Swamps of Clavikord
<worn about waist> a spotted apron (magic)
<held as shield> the shield of M'Bele [poor]
<worn around wrist> a glittering golden bracelet (magic)
<worn around wrist> a gleaming dragonscale wristguard from The Great Realm of Duris
<worn on hands> some ancient Tukluk spellshield gloves [poor]
<worn on finger> a polished oak ring [poor] (magic) (glowing)
<worn on finger> a gleaming granite ring from The Lizardman Swamps of Clavikord
<primary weapon> the earthen hammer of forging [superior] (magic) (glowing) (humming) (illuminating)
<worn on legs> some frozen marble leggings from Rift Valley Jungle
<worn on feet> boots of endurance [poor]
Protected from: Evil Fire Cold Undead
Enchantments: Ultravision Invisibility Levitation
Bartender Quests Remaining: 4
Combat Pulse: 19 Spell Pulse: 0.90
Leaderboard Points: 376
Active Spells:
--------------
improved invisibility (11 minutes)
detect invisibility (6 minutes)
strength (5 minutes)
well-rested bonus (30 minutes)
< 326h/312H 167v/167V Pos: standing >
< 325h/312H 167v/167V Pos: standing >
Score information for Sgen
Level: 37 Race: Githzerai Class: Necromancer / Diabolis Sex: Male
Hit points: 325(312) Moves: 167(167)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 1101 platinum 3191 gold 68 silver 0 copper
Playing time: 1 days / 12 hours/ 3 minutes
Received data: 0.9632 MB this session.
Send data: 0.0078 MB this session.
Compression ratio: none
Send data: 0.0078 MB this session.
Followers:
the wraith of a pygmie elder
the wraith of a pygmie elder
the wraith of a weaver pygmie
Status: Standing in a huge grey ape's saddle.
Epic points(total): 14(14)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 6
Consenting: huge grey ape
Detecting: Invisible Good Magic
Protected from: Evil Fire Cold Undead
Enchantments: Ultravision Invisibility Levitation
Bartender Quests Remaining: 4
Combat Pulse: 19 Spell Pulse: 0.90
Leaderboard Points: 376
Active Spells:
--------------
improved invisibility (10 minutes)
detect invisibility (5 minutes)
strength (4 minutes)
well-rested bonus (29 minutes)
< 325h/312H 167v/167V Pos: standing >
Autosaving...
< 325h/312H 167v/167V Pos: standing >
Top of a Stone Tower
Obvious exits: -Down
The corpse of a scout is lying here.
*The wraith of a weaver pygmie stands here. (minion)
*The wraith of a pygmie elder stands here. (minion)
*The wraith of a pygmie elder stands here. (minion)
< 325h/312H 167v/167V Pos: standing >
Addicted to Blood - EXP and Plat Bonus
Kill 30 mobs within 30 minutes
You are 0% complete.
You have 0:00 left.
Bloodlust - Damage Bonus(vs mob only)
Current lust: 0%
You have 0:00 left.
< 325h/312H 167v/167V Pos: standing >
Top of a Stone Tower
Obvious exits: -Down
The corpse of a scout is lying here.
*The wraith of a weaver pygmie stands here. (minion)
*The wraith of a pygmie elder stands here. (minion)
*The wraith of a pygmie elder stands here. (minion)
< 325h/312H 167v/167V Pos: standing >
Base of a War Tower
This base of the tower has been used as an armory of sorts. Loosely fitting
suits of armor are strewn about the place carelessly and swords inadequate for
even chopping wood lay in various locations around the room. Mortar, stone, and
bricks have been used to construe this large tower, nothing wooden was allowed
to even have consideration in the plans for who would want to protect a highly
flammible tower during a siege? Most of the sentries that keep up watch during
their shift often take naps down here, because for the most part there isn't
any reason why they shouldn't. Only the scout above has the responsibility of
sighting possible hostile threats to the town.
Obvious exits: -East# -Up
A drunken sentry sleeps heavily.
A drunken sentry sleeps heavily.
The wraith of a pygmie elder enters from above.
The wraith of a pygmie elder enters from above.
The wraith of a weaver pygmie enters from above.
< 325h/312H 167v/167V Pos: standing >
Ok.
< 325h/312H 167v/167V Pos: standing >
Before A Large Stone Building
A large tower to the west looks like a daunting obstacle to an invading
army. It would take many men to successfully take this tower for it is strongly
fortified. The small slits that cover the entire circumference of the base have
but one purpose, for those inside to fire their arrows at the targets exposed
to them, all the while totally safe from and projectile themselves. One might
think that this tower is totally impregnable, however, if an invading army
has gotten as far as here, there's no telling just how long the tower could
hold out. Regardless, the tower contrasts with a large tent to the east, which
looks to be a shop of some sort.
