<worn as a badge> a cracked bamboo badge from Village of Split Shield
<worn on head> a spiked cured leather skull from The Surface Realm of Duris
<worn on eyes> the eyes of the mindflayer (magic) (glowing)[237h 33m 37s]
<worn on face> an ashen volcanic-forged mask [superior]
<worn around neck> a coil of darkness of agility [73%]
<worn around neck> a necklace of shimmering stars
<worn about body> a tatterred cloak of flesh (glowing)
<worn as quiver> a pantherhide quiver [poor] (magic) (glowing)
<worn about waist> a deep-blue sash of the great master
<worn on belt buckle>a patched bamboo belt buckle from Village of Split Shield
<attached to belt> a rugged adventurers satchel (magic)
<worn on arms> some stylish bamboo vambraces from Village of Split Shield
<worn on lower arms> some misshaped limestone sleeves from Village of Split Shield
<held as shield> a stylish sapphire shield from The Arcaneum of L'srillizzin
<worn around wrist> a blackened bracelet of the ogre chiefs
<worn around wrist> an elven bracelet of precision of precision (magic)
<worn on lower wrist>a glittering hide wristguard from Village of Split Shield
<worn on lower wrist>an assassin's armband
<worn on hands> some gauntlets of might (illuminating) [84%]
<worn on lower hands>some glowing crystal claws from The Arcaneum of L'srillizzin
<primary weapon> a barbed whip dubbed 'Cometstrike' (magic)
<secondary weapon> the titan warhammer, 'Purelight' (magic) (glowing)
<third weapon> a katana called 'Retribution' (magic)
<worn on legs> some stylish rubber leg plates from Village of Split Shield
< 538h/538H 231v/244V Pos: standing >
A double-headed dragonfly suddenly attacks YOU!
A double-headed dragonfly misses you.
< 538h/538H 233v/244V Pos: standing >
< T: Raza TP: sta TC:excellent E: double sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 538h/538H 233v/244V Pos: standing >
< T: Raza TP: sta TC:excellent E: double sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 538h/538H 233v/244V Pos: standing >
< T: Raza TP: sta TC:excellent E: double sta EP: excellent >
*****
**@*M
*M***
The Great Forest of Aravne
Obvious exits: -North -East -South -West
A double-headed dragonfly stands in mid-air here, fighting YOU!
< 538h/538H 233v/244V Pos: standing >
< T: Raza TP: sta TC:excellent E: double sta EP: excellent >
Saving Raza.
< 538h/538H 233v/244V Pos: standing >
< T: Raza TP: sta TC:excellent E: double sta EP: excellent >
Saving Raza.
< 538h/538H 233v/244V Pos: standing >
< T: Raza TP: sta TC:excellent E: double sta EP: excellent >
A double-headed dragonfly misses you.
You dodge a double-headed dragonfly's vicious attack.
< 538h/538H 233v/244V Pos: standing >
< T: Raza TP: sta TC:excellent E: double sta EP: excellent >
Your improved dexterity grants you an additional attack!
You score a CRITICAL HIT!!!!!
[Damage: 31 ] -=[Your powerful whip causes a double-headed dragonfly to grimace in pain.]=-
[Damage: 14 ] -=[Your impressive slash grievously wounds a double-headed dragonfly.]=-
A double-headed dragonfly is stunned!
[Damage: 12 ] Your final crushing blow caves in a double-headed dragonfly's chest, and he dies rather quickly.
A double-headed dragonfly is dead! R.I.P.
You receive your share of experience.
You feel a carnal satisfaction as a double-headed dragonfly's gurgling and choking signals his demise.
