<worn on head> a sinister bamboo helm
<worn on face> a black leather mask
<worn around neck> a tarnished glass choker
<worn about waist> a belt of street sweepers [poor]
<worn on belt buckle>a rugged adventurers satchel
<worn on arms> a pair of tight black sleeves
<worn on hands> some cracked glass gauntlets
<secondary weapon> a crystal-tipped dagger [poor]
<worn on feet> some pitted clay boots
An orc infant crawls around the nursery.
An orc infant crawls around the nursery.
< 94h/168H 112v/113V Pos: standing >
You miss an orc infant.
< 94h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: nasty wounds >
An orc infant misses you.
You dodge an orc infant's vicious attack.
An orc infant's kick parts your hair but does little else.
< 94h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: nasty wounds >
Your fine pierce strikes an orc infant very hard.
An orc infant dodges your futile attack.
< 94h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: pretty hurt >
You misjudge an orc infant's height and kick well above her head.
< 94h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: pretty hurt >
An orc infant's fine punch strikes you hard.
You dodge an orc infant's vicious attack.
An orc infant dodges your futile attack.
< 85h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: pretty hurt >
Your fine pierce strikes an orc infant hard.
An orc infant dodges your futile attack.
Your fine pierce strikes an orc infant very hard.
< 85h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: pretty hurt >
You dodge an orc infant's vicious attack.
An orc infant misses you.
You attempt to flee...
The Nursery
Tucked away in the west end of the city, this nursery, run by the
Storm Port Matron, acts a daycare center for young orcs. Since
most orc mothers are too busy during the day to care for their
children they send them here so they will be looked after properly.
It is unfortunate most of the children here now are either orphans
or abandoned, left in care of the Matron till they are old enough
to fend for themselves.
Obvious exits: -North# -West
The matron mother stands here, protecting the children.
You flee eastward!
< 85h/168H 102v/113V Pos: standing >
You attempt to hide yourself.
< 85h/168H 102v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 87h/168H 113v/113V Pos: standing >
< 87h/168H 113v/113V Pos: standing >
< 88h/168H 113v/113V Pos: standing >
The Play Room
This room is for the baby orcs to play in while the matron of
the nursery reads a romance novel and ignores them. They giggle
and drool, crawling about on all fours, generally getting into
everything they shouldn't be getting into. Thankfully, the
matron removed most of the somewhat dangerous items in the room,
though the babies have been known to even hurt themselves on the
dirt that makes up the floor of the room.
Obvious exits: -East
The corpse of an orc infant is lying here.
A large iron fragment has been left here.
An orc infant crawls around the nursery.
An orc infant crawls around the nursery.
An orc infant crawls around the nursery.
< 88h/168H 112v/113V Pos: standing >
You miss an orc infant.
< 88h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: pretty hurt >
You misjudge an orc infant's height and kick well above her head.
< 88h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: pretty hurt >
You score a CRITICAL HIT!!!!!
Your impressive pierce enshrouds an orc infant in a mist of blood.
< 88h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: infant sta EP: awful >
An orc infant's fine punch strikes you hard.
An orc infant's impressive punch seriously wounds you.
OUCH! That really did HURT!
< 62h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
You attempt to flee...
PANIC! You couldn't escape!
< 62h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
An orc infant dodges your futile attack.
Sorry, you aren't allowed to do that in combat.
< 62h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
You dodge an orc infant's vicious attack.
An orc infant misses you.
An orc infant's kick parts your hair but does little else.
< 62h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
You attempt to flee...
PANIC! You couldn't escape!
< 62h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
Sorry, you aren't allowed to do that in combat.
< 62h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
An orc infant dodges your futile attack.
Your fine pierce seriously wounds an orc infant.
< 62h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
An orc infant misses you.
An orc infant's punch strikes you very hard.
You attempt to flee...
The Nursery
Tucked away in the west end of the city, this nursery, run by the
Storm Port Matron, acts a daycare center for young orcs. Since
most orc mothers are too busy during the day to care for their
children they send them here so they will be looked after properly.
It is unfortunate most of the children here now are either orphans
or abandoned, left in care of the Matron till they are old enough
to fend for themselves.