Obvious exits: -East -South -West
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 325h/312H 167v/167V Pos: standing >
Ok.
< 325h/312H 167v/167V Pos: standing >
Tent of Fallen Armaments
The number of weapons within this room are numerous. They lay scattered
upon shelves and racks. Most of the weapons are in desperate need of mending,
however, they can inflict mortal wounds none the less. Tents are notoriously
stuffy, which is why the flap remains open during all times so fresh air might
enter. This shop mainly serves the barracks, however, a few private venders
are known to buy up many of the goods when their own shops run low on material
such as iron or steel. They then melt down the steel, then they filter out
the impurities, and alas the steel is ready to be molded again into something
more deadly.
Obvious exits: -South -West
Vax, the weapons dealer, stands here organizing his inventory.
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 325h/312H 167v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 325h/312H 167v/167V Pos: standing >
Before a Large Iron Gate
The cobblestone road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the north has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -North -East# -West
The wraith of a pygmie elder enters from the north.
The wraith of a pygmie elder enters from the north.
The wraith of a weaver pygmie enters from the north.
< 325h/312H 167v/167V Pos: standing >
The gate seems to be closed.
< 325h/312H 167v/167V Pos: standing >
Ok.
< 325h/312H 167v/167V Pos: standing >
Score information for Sgen
Level: 37 Race: Githzerai Class: Necromancer / Diabolis Sex: Male
Hit points: 325(312) Moves: 167(167)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 1101 platinum 3191 gold 68 silver 0 copper
Playing time: 1 days / 12 hours/ 4 minutes
Received data: 0.9726 MB this session.
Send data: 0.0079 MB this session.
Compression ratio: none
Send data: 0.0079 MB this session.
Followers:
the wraith of a pygmie elder
the wraith of a pygmie elder
the wraith of a weaver pygmie
Status: Standing in a huge grey ape's saddle.
Epic points(total): 14(14)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 6
Consenting: huge grey ape
Detecting: Invisible Good Magic
Protected from: Evil Fire Cold Undead
Enchantments: Ultravision Invisibility Levitation
Bartender Quests Remaining: 4
Combat Pulse: 19 Spell Pulse: 0.90
Leaderboard Points: 376
Active Spells:
--------------
improved invisibility (10 minutes)
detect invisibility (5 minutes)
strength (4 minutes)
well-rested bonus (29 minutes)
< 325h/312H 167v/167V Pos: standing >
Before a Large Iron Gate
The cobblestoned road below has been paved over the years by being steadily
walked upon. A slight breeze often picks up during odd hours of the day blowing
the lightly packed dirt off the side of the trail onto the road. During the
night people often mistake the dirt picked up by the breeze brushing against
their persons as a beast of some kind. It's difficult to differentiate
between the paranormal and the natural order of nature during such hours. Most
of the cows that reside within this town have the temperament of a woman during
pms, and such they don't like to be annoyed. A large building to the southwest
looks to be made of stone and must house a great many people for it is huge.
A tent just to the northwest has an open flap flapping in the wind, many booted
footprints lead into this building.
Obvious exits: -East -West
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 325h/312H 167v/167V Pos: standing >
Ok.
< 325h/312H 167v/167V Pos: standing >
A Large Charcoal Mass
This section of the town has been used as a bond fire area. Trees have been
cut down at a whim to be burned during a celebration of any sort. There are
often times no particular reason to celebrate anything during one of these
feasts, however, it is in the cow's rape to burn and pillage, and when they're
not doing either one they must fill their time up and release built up rage.
Bones from animals are strewn about the area, their meat is the most often
eaten during such times, broken wine bottles are also visible, all of them
empty and most of them broken. It's hard to tell a cow what to do during these
times, therefore it's rare to see anyone of them hold anything back.
Obvious exits: -East -West
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 325h/312H 167v/167V 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.
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 325h/312H 167v/167V 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
An commoner walks the road, intent on his destination.
The wraith of a pygmie elder enters from the south.
The wraith of a pygmie elder enters from the south.
The wraith of a weaver pygmie enters from the south.
< 325h/312H 167v/167V 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
The wraith of a pygmie elder enters from the south.
The wraith of a pygmie elder enters from the south.
The wraith of a weaver pygmie enters from the south.