< 538h/538H 233v/244V Pos: standing >
***^*
**@**
****M
The Great Forest of Aravne
Obvious exits: -North -East -South -West
< 538h/538H 233v/244V Pos: standing >
*****
**@^*
*****
The Great Forest of Aravne
Obvious exits: -North -South -West
< 538h/538H 232v/244V Pos: standing >
***^*
**@**
****M
The Great Forest of Aravne
Obvious exits: -North -East -South -West
< 538h/538H 234v/244V Pos: standing >
**^**
**@**
***M*
The Great Forest of Aravne
Obvious exits: -North -East -South -West
< 538h/538H 233v/244V Pos: standing >
Beginning of Aravne Forest
Here is where the jungle ends and the giant forest begins. Here
the trees at the edge of the forest are simply very large. Farther in,
however, they grow to inconceivable heights allowable only by their innate
magic. The center of the forest is where the wonderous city of Aravne
can be found among the largest of the giant trees. It is rumored that in
the center of that great city stands the World tree, which is said to
touch the sky and the realm of the gods themselves. The path leads onward
toward the city to the north, and back into the jungle to the south.
Obvious exits: -North -South
A dangerous looking hook flier swoops about the forest.
A treejumper searches the area for food.
< 538h/538H 232v/244V Pos: standing >
Path Along the Forest Floor
Here the forest path continues northward toward the tree city of
Aravne. The path is fairly well traveled, although it is not until much
farther to the north that the safety of the city patrol boundary can be
reached. For this reason, caravans laden with valuable goods from faraway
lands often push onward after leaving the jungle until they reach safety
to the north. Rumors of bandits and theives have become minor legends
throughout the area, and are taken very seriously by those who travel here.
Obvious exits: -North -South
A large hopper leaps through the forest.
< 538h/538H 231v/244V Pos: standing >
Path Approaching a Small Clearing
The forest path approaches a small clearing to the north. Although
the forest floor here has seen nothing but shadows for countless millenia,
rays of light penetrate nearly to the forest floor up ahead. It is not
apparent from here what may have caused the clearing up ahead, but after days
of travel through the dark jungle it looks like a tempting place to
rest.
Obvious exits: -North -South
A forest Tor saunters along the forest floor.(Gold Aura)
< 538h/538H 230v/244V Pos: standing >
A Clearing in the Forest
Here the forest path opens into a large clearing. Athough here
the shadows which normally cloak the forest floor abate slightly, the
choking amount of leaves and needles which cover the ground still prevent any
grass from gaining a foothold here. Hundreds of feet up, a small patch of sky
can be seen between the giant treetops. It looks as though many caravans
have stopped here to rest, and also like there has been an attempt to cover up
some signs of some sort of activity. To the north, the path continues to wind
between the trunks of the huge trees.
Obvious exits: -North -South -Up
A forest Tor saunters along the forest floor.(Gold Aura)
A fat, lazy looking merchant barks orders.(Red Aura)
An experienced caravan guard looks about.
An experienced caravan guard looks about.
An experienced caravan guard looks about.
An experienced caravan guard looks about.
< 538h/538H 229v/244V Pos: standing >
A Pathway Further into Aravne Forest
Here the pathway continues deeper into Aravne Forest to the north. South
along the pathway seems to lie a small, inviting clearing. The bases of the
trees are growing larger and larger as the path leads ever deeper into
the ancient forest. Many of them here are already wider than what ten
ogres could form a ring around, and must be tens of centuries old.
Obvious exits: -North -South
< 538h/538H 229v/244V Pos: standing >
A Junction of the Main Path
Here the main path seems to come to a small junction of sorts. While the
main path continues north and south through the forest, a small side path
leads off to the east. The side path looks as though it was once hidden, but
has now been recently enlarged. How or why this has happened is unknown.
Obvious exits: -North -East -South
A large hopper leaps through the forest.
< 538h/538H 228v/244V Pos: standing >
Main Path Along the Forest Floor
The trees here are beginning to grow larger, with many of the bases
larger around than a house. It is hard to see farther than a stones throw in
any direction now due to the thickening forest. The path begins to take
more and more of a winding course as it leads thicker into Aravne forest,
twisting throughout the gigantic trees.
