<worn on eyes> goggles of the tinkerer [poor] (glowing)
<worn in ear> a gnomish ear amplifier
<worn in ear> a pair of silver earrings with red rubies
<worn around neck> a choker with red, white and a blue gems
<worn around neck> a sparkling granite amulet
<worn on body> a silky black dress of the sirens [85%]
<worn about waist> a strip of su-monster skin
<worn on belt buckle>a midnight blue tome with silver bindings (glowing)
<held as shield> a shield bearing the Tharnadian crest [superior]
<worn around wrist> a silver band with blue stones
<worn on finger> a glowing crystal ring (glowing)
<worn on finger> a gold ring with diamonds (illuminating)
<held> a swirling wand of light
<worn on legs> a pair of spider-silk leggings [85%]
<worn on feet> some boots of forest running [superior]
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 Grey Elf (medium) The Resistance stands in mid-air here.
< 316h/316H 196v/198V Pos: standing >
You start chanting...
< 316h/316H 196v/198V Pos: standing >
You complete your spell...
[Damage: 53 ] You throw a fireball at a Grey Elf and have the satisfaction of seeing him enveloped in flames.
< 316h/316H 197v/198V Pos: standing >
You start chanting...
< 316h/316H 198v/198V Pos: standing >
A Grey Elf attempts to flee.
A Grey Elf leaves east.
< 316h/316H 198v/198V Pos: standing >
Casting: fireball
< 316h/316H 198v/198V Pos: standing >
You complete your spell...
[Damage: 124 ] You throw a fireball at a Grey Elf and have the satisfaction of seeing him enveloped in flames.
< 316h/316H 198v/198V Pos: standing >
You failed.
< 316h/316H 198v/198V Pos: standing >
A Grey Elf enters from the east.
< 316h/316H 198v/198V Pos: standing >
A Grey Elf starts casting a spell.
You start chanting...
< 316h/316H 198v/198V Pos: standing >
You complete your spell...
Your spell flows around a Grey Elf, leaving him unharmed!
< 316h/316H 198v/198V Pos: standing >
A Grey Elf completes his spell...
A Grey Elf utters the words 'wuffaf uwaoz'
A spitting image of a Grey Elf suddenly rises from the ground!
A spitting image of a Grey Elf suddenly rises from the ground!
A spitting image of a Grey Elf suddenly rises from the ground!
A spitting image of a Grey Elf suddenly rises from the ground!
< 316h/316H 198v/198V Pos: standing >
You start chanting...
< 316h/316H 198v/198V Pos: standing >
You dodge a Grey Elf's vicious attack.
A Grey Elf misses you.
< 316h/316H 198v/198V Pos: standing >
< T: Matak TP: sta TC:excellent E: A Grey Elf sta EP: nasty wounds >
A Grey Elf attempts to flee.
A Grey Elf floats up.
A Grey Elf leaves up.
A Grey Elf leaves up.
A Grey Elf leaves up.
A Grey Elf leaves up.
< 316h/316H 198v/198V Pos: standing >
You complete your spell...
[Damage: 51 ] You throw a fireball at a Grey Elf and have the satisfaction of seeing him enveloped in flames.
< 316h/316H 198v/198V Pos: standing >
< 316h/316H 198v/198V Pos: standing >
A Grimney Sleeping Chamber
Much of the furniture is covered in slime and vegetation. The few pieces of
furniture that have remained untouched by the slime are broken in two. Cow's
are infamous for the massive size, and weight. However, it stands to suit most
cow's just fine to sleep anywhere, even on the sharpened spike, impaled. The
ramp that leads below adjoins with the lobby room, which suffers from lack of
maintenance, rotting away with the passage of time. Piles of refuse and rubble,
namely brick and raw sewage, are used as prompters for a sleepy cow to sleep
on. Cow's sure do have a sweet time within this facility.
Obvious exits: -Down
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
Grym, the innkeeper, sits on his stool.
< 316h/316H 197v/198V Pos: standing >
A Grey Elf floats down.
A Grey Elf leaves down.
A Grey Elf leaves down.
A Grey Elf leaves down.
A Grey Elf leaves down.
< 316h/316H 197v/198V Pos: standing >
< 316h/316H 197v/198V Pos: standing >
You failed.
< 316h/316H 197v/198V 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 Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
< 316h/316H 196v/198V Pos: standing >
A Grey Elf opens the door.
< 316h/316H 196v/198V Pos: standing >
A Grey Elf leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
A Grey Elf leaves west.
< 316h/316H 197v/198V Pos: standing >
You failed.