< 325h/312H 167v/167V Pos: standing >
A Meat Shop
Shelves and shelves of rotting meat lay a stench to the room. Most of the
food is obviously not good to eat, it is however of no consequence to Brukish.
These shelves are built in three layers on either side of the room, with a
variety of flies and insects buzzing about them The few pieces of worthy
eatting here would be Brukish himself. There are no windows in this meat shop,
there is only the entrance way to the east, through a door. Despite the many
drawbacks of eating here, the cow's really don't mind eating bad meat,
because they're usually drunk from drinking too much from the tavern to the
east. This meat shop is very profitable, for it is the only meat shop in town.
Obvious exits: -East
Brukish, the meat grinder, chops some meat.
The wraith of a pygmie elder enters from the east.
The wraith of a pygmie elder enters from the east.
The wraith of a weaver pygmie enters from the east.
< 325h/312H 167v/167V 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
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 325h/312H 167v/167V Pos: standing >
Ok.
< 325h/312H 167v/167V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West -Up
A drunk minotaur staggers about.
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 325h/312H 167v/167V Pos: standing >
Ok.
< 325h/312H 167v/167V Pos: standing >
< 325h/312H 167v/167V Pos: standing >
< 325h/312H 167v/167V Pos: standing >
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
Grym, the innkeeper, sits on his stool.
The wraith of a pygmie elder enters from below.
The wraith of a pygmie elder enters from below.
The wraith of a weaver pygmie enters from below.
< 324h/312H 167v/167V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West# -Up
A drunk minotaur staggers about.
The wraith of a pygmie elder enters from above.
The wraith of a pygmie elder enters from above.
The wraith of a weaver pygmie enters from above.
< 324h/312H 167v/167V Pos: standing >
The Commonroom of the Brawling Foot Inn
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 324h/312H 167v/167V Pos: standing >
The Brawling Foot Tavern
Walls swell with the stench of alcohol. Broken bottles lay in various
places along the floor, some have dried up blood upon their jagged ends. This
is the only building in town that has been made in earnest, with a brick
foundation. The roof was built u sing wood, as well as the ceiling, however,
the walls were made with brick and mortar. It appears that the immediate area
is a lobby, however, it would seem that the many cow's wrestling around have
had much run during odd hours of the night and during the day.
Obvious exits: -West
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 324h/312H 167v/167V Pos: standing >
The Commonroom of the Brawling Foot Inn
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
The wraith of a pygmie elder enters from the east.
The wraith of a pygmie elder enters from the east.
The wraith of a weaver pygmie enters from the east.
< 324h/312H 167v/167V Pos: standing >
The Brawling Foot Inn
A few chairs are missing their legs. Some minotaurs have belt the need to
bash another more annoying cow with them, more than one table is splintered
along its edges also, with a few broken in two. The tavern was constructed in
a square shape with the business counter and meat room on the western wing. On
the southern section, a gigantic, elevated, flat, tap floor was constructed.
Dried pools of blood are visible atop of it. Its purpose, to provide ample
entertainment so the customers don't get too rowdy. Many war prisoners come
here to be named guest of honor and then they have the luxury of being beaten
to death by the members of the audience.
Obvious exits: -East -West# -Up
A drunk minotaur staggers about.
The wraith of a pygmie elder enters from the east.
The wraith of a pygmie elder enters from the east.
The wraith of a weaver pygmie enters from the east.
< 324h/312H 167v/167V Pos: standing >
The door seems to be closed.
< 324h/312H 167v/167V Pos: standing >
Ok.
< 324h/312H 167v/167V Pos: standing >
An commoner enters from the west.
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
The wraith of a pygmie elder enters from the east.
The wraith of a pygmie elder enters from the east.
The wraith of a weaver pygmie enters from the east.
< 324h/312H 167v/167V Pos: standing >
Ok.
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the north.
The wraith of a pygmie elder enters from the north.
The wraith of a weaver pygmie enters from the north.
< 324h/312H 167v/167V 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.
The wraith of a pygmie elder enters from the north.
The wraith of a pygmie elder enters from the north.
The wraith of a weaver pygmie enters from the north.
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the north.
The wraith of a pygmie elder enters from the north.
The wraith of a weaver pygmie enters from the north.
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the north.
The wraith of a pygmie elder enters from the north.
The wraith of a weaver pygmie enters from the north.
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the north.
The wraith of a pygmie elder enters from the north.
The wraith of a weaver pygmie enters from the north.
< 324h/312H 167v/167V 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#
The wraith of a pygmie elder enters from the north.
The wraith of a pygmie elder enters from the north.