Obvious exits: -North -South
< 538h/538H 227v/244V Pos: standing >
Split in the Path at a Giant Rock
Here the path takes a sudden split, as a huge boulder lies imbedded
into the forest floor to the north. Judging by the mass of the stone at its
base, a good half of it probably lies below the ground. The origional path
is blocked by the boulder, and a pair of new paths have been forged to either
side of it. The path leading out of the forest lead back to the south.
Obvious exits: -East -South -West
< 538h/538H 226v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 227v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 228v/244V Pos: standing >
Detour in the Main Path
Here the main path to Aravne has taken a slight detour around a huge
boulder to the west. To the north, it continues its winding treck toward
the tree city, disappearing into the mammoth wood. Many of the ancient
trees here are covered in moss, and their first branches are nearly out of
sight they are so high up.
Obvious exits: -North -West
< 538h/538H 228v/244V Pos: standing >
Main Path Approaching Aravne
Here the main path begins to approach the largest of the giant trees,
which hold the tree city of Aravne itself. Even from a distance,
the magnificence of these leviathans is breathtaking. Still the very same
trees which began this forest, they are now unimaginably old and incredibly
large. The first of these primordial giants is directly north along the trail,
and blocks most of the rest of the forest ahead behind its massive width.
Obvious exits: -North -South
< 538h/538H 227v/244V Pos: standing >
Before the Entry Tree of Aravne
Here the path comes to an end before one of the primordial trees upon
which the tree city of Aravne begins. The base of this old tree is
so wide, that it would take several minutes to walk around to the side of it
and catch a glimpse in the northernly direction. An worn but sturdy wooden
staircase begins here, and winds its way up and around the trunk to the lowest
level of the city.
Obvious exits: -East -South -West -Up
A wooden sign is attached to the tree here.
A member of the Aravne forest guard watches the area for danger(Gold Aura)
A member of the Aravne forest guard watches the area for danger(Gold Aura)
< 538h/538H 226v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 227v/244V Pos: standing >
Path to the Forest Undercity
Here the path leads west around the massive city entry tree, and
curves with the trunk slowly northward. Strange patches of rot and disease
can be seen on the side of this massive tree, extremely unusual for something
which has lived for so long healthily. Perhaps there is a reason this part of
the forest the path leads to is now restricted.
Obvious exits: -East -Northwest
< 538h/538H 230v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 231v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 232v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 233v/244V Pos: standing >
Entry to the Forest Undercity
Here the path path around the giant tree completes its curve and heads
northward into the forest undercity. Before you lie more of the incredibly
massive treetrunks, with a few narrow paths winding between them out of sight
to the north. Very high above you, where the lowest branches of the trees
begin, wooden structures can be seen stretching out beyond any line of sight.
More patches of rot can be seen on the other trees to the north, and
this part of Aravne Forest does not seem nearly as peaceful or inviting as
the rest.
Obvious exits: -North -Southeast
A warning sign has recently been posted here.
A member of the Aravne forest guard watches the area for danger(Gold Aura)
A member of the Aravne forest guard watches the area for danger(Gold Aura)
< 538h/538H 233v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 234v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 235v/244V Pos: standing >
Path Through the Forest Undercity
The forest is even darker here underneath the city of Aravne and the
gigantic trees it is built upon. Occasionally a structure can be glimpsed
through the branches far above, branches which are larger than most trees
themselves. Small patches of rot can be glimpsed on some of the treetrunks,
and there is a definite sense of foreboding here.
Obvious exits: -North -South
< 538h/538H 234v/244V Pos: standing >
Inside the Forest Undercity
Here the path leading north nears the limits of the Aravne Forest Guards
longbow range, evident by the large amount of spent arrows sticking in the
forest floor here. Splashes of a dark, sticky dried gook stain many of the
fallen leaves which cover the ground here. A few bones, gnawed and picked
clean by scavengers lie scattered about here. To the north, the trunk of one
of the giant trees blocks any view of deeper into the forest.
