<held as shield> a small round wooden shield
A small snake swims in the swamp.
< 178h/218H 76v/111V Pos: standing >
A Path of Dirt
Some little rocks are visible along this dirt road. Mud doesn't totally
eclipse them just yet, however, the once totally enveloping trail to the east
has transformed into something that of a road of rocks, paved rocks. These
rocks seem to be made of cobblestone and provide easy access for all of those
who wish to traverse it. Weathering seems to have no hold upon these rocks,
for they have truly survived the test of time. Brushes and large patches of
weeds lay on either side of the path, guarding the algae covered water. Dead
trees lay about the area, however, all are out of reach and lay in shallow
pools of water that makes up the swamp to the east.
Obvious exits: -East -West
< 178h/218H 76v/111V 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
< 178h/218H 75v/111V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -North -East
< 178h/218H 74v/111V 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
< 178h/218H 73v/111V 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
< 178h/218H 73v/111V 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
< 179h/218H 72v/111V 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
< 179h/218H 71v/111V Pos: standing >
A Cobblestone Road
The small cobblestones that have been laid some time ago to create this
road are paved and provide an easy traversing. Wheels glide over this section
of the town quite easily one would think. The dirt off the side of the road
and in-between the cracks of the stones would often times become airborne by
the wind during the day. It would pick up ever so slightly and collide with
a traveler or a building of some sort. The wind when it does this makes a
sharply pitched noise, an eerie noise during the night. There are no poles,
no lanterns, nor any sort of evidence that this road is difficult to travel
during the night, unaccomplished travelers need not worry.
Obvious exits: -East -West
An agitated commoner walks the road.
< 179h/218H 70v/111V 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
< 179h/218H 70v/111V 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
< 179h/218H 69v/111V 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#
< 179h/218H 68v/111V 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
< 179h/218H 67v/111V 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
< 179h/218H 67v/111V 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
An commoner walks the road, intent on his destination.
< 179h/218H 66v/111V 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.
< 179h/218H 65v/111V Pos: standing >
You quickly scan the area.
An agitated minotaur who is close by to your north.
A meditating shaman who is a brief walk away to your north.
A reeling minotaur shaman who is a brief walk away to your north.
An commoner who is close by to your south.
< 179h/218H 67v/111V 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 agitated commoner walks the road.
< 179h/218H 67v/111V Pos: standing >
You quickly scan the area.
A meditating shaman who is not far off to your north.
A reeling minotaur shaman who is not far off to your north.
An commoner who is not far off to your south.
Gonx who is close by to your west.
< 180h/218H 68v/111V 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
< 180h/218H 69v/111V Pos: standing >
You quickly scan the area.
A meditating shaman who is close by to your north.
A reeling minotaur shaman who is close by to your north.
An agitated minotaur who is close by to your south.
An commoner who is a brief walk away to your south.
Brukish who is close by to your west.
< 180h/218H 69v/111V Pos: standing >
Ok.
< 181h/218H 72v/111V 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
< 181h/218H 71v/111V 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
< 181h/218H 71v/111V 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
< 181h/218H 71v/111V Pos: standing >
Ok.
< 181h/218H 72v/111V Pos: standing >
You quickly scan the area.
A drunk minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
A drunken minotaur who is not far off to your east.
Syrm who is not far off to your east.
Grym who is close by above you.
< 181h/218H 72v/111V 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
< 181h/218H 71v/111V 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 drunk minotaur staggers about.
A drunken minotaur gulps his brew.
A drunken minotaur gulps his brew.
(Q)Syrm, the bartender, surveys his patrons.
< 181h/218H 71v/111V Pos: standing >
You stop using a large leather backpack.
< 181h/218H 71v/111V Pos: standing >
You get a handful of coins from your large leather backpack.
There were: 1 platinum coin, 3 gold coins, 1 silver coin, 3 copper coins.
< 182h/218H 72v/111V Pos: standing >
Syrm says 'Baaaaaah! Finish the quest that you're already on first, then come back!'
If you unable to finish it, go to the quest master and ask him to take you of duty!
< 182h/218H 74v/111V Pos: standing >
Hint: Some mobs will hunt you down if you attack them and flee.
< 182h/218H 76v/111V Pos: standing >
The a rakshasa bartender gave you the following quest:
Go ask a dragon hatchling in Shairak and Smokeveil Forest about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
< 182h/218H 77v/111V Pos: standing >
A drunk minotaur leaves west.
< 183h/218H 78v/111V Pos: standing >
You quickly scan the area.
A drunk minotaur who is close by to your west.
< 183h/218H 79v/111V Pos: standing >
< 183h/218H 80v/111V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 1 platinum, 9 gold, and 6 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.
< 183h/218H 81v/111V 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
A drunk minotaur staggers about.
< 183h/218H 80v/111V 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.
< 184h/218H 81v/111V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 4 gold.'
You hand over the money.