The wraith of a weaver pygmie enters from the north.
< 324h/312H 167v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 324h/312H 167v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 324h/312H 167v/167V 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.
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 324h/312H 167v/167V 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
The wraith of a pygmie elder enters from the west.
The wraith of a pygmie elder enters from the west.
The wraith of a weaver pygmie enters from the west.
< 324h/312H 167v/167V 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 greyish stone wall is here to the south. (magic)
An air elemental is here looking like a small living tornado. (minion)
*An air elemental is here looking like a small living tornado. (minion)
*An air elemental is here looking like a small living tornado. (minion)
A Drow Elf (medium) La Resistance stands here.
A Drow Elf (medium) La Resistance stands here.
A Drow Elf (medium) La Resistance stands here.
A Drow Elf (medium) La Resistance stands here.
*A Drow Elf (medium) La Resistance stands in mid-air here.
An impenetrable globe of darkness floats near a Drow Elf's head.
The wraith of a pygmie elder enters from the north.
The wraith of a pygmie elder enters from the north.
The wraith of a weaver pygmie enters from the north.
An air elemental is now a member of a Drow Elf's group.
< 324h/312H 167v/167V Pos: standing >
A Drow Elf sits down in a comfortable spot.
< 324h/312H 167v/167V Pos: standing >
A Drow Elf opens a series of small skulls laced into a tome and begins studying it intently.
< 324h/312H 167v/167V Pos: standing >
Oof! You bump into a greyish stone wall...
< 324h/312H 167v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 324h/312H 167v/167V Pos: standing >
Alas, you cannot go that way. . . .
< 324h/312H 167v/167V Pos: standing >
Alas, you cannot go that way. . . .
A Drow Elf gives an order to his followers.
You snap into visibility.
I'm afraid you aren't quite up to mounted combat.
You stop riding a huge grey ape.
An air elemental's mass slams into you, knocking you to the ground!
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.
< 323h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:excellent E: air sta EP: excellent >
-=[An air elemental's crush wounds you.]=-
An air elemental misses you.
< 318h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:excellent E: air sta EP: excellent >
The wraith of a weaver pygmie says in common 'Prepare to fight me, too!'
The wraith of a weaver pygmie suddenly attacks an air elemental!
The wraith of a weaver pygmie snaps into visibility.
The wraith of a weaver pygmie's decent punch wounds an air elemental.
< 318h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:excellent E: air sta EP: few scratches >
The sun rises over the northern horizon.
< 318h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:excellent E: air sta EP: few scratches >
An air elemental dodges your futile attack.
< 318h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:excellent E: air sta EP: few scratches >
-=[An air elemental's crude crush wounds you.]=-
An air elemental misses you.
-=[An air elemental's weak crush grazes you.]=-
< 311h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
The wraith of a pygmie elder suddenly attacks an air elemental!
The wraith of a pygmie elder snaps into visibility.
The wraith of a pygmie elder misses an air elemental.
< 311h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
An air elemental dodges the wraith of a weaver pygmie's attack.
< 311h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
A Drow Elf closes his book and grins malevolently.
A Drow Elf clambers to his feet.
< 311h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
The wraith of a pygmie elder suddenly attacks an air elemental!
The wraith of a pygmie elder snaps into visibility.
The wraith of a pygmie elder misses an air elemental.
A Drow Elf starts casting a spell.
< 311h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
An air elemental dodges the wraith of a pygmie elder's attack.
< 311h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
-=[An air elemental's crush grazes you.]=-
-=[An air elemental's weak crush grazes you.]=-
-=[An air elemental's fine crush wounds you.]=-
< 298h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
The wraith of a weaver pygmie's decent punch wounds an air elemental.
< 298h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
You miss an air elemental.
< 298h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
An air elemental dodges the wraith of a pygmie elder's attack.
< 298h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
A Drow Elf completes his spell...
A Drow Elf utters the words 'xarr ay ghaiz'
< 298h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
You clamber to your feet.
< 298h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC:few scratches E: air sta EP: few scratches >
Sorry, you aren't allowed to do that in combat.
< 298h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC:few scratches E: air sta EP: few scratches >
< 298h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC:few scratches E: air sta EP: few scratches >
An air elemental dodges the wraith of a pygmie elder's attack.
Ok.
< 298h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC:few scratches E: air sta EP: few scratches >
An air elemental misses you.
An air elemental misses you.
An air elemental misses you.
< 298h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC:few scratches E: air sta EP: few scratches >
An air elemental fades from your mortal viewing...