Obvious exits: -North -South
< 538h/538H 233v/244V Pos: standing >
Forest Undercity South of Battle Tree
Here the path through the forest undercity splits at the base of an
aptly named Aravne tree that has been scarred by a recent skirmish which
must have been fought here. The ground is covered with gnawed bones, both
humanoid and beast. Several broken weapons, dented suits of armor, and
shredded leather garmets also litter the forest floor here. The large amount
of blood spilled on this spot seems to have permanently discolored the
forest floor here, and the tree seems to have taken on a slightly more twisted,
wicked appearance. Perhaps blood in the soil is not the preferred diet of
this giant tree.
Obvious exits: -South -Northwest -Northeast
< 538h/538H 232v/244V Pos: standing >
Western Path Around Battle Tree
Here the path up around Battle Tree curves slowly to the north
as it followes the massive arc of the aravne tree. High above in the branches
marking the under canopy, glimpses of wooden structures can be seen. Just
ahead to the north this path comes to an intersection.
Obvious exits: -North -Southeast
A severed insect leg lies here leaking ooze.
< 538h/538H 237v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 239v/244V Pos: standing >
< 538h/538H 240v/244V Pos: standing >
< 538h/538H 241v/244V Pos: standing >
Path Intersection South of the Dump Landing
Here the path leading north from Battle Tree intersects with a second
path leading in from the east. Continuing north, the main path seems to end
just ahead where two of the aravne trees grow only a wagons width apart from
each other. The stench of rot and garbage wafts in from that direction,
evidence that the dump landing probably lies just beyond.
Obvious exits: -North -East -South
An old, weathered sign marks the intersection here.
< 538h/538H 240v/244V Pos: standing >
Twin Tree Gateway to the Dump Landing
Here the path leads between two towering aravne trees, leaving barely
enough room for a wagon to pass between. A makeshift wooden gate spans the
slight distance between the trunks, making this passage an easily defensible
position. Beyond the gate to the north lies one of the most massive garbage
dumping site in all the realms, and a heaven for the thri-kreen tribe
which has claimed it as their property and home.
Obvious exits: -North# -South
< 538h/538H 239v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
It's already closed!
< 538h/538H 244v/244V Pos: standing >
Ok.
< 538h/538H 244v/244V Pos: standing >
Southern Entry of the Dump Landing
Just north of the southern gate and the twin trees which frame it, the
dump spans the entire northern arc of view. Busy looking thri-kreen sift
through the garbage for usefull or possibly valueable items, garbage which
is replenished weekly when it is dumped from the city of Aravne above. It
appears that, while most of the trash is allowed to pile up, the main pathways
through the dump are kept clear to aid travel. It seems as though one
persons trash really is another persons treasure.
Obvious exits: -North -East -South -West
An expressionless customs guard performs his duties.
An expressionless customs guard performs his duties.
Trasaaak, officer of customs checks for contraband.
< 538h/538H 242v/244V Pos: standing >
Ok.
< 538h/538H 242v/244V Pos: standing >
Southern Boundary of the Dump
This side path follows the southern edge of the dump, bracketed by a
large garbage heap to the north, and the western twin tree to the south.
The trading clearing is to the west.
Obvious exits: -East -West
< 538h/538H 240v/244V Pos: standing >
The Trading Clearing
This small area has been entirely cleared of trash, allowing a small
gathering of thri-kreen to show off their recent aquisitions in the hopes
of a lucrative trade. Here is where visitors from the poorman ghetto acquire
what little valuables they own, trading worthless baubles for more needed
items of utility.
Obvious exits: -East
A poor human has come from the ghetto to trade.
A wealthy looking trader looks to make a deal.
Arckk, officer of the Trading Grounds keeps the peace.
< 538h/538H 238v/244V Pos: standing >
You quickly scan the area.
A customs guard who is not far off to your east.
Trasaaak who is not far off to your east.
< 538h/538H 240v/244V Pos: standing >
You quickly scan the area.
A customs guard who is not far off to your east.
A customs guard who is not far off to your east.
< 538h/538H 241v/244V Pos: standing >
< 538h/538H 242v/244V Pos: standing >
Southern Boundary of the Dump
This side path follows the southern edge of the dump, bracketed by a
large garbage heap to the north, and the western twin tree to the south.