< 316h/316H 198v/198V Pos: standing >
< 316h/316H 198v/198V 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
< 316h/316H 197v/198V Pos: standing >
You failed.
< 316h/316H 197v/198V Pos: standing >
< 316h/316H 197v/198V 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
< 316h/316H 196v/198V 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.
< 316h/316H 195v/198V 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 agitated commoner walks the road.
< 316h/316H 194v/198V 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
< 316h/316H 193v/198V 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
< 316h/316H 192v/198V 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 #
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
< 316h/316H 192v/198V Pos: standing >
Alas, you cannot go that way. . . .
< 316h/316H 192v/198V Pos: standing >
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
You failed.
< 316h/316H 192v/198V Pos: standing >
You failed.
< 316h/316H 193v/198V 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
< 316h/316H 192v/198V 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
< 316h/316H 191v/198V Pos: standing >
You failed.
< 316h/316H 192v/198V 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
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
Your local dealer peers at you.(Red Aura)
An agitated commoner walks the road.
< 316h/316H 191v/198V 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
< 316h/316H 190v/198V 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
< 316h/316H 190v/198V Pos: standing >
You failed.
< 316h/316H 190v/198V Pos: standing >
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
< 316h/316H 190v/198V Pos: standing >
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
< 316h/316H 190v/198V Pos: standing >
You failed.
< 316h/316H 191v/198V 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
< 316h/316H 190v/198V Pos: standing >
Alas, you cannot go that way. . . .
< 316h/316H 191v/198V Pos: standing >
You failed.
< 316h/316H 191v/198V 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
< 316h/316H 191v/198V 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
< 316h/316H 190v/198V 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
< 316h/316H 189v/198V 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
< 316h/316H 189v/198V Pos: standing >
A Muddy Trail
Sounds of the town to the west fill the air. Everything in the swampy forest
to the east seems to stir stir ever so slightly when anyone enters their waste
land. Many types of tracks lay below in the muck, some of these tracks were
made by minotaurs, however, many were made by reptiles. Mud inhibits travelling
tand makes progress very difficult. On either side of the pathway of mud lay
the dead swamp aspect of the area. Water envelopes most of the swamp forest's
ground, with a large number of standing and fallen trees alike. Back to the
west, a cobblestone road opens up and leads toward the town.
Obvious exits: -East -West
A small snake swims in the swamp.
< 316h/316H 188v/198V Pos: standing >
In the Muck
Two large totems stand on either side of the path, both of them the beholder
of heads. The heads lay impaled upon the totems, a warning to all those who
would attempt to traverse this swamp. They've been there a while one would
suppose, simply because nearly all of the flesh has rotten away exposing the
skull underneath. Flies swarm the area, small ponds of water alongside many
dead tress outline the area. Below, the ground is very soggy, the muck slows
progress to nearly a standstill. A small path opens up to the west, which
leads toward civilization.
Obvious exits: -North -South -West
< 316h/316H 187v/198V Pos: standing >
Alas, you cannot go that way. . . .
< 316h/316H 187v/198V Pos: standing >
Alas, you cannot go that way. . . .
< 316h/316H 188v/198V Pos: standing >
You failed.
< 316h/316H 188v/198V Pos: standing >
A Muddy Trail through the Swamp
A horrible stench fills the area, a stench resembling that of maneaur that
all cows drop. The plumbing from the town has to run somewhere, so why not
here. From the smell of it, every minotaur in the city must have dropped many
loads during his trip to the latrine. Most of the swamp is shallow, yet that
doesn't matter, progress is still very difficult. Atop of some dead trees,
the fallen ones, moss and a variety of plant life grow steadily. Only the
reptiles live within proximity of this smell, for what do they care.
Obvious exits: -North -East -South
< 316h/316H 187v/198V Pos: standing >
An Old Trail
Small rocks are swallowed whole by the mud and the various weeds that
arbitrary grow here. Below, on the ground, there resembles something that once
could have been a road, but the vegetation alongside a lack of effort to
maintain it resulted in its erosion by the many elements that envelope the
swamp. Dead trees outline the parameter, with hordes of vines hanging from
them, which prohibits vision further. The wind makes a wheezing sound as it
passes through the vines and empty tree branches. A slight smell fills the
air, the smell of maneaur. It is very foul.
Obvious exits: -East -West
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
< 316h/316H 187v/198V Pos: standing >
A Long Winding Trail of Mud
Mud envelopes the path, making progress for any heavily burdened minotaur
carrying the spoils of war, slow. The muck sinks a foot deep and stretches
the entire trail, never to let up. Along the trail, on either side, the rocky
aspect of the swamp comes to life. A large amount of boulders lay scattered
about the area, they look to have been pushed for they still have leave a
crater trail from point to point. Just where these boulders were pushed to
is inapprehensible at the moment, for they are not in sight. A horrible smell
sweeps the area, the smell of mud, which resembles maneaur.