Obvious exits: -North# -West
The matron mother stands here, protecting the children.
You flee eastward!
< 53h/168H 104v/113V Pos: standing >
You attempt to hide yourself.
< 53h/168H 104v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 55h/168H 113v/113V Pos: standing >
< 56h/168H 113v/113V Pos: standing >
The Play Room
This room is for the baby orcs to play in while the matron of
the nursery reads a romance novel and ignores them. They giggle
and drool, crawling about on all fours, generally getting into
everything they shouldn't be getting into. Thankfully, the
matron removed most of the somewhat dangerous items in the room,
though the babies have been known to even hurt themselves on the
dirt that makes up the floor of the room.
Obvious exits: -East
A few drops of fresh blood are scattered around the area.
The corpse of an orc infant is lying here.
A large iron fragment has been left here.
An orc infant crawls around the nursery.
An orc infant crawls around the nursery.
An orc infant crawls around the nursery.
< 56h/168H 112v/113V Pos: standing >
Your fine pierce seriously wounds an orc infant.
< 56h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
You misjudge an orc infant's height and kick well above her head.
< 56h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
An orc infant dodges your futile attack.
Your fine pierce enshrouds an orc infant in a mist of blood.
An orc infant dodges your futile attack.
< 56h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
You dodge an orc infant's vicious attack.
You dodge an orc infant's vicious attack.
An orc infant's kick parts your hair but does little else.
< 56h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
An orc infant dodges your futile attack.
< 56h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
You misjudge an orc infant's height and kick well above her head.
< 56h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
You dodge an orc infant's vicious attack.
< 56h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
You feel your skill in 1h piercing improving.
You miss an orc infant.
You miss an orc infant.
< 56h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC: nasty wounds E: infant sta EP: awful >
An orc infant's punch strikes you very hard.
An orc infant's fine punch strikes you very hard.
An orc infant's kick parts your hair but does little else.
< 39h/168H 112v/113V Pos: standing >
< T: Glong TP: sta TC:pretty hurt E: infant sta EP: awful >
Your kick hits an orc infant right in the stomach, rendering her breathless.
An orc infant is mortally wounded, and will die soon, if not aided.
< 39h/168H 112v/113V Pos: standing >
You raise a level!
An orc infant makes a strange sound but is suddenly very silent as you place a crystal-tipped dagger [superior] in her back.
An orc infant is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are an orc infant's last actions in this world.
< 51h/180H 112v/113V Pos: standing >
You get a few coins from the corpse of an orc infant.
There were: 2 gold coins, 9 silver coins, 8 copper coins.
< 51h/180H 113v/113V Pos: standing >
You have just begun the trek to your next level!
< 51h/180H 113v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 52h/180H 113v/113V Pos: standing >
The Nursery
Tucked away in the west end of the city, this nursery, run by the
Storm Port Matron, acts a daycare center for young orcs. Since
most orc mothers are too busy during the day to care for their
children they send them here so they will be looked after properly.
It is unfortunate most of the children here now are either orphans
or abandoned, left in care of the Matron till they are old enough
to fend for themselves.
Obvious exits: -North# -West
The matron mother stands here, protecting the children.
< 53h/180H 112v/113V Pos: standing >
Ok.
< 53h/180H 112v/113V Pos: standing >
You quickly scan the area.
An orc infant who is close by to your west.
An orc infant who is close by to your west.
< 53h/180H 112v/113V Pos: standing >
West End of Tempest Avenue
Tempest Avenue ends here to be replace by the graveyard west. Due
to the pirate wars a decade ago, thousands of orcs were slain in ship
to ship battles. Although burial at sea was the most practical option,
many of the dying were transported back to the city where an unused
portion of the city was transformed into a large graveyard almost
overnight. Tempest Avenue is still as a direct route from the harbour
to the graveyard. To the north lies the North Storm connector.
Obvious exits: -North -East -South -West
< 54h/180H 111v/113V Pos: standing >
The sun hangs low on the southern sky.
You attempt to hide yourself.
< 54h/180H 111v/113V Pos: standing >
Autosaving...
< 54h/180H 111v/113V Pos: standing >
You quickly scan the area.