The trading clearing is to the west.
Obvious exits: -East -West
< 538h/538H 241v/244V Pos: standing >
Southern Entry of the Dump Landing
Just north of the southern gate and the twin trees which frame it, the
dump spans the entire northern arc of view. Busy looking thri-kreen sift
through the garbage for usefull or possibly valueable items, garbage which
is replenished weekly when it is dumped from the city of Aravne above. It
appears that, while most of the trash is allowed to pile up, the main pathways
through the dump are kept clear to aid travel. It seems as though one
persons trash really is another persons treasure.
Obvious exits: -North -East -South# -West
An expressionless customs guard performs his duties.
An expressionless customs guard performs his duties.
Trasaaak, officer of customs checks for contraband.
< 538h/538H 242v/244V Pos: standing >
Cental Path Through the Dump
This is the central path through the dump landing, leading to all areas
which are open to the public. Large heaps of garbage block any passage
east or west, while the southern intersection lies to the north. The giant
twin trees can be seen to the south, marking the southern gate of the dump.
Obvious exits: -North -South
< 538h/538H 240v/244V Pos: standing >
The Southern Intersection
This crossing of paths, known as the southern intersection, is busy with
passing thri-kreen. To the west leads Commerce Way, while east
of here runs Tired Trader Way. Both side paths are kept remarkably clean of
trash, although the stench of the surroundings cannot be overcome.
Obvious exits: -North -East -South -West
< 538h/538H 238v/244V Pos: standing >
You quickly scan the area.
A volunteer guard who is not far off to your east.
A volunteer guard who is not far off to your east.
A customs guard who is not far off to your south.
< 538h/538H 239v/244V Pos: standing >
You quickly scan the area.
A volunteer guard who is not far off to your east.
A customs guard who is not far off to your south.
A customs guard who is not far off to your south.
Trasaaak who is not far off to your south.
< 538h/538H 240v/244V Pos: standing >
East Half of Commerce Way
This is the eastern half of a short but busy street. To the east it
merges into the southern intersection, and continues is shop lined way to the
west. The stench of the garbage seems a bit stronger here, and structures
made of the trash line the north and south sides of the street.
Obvious exits: -North -East -South -West
< 538h/538H 240v/244V Pos: standing >
You quickly scan the area.
A volunteer guard who is a brief walk away to your east.
A thri-kreen shoplifter who is close by to your south.
A thri-kreen shopper who is close by to your south.
< 538h/538H 244v/244V Pos: standing >
West Half of Commerce Way
Here the street comes to an end before one of the larger trash piles in
the village. Vlestk's Smashers and Slashers Emporium is housed in a very large
building to the north, while Blaktakpak's Protection Palace is faces the south
side of the street.
Obvious exits: -North -East -South
< 538h/538H 242v/244V Pos: standing >
East Half of Commerce Way
This is the eastern half of a short but busy street. To the east it
merges into the southern intersection, and continues is shop lined way to the
west. The stench of the garbage seems a bit stronger here, and structures
made of the trash line the north and south sides of the street.
Obvious exits: -North -East -South -West
< 538h/538H 240v/244V Pos: standing >
The Southern Intersection
This crossing of paths, known as the southern intersection, is busy with
passing thri-kreen. To the west leads Commerce Way, while east
of here runs Tired Trader Way. Both side paths are kept remarkably clean of
trash, although the stench of the surroundings cannot be overcome.
Obvious exits: -North -East -South -West
< 538h/538H 238v/244V Pos: standing >
Central Path Through the Dump
Here the path connects the center of the dump to the north with the
southern intersection to the south. It is lined to both the east and west
with piles of junk the size of small hills, on which can be spotted the
occasional forager.
Obvious exits: -North -South
< 538h/538H 237v/244V Pos: standing >
The Dump Center Point
Here the main path comes to the center of the dump, marked in a very
uncerimonious manner with a dirty looking pool of water. It is used by the
dump villagers as a drinking well, although the green looking water
looks very unhealty. The occasional thri-kreen completely immerses itself
in the pool, then leaps out and shakes itself dry picking off the stray leech
off its body.