< 298h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC:few scratches E: air sta EP: few scratches >
An air elemental fades from your mortal viewing...
An air elemental clambers to its feet.
You miss an air elemental.
< 298h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC:few scratches E: air sta EP: few scratches >
A Drow Elf gives an order to his followers.
An air elemental's mass slams into you, knocking you to the ground!
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.
An air elemental snaps into visibility.
You dodge a bash from an air elemental, who loses its balance and falls.
< 297h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
-=[An air elemental's crush wounds you.]=-
-=[An air elemental's decent crush wounds you.]=-
< 287h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
The wraith of a pygmie elder fades from your mortal viewing...
An air elemental dodges your futile attack.
< 287h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
The wraith of a pygmie elder fades from your mortal viewing...
The wraith of a pygmie elder suddenly attacks an air elemental!
The wraith of a pygmie elder snaps into visibility.
The wraith of a pygmie elder misses an air elemental.
< 287h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
The wraith of a pygmie elder suddenly attacks an air elemental!
The wraith of a pygmie elder snaps into visibility.
The wraith of a pygmie elder's fine whip grazes an air elemental.
< 287h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC:few scratches E: air sta EP: few scratches >
An air elemental misses you.
An air elemental misses you.
-=[An air elemental's decent crush wounds you.]=-
< 280h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: small wounds E: air sta EP: few scratches >
A Drow Elf starts casting an offensive spell.
A Drow Elf snaps into visibility.
< 280h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: small wounds E: air sta EP: few scratches >
A Drow Elf completes his spell...
A Drow Elf utters the words 'electrical execution'
A huge shower of arcing electricity from a Drow Elf engulfs you.
OUCH! That really did HURT!
< 212h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: few wounds E: air sta EP: few scratches >
The wraith of a weaver pygmie fades from your mortal viewing...
< 212h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: few wounds E: air sta EP: few scratches >
The wraith of a weaver pygmie suddenly attacks an air elemental!
The wraith of a weaver pygmie snaps into visibility.
The wraith of a weaver pygmie's decent punch wounds an air elemental.
< 212h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: few wounds E: air sta EP: few scratches >
An air elemental dodges the wraith of a pygmie elder's attack.
< 212h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: few wounds E: air sta EP: few scratches >
An air elemental dodges the wraith of a pygmie elder's attack.
A Drow Elf starts casting an offensive spell.
< 212h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: few wounds E: air sta EP: few scratches >
-=[An air elemental's fine crush strikes you.]=-
-=[An air elemental's decent crush wounds you.]=-
-=[An air elemental's weak crush wounds you.]=-
< 196h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: few wounds E: air sta EP: few scratches >
A Drow Elf completes his spell...
A Drow Elf utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Drow Elf engulfs you.
OUCH! That really did HURT!
An air elemental dodges your futile attack.
< 132h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: nasty wounds E: air sta EP: few scratches >
The electrical arcs turn your exposed flesh black!
OUCH! That really did HURT!
< 96h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: nasty wounds E: air sta EP: few scratches >
A Drow Elf starts casting an offensive spell called 'electrical execution'.
< 96h/312H 167v/167V Pos: sitting >
< T: Sgen TP: sit TC: nasty wounds E: air sta EP: few scratches >
The wraith of a weaver pygmie misses an air elemental.
You scramble madly to your feet!
< 96h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC: nasty wounds E: air sta EP: few scratches >
You start chanting...
< 96h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC: nasty wounds E: air sta EP: few scratches >
An air elemental fades from your mortal viewing...
An air elemental clambers to its feet.
A Drow Elf suddenly attacks YOU!
A Drow Elf misses you.
The wraith of a pygmie elder misses an air elemental.
< 96h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC: nasty wounds E: air sta EP: few scratches >
An air elemental fades from your mortal viewing...
A Drow Elf completes his spell...
A Drow Elf utters the words 'zrzqhfuqar znzjudihuai'
A huge shower of arcing electricity from a Drow Elf engulfs you.
YIKES! Another hit like that, and you've had it!!
An air elemental dodges the wraith of a pygmie elder's attack.
< 39h/312H 167v/167V Pos: standing >
< T: Sgen TP: sta TC: awful E: air sta EP: few scratches >
The electrical arcs turn your exposed flesh black!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
An air elemental suddenly attacks YOU!
An air elemental snaps into visibility.
-=[An air elemental's decent crush causes you to grimace in pain.]=-
You watch as the world spins around your gruesomely cut body.
You feel your strength wane, leaving you for the carrion crawlers to
devour.
< -4h/312H 167v/167V Pos: standing >