Obvious exits: -East -West
< 316h/316H 186v/198V Pos: standing >
Before a Wooden Bridge
Huge boulders rest off to the side of the trail, which is full of mud. Small
puddles of water form within the footsteps of a few massive trolls. Other
markings are among the mud, reptilian tracks are visible, their slithering
ways are hard to miss. The area is turning into a mud land, as opposed to
a swampy forest, however, the swamp is visible just to the west, along with
its dark and smelly ways. Alligators noisily splash in the swamp, they've no
doubt caught some prey and are twisting and turning in a death spiral to shake
the life out of its dinner. Crocodiles like their meat tender, which is why
bury their lunch in the bottom of the swamp, waiting for an hour until they
actually feast upon the flesh. The river to the east has a bridge above it.
The bridge is tied to four huge boulders that are used to anchor it, the bridge
being made of rope and planks and all.
Obvious exits: -North -East -West
Two large boulders with rope strung around them anchor a bridge.
< 316h/316H 185v/198V Pos: standing >
You failed.
< 316h/316H 185v/198V Pos: standing >
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
A Grey Elf enters from the west.
< 316h/316H 186v/198V Pos: standing >
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
A Grey Elf leaves east.
You failed.
< 316h/316H 186v/198V Pos: standing >
You failed.
< 316h/316H 186v/198V Pos: standing >
You failed.
< 316h/316H 187v/198V Pos: standing >
Above a River on a Rope Bridge
A strong current allows this river to turn into a white water rapid
that runs towards the southeast. Rocks are visible among the river, for they
are the reason the water runs white. Strong currents provide a fast means of
travel for those who would risk the chance of navigating the river. First jump
out into the river, whether one would survive on their own is left up to the
gods. Only those unafraid of dying should even attempt this.
Obvious exits: -East -West -Down
< 316h/316H 186v/198V Pos: standing >
Along a River
The forest thins out to reveal a river in its mist. Much of the ground is
wet for reasons undoubtedly caused by the water of the river. Weeds and
vegetation plague the river's edge and the bushes make great abodes for snakes
and other reptiles. Sounds of the river fill the air as well a the smell that
rapids normally bring, the smell of rain. Animals often come here to drink.
A hill slopes downward towards the river and it still rises to the east. The
white water of the river is caused by the ferociousness of the current
colliding with the rocks underneath that one rarely sees. A large rope and
wooden bridge is anchored by two boulders on this side and two boulders on the
other side. A forest opens up to the east.
Obvious exits: -East -West
Two large boulders with rope strung around them anchor a bridge.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
A bulky minotaur guard protects the settlement.
< 316h/316H 185v/198V Pos: standing >
Nearing a River
Wild life can be heard nearby but they remain unseen however, for the
forestation is very thick. The trees grow an incredible height here and they
block out the sunlight that is the demise of so many nocturnal creatures. A
river is faintly visible towards the west. Many game trails are visible to the
east however, as well to the west. It is obvious that this particular section
of the forest is a hot spot amongst the animals for it provides about the
only drinking water readily available in the region. One thing the river
isn't to those who dwell in this region is safe to travel.
Obvious exits: -East -West
< 316h/316H 185v/198V Pos: standing >
A Dense Forest
The denseness of the forest forbids sunlight from even reaching the ground.
The eerieness of the darken wood seems to spell danger of sorts. the darkened
trees may be the product of ears of little to no sunlight, the trees are
however, living. The game trails on the ground are beginning to thin out a
little, they are still numerous thought. The darkened trees look as black as
coal. A few of t he trees have roots sticking out of the ground further
providing evidence of their ancientness. Owls whoot during the night, giving
an unwelcomed noise to those who reside in the town visible to the west.
Obvious exits: -North -West
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
A Grey Elf (medium) The Resistance stands in mid-air here.
< 316h/316H 184v/198V Pos: standing >
You start chanting...
< 316h/316H 184v/198V Pos: standing >
You complete your spell...
[Damage: 121 ] Your fireball hits a Grey Elf with full force, causing an immediate death.
A Grey Elf's gold leaf melted from the intense heat!
A Grey Elf's silken sash of raw silk [poor] melted from the intense heat!
A Grey Elf stops following a Grey Elf.
A Grey Elf stops following a Grey Elf.
A Grey Elf stops following a Grey Elf.
A Grey Elf stops following a Grey Elf.
A Grey Elf is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!