Obvious exits: -North -South
A murky pool of deep green water marks the center of town.
< 538h/538H 236v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 239v/244V Pos: standing >
Central Path Through the Dump
This section of the central path connects the village center to the south
with the northern intersection. The piles of trash are slightly smaller
here than in the business district to the south. Perhaps this is why the main
concentration of thri-kreen homes are located on the north side of the dump.
Obvious exits: -North -South
< 538h/538H 239v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 240v/244V Pos: standing >
Alas, you cannot go that way. . . .
< 538h/538H 241v/244V Pos: standing >
The Northern Intersection
Here the central path intersects Cozy Way, which many of the village
homes are situated on. Farther down the path to the north, Forktree marks
the northern gate of the dump. The trash piles in this section of town are
significantly smaller than those on the southern side of the dump, but
still rise well overhead.
Obvious exits: -North -East -South -West
< 538h/538H 241v/244V Pos: standing >
West Cozy Way
This side of Cozy Way seems slightly nicer then the east side. There is
less trash, and the structures here are built with more choice pieces of junk.
The surface of the street here is also devoid of the litter which plagues the
eastern half of Cozy Way.
Obvious exits: -North -East -South -West
Bryken MuRdErEr *-* Bloodlust *-* (Troll)(large) stands, floating here, fighting a Githzerai.(Red Aura)
A Githzerai (medium) The Resistance crouches in mid-air here, fighting Bryken.(Gold Aura)
< 538h/538H 240v/244V Pos: standing >
End of West Cozy Way
Here the street comes to an end, bracketed by homes to both the south and
west. Nobleman Court merges with Cozy Way here, and leads off to the north.
Here the street has been kept clean, and the structures are the owned by the
more wealthy thri-kreen.
Obvious exits: -North -East -South -West
The corpse of a volunteer guard is lying here.
A Thri-Kreen (medium) The Resistance stands in mid-air here.(Gold Aura)
< 538h/538H 240v/244V Pos: standing >
West Cozy Way
This side of Cozy Way seems slightly nicer then the east side. There is
less trash, and the structures here are built with more choice pieces of junk.
The surface of the street here is also devoid of the litter which plagues the
eastern half of Cozy Way.
Obvious exits: -North -East -South -West
Bryken MuRdErEr *-* Bloodlust *-* (Troll)(large) stands, floating here, fighting a Githzerai.(Red Aura)
A Githzerai (medium) The Resistance stands in mid-air here, fighting Bryken.(Gold Aura)
< 538h/538H 241v/244V Pos: standing >
The Northern Intersection
Here the central path intersects Cozy Way, which many of the village
homes are situated on. Farther down the path to the north, Forktree marks
the northern gate of the dump. The trash piles in this section of town are
significantly smaller than those on the southern side of the dump, but
still rise well overhead.
Obvious exits: -North -East -South -West
< 538h/538H 240v/244V Pos: standing >
Bash who?
< 538h/538H 244v/244V Pos: standing >
West Cozy Way
This side of Cozy Way seems slightly nicer then the east side. There is
less trash, and the structures here are built with more choice pieces of junk.
The surface of the street here is also devoid of the litter which plagues the
eastern half of Cozy Way.
Obvious exits: -North -East -South -West
Bryken MuRdErEr *-* Bloodlust *-* (Troll)(large) stands, floating here, fighting a Githzerai.(Red Aura)
A Githzerai (medium) The Resistance stands in mid-air here, fighting Bryken.(Gold Aura)
< 538h/538H 242v/244V Pos: standing >
Bryken parries a Githzerai's lunge at him.
A Githzerai misses Bryken.
< 538h/538H 242v/244V Pos: standing >
As a Githzerai avoids your bash, you topple over and fall to the ground.
< 538h/538H 242v/244V Pos: kneeling >
< T: Bryken TP: sta TC:few scratches E: A Githzerai sta EP: nasty wounds >
A Githzerai attempts to flee.