The Syrm gave you the following quest:
Go kill 2 a harpy commoner (2 left) in The Mountain Settlement of the Harpies!
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'
< 184h/218H 83v/111V Pos: standing >
< 185h/218H 86v/111V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 1 platinum, 9 gold, and 8 silver and I'll take care of your task!'
You dont have that much money...
< 185h/218H 89v/111V 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
A drunk minotaur staggers about.
< 185h/218H 90v/111V 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
< 186h/218H 89v/111V Pos: standing >
Ok.
< 186h/218H 89v/111V 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
< 186h/218H 89v/111V Pos: standing >
Ok.
< 186h/218H 89v/111V Pos: standing >
< 186h/218H 90v/111V 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 agitated commoner walks the road.
< 186h/218H 89v/111V Pos: standing >
Bank of Nax'Varan
The bank is nothing more than a long cabin made of wood. It has a
circumference of about thirty feet and the height from the floor to the
ceiling is teen feet. A count lays on the eastward perimeter of the room,
however, just where they do keep their money, where is the vault they
undoubtably need to store their money safely. Since the cabin isn't all that
large, it suggests that the vault is under the bank itself. The floor creaks
as footsteps pounce on it. The floor is suffering from old age and the lumber
is rotting, however, every other aspect of the bank is fine.
Obvious exits: -East
A two-handed sword, nearly six feet in length, lies here.
A steel long sword has been left here.
A large wooden counter is here, with a sign posted on it.
Gonx, the banker, settles his eyes upon his new patrons.
< 186h/218H 89v/111V Pos: standing >
Score information for Sel
Level: 20 Race: Duergar Class: Blighter Sex: Male
Hit points: 186(218) Moves: 91(111)
Coins carried: 1 platinum 7 gold 5 silver 3 copper
Coins in bank: 5 platinum 182 gold 0 silver 0 copper
Playing time: 0 days / 14 hours/ 44 minutes
Received data: 1.3400 MB this session.
Send data: 0.0087 MB this session.
Compression ratio: none
Send data: 0.0087 MB this session.
Status: Standing.
Epic points(total): 0(0)
Epic Bonus: No Epic Bonus (0.00%)
Frags: +0.00 Deaths: 1
Enchantments: Ultravision Armor
Bartender Quests Remaining: 7
Combat Pulse: 20 Spell Pulse: 0.85
Leaderboard Points: 200
Active Spells:
--------------
Auctions Disabled (1 minute)
thornskin (19 minutes)
< 186h/218H 91v/111V Pos: standing >
< 187h/218H 92v/111V Pos: standing >
Your account contains:
5 platinum, 82 gold, 0 silver, 0 copper coins.
< 187h/218H 93v/111V 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
< 187h/218H 93v/111V 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
An agitated commoner walks the road.
< 187h/218H 92v/111V Pos: standing >
The door seems to be closed.
< 187h/218H 92v/111V Pos: standing >
Ok.
< 187h/218H 93v/111V 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
< 187h/218H 92v/111V Pos: standing >
Ok.
< 187h/218H 93v/111V 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
A drunk minotaur staggers about.
< 187h/218H 92v/111V 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.
< 187h/218H 92v/111V Pos: standing >
Syrm says 'OH NO, you've cost me alot of time and money, but toss me 1 platinum, 9 gold, and 8 silver and I'll take care of your task!'
You hand over the money.
You no longer have a task.
< 188h/218H 94v/111V Pos: standing >
Syrm says 'Hmmmm, yeah, I might have a tip for you, but I'm not giving it away for free! It'll cost you 4 gold.'
You hand over the money.
The Syrm gave you the following quest:
Go ask a mother in Strathor Valley of the Storm Giants about the Month of the Cooling.
This quest was given to you.
You can share this quest with 4 more people.
If you're unable to finish it, go to the quest master and ask him to abandon your quest!
Syrm says 'Remember, you can always type 'quest' to see your current quest.'
< 188h/218H 95v/111V Pos: standing >
Ok.
You put 1 platinum, 83 gold, 7 silver, and 3 copper coins into a large leather backpack.
< 189h/218H 99v/111V 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
A drunk minotaur staggers about.
< 189h/218H 99v/111V Pos: standing >
Alas, you cannot go that way. . . .
< 189h/218H 99v/111V 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
< 189h/218H 99v/111V Pos: standing >
Ok.
< 189h/218H 100v/111V 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
An agitated commoner walks the road.
< 189h/218H 99v/111V Pos: standing >
Ok.
< 189h/218H 99v/111V 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.
< 190h/218H 100v/111V Pos: standing >
You sit down and relax.
< 190h/218H 101v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 190h/218H 104v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 190h/218H 104v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 190h/218H 105v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 190h/218H 106v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 107v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 107v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 108v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 109v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 110v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 110v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 191h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 192h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 192h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 192h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 192h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 192h/218H 111v/111V Pos: sitting >
Nah... You feel too relaxed to do that...
