The death of [ 6 Warrior] Googo (Minotaur)

in A Turning

from the perspective of [ 6 Warrior] Googo (Minotaur)



< 153h/153H 171v/171V Pos: standing >

< 153h/153H 171v/171V Pos: standing >
It is 2am, on the Day of BloodLust
The 4th Day of the Month of EverFreeze, Year 1727.
Time elapsed since boot-up: 50:44:41
Current time is: Thu Apr 16 01:53:52 2015 (GMT)

< 153h/153H 171v/171V Pos: standing >
Hint: Fireshield makes you less vulnerable to fire attacks but you will suffer more from cold. Coldshield works in an opposite way.

< 153h/153H 171v/171V Pos: standing >
Saving Googo.

< 153h/153H 171v/171V Pos: standing >
Saving Googo.

< 153h/153H 171v/171V Pos: standing >
Hint: Left your ship on a different island? Go to any building docks and type 'summon ship'.

< 153h/153H 171v/171V Pos: standing >
Saving Googo.

< 153h/153H 171v/171V Pos: standing >
Hint: Most commands have help files.  Type 'help (command)' to learn how to use game commands.

< 153h/153H 171v/171V Pos: standing >
Saving Googo.

< 153h/153H 171v/171V Pos: standing >
Hint: Experiment with different social commands. Some are useful in actual game play. Example: "beckon" asks someone to follow and consent to you, or "moving" announces that you are moving ahead.

< 153h/153H 171v/171V Pos: standing >
Saving Googo.

< 153h/153H 171v/171V Pos: standing >
Autosaving...

< 153h/153H 171v/171V Pos: standing >
Hint: -- Movement Points -- Ideally, you want to be around x2 your race's starting age. Type help lifespan. If you are too old or too young, your movement rengeration is lower.

< 153h/153H 171v/171V Pos: standing >
Saving Googo.

< 153h/153H 171v/171V Pos: standing >

< 153h/153H 171v/171V Pos: standing >
Saving Googo.

< 153h/153H 171v/171V Pos: standing >
Hint: Type 'terrain' to see what kind of terrain you are in.  Druids benefit from Forest or Field terrain.

< 153h/153H 171v/171V Pos: standing >
Saving Googo.

< 153h/153H 171v/171V Pos: standing >
A Grimney Sleeping Chamber
Obvious exits: -Down
Grym, the innkeeper, sits on his stool.

< 153h/153H 171v/171V Pos: standing >
Hint: You can use the 'assist' command to make sure you're attacking the same target as your group members.

< 153h/153H 171v/171V 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 Minotaur (huge) La Resistance stands in mid-air here.

< 153h/153H 170v/171V Pos: standing >
Ok.

< 153h/153H 170v/171V 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
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A stout cudgel carved from oak wood lies here.
[4] A small bandage rests upon the ground here.
A spellbook lies here, discarded.
An amber-colored metallic rod lies here.
A spellbook has been tossed aside here.
A warhammer with a sturdy-looking steel head lies here.
A small ivory totem lies here.
A small limestone totem lies here.
A small raven totem lies here.

< 153h/153H 169v/171V Pos: standing >
Ok.

< 153h/153H 169v/171V 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

< 153h/153H 170v/171V 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.
An commoner walks the road, intent on his destination.

< 153h/153H 169v/171V 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

< 153h/153H 168v/171V 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

< 153h/153H 167v/171V 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

< 153h/153H 166v/171V Pos: standing >
A Minotaur enters from the north.

< 153h/153H 168v/171V Pos: standing >
A Minotaur leaves south.
A Turning
   The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East -West#
A Minotaur (huge) La Resistance stands in mid-air here.

< 153h/153H 167v/171V Pos: standing >
A Minotaur charges into you! You hear a crunching noise as bones break!
Your stagger as a Minotaur charges into you.
OUCH!  That really did HURT!

< 96h/153H 167v/171V Pos: standing >
< T: Googo TP: sta TC: few wounds E: A Minotaur sta EP: excellent >
 -=[You attack a Minotaur.]=- [0 hits]
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
A Minotaur crushes your chest, and all your hopes of escaping this battle alive.