A Githzerai leaves north.
< 538h/538H 242v/244V Pos: kneeling >
A Githzerai enters from the north.
< 538h/538H 242v/244V Pos: kneeling >
A Githzerai leaves south.
< 538h/538H 242v/244V Pos: kneeling >
A Githzerai enters from the south.
< 538h/538H 242v/244V Pos: kneeling >
A Githzerai leaves east.
< 538h/538H 242v/244V Pos: kneeling >
Your endurance fades away.
Bryken leaves west.
< 538h/538H 242v/244V Pos: kneeling >
You rise to your feet.
< 538h/538H 244v/244V Pos: standing >
< 538h/538H 244v/244V Pos: standing >
End of West Cozy Way
Here the street comes to an end, bracketed by homes to both the south and
west. Nobleman Court merges with Cozy Way here, and leads off to the north.
Here the street has been kept clean, and the structures are the owned by the
more wealthy thri-kreen.
Obvious exits: -North -East -South -West
A few drops of fresh blood are scattered around the area.
The corpse of a volunteer guard is lying here.
Bryken MuRdErEr *-* Bloodlust *-* (Troll)(large) stands, floating here, fighting a Githzerai.(Red Aura)
*A Thri-Kreen (medium) The Resistance stands in mid-air here, fighting Eddie.(Gold Aura)
A Githzerai (medium) The Resistance sits in mid-air here, fighting Bryken.(Illusion)(Gold Aura)
A Githzerai (medium) The Resistance stands in mid-air here.(Illusion)(Gold Aura)
A Githzerai (medium) The Resistance stands in mid-air here.(Illusion)(Gold Aura)
A Grey Elf (medium) The Resistance stands in mid-air here.(Gold Aura)
Eddie ThE FuRY *-* Bloodlust *-* (Duergar)(medium) stands, floating here, fighting a Thri-Kreen.(holy)(Red Aura)
*Grotar ThE FuRY *-* Bloodlust *-* (Troll)(large) stands, floating here.(Red Aura)
You sense a lifeform nearby.
A Gnome (small) The Resistance sits resting.
< 538h/538H 242v/244V Pos: standing >
As a Thri-Kreen avoids your bash, you topple over and fall to the ground.
< 538h/538H 242v/244V Pos: kneeling >
< T: Eddie TP: sta TC: few wounds E: A Thri-Kreen sta EP: few wounds >
A Human enters from the south.
< 538h/538H 242v/244V Pos: kneeling >
< T: Eddie TP: sta TC: few wounds E: A Thri-Kreen sta EP: few wounds >
Eddie attempts to flee.
Eddie leaves south.
< 538h/538H 242v/244V Pos: kneeling >
<A Gnome clambers to his feet.
A Gnome, looking very frustrated, packs up his book.
< 538h/538H 242v/244V Pos: kneeling >
<A Human sits down in a comfortable spot.
A Githzerai leaves east.
A Githzerai leaves east.
A Gnome leaves east.
< 538h/538H 242v/244V Pos: kneeling >
<A Human takes out his holy symbol and begins praying intently.
< 538h/538H 242v/244V Pos: kneeling >
<Your improved dexterity grants you an additional attack!
A Thri-Kreen blocks your futile lunge at him.
A Thri-Kreen blocks your futile lunge at him.
A Thri-Kreen dodges your futile attack.
A Thri-Kreen snaps into visibility.
A Thri-Kreen attempts to flee.
A Thri-Kreen leaves west.
< 538h/538H 242v/244V Pos: kneeling >
A Githzerai misses Bryken.
< 538h/538H 242v/244V Pos: kneeling >
Bryken's powerful slash seriously wounds a Githzerai.
Bryken's massive longsword dubbed 'Dusk and Dawn' calls upon the chill of night and heat of the sun.
Bryken calls down a roaring flamestrike at a Githzerai who starts to melt!
Upon being struck, a Githzerai disappears into thin air.