An orc female who is not far off to your east.
A young orc soldier who is a brief walk away to your east.
The matron who is close by to your south.
An enraged skeleton who is not far off to your west.
An enraged skeleton who is not far off to your west.
< 56h/180H 113v/113V Pos: standing >
< 57h/180H 113v/113V Pos: standing >
Ok.
< 57h/180H 113v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 57h/180H 113v/113V Pos: standing >
Tempest Avenue
Tempest Avenue runs east to west through the city, parallel to
Squall Road and North Storm Street. On the west end of the Avenue the
gate to the Storm Port graveyard is located. To the east it connects
with Gale Road. West of here the avenue intersects with the
entrance to the graveyard and a connector road to North Storm Street.
South lies yet another connector to Squall Road, probably the busiest
road in the city.
Obvious exits: -East -South -West
< 58h/180H 112v/113V Pos: standing >
You quickly scan the area.
An orc female who is close by to your east.
A young orc soldier who is not far off to your east.
A black crow who is a brief walk away to your east.
A Githzerai who is not far off to your south.
A Minotaur who is not far off to your south.
A Githzerai who is not far off to your south.
Savenge who is not far off to your south.
An orc female who is not far off to your south.
An enraged skeleton who is a brief walk away to your west.
An enraged skeleton who is a brief walk away to your west.
< 59h/180H 112v/113V Pos: standing >
West End of Tempest Avenue
Tempest Avenue ends here to be replace by the graveyard west. Due
to the pirate wars a decade ago, thousands of orcs were slain in ship
to ship battles. Although burial at sea was the most practical option,
many of the dying were transported back to the city where an unused
portion of the city was transformed into a large graveyard almost
overnight. Tempest Avenue is still as a direct route from the harbour
to the graveyard. To the north lies the North Storm connector.
Obvious exits: -North -East -South# -West
< 59h/180H 112v/113V Pos: standing >
Tempest Avenue and North Storm Street Connector
Tempest Avenue and North Storm Street connect here with a small
alley inbetween a large set of homes to the east and nearly impassable
rocky terrain to the west, though there does appear to be a faint trail,
seldom used, through the rocks. The air here is filled with smoke
from hundreds of burning fireplaces and the sea mist drifting in from
the harbour. It begins to hurt the lungs.
Obvious exits: -North -South -West
< 60h/180H 111v/113V Pos: standing >
You attempt to hide yourself.
< 60h/180H 112v/113V Pos: standing >
< 62h/180H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 62h/180H 113v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 63h/180H 113v/113V Pos: standing >
< 63h/180H 113v/113V Pos: standing >
< 64h/180H 113v/113V Pos: standing >
A Dusty Path
A path breaks off of North Storm Street connector here, much unlike
the the rest of the city roads. It seems to be rarely used, winding
through the rocky terrain that surrounds the city proper. The path
is free of litter and trash, and there doesn't appear to be any sign
of traffic.
Obvious exits: -North -East
< 64h/180H 112v/113V Pos: standing >
You attempt to hide yourself.
< 64h/180H 112v/113V Pos: standing >
< 65h/180H 112v/113V Pos: standing >
< 65h/180H 112v/113V Pos: standing >
You quickly scan the area.
A mountain goat who is close by to your north.
A mountain goat who is close by to your north.
< 66h/180H 112v/113V Pos: standing >
< 66h/180H 112v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 66h/180H 112v/113V Pos: standing >
A Dusty Path
The path way continues its accent up through the rocks, twisting
around the larger outcroppings, yet still becoming a difficult climb.
The vegetation is sparse, and most of the wildlife has been chased
away by the proximity to the city.
Obvious exits: -South -Up
An ugly mountain goat walks about the hill.
< 67h/180H 109v/113V Pos: standing >
You attempt to hide yourself.
< 67h/180H 109v/113V Pos: standing >
A mountain goat leaves up.
< 69h/180H 113v/113V Pos: standing >
You quickly scan the area.
A mountain goat who is close by above you.
< 70h/180H 113v/113V Pos: standing >
< 70h/180H 113v/113V Pos: standing >
A Path up to the Plateau
The air is begining to become thin the higher up the trail goes.