< 192h/218H 111v/111V Pos: sitting >
< 193h/218H 111v/111V Pos: sitting >
You clamber to your feet.
< 194h/218H 111v/111V 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
An agitated commoner walks the road.
< 194h/218H 110v/111V 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
< 194h/218H 109v/111V 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.
< 194h/218H 108v/111V 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
An commoner walks the road, intent on his destination.
< 194h/218H 107v/111V 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
< 194h/218H 106v/111V 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
An commoner walks the road, intent on his destination.
< 194h/218H 107v/111V 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.
< 194h/218H 107v/111V 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
An commoner walks the road, intent on his destination.
< 195h/218H 107v/111V 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
< 195h/218H 106v/111V 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
< 195h/218H 106v/111V 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#
< 195h/218H 105v/111V 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
< 195h/218H 105v/111V 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#
< 195h/218H 106v/111V 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
< 195h/218H 105v/111V Pos: standing >
You quickly scan the area.
You see nothing.
< 196h/218H 106v/111V Pos: standing >
< 196h/218H 106v/111V 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#
< 196h/218H 106v/111V Pos: standing >
Autosaving...
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
< 196h/218H 105v/111V 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
< 196h/218H 104v/111V Pos: standing >
Hint: Searching a room can sometimes reveal a hidden exit! Search in suspicious dead ends or in rooms with suspicious descriptions.
< 198h/218H 111v/111V Pos: standing >
A Grey Elf enters from the south.
< 201h/218H 111v/111V Pos: standing >
A Grey Elf leaves north.
< 201h/218H 111v/111V Pos: standing >
A Grey Elf enters from the north.
< 201h/218H 111v/111V Pos: standing >
A Grey Elf starts casting an offensive spell.
< 202h/218H 111v/111V Pos: standing >
A Grey Elf completes his spell...
A Grey Elf utters the words 'gqareuio bragh'
A Grey Elf points at you.
You scream in sudden pain as a scalding hot column of acid sent by a Grey Elf impacts you squarely in the chest.
OUCH! That really did HURT!
< 164h/218H 111v/111V Pos: standing >
<A Grey Elf starts casting an offensive spell.
< 164h/218H 111v/111V Pos: standing >
<A Grey Elf completes his spell...
A Grey Elf utters the words 'gqareuio bragh'
A Grey Elf points at you.
You scream in sudden pain as a scalding hot column of acid sent by a Grey Elf impacts you squarely in the chest.
OUCH! That really did HURT!
You feel your skill in double attack improving.
You miss a Grey Elf.
You miss a Grey Elf.
< 118h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: few wounds E: A Grey Elf sta EP: excellent >
You dodge a Grey Elf's vicious attack.
< 118h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: few wounds E: A Grey Elf sta EP: excellent >
A Grey Elf starts casting an offensive spell.
< 118h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: few wounds E: A Grey Elf sta EP: excellent >
A Grey Elf dodges your futile attack.
< 118h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: few wounds E: A Grey Elf sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the words 'uqz wuggurz'
A Grey Elf points at you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
< 106h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: nasty wounds E: A Grey Elf sta EP: excellent >
A Grey Elf starts casting an offensive spell.
< 106h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: nasty wounds E: A Grey Elf sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the words 'uqz wuggurz'
A Grey Elf points at you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
< 86h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: nasty wounds E: A Grey Elf sta EP: excellent >
A Grey Elf starts casting an offensive spell.
< 86h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: nasty wounds E: A Grey Elf sta EP: excellent >
A Grey Elf dodges your futile attack.
< 86h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: nasty wounds E: A Grey Elf sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the words 'uqz wuggurz'
A Grey Elf points at you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
< 70h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: nasty wounds E: A Grey Elf sta EP: excellent >
A Grey Elf starts casting an offensive spell.
< 70h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: nasty wounds E: A Grey Elf sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the words 'uqz wuggurz'
A Grey Elf points at you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
< 50h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC:pretty hurt E: A Grey Elf sta EP: excellent >
You miss a Grey Elf.
< 50h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC:pretty hurt E: A Grey Elf sta EP: excellent >
A Grey Elf starts casting an offensive spell.
< 50h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC:pretty hurt E: A Grey Elf sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the words 'warhunso gsfal'
A Grey Elf points at you.
A Grey Elf fires a blast of molten spray at you, causing unbearable pain.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 13h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: awful E: A Grey Elf sta EP: excellent >
A Grey Elf starts casting an offensive spell.
< 13h/218H 111v/111V Pos: standing >
< T: Sel TP: sta TC: awful E: A Grey Elf sta EP: excellent >
A Grey Elf completes his spell...
A Grey Elf utters the words 'uqz wuggurz'
A Grey Elf points at you.
You wince in pain as an ice missile sent by a Grey Elf hits you.
You wish that your wounds would stop BLEEDING so much!
You wince in pain as an ice missile sent by a Grey Elf hits you.
YIKES! Anothe