A Githzerai stops following a Grey Elf.
Tec enters from the south.
< 538h/538H 243v/244V Pos: kneeling >
Grotar snaps into visibility.
Grotar leaps at a Human only to realize he is down already.
A Human is disrupted from meditation.
A Human, looking very frustrated, packs up his holy symbol.
< 538h/538H 244v/244V Pos: kneeling >
Eddie enters from the south.
< 538h/538H 244v/244V Pos: kneeling >
Tec places a pitch-black glowing stiletto in the back of a Human, resulting in some strange noises and some blood.
< 538h/538H 244v/244V Pos: kneeling >
A Thri-Kreen enters from the west.
< 538h/538H 244v/244V Pos: kneeling >
A Thri-Kreen leaves east.
< 538h/538H 244v/244V Pos: kneeling >
A volunteer guard enters from the north.
< 538h/538H 244v/244V Pos: kneeling >
Tec's impressive slash strikes a Human.
Tec's powerful pierce strikes a Human hard.
Tec misses a Human.
Grotar snaps into visibility.
Grotar's impressive slash strikes a Human.
Grotar misses a Human.
Eddie looks at a Human.
< 538h/538H 244v/244V Pos: kneeling >
A Human says in common 'Beh fur gorhivinets end be sawed!'
A Human misses Tec.
Tec dodges a Human's attack.
Tec dodges a Human's attack.
< 538h/538H 244v/244V Pos: kneeling >
A Human clambers to his feet.
A Human's face turns pale as Tec slams his head into his face.
< 538h/538H 244v/244V Pos: kneeling >
You rise to your feet.
< 538h/538H 244v/244V Pos: standing >
You are already standing.
< 538h/538H 244v/244V Pos: standing >
You miss a Human.
A Human leaves east.
< 538h/538H 244v/244V Pos: standing >
< T: Tec TP: sta TC:excellent E: A Human sta EP: pretty hurt >
Gax enters from the south.
Bryken's impressive pierce strikes a Human hard.
< 538h/538H 244v/244V Pos: standing >
< T: Tec TP: sta TC:excellent E: A Human sta EP: pretty hurt >
Eddie attempts to flee.
Eddie leaves east.
Gax leaves east.
< 538h/538H 244v/244V Pos: standing >
< T: Tec TP: sta TC:excellent E: A Human sta EP: pretty hurt >
A Human's face turns pale as Bryken slams his head into his face.
< 538h/538H 244v/244V Pos: standing >
< T: Tec TP: sta TC:excellent E: A Human sta EP: awful >
Eddie enters from the east.
Gax enters from the east.
< 538h/538H 244v/244V Pos: standing >
< T: Tec TP: sta TC:excellent E: A Human sta EP: awful >
A Human misses Tec.
A Human misses Tec.
A Human's bludgeon grazes Tec.
< 538h/538H 244v/244V Pos: standing >
< T: Tec TP: sta TC:few scratches E: A Human sta EP: awful >
Tec's impressive slash strikes a Human very hard.
Tec misses a Human.
Tec's impressive slash seriously wounds a Human.
Grotar snaps into visibility.
Grotar's slash enshrouds a Human in a mist of blood.
Grotar's fine pierce enshrouds a Human in a mist of blood.
Grotar clambers to his feet.
< 538h/538H 244v/244V Pos: standing >
< T: Tec TP: sta TC:few scratches E: A Human sta EP: awful >
Grotar snaps into visibility.
Grotar tackles a Human square in the chest knocking the wind out of him!
< 538h/538H 244v/244V Pos: standing >
< T: Tec TP: sta TC:excellent E: A Human sit EP: awful >
Your improved dexterity grants you an additional attack!
[Damage: 17 ] -=[Your impressive whip critically injures a Human.]=-
A Human is mortally wounded, and will die soon, if not aided.
[Damage: 4 ] Your final slash sends a Human's head bouncing along the ground.
A Human is dead! R.I.P.
You receive your share of experience.
You raise a level!
The smell of fresh blood enters your body, infusing you with power!