The smell of salt gradually becomes replaced by the smell of smoke
from the numerous fireplace fires billowing up from chimneys into
the sky. The trail continues winding through the rocks and stone
that make up most of the north western side of the city.
Obvious exits: -West -Down
An ugly mountain goat walks about the hill.
An ugly mountain goat walks about the hill.
< 70h/180H 109v/113V Pos: standing >
A Path up to the Plateau
This trail appears to be a good defensive point. If the city
of Storm Port was ever invaded by races of light or even the mythical
army of armageddon, the orcs would most likely take to the higher
ground here and use ranged weapons to pound their enemies into
retreat. The average orc on the street, however, would say that
invasion of the city could never happen.
Obvious exits: -North -East
< 70h/180H 106v/113V Pos: standing >
You attempt to hide yourself.
You feel your skill in hide improving.
< 70h/180H 106v/113V Pos: standing >
You drop a magical essence of Power.
< 73h/180H 113v/113V Pos: standing >
A mountain goat enters from the east.
< 73h/180H 113v/113V Pos: standing >
Pardon?
< 74h/180H 113v/113V Pos: standing >
You don't see that here.
< 75h/180H 113v/113V Pos: standing >
You attempt to hide yourself.
You feel your skill in hide improving.
< 75h/180H 113v/113V Pos: standing >
A mountain goat leaves north.
< 76h/180H 113v/113V Pos: standing >
You get a magical essence of Power.
< 77h/180H 113v/113V Pos: standing >
Pardon?
< 77h/180H 113v/113V Pos: standing >
< 77h/180H 113v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 78h/180H 113v/113V Pos: standing >
You quickly scan the area.
A mountain goat who is close by to your north.
< 79h/180H 113v/113V Pos: standing >
< 79h/180H 113v/113V Pos: standing >
A Path up to the Plateau
Obvious exits: -North -East
< 79h/180H 113v/113V Pos: standing >
A Path up to the Plateau
The air is begining to become thin the higher up the trail goes.
The smell of salt gradually becomes replaced by the smell of smoke
from the numerous fireplace fires billowing up from chimneys into
the sky. The trail continues winding through the rocks and stone
that make up most of the north western side of the city.
Obvious exits: -West -Down
< 80h/180H 110v/113V Pos: standing >
< 80h/180H 110v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 80h/180H 110v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 80h/180H 110v/113V Pos: standing >
A Dusty Path
The path way continues its accent up through the rocks, twisting
around the larger outcroppings, yet still becoming a difficult climb.
The vegetation is sparse, and most of the wildlife has been chased
away by the proximity to the city.
Obvious exits: -South -Up
An ugly mountain goat walks about the hill.
< 81h/180H 111v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 81h/180H 111v/113V Pos: standing >
You attempt to hide yourself.
< 82h/180H 111v/113V Pos: standing >
A Dusty Path
A path breaks off of North Storm Street connector here, much unlike
the the rest of the city roads. It seems to be rarely used, winding
through the rocky terrain that surrounds the city proper. The path
is free of litter and trash, and there doesn't appear to be any sign
of traffic.
Obvious exits: -North -East
< 84h/180H 108v/113V Pos: standing >
The sun starts to set in the south.
You attempt to hide yourself.
< 84h/180H 108v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 86h/180H 113v/113V Pos: standing >
< 87h/180H 113v/113V Pos: standing >
Tempest Avenue and North Storm Street Connector
Tempest Avenue and North Storm Street connect here with a small
alley inbetween a large set of homes to the east and nearly impassable
rocky terrain to the west, though there does appear to be a faint trail,
seldom used, through the rocks. The air here is filled with smoke
from hundreds of burning fireplaces and the sea mist drifting in from
the harbour. It begins to hurt the lungs.
Obvious exits: -North -South -West
< 87h/180H 112v/113V Pos: standing >
You attempt to hide yourself.
< 87h/180H 112v/113V Pos: standing >
A Barbarian enters from the north.
A Githzerai enters from the north.
A Minotaur enters from the north.
< 90h/180H 113v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 90h/180H 113v/113V Pos: standing >
A Barbarian leaves south.
A Githzerai leaves south.
A Minotaur leaves south.
< 90h/180H 113v/113V Pos: standing >
A Dusty Path
A path breaks off of North Storm Street connector here, much unlike
the the rest of the city roads. It seems to be rarely used, winding
through the rocky terrain that surrounds the city proper. The path
is free of litter and trash, and there doesn't appear to be any sign
of traffic.
Obvious exits: -North -East
< 90h/180H 112v/113V Pos: standing >
You attempt to hide yourself.
You feel your skill in hide improving.
< 90h/180H 112v/113V Pos: standing >
You attempt to hide yourself.
< 93h/180H 112v/113V Pos: standing >
< 95h/180H 112v/113V Pos: standing >
You quickly scan the area.
You see nothing.
< 95h/180H 112v/113V Pos: standing >
You attempt to hide yourself.
< 95h/180H 112v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 98h/180H 112v/113V Pos: standing >
A Dusty Path
The path way continues its accent up through the rocks, twisting
around the larger outcroppings, yet still becoming a difficult climb.
The vegetation is sparse, and most of the wildlife has been chased
away by the proximity to the city.
Obvious exits: -South -Up
An ugly mountain goat walks about the hill.
< 99h/180H 110v/113V Pos: standing >
You attempt to hide yourself.
You feel your skill in hide improving.
< 99h/180H 110v/113V Pos: standing >
Shadows stretch across the land as the sun limps towards the horizon.
< 99h/180H 110v/113V Pos: standing >
You quickly scan the area.
A Minotaur who is close by to your south.
A Githzerai who is close by to your south.
A Barbarian who is close by to your south.
< 101h/180H 110v/113V Pos: standing >
A Path up to the Plateau
The air is begining to become thin the higher up the trail goes.
The smell of salt gradually becomes replaced by the smell of smoke
from the numerous fireplace fires billowing up from chimneys into
the sky. The trail continues winding through the rocks and stone
that make up most of the north western side of the city.
Obvious exits: -West -Down
< 102h/180H 106v/113V Pos: standing >
< 102h/180H 107v/113V Pos: standing >
You attempt to hide yourself.
< 102h/180H 107v/113V Pos: standing >
Ok, you'll try to move silently for a while.
< 105h/180H 113v/113V Pos: standing >
A Dusty Path
The path way continues its accent up through the rocks, twisting
around the larger outcroppings, yet still becoming a difficult climb.
The vegetation is sparse, and most of the wildlife has been chased
away by the proximity to the city.
Obvious exits: -South -Up
An ugly mountain goat walks about the hill.
< 105h/180H 111v/113V Pos: standing >
A Dusty Path
A path breaks off of North Storm Street connector here, much unlike
the the rest of the city roads. It seems to be rarely used, winding
through the rocky terrain that surrounds the city proper. The path
is free of litter and trash, and there doesn't appear to be any sign
of traffic.
Obvious exits: -North -East
A thin wall of scales is here to the east.
A Minotaur (huge) stands, floating here (Newbie).
A Githzerai (medium) The Resistance stands, floating here.
A Barbarian (large) The Resistance stands in mid-air here.
< 105h/180H 108v/113V Pos: standing >
You bump into a thin wall of scales, destroying it in the process!
A thin wall of scales crumbles to dust and blows away.
< 105h/180H 108v/113V Pos: standing >
You attempt to hide yourself.
< 106h/180H 108v/113V Pos: standing >
Someone gives an order to his followers.
< 106h/180H 111v/113V Pos: standing >
Someone gives an order to his followers.
< 106h/180H 112v/113V Pos: standing >
Pardon?
< 108h/180H 113v/113V Pos: standing >
Pardon?
< 108h/180H 113v/113V Pos: standing >
You attempt to flee...
A Dusty Path
The path way continues its accent up through the rocks, twisting
around the larger outcroppings, yet still becoming a difficult climb.
The vegetation is sparse, and most of the wildlife has been chased
away by the proximity to the city.
Obvious exits: -South -Up
An ugly mountain goat walks about the hill.
You flee northward!
< 108h/180H 103v/113V Pos: standing >
You attempt to hide yourself.
< 108h/180H 103v/113V Pos: standing >
A Barbarian enters from the south.
A Githzerai enters from the south.
A Minotaur enters from the south.
Someone gives an order to his followers.
< 109h/180H 106v/113V Pos: standing >
Someone gives an order to his followers.
< 109h/180H 107v/113V Pos: standing >
Someone gives an order to his followers.
< 109h/180H 108v/113V Pos: standing >
A Barbarian leaves south.
A Githzerai leaves south.
A Minotaur leaves south.
< 109h/180H 108v/113V Pos: standing >
Someone gives an order to his followers.
< 109h/180H 109v/113V Pos: standing >
A Barbarian enters from the south.
A Githzerai enters from the south.
A Minotaur enters from the south.
< 110h/180H 112v/113V Pos: standing >
A Barbarian leaves south.
A Githzerai leaves south.
A Minotaur leaves south.
< 110h/180H 113v/113V Pos: standing >
A Path up to the Plateau
The air is begining to become thin the higher up the trail goes.
The smell of salt gradually becomes replaced by the smell of smoke
from the numerous fireplace fires billowing up from chimneys into
the sky. The trail continues winding through the rocks and stone
that make up most of the north western side of the city.
Obvious exits: -West -Down
An ugly mountain goat walks about the hill.
< 111h/180H 109v/113V Pos: standing >
You attempt to hide yourself.
< 111h/180H 109v/113V Pos: standing >
A Barbarian floats in from below.
A Githzerai floats in from below.
A Minotaur floats in from below.
< 112h/180H 109v/113V Pos: standing >
A Barbarian swings his weapon wide...
...but in the end he fails to impress anyone.
< 113h/180H 109v/113V Pos: standing >
A Path up to the Plateau
Obvious exits: -West -Down
A Minotaur (huge) stands, floating here (Newbie).
A Githzerai (medium) The Resistance stands, floating here.
A Barbarian (large) The Resistance stands in mid-air here.
An ugly mountain goat walks about the hill.
< 113h/180H 109v/113V Pos: standing >
Alas, you cannot go that way. . . .
Someone suddenly attacks YOU!
A Githzerai snaps into visibility.
A Githzerai's decent crush strikes you.
< 109h/180H 109v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
Pardon?
Someone suddenly attacks YOU!
A Githzerai snaps into visibility.
A Githzerai misses you.
< 109h/180H 109v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 109h/180H 109v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 109h/180H 109v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
< 109h/180H 109v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 109h/180H 109v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 109h/180H 109v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
A Minotaur suddenly attacks YOU!
A Minotaur's impressive bludgeon strikes you hard.
< 98h/180H 109v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
You attempt to flee...
A Path up to the Plateau
This trail appears to be a good defensive point. If the city
of Storm Port was ever invaded by races of light or even the mythical
army of armageddon, the orcs would most likely take to the higher
ground here and use ranged weapons to pound their enemies into
retreat. The average orc on the street, however, would say that
invasion of the city could never happen.
Obvious exits: -North -East
You flee westward!
< 98h/180H 96v/113V Pos: standing >
Pardon?
< 98h/180H 96v/113V Pos: standing >
The sun vanishes behind the southern horizon.
< 98h/180H 96v/113V Pos: standing >
Autosaving...
< 98h/180H 96v/113V Pos: standing >
A Githzerai enters from the east.
A Githzerai enters from the east.
< 98h/180H 96v/113V Pos: standing >
A Githzerai suddenly attacks YOU!
A Githzerai's fine crush strikes you.
A Githzerai suddenly attacks YOU!
A Githzerai misses you.
< 93h/180H 97v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
A Barbarian enters from the east.
A Githzerai enters from the east.
< 93h/180H 97v/113V Pos: standing >
< T: Glong TP: sta TC: few wounds E: A Githzerai sta EP: excellent >
You attempt to flee...
A Path up to the Plateau
The air is begining to become thin the higher up the trail goes.
The smell of salt gradually becomes replaced by the smell of smoke
from the numerous fireplace fires billowing up from chimneys into
the sky. The trail continues winding through the rocks and stone
that make up most of the north western side of the city.
Obvious exits: -West -Down
A Minotaur (huge) stands, floating here (Newbie).
An ugly mountain goat walks about the hill.
You flee eastward!
< 93h/180H 87v/113V Pos: standing >
A Minotaur leaves west.
< 93h/180H 87v/113V Pos: standing >
You attempt to hide yourself.
< 93h/180H 87v/113V Pos: standing >
A Githzerai enters from the west.
< 93h/180H 87v/113V Pos: standing >
A Minotaur enters from the west.
< 93h/180H 87v/113V Pos: standing >
A Barbarian enters from the west.
< 93h/180H 87v/113V Pos: standing >
A Barbarian floats down.
A Githzerai floats down.
A Minotaur floats down.
< 93h/180H 87v/113V Pos: standing >
A Githzerai enters from the west.
A Githzerai enters from the west.
< 93h/180H 87v/113V Pos: standing >
A mountain goat leaves down.
< 93h/180H 87v/113V Pos: standing >
A Githzerai gives an order to his followers.
< 93h/180H 87v/113V Pos: standing >
A Barbarian floats in from below.
A Githzerai floats in from below.
A Minotaur floats in from below.
< 93h/180H 87v/113V Pos: standing >
A Barbarian floats down.
A Githzerai leaves down.
A Githzerai floats down.
A Githzerai floats down.
A Minotaur floats down.
< 93h/180H 87v/113V Pos: standing >
A Path up to the Plateau
This trail appears to be a good defensive point. If the city
of Storm Port was ever invaded by races of light or even the mythical
army of armageddon, the orcs would most likely take to the higher
ground here and use ranged weapons to pound their enemies into
retreat. The average orc on the street, however, would say that
invasion of the city could never happen.
Obvious exits: -North -East
< 93h/180H 84v/113V Pos: standing >
You attempt to hide yourself.
You feel your skill in hide improving.
< 93h/180H 84v/113V Pos: standing >
< 94h/180H 89v/113V Pos: standing >
A Barbarian enters from the east.
A Githzerai enters from the east.
A Githzerai enters from the east.
A Githzerai enters from the east.
A Minotaur enters from the east.
A Githzerai gives an order to his followers.
< 94h/180H 90v/113V Pos: standing >
A Barbarian fills with BLoodLuST and makes a ferocious leap at YOU!
A Barbarian knocks you down with a mighty blow!
OUCH! That really did HURT!
< 56h/180H 90v/113V Pos: kneeling >
< T: Glong TP: kne TC: nasty wounds E: A Barbarian sta EP: excellent >
A Githzerai suddenly attacks YOU!
A Githzerai misses you.
< 56h/180H 90v/113V Pos: kneeling >
< T: Glong TP: kne TC: nasty wounds E: A Barbarian sta EP: excellent >
A Githzerai gives an order to his followers.
The wraith of a freshwater shark snaps into visibility.
The wraith of a freshwater shark snaps into visibility.
The wraith of a freshwater shark snaps into visibility.
< 56h/180H 90v/113V Pos: kneeling >
< T: Glong TP: kne TC: nasty wounds E: A Barbarian sta EP: excellent >
You can't seem to get a single swing in.
< 56h/180H 90v/113V Pos: kneeling >
< T: Glong TP: kne TC: nasty wounds E: A Barbarian sta EP: excellent >
A Barbarian's impressive crush seriously wounds you.
A Barbarian's impressive crush seriously wounds you.
A Barbarian's impressive crush enshrouds you in a mist of blood.
You wish that your wounds would stop BLEEDING so much!
A Barbarian's impressive crush causes you to grimace in pain.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 3h/180H 90v/113V Pos: kneeling >
< T: Glong TP: kne TC: awful E: A Barbarian sta EP: excellent >
Thousands of tiny explosions blast your soul away from your body.
Your crystal-tipped dagger [superior] shattered in bits as the tortured body spasms and quivers!
Your studded leather jacket shattered in bits as the tortured body spasms and quivers!
Your twined bark ring shattered in bits as the tortured body spasms and quivers!
Your pair of raw leather pants shattered in bits as the tortured body spasms and quivers!